2 * There used to be a note that said this:
4 * The author - Don Woods - apologises for the style of the code; it
5 * is a result of running the original Fortran IV source through a
6 * home-brew Fortran-to-C converter.
8 * Now that the code has been restructured into something much closer
9 * to idiomatic C, the following is more appropriate:
11 * ESR apologizes for the remaing gotos (now confined to one function
12 * in this file - there used to be over 350 of them, *everywhere*),
13 * and for the offensive globals. Applying the Structured Program
14 * Theorem can be hard.
27 #define DIM(a) (sizeof(a)/sizeof(a[0]))
30 // exclude from coverage analysis because it requires interactivity to test
31 static void sig_handler(int signo)
33 if (signo == SIGINT) {
34 if (settings.logfp != NULL)
35 fflush(settings.logfp);
44 * Adventure (rev 2: 20 treasures)
45 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
46 * 15-treasure version (adventure) by Don Woods, April-June 1977
47 * 20-treasure version (rev 2) by Don Woods, August 1978
48 * Errata fixed: 78/12/25
49 * Revived 2017 as Open Adventure.
52 static bool do_command(void);
54 int main(int argc, char *argv[])
61 const char* opts = "l:or:";
62 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
65 const char* opts = "l:o";
66 const char* usage = "Usage: %s [-l logfilename] [-o]\n";
68 while ((ch = getopt(argc, argv, opts)) != EOF) {
71 settings.logfp = fopen(optarg, "w");
72 if (settings.logfp == NULL)
74 "advent: can't open logfile %s for write\n",
76 signal(SIGINT, sig_handler);
79 settings.oldstyle = true;
80 settings.prompt = false;
84 rfp = fopen(optarg, "r");
87 "advent: can't open save file %s for read\n",
89 signal(SIGINT, sig_handler);
96 " -l create a log file of your game named as specified'\n");
98 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
101 " -r restore from specified saved game file\n");
108 /* Initialize game variables */
109 long seedval = initialise();
111 #ifndef ADVENT_NOSAVE
113 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
115 game.limit = NOVICELIMIT;
122 fprintf(settings.logfp, "seed %ld\n", seedval);
124 /* interpret commands until EOF or interrupt */
129 /* show score and exit */
133 static bool fallback_handler(char *buf)
134 /* fallback handler for commands not handled by FORTRANish parser */
137 if (sscanf(buf, "seed %ld", &sv) == 1) {
139 printf("Seed set to %ld\n", sv);
140 // autogenerated, so don't charge user time for it.
147 /* Check if this loc is eligible for any hints. If been here long
148 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
150 static void checkhints(void)
152 if (conditions[game.loc] >= game.conds) {
153 for (int hint = 0; hint < NHINTS; hint++) {
154 if (game.hinted[hint])
156 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
157 game.hintlc[hint] = -1;
159 /* Come here if he's been long enough at required loc(s) for some
161 if (game.hintlc[hint] >= hints[hint].turns) {
167 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
169 game.hintlc[hint] = 0;
172 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
176 if (HERE(SNAKE) && !HERE(BIRD))
178 game.hintlc[hint] = 0;
181 if (game.atloc[game.loc] == 0 &&
182 game.atloc[game.oldloc] == 0 &&
183 game.atloc[game.oldlc2] == 0 &&
186 game.hintlc[hint] = 0;
189 if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
191 game.hintlc[hint] = 0;
198 game.hintlc[hint] = 0;
201 if (game.atloc[game.loc] == 0 &&
202 game.atloc[game.oldloc] == 0 &&
203 game.atloc[game.oldlc2] == 0)
207 i = atdwrf(game.loc);
209 game.hintlc[hint] = 0;
212 if (HERE(OGRE) && i == 0)
216 if (game.tally == 1 && game.prop[JADE] < 0)
218 game.hintlc[hint] = 0;
221 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
225 /* Fall through to hint display */
226 game.hintlc[hint] = 0;
227 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
229 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
230 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
231 if (game.hinted[hint] && game.limit > WARNTIME)
232 game.limit += WARNTIME * hints[hint].penalty;
238 static bool spotted_by_pirate(int i)
243 /* The pirate's spotted him. He leaves him alone once we've
244 * found chest. K counts if a treasure is here. If not, and
245 * tally=1 for an unseen chest, let the pirate be spotted. Note
246 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
247 * it to the troll, but in that case he's seen the chest
249 if (game.loc == game.chloc ||
