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 idiomatic C, the following
11 * ESR apologizes for the remaing gotos (now confined to two functions in this
12 * file - they used to be *everywhere*), and the offensive globals. Applying
13 * the Structured Program Theorem can be hard.
23 #include "linenoise/linenoise.h"
27 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
28 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
30 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
31 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
32 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
33 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
34 GRATE, HINT, INVENT, JADE, KEYS,
35 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
36 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
37 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
38 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
39 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
40 URN, VASE, VEND, VOLCAN, WATER;
41 long K, SPK, WD1, WD1X, WD2, WD2X;
44 bool oldstyle = false;
47 extern void initialise();
48 extern void score(long);
49 extern int action(FILE *, long, long, long);
51 void sig_handler(int signo)
62 * Adventure (rev 2: 20 treasures)
64 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
65 * 15-treasure version (adventure) by Don Woods, April-June 1977
66 * 20-treasure version (rev 2) by Don Woods, August 1978
67 * Errata fixed: 78/12/25
68 * Revived 2017 as Open Advebture.
71 static bool do_command(FILE *);
73 int main(int argc, char *argv[])
79 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
82 logfp = fopen(optarg, "w");
85 "advent: can't open logfile %s for write\n",
87 signal(SIGINT, sig_handler);
95 linenoiseHistorySetMaxLen(350);
99 * game.closed says whether we're all the way closed
100 * game.closng says whether it's closing time yet
101 * game.clshnt says whether he's read the clue in the endgame
102 * game.lmwarn says whether he's been warned about lamp going dim
103 * game.novice says whether he asked for instructions at start-up
104 * game.panic says whether he's found out he's trapped in the cave
105 * game.wzdark says whether the loc he's leaving was dark */
107 /* Initialize our LCG PRNG with parameters tested against
108 * Knuth vol. 2. by the original authors */
111 lcgstate.m = 1048576;
113 long seedval = (long)rand();
116 /* Initialize game variables */
120 /* Unlike earlier versions, adventure is no longer restartable. (This
121 * lets us get away with modifying things such as OBJSND(BIRD) without
122 * having to be able to undo the changes later.) If a "used" copy is
123 * rerun, we come here and tell the player to run a fresh copy. */
124 if (game.setup <= 0) {
129 /* Start-up, dwarf stuff */
131 game.zzword=RNDVOC(3,0);
132 game.novice=YES(stdin, 65,1,0);
136 if (game.novice)game.limit=1000;
139 fprintf(logfp, "seed %ld\n", seedval);
141 /* interpret commands ubtil EOF or interrupt */
143 if (!do_command(stdin))
146 /* show score and exit */
150 static bool fallback_handler(char *buf)
151 /* fallback handler for commands not handled by FORTRANish parser */
154 if (sscanf(buf, "seed %ld", &sv) == 1) {
156 printf("Seed set to %ld\n", sv);
157 // autogenerated, so don't charge user time for it.