250 game.prop[CHEST] >= 0)
253 bool movechest = false, robplayer = false;
254 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
255 if (!objects[treasure].is_treasure)
257 /* Pirate won't take pyramid from plover room or dark
258 * room (too easy!). */
259 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
260 game.loc == objects[EMERALD].plac)) {
263 if (TOTING(treasure) ||
266 if (TOTING(treasure)) {
271 /* Force chest placement before player finds last treasure */
272 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
273 rspeak(PIRATE_SPOTTED);
276 /* Do things in this order (chest move before robbery) so chest is listed
277 * last at the maze location. */
279 move(CHEST, game.chloc);
280 move(MESSAG, game.chloc2);
281 game.dloc[PIRATE] = game.chloc;
282 game.odloc[PIRATE] = game.chloc;
283 game.dseen[PIRATE] = false;
285 /* You might get a hint of the pirate's presence even if the
286 * chest doesn't move... */
287 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
288 rspeak(PIRATE_RUSTLES);
291 rspeak(PIRATE_POUNCES);
292 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
293 if (!objects[treasure].is_treasure)
295 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
296 game.loc == objects[EMERALD].plac))) {
297 if (AT(treasure) && game.fixed[treasure] == IS_FREE)
298 carry(treasure, game.loc);
299 if (TOTING(treasure))
300 drop(treasure, game.chloc);
308 static bool dwarfmove(void)
309 /* Dwarves move. Return true if player survives, false if he dies. */
311 int kk, stick, attack;
314 /* Dwarf stuff. See earlier comments for description of
315 * variables. Remember sixth dwarf is pirate and is thus
316 * very different except for motion rules. */
318 /* First off, don't let the dwarves follow him into a pit or
319 * a wall. Activate the whole mess the first time he gets as
320 * far as the hall of mists (loc 15). If game.newloc is
321 * forbidden to pirate (in particular, if it's beyond the
322 * troll bridge), bypass dwarf stuff. That way pirate can't
323 * steal return toll, and dwarves can't meet the bear. Also
324 * means dwarves won't follow him into dead end in maze, but
325 * c'est la vie. They'll wait for him outside the dead
329 CNDBIT(game.newloc, COND_NOARRR))
332 /* Dwarf activity level ratchets up */
333 if (game.dflag == 0) {
334 if (INDEEP(game.loc))
339 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
340 * the 5 dwarves. If any of the survivors is at loc,
341 * replace him with the alternate. */
342 if (game.dflag == 1) {
343 if (!INDEEP(game.loc) ||
344 (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
348 for (int i = 1; i <= 2; i++) {
349 int j = 1 + randrange(NDWARVES - 1);
354 /* Alternate initial loc for dwarf, in case one of them
355 * starts out on top of the adventurer. */
356 for (int i = 1; i <= NDWARVES - 1; i++) {
357 if (game.dloc[i] == game.loc)
358 game.dloc[i] = DALTLC; //
359 game.odloc[i] = game.dloc[i];
366 /* Things are in full swing. Move each dwarf at random,
367 * except if he's seen us he sticks with us. Dwarves stay
368 * deep inside. If wandering at random, they don't back up
369 * unless there's no alternative. If they don't have to
370 * move, they attack. And, of course, dead dwarves don't do
371 * much of anything. */
375 for (int i = 1; i <= NDWARVES; i++) {
376 if (game.dloc[i] == 0)
378 /* Fill tk array with all the places this dwarf might go. */
380 kk = tkey[game.dloc[i]];
383 game.newloc = travel[kk].dest;
384 /* Have we avoided a dwarf encounter? */
385 if (SPECIAL(game.newloc))
387 else if (!INDEEP(game.newloc))
389 else if (game.newloc == game.odloc[i])
391 else if (j > 1 && game.newloc == tk[j - 1])
393 else if (j >= DIM(tk) - 1)
395 else if (game.newloc == game.dloc[i])
397 else if (FORCED(game.newloc))
399 else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
401 else if (travel[kk].nodwarves)
403 tk[j++] = game.newloc;
405 (!travel[kk++].stop);
406 tk[j] = game.odloc[i];
409 j = 1 + randrange(j);
410 game.odloc[i] = game.dloc[i];
411 game.dloc[i] = tk[j];
412 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
413 (game.dloc[i] == game.loc ||
414 game.odloc[i] == game.loc);
417 game.dloc[i] = game.loc;
418 if (spotted_by_pirate(i))
420 /* This threatening little dwarf is in the room with him! */
422 if (game.odloc[i] == game.dloc[i]) {
424 if (game.knfloc >= 0)
425 game.knfloc = game.loc;
426 if (randrange(1000) < 95 * (game.dflag - 2))
431 /* Now we know what's happening. Let's tell the poor sucker about it.
432 * Note that various of the "knife" messages must have specific relative
433 * positions in the rspeak database. */
434 if (game.dtotal == 0)
436 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
442 rspeak(THROWN_KNIVES, attack);
443 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
445 rspeak(KNIFE_THROWN);
450 game.oldlc2 = game.loc;
454 /* "You're dead, Jim."
456 * If the current loc is zero, it means the clown got himself killed.
457 * We'll allow this maxdie times. NDEATHS is automatically set based
458 * on the number of snide messages available. Each death results in
459 * a message (obituaries[n]) which offers reincarnation; if accepted,
460 * this results in message obituaries[0], obituaries[2], etc. The
461 * last time, if he wants another chance, he gets a snide remark as
462 * we exit. When reincarnated, all objects being carried get dropped
463 * at game.oldlc2 (presumably the last place prior to being killed)
464 * without change of props. The loop runs backwards to assure that
465 * the bird is dropped before the cage. (This kluge could be changed
466 * once we're sure all references to bird and cage are done by
467 * keywords.) The lamp is a special case (it wouldn't do to leave it
468 * in the cave). It is turned off and left outside the building (only
469 * if he was carrying it, of course). He himself is left inside the
470 * building (and heaven help him if he tries to xyzzy back into the
471 * cave without the lamp!). game.oldloc is zapped so he can't just
474 static void croak(void)
475 /* Okay, he's dead. Let's get on with it. */
477 const char* query = obituaries[game.numdie].query;
478 const char* yes_response = obituaries[game.numdie].yes_response;
481 /* He died during closing time. No resurrection. Tally up a
483 rspeak(DEATH_CLOSING);
485 } else if (game.numdie == NDEATHS ||
486 !yes(query, yes_response, arbitrary_messages[OK_MAN]))
489 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
491 game.prop[LAMP] = LAMP_DARK;
492 for (int j = 1; j <= NOBJECTS; j++) {
493 int i = NOBJECTS + 1 - j;
495 /* Always leave lamp where it's accessible aboveground */
496 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
499 game.loc = LOC_BUILDING;
500 game.oldloc = game.loc;
504 static bool traveleq(long a, long b)
505 /* Are two travel entries equal for purposes of skip after failed condition? */
507 return (travel[a].cond == travel[b].cond)
508 && (travel[a].dest == travel[b].dest);
511 /* Given the current location in "game.loc", and a motion verb number in
512 * "motion", put the new location in "game.newloc". The current loc is saved
513 * in "game.oldloc" in case he wants to retreat. The current
514 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
515 * does, game.newloc will be limbo, and game.oldloc will be what killed
516 * him, so we need game.oldlc2, which is the last place he was
519 static void playermove( int motion)
521 int scratchloc, travel_entry = tkey[game.loc];
522 game.newloc = game.loc;
523 if (travel_entry == 0)
524 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
527 else if (motion == BACK) {
528 /* Handle "go back". Look for verb which goes from game.loc to
529 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
530 * te_tmp saves entry -> forced loc -> previous loc. */
531 motion = game.oldloc;
533 motion = game.oldlc2;
534 game.oldlc2 = game.oldloc;
535 game.oldloc = game.loc;
537 if (motion == game.loc)
539 if (CNDBIT(game.loc, COND_NOBACK))
544 scratchloc = travel[travel_entry].dest;
545 if (scratchloc != motion) {
546 if (!SPECIAL(scratchloc)) {
547 if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion)
548 te_tmp = travel_entry;
550 if (!travel[travel_entry].stop) {
551 ++travel_entry; /* go to next travel entry for this location */
554 /* we've reached the end of travel entries for game.loc */
555 travel_entry = te_tmp;
556 if (travel_entry == 0) {
557 rspeak(NOT_CONNECTED);
562 motion = travel[travel_entry].motion;
563 travel_entry = tkey[game.loc];
564 break; /* fall through to ordinary travel */
570 } else if (motion == LOOK) {
571 /* Look. Can't give more detail. Pretend it wasn't dark