159 // here we reconfigure any global game state that uses random numbers
160 game.zzword=RNDVOC(3,0);
166 static void dohint(FILE *cmdin, int hint)
167 /* Come here if he's been long enough at required loc(s) for some
176 if (game.prop[GRATE] == 0 && !HERE(KEYS))
181 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
185 if (HERE(SNAKE) && !HERE(BIRD))
190 if (game.atloc[game.loc] == 0 &&
191 game.atloc[game.oldloc] == 0 &&
192 game.atloc[game.oldlc2] == 0 &&
198 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
210 if (game.atloc[game.loc] == 0 &&
211 game.atloc[game.oldloc] == 0 &&
212 game.atloc[game.oldlc2] == 0)
221 if (HERE(OGRE) && i == 0)
225 if (game.tally == 1 && game.prop[JADE] < 0)
234 /* Fall through to hint display */
236 if (!YES(cmdin,HINTS[hint][3],0,54))
238 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
240 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
241 if (game.hinted[hint] && game.limit > 30)
242 game.limit=game.limit+30*HINTS[hint][2];
245 static bool dwarfmove(void)
246 /* Dwarves move. Return true if player survives, false if he dies. */
248 int kk, stick, attack;
251 /* Dwarf stuff. See earlier comments for description of
252 * variables. Remember sixth dwarf is pirate and is thus
253 * very different except for motion rules. */
255 /* First off, don't let the dwarves follow him into a pit or
256 * a wall. Activate the whole mess the first time he gets as
257 * far as the hall of mists (loc 15). If game.newloc is
258 * forbidden to pirate (in particular, if it's beyond the
259 * troll bridge), bypass dwarf stuff. That way pirate can't
260 * steal return toll, and dwarves can't meet the bear. Also
261 * means dwarves won't follow him into dead end in maze, but
262 * c'est la vie. They'll wait for him outside the dead
264 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
267 /* Dwarf activity level ratchets up */
268 if (game.dflag == 0) {
269 if (INDEEP(game.loc))
274 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
275 * the 5 dwarves. If any of the survivors is at loc,
276 * replace him with the alternate. */
277 if (game.dflag == 1) {
278 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
281 for (int i=1; i<=2; i++) {
282 int j=1+randrange(NDWARVES-1);
286 for (int i=1; i<=NDWARVES-1; i++) {
287 if (game.dloc[i] == game.loc)
289 game.odloc[i]=game.dloc[i];
296 /* Things are in full swing. Move each dwarf at random,
297 * except if he's seen us he sticks with us. Dwarves stay
298 * deep inside. If wandering at random, they don't back up
299 * unless there's no alternative. If they don't have to
300 * move, they attack. And, of course, dead dwarves don't do
301 * much of anything. */
305 for (int i=1; i<=NDWARVES; i++) {
307 if (game.dloc[i] == 0)
309 /* Fill TK array with all the places this dwarf might go. */
311 kk=KEY[game.dloc[i]];
314 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
315 /* Have we avoided a dwarf enciounter? */
316 bool avoided = (game.newloc > 300 ||
317 !INDEEP(game.newloc) ||
318 game.newloc == game.odloc[i] ||
319 (j > 1 && game.newloc == TK[j-1]) ||
321 game.newloc == game.dloc[i] ||
322 FORCED(game.newloc) ||
323 (i == PIRATE && CNDBIT(game.newloc,3)) ||
324 labs(TRAVEL[kk])/1000000 == 100);
326 TK[j++] = game.newloc;
335 game.odloc[i]=game.dloc[i];
337 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
338 if (!game.dseen[i]) continue;
339 game.dloc[i]=game.loc;
341 /* The pirate's spotted him. He leaves him alone once we've
342 * found chest. K counts if a treasure is here. If not, and
343 * tally=1 for an unseen chest, let the pirate be spotted.
344 * Note that game.place(CHEST)=0 might mean that he's thrown
345 * it to the troll, but in that case he's seen the chest
347 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
350 for (int j=MINTRS; j<=MAXTRS; j++) {
351 /* Pirate won't take pyramid from plover room or dark
352 * room (too easy!). */
353 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
359 if (game.place[CHEST] == 0) {
360 /* Install chest only once, to insure it is
361 * the last treasure in the list. */
362 MOVE(CHEST,game.chloc);
363 MOVE(MESSAG,game.chloc2);
366 for (int j=MINTRS; j<=MAXTRS; j++) {
367 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
368 if (AT(j) && game.fixed[j] == 0)
374 game.dloc[PIRATE]=game.chloc;
375 game.odloc[PIRATE]=game.chloc;
376 game.dseen[PIRATE]=false;
382 /* Force chest placement before player finds last treasure */
383 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
385 MOVE(CHEST,game.chloc);
386 MOVE(MESSAG,game.chloc2);
387 game.dloc[PIRATE]=game.chloc;
388 game.odloc[PIRATE]=game.chloc;
389 game.dseen[PIRATE]=false;
392 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
397 /* This threatening little dwarf is in the room with him! */
399 if (game.odloc[i] == game.dloc[i]) {
401 if (game.knfloc >= 0)
402 game.knfloc=game.loc;
403 if (randrange(1000) < 95*(game.dflag-2))
409 /* Now we know what's happening. Let's tell the poor sucker about it.