572 * (though it may now be dark) so he won't fall into a
573 * pit while staring into the gloom. */
575 rspeak(NO_MORE_DETAIL);
578 game.abbrev[game.loc] = 0;
580 } else if (motion == CAVE) {
581 /* Cave. Different messages depending on whether above ground. */
582 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
585 /* none of the specials */
586 game.oldlc2 = game.oldloc;
587 game.oldloc = game.loc;
590 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
591 * the beginning of the motion entries for here (game.loc). */
593 if (T_TERMINATE(travel[travel_entry]) ||
594 travel[travel_entry].motion == motion)
596 if (travel[travel_entry].stop) {
597 /* Couldn't find an entry matching the motion word passed
598 * in. Various messages depending on word given. */
599 int spk = CANT_APPLY;
600 if (motion >= EAST && motion <= NW)
605 if (motion == FORWARD ||
609 if (motion == OUTSIDE ||
612 if (motion == XYZZY ||
614 spk = NOTHING_HAPPENS;
623 /* (ESR) We've found a destination that goes with the motion verb.
624 * Next we need to check any conditional(s) on this destination, and
625 * possibly on following entries. */
626 /* FIXME: Magic numbers related to move opcodes */
628 for (;;) { /* L12 loop */
630 long cond = travel[travel_entry].cond;
631 long arg = MOD(cond, 100);
632 if (!SPECIAL(cond)) {
633 /* YAML N and [pct N] conditionals */
638 /* else fall through */
640 /* YAML [with OBJ] clause */
642 (cond > 200 && AT(arg)))
644 /* else fall through to check [not OBJ STATE] */
645 } else if (game.prop[arg] != cond / 100 - 3)
648 /* We arrive here on conditional failure.
649 * Skip to next non-matching destination */
650 long te_tmp = travel_entry;
652 if (travel[te_tmp].stop)
653 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
656 (traveleq(travel_entry, te_tmp));
657 travel_entry = te_tmp;
660 /* Found an eligible rule, now execute it */
661 game.newloc = travel[travel_entry].dest;
662 if (!SPECIAL(game.newloc))
665 if (game.newloc > 500) {
666 /* Execute a speak rule */
667 rspeak(L_SPEAK(game.newloc));
668 game.newloc = game.loc;
671 game.newloc -= SPECIALBASE;
672 switch (game.newloc) {
674 /* Special travel 1. Plover-alcove passage. Can carry only
675 * emerald. Note: travel table must include "useless"
676 * entries going through passage, which can never be used
677 * for actual motion, but can be spotted by "go back". */
678 game.newloc = (game.loc == LOC_PLOVER)
681 if (game.holdng > 1 ||
682 (game.holdng == 1 && !TOTING(EMERALD))) {
683 game.newloc = game.loc;
688 /* Special travel 2. Plover transport. Drop the
689 * emerald (only use special travel if toting
690 * it), so he's forced to use the plover-passage
691 * to get it out. Having dropped it, go back and
692 * pretend he wasn't carrying it after all. */
693 drop(EMERALD, game.loc);
694 int te_tmp = travel_entry;
696 if (travel[te_tmp].stop)
697 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
700 (traveleq(travel_entry, te_tmp));
701 travel_entry = te_tmp;
702 continue; /* goto L12 */
704 /* Special travel 3. Troll bridge. Must be done
705 * only as special motion so that dwarves won't
706 * wander across and encounter the bear. (They
707 * won't follow the player there because that
708 * region is forbidden to the pirate.) If
709 * game.prop(TROLL)=1, he's crossed since paying,
710 * so step out and block him. (standard travel
711 * entries check for game.prop(TROLL)=0.) Special
713 if (game.prop[TROLL] == TROLL_PAIDONCE) {
714 pspeak(TROLL, look, TROLL_PAIDONCE, true);
715 game.prop[TROLL] = TROLL_UNPAID;
717 move(TROLL2 + NOBJECTS, 0);
718 move(TROLL, objects[TROLL].plac);
719 move(TROLL + NOBJECTS, objects[TROLL].fixd);
721 game.newloc = game.loc;
724 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
725 if (game.prop[TROLL] == TROLL_UNPAID)
726 game.prop[TROLL] = TROLL_PAIDONCE;
729 rspeak(BRIDGE_COLLAPSE);
730 game.prop[CHASM] = BRIDGE_WRECKED;
731 game.prop[TROLL] = TROLL_GONE;
732 drop(BEAR, game.newloc);
733 game.fixed[BEAR] = IS_FIXED;
734 game.prop[BEAR] = BEAR_DEAD;
735 game.oldlc2 = game.newloc;
740 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
743 break; /* Leave L12 loop */
749 static bool closecheck(void)
750 /* Handle the closing of the cave. The cave closes "clock1" turns
751 * after the last treasure has been located (including the pirate's
752 * chest, which may of course never show up). Note that the
753 * treasures need not have been taken yet, just located. Hence
754 * clock1 must be large enough to get out of the cave (it only ticks
755 * while inside the cave). When it hits zero, we branch to 10000 to
756 * start closing the cave, and then sit back and wait for him to try
757 * to get out. If he doesn't within clock2 turns, we close the cave;
758 * if he does try, we assume he panics, and give him a few additional
759 * turns to get frantic before we close. When clock2 hits zero, we
760 * transport him into the final puzzle. Note that the puzzle depends
761 * upon all sorts of random things. For instance, there must be no
762 * water or oil, since there are beanstalks which we don't want to be
763 * able to water, since the code can't handle it. Also, we can have
764 * no keys, since there is a grate (having moved the fixed object!)
765 * there separating him from all the treasures. Most of these
766 * problems arise from the use of negative prop numbers to suppress
767 * the object descriptions until he's actually moved the objects. */
769 /* Don't tick game.clock1 unless well into cave (and not at Y2). */
770 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
773 /* When the first warning comes, we lock the grate, destroy
774 * the bridge, kill all the dwarves (and the pirate), remove
775 * the troll and bear (unless dead), and set "closng" to
776 * true. Leave the dragon; too much trouble to move it.
777 * from now until clock2 runs out, he cannot unlock the
778 * grate, move to any location outside the cave, or create
779 * the bridge. Nor can he be resurrected if he dies. Note
780 * that the snake is already gone, since he got to the
781 * treasure accessible only via the hall of the mountain
782 * king. Also, he's been in giant room (to get eggs), so we
783 * can refer to it. Also also, he's gotten the pearl, so we
784 * know the bivalve is an oyster. *And*, the dwarves must
785 * have been activated, since we've found chest. */
786 if (game.clock1 == 0) {
787 game.prop[GRATE] = GRATE_CLOSED;
788 game.prop[FISSURE] = UNBRIDGED;
789 for (int i = 1; i <= NDWARVES; i++) {
790 game.dseen[i] = false;
794 move(TROLL + NOBJECTS, 0);
795 move(TROLL2, objects[TROLL].plac);
796 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
798 if (game.prop[BEAR] != BEAR_DEAD)
800 game.prop[CHAIN] = CHAIN_HEAP;
801 game.fixed[CHAIN] = IS_FREE;
802 game.prop[AXE] = AXE_HERE;
803 game.fixed[AXE] = IS_FREE;
804 rspeak(CAVE_CLOSING);
808 } else if (game.clock1 < 0)
810 if (game.clock2 == 0) {
811 /* Once he's panicked, and clock2 has run out, we come here
812 * to set up the storage room. The room has two locs,
813 * hardwired as LOC_NE and LOC_SW. At the ne end, we
814 * place empty bottles, a nursery of plants, a bed of
815 * oysters, a pile of lamps, rods with stars, sleeping
816 * dwarves, and him. At the sw end we place grate over
817 * treasures, snake pit, covey of caged birds, more rods, and
818 * pillows. A mirror stretches across one wall. Many of the
819 * objects come from known locations and/or states (e.g. the
820 * snake is known to have been destroyed and needn't be
821 * carried away from its old "place"), making the various
822 * objects be handled differently. We also drop all other
823 * objects he might be carrying (lest he have some which
824 * could cause trouble, such as the keys). We describe the
825 * flash of light and trundle back. */
826 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
827 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
828 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
829 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
830 game.prop[ROD] = put(ROD, LOC_NE, 0);
831 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
833 game.oldloc = LOC_NE;
834 game.newloc = LOC_NE;
835 /* Leave the grate with normal (non-negative) property.