410 * Note that various of the "knife" messages must have specific relative
411 * positions in the RSPEAK database. */
412 if (game.dtotal == 0)
414 SETPRM(1,game.dtotal,0);
415 RSPEAK(4+1/game.dtotal);
418 if (game.dflag == 2)game.dflag=3;
421 if (attack > 1)K=250;
424 RSPEAK(K+1+2/(1+stick));
427 game.oldlc2=game.loc;
431 /* "You're dead, Jim."
433 * If the current loc is zero, it means the clown got himself killed.
434 * We'll allow this maxdie times. MAXDIE is automatically set based
435 * on the number of snide messages available. Each death results in
436 * a message (81, 83, etc.) which offers reincarnation; if accepted,
437 * this results in message 82, 84, etc. The last time, if he wants
438 * another chance, he gets a snide remark as we exit. When
439 * reincarnated, all objects being carried get dropped at game.oldlc2
440 * (presumably the last place prior to being killed) without change
441 * of props. the loop runs backwards to assure that the bird is
442 * dropped before the cage. (this kluge could be changed once we're
443 * sure all references to bird and cage are done by keywords.) The
444 * lamp is a special case (it wouldn't do to leave it in the cave).
445 * It is turned off and left outside the building (only if he was
446 * carrying it, of course). He himself is left inside the building
447 * (and heaven help him if he tries to xyzzy back into the cave
448 * without the lamp!). game.oldloc is zapped so he can't just
451 static void croak(FILE *cmdin)
452 /* Okay, he's dead. Let's get on with it. */
455 /* He died during closing time. No resurrection. Tally up a
462 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
464 if (game.numdie == MAXDIE)
470 for (int j=1; j<=NOBJECTS; j++) {
471 int i=NOBJECTS + 1 - j;
480 game.oldloc=game.loc;
484 /* Given the current location in "game.loc", and a motion verb number in
485 * "K", put the new location in "game.newloc". The current loc is saved
486 * in "game.oldloc" in case he wants to retreat. The current
487 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
488 * does, game.newloc will be limbo, and game.oldloc will be what killed
489 * him, so we need game.oldlc2, which is the last place he was
492 static bool playermove(FILE *cmdin, token_t verb)
494 int LL, K2, KK=KEY[game.loc];
495 game.newloc=game.loc;
500 else if (K == BACK) {
501 /* Handle "go back". Look for verb which goes from game.loc to
502 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
503 * K2 saves entry -> forced loc -> previous loc. */
507 game.oldlc2=game.oldloc;
508 game.oldloc=game.loc;
510 if (K == game.loc)K2=91;
511 if (CNDBIT(game.loc,4))K2=274;
514 LL=MOD((labs(TRAVEL[KK])/1000),1000);
517 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
520 if (TRAVEL[KK] >= 0) {
531 K=MOD(labs(TRAVEL[KK]),1000);
533 break; /* fall through to ordinary travel */
540 else if (K == LOOK) {
541 /* Look. Can't give more detail. Pretend it wasn't dark
542 * (though it may "now" be dark) so he won't fall into a
543 * pit while staring into the gloom. */
544 if (game.detail < 3)RSPEAK(15);
547 game.abbrev[game.loc]=0;
550 else if (K == CAVE) {
551 /* Cave. Different messages depending on whether above ground. */
552 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
556 /* none of the specials */
557 game.oldlc2=game.oldloc;
558 game.oldloc=game.loc;
561 /* ordinary travel */
564 if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
566 if (TRAVEL[KK] < 0) {
567 /* Non-applicable motion. Various messages depending on
570 if (K >= 43 && K <= 50)SPK=52;
571 if (K == 29 || K == 30)SPK=52;
572 if (K == 7 || K == 36 || K == 37)SPK=10;
573 if (K == 11 || K == 19)SPK=11;
574 if (verb == FIND || verb == INVENT)SPK=59;
575 if (K == 62 || K == 65)SPK=42;
586 K=MOD(game.newloc,100);
587 if (game.newloc <= 300) {
588 if (game.newloc <= 100) {
589 if (game.newloc == 0 || PCT(game.newloc))
591 /* else fall through */
592 } if (TOTING(K) || (game.newloc > 200 && AT(K)))
594 /* else fall through */
596 else if (game.prop[K] != game.newloc/100-3)
600 if (TRAVEL[KK] < 0)BUG(25);
602 game.newloc=labs(TRAVEL[KK])/1000;
608 game.newloc=MOD(LL,1000);
609 if (game.newloc <= 300)
611 if (game.newloc <= 500) {
612 game.newloc=game.newloc-300;
616 /* Travel 301. Plover-alcove passage. Can carry only
617 * emerald. Note: travel table must include "useless"
618 * entries going through passage, which can never be used for
619 * actual motion, but can be spotted by "go back". */
620 game.newloc=99+100-game.loc;
621 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
623 game.newloc=game.loc;
627 /* Travel 302. Plover transport. Drop the emerald (only use
628 * special travel if toting it), so he's forced to use the
629 * plover-passage to get it out. Having dropped it, go back and
630 * pretend he wasn't carrying it after all. */
631 DROP(EMRALD,game.loc);
634 /* Travel 303. Troll bridge. Must be done only as special
635 * motion so that dwarves won't wander across and encounter
636 * the bear. (They won't follow the player there because
637 * that region is forbidden to the pirate.) If
638 * game.prop(TROLL)=1, he's crossed since paying, so step out
639 * and block him. (standard travel entries check for
640 * game.prop(TROLL)=0.) Special stuff for bear. */
641 if (game.prop[TROLL] == 1) {
645 MOVE(TROLL2+NOBJECTS,0);
646 MOVE(TROLL,PLAC[TROLL]);
647 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
649 game.newloc=game.loc;
652 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
653 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
654 if (!TOTING(BEAR)) return true;
658 DROP(BEAR,game.newloc);
659 game.fixed[BEAR]= -1;
661 game.oldlc2=game.newloc;
668 RSPEAK(game.newloc-500);
669 game.newloc=game.loc;
673 static bool do_command(FILE *cmdin)
675 long KQ, VERB, KK, V1, V2;
678 enum speechpart part;
680 /* Can't leave cave once it's closing (except by main office). */
681 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
683 game.newloc=game.loc;
684 if (!game.panic)game.clock2=15;
688 /* See if a dwarf has seen him and has come from where he
689 * wants to go. If so, the dwarf's blocking his way. If
690 * coming from place forbidden to pirate (dwarves rooted in
691 * place) let him get out (and attacked). */
692 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
693 for (i=1; i<=NDWARVES-1; i++) {
694 if (game.odloc[i] == game.newloc && game.dseen[i]) {
695 game.newloc=game.loc;
701 game.loc=game.newloc;
706 /* Describe the current location and (maybe) get next command. */
708 /* Print text for current loc. */
710 L2000: if (game.loc == 0)
713 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
715 if (!FORCED(game.loc) && DARK(game.loc)) {
716 /* The easiest way to get killed is to fall into a pit in
718 if (game.wzdark && PCT(35)) {
720 game.oldlc2 = game.loc;
726 if (TOTING(BEAR))RSPEAK(141);
729 if (FORCED(game.loc)) {
732 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
734 /* Print out descriptions of objects at this location. If
735 * not closing and property value is negative, tally off
736 * another treasure. Rug is special case; once seen, its
737 * game.prop is 1 (dragon on it) till dragon is killed.
738 * Similarly for chain; game.prop is initially 1 (locked to
739 * bear). These hacks are because game.prop=0 is needed to
742 if (DARK(game.loc)) goto L2012;
743 ++game.abbrev[game.loc];
744 i=game.atloc[game.loc];
745 L2004: if (i == 0) goto L2012;
747 if (obj > NOBJECTS)obj=obj-NOBJECTS;
748 if (obj == STEPS && TOTING(NUGGET)) goto L2008;
749 if (game.prop[obj] >= 0) goto L2006;
750 if (game.closed) goto L2008;
752 if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
754 /* Note: There used to be a test here to see whether the player had blown it
755 * so badly that he could never ever see the remaining treasures, and if so
756 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
757 * things like killing the bird before the snake was gone (can never see
758 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
759 * bridge several times, using up all available treasures, breaking vase,
760 * using coins to buy batteries, etc., and eventually never be able to get
761 * across again. If bottle were left on far side, could then never get eggs
762 * or trident, and the effects propagate. So the whole thing was flushed.
763 * anyone who makes such a gross blunder isn't likely to find everything
764 * else anyway (so goes the rationalisation). */
765 L2006: KK=game.prop[obj];
766 if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
768 L2008: i=game.link[i];
775 /* Check if this loc is eligible for any hints. If been here long enough,
776 * branch to help section (on later page). Hints all come back here eventually
777 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
779 L2600: if (COND[game.loc] >= game.conds) {
780 for (int hint=1; hint<=HNTMAX; hint++) {
781 if (game.hinted[hint])
783 if (!CNDBIT(game.loc,hint+10))
784 game.hintlc[hint]= -1;
786 if (game.hintlc[hint] >= HINTS[hint][1])
791 /* If closing time, check for any objects being toted with
792 * game.prop < 0 and set the prop to -1-game.prop. This way
793 * objects won't be described until they've been picked up
794 * and put down separate from their respective piles. Don't
795 * tick game.clock1 unless well into cave (and not at Y2). */
797 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
799 for (i=1; i<=NOBJECTS; i++) {
800 if (TOTING(i) && game.prop[i] < 0)
801 game.prop[i] = -1-game.prop[i];
804 game.wzdark=DARK(game.loc);
805 if (game.knfloc > 0 && game.knfloc != game.loc)
808 /* This is where we get a new command from the user */
809 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
812 /* Every input, check "game.foobar" flag. If zero, nothing's
813 * going on. If pos, make neg. If neg, he skipped a word,
814 * so make it zero. */
815 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
817 if (game.turns == game.thresh) {
818 SPEAK(TTEXT[game.trndex]);
819 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
822 if (game.trndex <= TRNVLS)
823 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
825 if (VERB == SAY && WD2 > 0)VERB=0;
826 if (VERB == SAY) goto L4090;
827 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
830 /* Next few sections handle the closing of the cave. The
831 * cave closes "clock1" turns after the last treasure has
832 * been located (including the pirate's chest, which may of
833 * course never show up). Note that the treasures need not
834 * have been taken yet, just located. Hence clock1 must be
835 * large enough to get out of the cave (it only ticks while
836 * inside the cave). When it hits zero, we branch to 10000
837 * to start closing the cave, and then sit back and wait for
838 * him to try to get out. If he doesn't within clock2 turns,
839 * we close the cave; if he does try, we assume he panics,
840 * and give him a few additional turns to get frantic before
841 * we close. When clock2 hits zero, we branch to 11000 to
842 * transport him into the final puzzle. Note that the puzzle
843 * depends upon all sorts of random things. For instance,
844 * there must be no water or oil, since there are beanstalks
845 * which we don't want to be able to water, since the code
846 * can't handle it. Also, we can have no keys, since there
847 * is a grate (having moved the fixed object!) there
848 * separating him from all the treasures. Most of these
849 * problems arise from the use of negative prop numbers to
850 * suppress the object descriptions until he's actually moved
853 /* When the first warning comes, we lock the grate, destroy
854 * the bridge, kill all the dwarves (and the pirate), remove
855 * the troll and bear (unless dead), and set "closng" to
856 * true. Leave the dragon; too much trouble to move it.
857 * from now until clock2 runs out, he cannot unlock the
858 * grate, move to any location outside the cave, or create
859 * the bridge. Nor can he be resurrected if he dies. Note
860 * that the snake is already gone, since he got to the
861 * treasure accessible only via the hall of the mountain
862 * king. Also, he's been in giant room (to get eggs), so we
863 * can refer to it. Also also, he's gotten the pearl, so we
864 * know the bivalve is an oyster. *And*, the dwarves must
865 * have been activated, since we've found chest. */
866 if (game.clock1 == 0)
870 for (i=1; i<=NDWARVES; i++) {
875 MOVE(TROLL+NOBJECTS,0);
876 MOVE(TROLL2,PLAC[TROLL]);
877 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
879 if (game.prop[BEAR] != 3)DSTROY(BEAR);
888 } else if (game.clock1 < 0)
890 if (game.clock2 == 0) {
891 /* Once he's panicked, and clock2 has run out, we come here
892 * to set up the storage room. The room has two locs,
893 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
894 * place empty bottles, a nursery of plants, a bed of
895 * oysters, a pile of lamps, rods with stars, sleeping
896 * dwarves, and him. At the sw end we place grate over
897 * treasures, snake pit, covey of caged birds, more rods, and
898 * pillows. A mirror stretches across one wall. Many of the
899 * objects come from known locations and/or states (e.g. the
900 * snake is known to have been destroyed and needn't be
901 * carried away from its old "place"), making the various
902 * objects be handled differently. We also drop all other
903 * objects he might be carrying (lest he have some which
904 * could cause trouble, such as the keys). We describe the
905 * flash of light and trundle back. */
906 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
907 game.prop[PLANT]=PUT(PLANT,115,0);
908 game.prop[OYSTER]=PUT(OYSTER,115,0);
910 game.prop[LAMP]=PUT(LAMP,115,0);
911 game.prop[ROD]=PUT(ROD,115,0);
912 game.prop[DWARF]=PUT(DWARF,115,0);
916 /* Leave the grate with normal (non-negative) property.
921 game.prop[SNAKE]=PUT(SNAKE,116,1);
922 game.prop[BIRD]=PUT(BIRD,116,1);
923 game.prop[CAGE]=PUT(CAGE,116,0);
924 game.prop[ROD2]=PUT(ROD2,116,0);
925 game.prop[PILLOW]=PUT(PILLOW,116,0);
927 game.prop[MIRROR]=PUT(MIRROR,115,0);
928 game.fixed[MIRROR]=116;
930 for (int i=1; i<=NOBJECTS; i++) {
939 if (game.prop[LAMP] == 1)
942 /* Another way we can force an end to things is by having the
943 * lamp give out. When it gets close, we come here to warn
944 * him. First following ar, if the lamp and fresh batteries are
945 * here, in which case we replace the batteries and continue.
946 * Second is for other cases of lamp dying. 12400 is when it
947 * goes out. Even then, he can explore outside for a while
949 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
953 if (TOTING(BATTER))DROP(BATTER,game.loc);
954 game.limit=game.limit+2500;
956 } else if (game.limit == 0) {
959 if (HERE(LAMP))RSPEAK(184);
960 } else if (game.limit <= 30) {
961 if (!game.lmwarn && HERE(LAMP)) {
964 if (game.place[BATTER] == 0)SPK=183;
965 if (game.prop[BATTER] == 1)SPK=189;
970 if (LIQLOC(game.loc) == WATER)K=70;
973 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
977 if (V1 == ENTER && WD2 > 0) {
982 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
983 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
985 WD2=MAKEWD(16152118);
987 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
988 WD1=MAKEWD(301200308);
990 L2620: if (WD1 == MAKEWD(23051920)) {
992 if (game.iwest == 10)
995 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1002 /* Gee, I don't understand. */
1003 if (fallback_handler(rawbuf))
1016 case 3: RSPEAK(K); goto L2012;
1020 /* Verb and object analysis moved to separate module. */
1022 L4000: part=intransitive; VERB=K; goto Laction;
1023 L4090: part=transitive; goto Laction;
1024 L5000: part=unknown; obj = K;
1026 switch (action(cmdin, part, VERB, obj)) {
1027 case 2: return true;
1029 case 2000: goto L2000;
1030 case 2012: goto L2012;
1031 case 2600: goto L2600;
1032 case 2607: goto L2607;
1033 case 2630: goto L2630;
1035 /* Get second word for analysis. */
1041 /* Random intransitive verbs come here. Clear obj just in case
1042 * (see attack()). */
1048 /* Oh dear, he's disturbed the dwarves. */
1055 /* Figure out the new location */
1056 L8: if (playermove(cmdin, VERB))