837 put(GRATE, LOC_SW, 0);
838 put(SIGN, LOC_SW, 0);
839 game.prop[SIGN] = ENDGAME_SIGN;
840 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
841 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
842 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
843 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
844 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
846 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
847 game.fixed[MIRROR] = LOC_SW;
849 for (int i = 1; i <= NOBJECTS; i++) {
862 static void lampcheck(void)
863 /* Check game limit and lamp timers */
865 if (game.prop[LAMP] == LAMP_BRIGHT)
868 /* Another way we can force an end to things is by having the
869 * lamp give out. When it gets close, we come here to warn him.
870 * First following arm checks if the lamp and fresh batteries are
871 * here, in which case we replace the batteries and continue.
872 * Second is for other cases of lamp dying. Eve after it goes
873 * out, he can explore outside for a while if desired. */
874 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
875 rspeak(REPLACE_BATTERIES);
876 game.prop[BATTERY] = DEAD_BATTERIES;
878 drop(BATTERY, game.loc);
879 game.limit += BATTERYLIFE;
881 } else if (game.limit == 0) {
883 game.prop[LAMP] = LAMP_DARK;
886 } else if (game.limit <= WARNTIME) {
887 if (!game.lmwarn && HERE(LAMP)) {
889 int spk = GET_BATTERIES;
890 if (game.place[BATTERY] == LOC_NOWHERE)
892 if (game.prop[BATTERY] == DEAD_BATTERIES)
893 spk = MISSING_BATTERIES;
899 static void listobjects(void)
900 /* Print out descriptions of objects at this location. If
901 * not closing and property value is negative, tally off
902 * another treasure. Rug is special case; once seen, its
903 * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
904 * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
905 * bear). These hacks are because game.prop=0 is needed to
908 if (!DARK(game.loc)) {
909 ++game.abbrev[game.loc];
910 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
913 obj = obj - NOBJECTS;
914 if (obj == STEPS && TOTING(NUGGET))
916 if (game.prop[obj] < 0) {
919 game.prop[obj] = STATE_FOUND;
921 game.prop[RUG] = RUG_DRAGON;
923 game.prop[CHAIN] = CHAINING_BEAR;
925 /* Note: There used to be a test here to see whether the
926 * player had blown it so badly that he could never ever see
927 * the remaining treasures, and if so the lamp was zapped to
928 * 35 turns. But the tests were too simple-minded; things
929 * like killing the bird before the snake was gone (can never
930 * see jewelry), and doing it "right" was hopeless. E.G.,
931 * could cross troll bridge several times, using up all
932 * available treasures, breaking vase, using coins to buy
933 * batteries, etc., and eventually never be able to get
934 * across again. If bottle were left on far side, could then
935 * never get eggs or trident, and the effects propagate. So
936 * the whole thing was flushed. anyone who makes such a
937 * gross blunder isn't likely to find everything else anyway
938 * (so goes the rationalisation). */
940 int kk = game.prop[obj];
942 kk = (game.loc == game.fixed[STEPS])
945 pspeak(obj, look, kk, true);
950 static bool do_command()
951 /* Get and execute a command */
955 static struct command_t command;
958 /* Can't leave cave once it's closing (except by main office). */
959 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
961 game.newloc = game.loc;
963 game.clock2 = PANICTIME;
967 /* See if a dwarf has seen him and has come from where he
968 * wants to go. If so, the dwarf's blocking his way. If
969 * coming from place forbidden to pirate (dwarves rooted in
970 * place) let him get out (and attacked). */
971 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
972 for (size_t i = 1; i <= NDWARVES - 1; i++) {
973 if (game.odloc[i] == game.newloc && game.dseen[i]) {
974 game.newloc = game.loc;
980 game.loc = game.newloc;
985 /* Describe the current location and (maybe) get next command. */
990 const char* msg = locations[game.loc].description.small;
991 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
993 msg = locations[game.loc].description.big;
994 if (!FORCED(game.loc) && DARK(game.loc)) {
995 /* The easiest way to get killed is to fall into a pit in
997 if (game.wzdark && PCT(35)) {
999 game.oldlc2 = game.loc;
1001 continue; /* back to top of main interpreter loop */
1003 msg = arbitrary_messages[PITCH_DARK];
1008 if (FORCED(game.loc)) {
1012 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1019 game.oldobj = command.obj;
1025 /* If closing time, check for any objects being toted with
1026 * game.prop < 0 and stash them. This way objects won't be
1027 * described until they've been picked up and put down
1028 * separate from their respective piles. */
1030 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1031 pspeak(OYSTER, look, 1, true);
1032 for (size_t i = 1; i <= NOBJECTS; i++) {
1033 if (TOTING(i) && game.prop[i] < 0)
1034 game.prop[i] = STASHED(i);
1037 game.wzdark = DARK(game.loc);
1038 if (game.knfloc > 0 && game.knfloc != game.loc)
1041 /* This is where we get a new command from the user */
1043 char inputbuf[LINESIZE];
1046 input = get_input();
1049 if (word_count(input) > 2) {
1053 if (strcmp(input, "") != 0)
1057 strncpy(inputbuf, input, LINESIZE - 1);
1060 tokenize(inputbuf, &command);
1062 char word1[TOKLEN + 1];
1063 char word2[TOKLEN + 1];
1064 packed_to_token(command.wd1, word1);
1065 packed_to_token(command.wd2, word2);
1066 command.id1 = get_vocab_id(word1);
1067 command.id2 = get_vocab_id(word2);
1069 /* Every input, check "game.foobar" flag. If zero, nothing's
1070 * going on. If pos, make neg. If neg, he skipped a word,
1071 * so make it zero. */
1073 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1076 /* If a turn threshold has been met, apply penalties and tell
1077 * the player about it. */
1078 for (int i = 0; i < NTHRESHOLDS; ++i) {
1079 if (game.turns == turn_thresholds[i].threshold + 1) {
1080 game.trnluz += turn_thresholds[i].point_loss;
1081 speak(turn_thresholds[i].message);
1085 if (command.verb == SAY && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY)
1087 if (command.verb == SAY) {
1088 command.part = transitive;
1097 if (command.id1 == ENTER && (command.id2 == STREAM ||
1098 command.id2 == PROMOTE_WORD(WATER))) {
1099 if (LIQLOC(game.loc) == WATER) {
1102 rspeak(WHERE_QUERY);
1106 if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
1107 /* command.wd1 = command.wd2; */
1108 /* wordclear(&command.wd2); */
1109 command.id1 = command.id2;
1110 command.id2 = WORD_EMPTY;
1112 /* FIXME: Magic numbers related to vocabulary */
1113 if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
1114 (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) {
1115 if (AT(DEMOTE_WORD(command.id2)))
1116 command.wd2 = token_to_packed("POUR");
1118 if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
1119 command.wd1 = token_to_packed("CATCH");
1122 if (wordeq(command.wd1, token_to_packed("WEST"))) {
1124 if (game.iwest == 10)
1127 if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
1129 rspeak(GO_UNNEEDED);
1132 packed_to_token(command.wd1, word1);
1133 defn = get_vocab_id(word1);
1134 if (defn == WORD_NOT_FOUND) {
1135 /* Gee, I don't understand. */
1136 if (fallback_handler(inputbuf))
1138 sspeak(DONT_KNOW, command.raw1);
1141 /* FIXME: magic numbers related to vocabulary */
1142 kmod = MOD(defn, 1000);
1143 switch (defn / 1000) {
1148 command.part = unknown;
1152 command.part = intransitive;
1153 command.verb = kmod;
1156 speak(specials[kmod].message);
1159 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1163 switch (action(&command)) {
1170 continue; /* back to top of main interpreter loop */
1180 /* Get second word for analysis. */
1181 command.wd1 = command.wd2;
1182 strcpy(command.raw1, command.raw2);
1183 wordclear(&command.wd2);
1184 command.raw2[0] = '\0';
1187 /* Random intransitive verbs come here. Clear obj just in case
1188 * (see attack()). */
1189 command.raw1[0] = toupper(command.raw1[0]);
1190 sspeak(DO_WHAT, command.raw1);
1194 /* Oh dear, he's disturbed the dwarves. */
1195 rspeak(DWARVES_AWAKEN);
1198 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE