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.
16 #define DEFINE_GLOBALS_FROM_INCLUDES
25 #include "linenoise/linenoise.h"
28 #define DIM(a) (sizeof(a)/sizeof(a[0]))
30 /* Abstract out the encoding of words in the travel array. Gives us
31 * some hope of getting to a less cryptic representation than we
32 * inherited from FORTRAN, someday. To understand these, read the
33 * encoding description in dungeon.c.
35 #define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000)
36 #define T_NODWARVES(entry) labs(entry) / 1000000 == 100
37 #define T_MOTION(entry) MOD(labs(entry), 1000)
38 #define L_SPEAK(loc) ((loc) - 500)
43 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
45 long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
46 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
47 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
48 EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
49 GRATE, HINT, INVENT, JADE, KEYS,
50 KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
51 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
52 PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
53 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
54 STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
55 URN, VASE, VEND, VOLCANO, WATER;
57 FILE *logfp = NULL, *rfp = NULL;
58 bool oldstyle = false;
62 static void sig_handler(int signo)
64 if (signo == SIGINT) {
74 * Adventure (rev 2: 20 treasures)
76 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
77 * 15-treasure version (adventure) by Don Woods, April-June 1977
78 * 20-treasure version (rev 2) by Don Woods, August 1978
79 * Errata fixed: 78/12/25
80 * Revived 2017 as Open Adventure.
83 static bool do_command(FILE *);
85 int main(int argc, char *argv[])
92 const char* opts = "l:or:s";
93 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
95 const char* opts = "l:os";
96 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
98 while ((ch = getopt(argc, argv, opts)) != EOF) {
101 logfp = fopen(optarg, "w");
104 "advent: can't open logfile %s for write\n",
106 signal(SIGINT, sig_handler);
110 editline = prompt = false;
112 #ifndef ADVENT_NOSAVE
114 rfp = fopen(optarg, "r");
117 "advent: can't open save file %s for read\n",
119 signal(SIGINT, sig_handler);
129 " -l create a log file of your game named as specified'\n");
131 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
132 #ifndef ADVENT_NOSAVE
134 " -r restore from specified saved game file\n");
137 " -s suppress command editing\n");
143 linenoiseHistorySetMaxLen(350);
145 /* Initialize our LCG PRNG with parameters tested against
146 * Knuth vol. 2. by the original authors */
149 game.lcg_m = 1048576;
151 long seedval = (long)rand();
154 /* Initialize game variables */
157 /* Start-up, dwarf stuff */
158 game.zzword = RNDVOC(3, 0);
159 game.newloc = LOC_START;
160 game.loc = LOC_START;
161 game.limit = GAMELIMIT;
163 game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
165 game.limit = NOVICELIMIT;
171 fprintf(logfp, "seed %ld\n", seedval);
173 /* interpret commands until EOF or interrupt */
175 if (!do_command(stdin))
178 /* show score and exit */
182 static bool fallback_handler(char *buf)
183 /* fallback handler for commands not handled by FORTRANish parser */
186 if (sscanf(buf, "seed %ld", &sv) == 1) {
188 printf("Seed set to %ld\n", sv);
189 // autogenerated, so don't charge user time for it.
191 // here we reconfigure any global game state that uses random numbers
192 game.zzword = RNDVOC(3, 0);
198 /* Check if this loc is eligible for any hints. If been here long
199 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
201 static void checkhints(void)
203 if (conditions[game.loc] >= game.conds) {
204 for (int hint = 0; hint < NHINTS; hint++) {
205 if (game.hinted[hint])
207 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
208 game.hintlc[hint] = -1;
210 /* Come here if he's been long enough at required loc(s) for some
212 if (game.hintlc[hint] >= hints[hint].turns) {
218 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
220 game.hintlc[hint] = 0;
223 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
227 if (HERE(SNAKE) && !HERE(BIRD))
229 game.hintlc[hint] = 0;
232 if (game.atloc[game.loc] == 0 &&
233 game.atloc[game.oldloc] == 0 &&
234 game.atloc[game.oldlc2] == 0 &&
237 game.hintlc[hint] = 0;
240 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
242 game.hintlc[hint] = 0;
249 game.hintlc[hint] = 0;
252 if (game.atloc[game.loc] == 0 &&
253 game.atloc[game.oldloc] == 0 &&
254 game.atloc[game.oldlc2] == 0)
258 i = ATDWRF(game.loc);
260 game.hintlc[hint] = 0;
263 if (HERE(OGRE) && i == 0)
267 if (game.tally == 1 && game.prop[JADE] < 0)
269 game.hintlc[hint] = 0;
272 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
276 /* Fall through to hint display */
277 game.hintlc[hint] = 0;
278 if (!YES(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
280 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
281 game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
282 if (game.hinted[hint] && game.limit > WARNTIME)
283 game.limit += WARNTIME * hints[hint].penalty;
289 static bool spotted_by_pirate(int i)
294 /* The pirate's spotted him. He leaves him alone once we've
295 * found chest. K counts if a treasure is here. If not, and
296 * tally=1 for an unseen chest, let the pirate be spotted. Note
297 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
298 * it to the troll, but in that case he's seen the chest
300 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
303 bool movechest = false, robplayer = false;
304 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
305 if (!object_descriptions[treasure].is_treasure)
307 /* Pirate won't take pyramid from plover room or dark
308 * room (too easy!). */
309 if (treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac)) {
312 if (TOTING(treasure) || HERE(treasure))
314 if (TOTING(treasure)) {
319 /* Force chest placement before player finds last treasure */
320 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
321 rspeak(PIRATE_SPOTTED);
324 /* Do things in this order (chest move before robbery) so chest is listed
325 * last at the maze location. */
327 MOVE(CHEST, game.chloc);
328 MOVE(MESSAG, game.chloc2);
329 game.dloc[PIRATE] = game.chloc;
330 game.odloc[PIRATE] = game.chloc;
331 game.dseen[PIRATE] = false;
333 /* You might get a hint of the pirate's presence even if the
334 * chest doesn't move... */
335 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
336 rspeak(PIRATE_RUSTLES);
339 rspeak(PIRATE_POUNCES);
340 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
341 if (!object_descriptions[treasure].is_treasure)
343 if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) {
344 if (AT(treasure) && game.fixed[treasure] == 0)
345 CARRY(treasure, game.loc);
346 if (TOTING(treasure))
347 DROP(treasure, game.chloc);
355 static bool dwarfmove(void)
356 /* Dwarves move. Return true if player survives, false if he dies. */
358 int kk, stick, attack;
361 /* Dwarf stuff. See earlier comments for description of
362 * variables. Remember sixth dwarf is pirate and is thus
363 * very different except for motion rules. */
365 /* First off, don't let the dwarves follow him into a pit or
366 * a wall. Activate the whole mess the first time he gets as
367 * far as the hall of mists (loc 15). If game.newloc is
368 * forbidden to pirate (in particular, if it's beyond the
369 * troll bridge), bypass dwarf stuff. That way pirate can't
370 * steal return toll, and dwarves can't meet the bear. Also
371 * means dwarves won't follow him into dead end in maze, but
372 * c'est la vie. They'll wait for him outside the dead
374 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
377 /* Dwarf activity level ratchets up */
378 if (game.dflag == 0) {
379 if (INDEEP(game.loc))
384 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
385 * the 5 dwarves. If any of the survivors is at loc,
386 * replace him with the alternate. */
387 if (game.dflag == 1) {
388 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
391 for (int i = 1; i <= 2; i++) {
392 int j = 1 + randrange(NDWARVES - 1);
396 for (int i = 1; i <= NDWARVES - 1; i++) {
397 if (game.dloc[i] == game.loc)
398 game.dloc[i] = DALTLC;
399 game.odloc[i] = game.dloc[i];
406 /* Things are in full swing. Move each dwarf at random,
407 * except if he's seen us he sticks with us. Dwarves stay
408 * deep inside. If wandering at random, they don't back up
409 * unless there's no alternative. If they don't have to
410 * move, they attack. And, of course, dead dwarves don't do
411 * much of anything. */
415 for (int i = 1; i <= NDWARVES; i++) {
416 if (game.dloc[i] == 0)
418 /* Fill tk array with all the places this dwarf might go. */
420 kk = KEY[game.dloc[i]];
423 game.newloc = T_DESTINATION(TRAVEL[kk]);
424 /* Have we avoided a dwarf encounter? */
425 bool avoided = (SPECIAL(game.newloc) ||
426 !INDEEP(game.newloc) ||
427 game.newloc == game.odloc[i] ||
428 (j > 1 && game.newloc == tk[j - 1]) ||
430 game.newloc == game.dloc[i] ||
431 FORCED(game.newloc) ||
432 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
433 T_NODWARVES(TRAVEL[kk]));
435 tk[j++] = game.newloc;
439 (TRAVEL[kk - 1] >= 0);
440 tk[j] = game.odloc[i];
443 j = 1 + randrange(j);
444 game.odloc[i] = game.dloc[i];
445 game.dloc[i] = tk[j];
446 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
447 if (!game.dseen[i]) continue;
448 game.dloc[i] = game.loc;
449 if (spotted_by_pirate(i))
451 /* This threatening little dwarf is in the room with him! */
453 if (game.odloc[i] == game.dloc[i]) {
455 if (game.knfloc >= 0)
456 game.knfloc = game.loc;
457 if (randrange(1000) < 95 * (game.dflag - 2))
462 /* Now we know what's happening. Let's tell the poor sucker about it.
463 * Note that various of the "knife" messages must have specific relative
464 * positions in the rspeak database. */
465 if (game.dtotal == 0)
467 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
470 if (game.dflag == 2)game.dflag = 3;
472 rspeak(THROWN_KNIVES, attack);
473 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
475 rspeak(KNIFE_THROWN);
480 game.oldlc2 = game.loc;
484 /* "You're dead, Jim."
486 * If the current loc is zero, it means the clown got himself killed.
487 * We'll allow this maxdie times. NDEATHS is automatically set based
488 * on the number of snide messages available. Each death results in
489 * a message (81, 83, etc.) which offers reincarnation; if accepted,
490 * this results in message 82, 84, etc. The last time, if he wants
491 * another chance, he gets a snide remark as we exit. When
492 * reincarnated, all objects being carried get dropped at game.oldlc2
493 * (presumably the last place prior to being killed) without change
494 * of props. the loop runs backwards to assure that the bird is
495 * dropped before the cage. (this kluge could be changed once we're
496 * sure all references to bird and cage are done by keywords.) The
497 * lamp is a special case (it wouldn't do to leave it in the cave).
498 * It is turned off and left outside the building (only if he was
499 * carrying it, of course). He himself is left inside the building
500 * (and heaven help him if he tries to xyzzy back into the cave
501 * without the lamp!). game.oldloc is zapped so he can't just
504 static void croak(void)
505 /* Okay, he's dead. Let's get on with it. */
507 const char* query = obituaries[game.numdie].query;
508 const char* yes_response = obituaries[game.numdie].yes_response;
511 /* He died during closing time. No resurrection. Tally up a
513 rspeak(DEATH_CLOSING);
515 } else if (game.numdie == NDEATHS || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
518 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
520 game.prop[LAMP] = LAMP_DARK;
521 for (int j = 1; j <= NOBJECTS; j++) {
522 int i = NOBJECTS + 1 - j;
524 /* Always leave lamp where it's accessible aboveground */
525 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
528 game.loc = LOC_BUILDING;
529 game.oldloc = game.loc;
533 /* Given the current location in "game.loc", and a motion verb number in
534 * "motion", put the new location in "game.newloc". The current loc is saved
535 * in "game.oldloc" in case he wants to retreat. The current
536 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
537 * does, game.newloc will be limbo, and game.oldloc will be what killed
538 * him, so we need game.oldlc2, which is the last place he was
541 static bool playermove(token_t verb, int motion)
543 int scratchloc, k2, kk = KEY[game.loc];
544 game.newloc = game.loc;
546 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
549 else if (motion == BACK) {
550 /* Handle "go back". Look for verb which goes from game.loc to
551 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
552 * k2 saves entry -> forced loc -> previous loc. */
553 motion = game.oldloc;
555 motion = game.oldlc2;
556 game.oldlc2 = game.oldloc;
557 game.oldloc = game.loc;
559 if (motion == game.loc)k2 = FORGOT_PATH;
560 if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
563 scratchloc = T_DESTINATION(TRAVEL[kk]);
564 if (scratchloc != motion) {
565 if (!SPECIAL(scratchloc)) {
566 if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[KEY[scratchloc]]) == motion)
569 if (TRAVEL[kk] >= 0) {
575 rspeak(NOT_CONNECTED);
580 motion = T_MOTION(TRAVEL[kk]);
582 break; /* fall through to ordinary travel */
588 } else if (motion == LOOK) {
589 /* Look. Can't give more detail. Pretend it wasn't dark
590 * (though it may now be dark) so he won't fall into a
591 * pit while staring into the gloom. */
593 rspeak(NO_MORE_DETAIL);
596 game.abbrev[game.loc] = 0;
598 } else if (motion == CAVE) {
599 /* Cave. Different messages depending on whether above ground. */
600 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
603 /* none of the specials */
604 game.oldlc2 = game.oldloc;
605 game.oldloc = game.loc;
608 /* ordinary travel */
610 scratchloc = labs(TRAVEL[kk]);
611 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
613 if (TRAVEL[kk] < 0) {
614 /* FIXME: Magic numbers! */
615 /* Non-applicable motion. Various messages depending on
617 int spk = CANT_APPLY;
618 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
619 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
620 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
621 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
622 if (verb == FIND || verb == INVENT)spk = NEARBY;
623 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
624 if (motion == 17)spk = WHICH_WAY;
630 scratchloc = scratchloc / 1000;
634 * (ESR) This special-travel loop may have to be repeated if it includes
635 * the plover passage. Same deal for any future cases where we need to
636 * block travel and then redo it once the blocking condition has been
639 for (;;) { /* L12 loop */
641 game.newloc = scratchloc / 1000;
642 motion = MOD(game.newloc, 100);
643 if (!SPECIAL(game.newloc)) {
644 if (game.newloc <= 100) {
645 if (game.newloc == 0 || PCT(game.newloc))
647 /* else fall through */
649 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
651 /* else fall through */
652 } else if (game.prop[motion] != game.newloc / 100 - 3)
656 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
658 game.newloc = labs(TRAVEL[kk]) / 1000;
660 (game.newloc == scratchloc);
661 scratchloc = game.newloc;
664 game.newloc = MOD(scratchloc, 1000);
665 if (!SPECIAL(game.newloc))
667 if (game.newloc <= 500) {
668 game.newloc -= SPECIALBASE;
669 switch (game.newloc) {
671 /* Travel 301. Plover-alcove passage. Can carry only
672 * emerald. Note: travel table must include "useless"
673 * entries going through passage, which can never be used for
674 * actual motion, but can be spotted by "go back". */
675 /* FIXME: Arithmetic on location numbers */
676 game.newloc = 99 + 100 - game.loc;
677 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
678 game.newloc = game.loc;
683 /* Travel 302. Plover transport. Drop the emerald (only use
684 * special travel if toting it), so he's forced to use the
685 * plover-passage to get it out. Having dropped it, go back and
686 * pretend he wasn't carrying it after all. */
687 DROP(EMERALD, game.loc);
690 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
692 game.newloc = labs(TRAVEL[kk]) / 1000;
694 (game.newloc == scratchloc);
695 scratchloc = game.newloc;
696 continue; /* goto L12 */
698 /* Travel 303. Troll bridge. Must be done only as special
699 * motion so that dwarves won't wander across and encounter
700 * the bear. (They won't follow the player there because
701 * that region is forbidden to the pirate.) If
702 * game.prop(TROLL)=1, he's crossed since paying, so step out
703 * and block him. (standard travel entries check for
704 * game.prop(TROLL)=0.) Special stuff for bear. */
705 if (game.prop[TROLL] == 1) {
706 pspeak(TROLL,look, 1);
707 game.prop[TROLL] = 0;
709 MOVE(TROLL2 + NOBJECTS, 0);
710 MOVE(TROLL, object_descriptions[TROLL].plac);
711 MOVE(TROLL + NOBJECTS, object_descriptions[TROLL].fixd);
713 game.newloc = game.loc;
716 game.newloc = object_descriptions[TROLL].plac + object_descriptions[TROLL].fixd - game.loc;
717 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
718 if (!TOTING(BEAR)) return true;
719 rspeak(BRIDGE_COLLAPSE);
720 game.prop[CHASM] = 1;
721 game.prop[TROLL] = 2;
722 DROP(BEAR, game.newloc);
723 game.fixed[BEAR] = -1;
725 game.oldlc2 = game.newloc;
730 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
732 break; /* Leave L12 loop */
737 /* Execute a speak rule */
738 rspeak(L_SPEAK(game.newloc));
739 game.newloc = game.loc;
743 static bool closecheck(void)
744 /* Handle the closing of the cave. The cave closes "clock1" turns
745 * after the last treasure has been located (including the pirate's
746 * chest, which may of course never show up). Note that the
747 * treasures need not have been taken yet, just located. Hence
748 * clock1 must be large enough to get out of the cave (it only ticks
749 * while inside the cave). When it hits zero, we branch to 10000 to
750 * start closing the cave, and then sit back and wait for him to try
751 * to get out. If he doesn't within clock2 turns, we close the cave;
752 * if he does try, we assume he panics, and give him a few additional
753 * turns to get frantic before we close. When clock2 hits zero, we
754 * branch to 11000 to transport him into the final puzzle. Note that
755 * the puzzle depends upon all sorts of random things. For instance,
756 * there must be no water or oil, since there are beanstalks which we
757 * don't want to be able to water, since the code can't handle it.
758 * Also, we can have no keys, since there is a grate (having moved
759 * the fixed object!) there separating him from all the treasures.
760 * Most of these problems arise from the use of negative prop numbers
761 * to suppress the object descriptions until he's actually moved the
764 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
767 /* When the first warning comes, we lock the grate, destroy
768 * the bridge, kill all the dwarves (and the pirate), remove
769 * the troll and bear (unless dead), and set "closng" to
770 * true. Leave the dragon; too much trouble to move it.
771 * from now until clock2 runs out, he cannot unlock the
772 * grate, move to any location outside the cave, or create
773 * the bridge. Nor can he be resurrected if he dies. Note
774 * that the snake is already gone, since he got to the
775 * treasure accessible only via the hall of the mountain
776 * king. Also, he's been in giant room (to get eggs), so we
777 * can refer to it. Also also, he's gotten the pearl, so we
778 * know the bivalve is an oyster. *And*, the dwarves must
779 * have been activated, since we've found chest. */
780 if (game.clock1 == 0) {
781 game.prop[GRATE] = GRATE_CLOSED;
782 game.prop[FISSURE] = 0;
783 for (int i = 1; i <= NDWARVES; i++) {
784 game.dseen[i] = false;
788 MOVE(TROLL + NOBJECTS, 0);
789 MOVE(TROLL2, object_descriptions[TROLL].plac);
790 MOVE(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd);
792 if (game.prop[BEAR] != 3)DESTROY(BEAR);
793 game.prop[CHAIN] = 0;
794 game.fixed[CHAIN] = 0;
797 rspeak(CAVE_CLOSING);
801 } else if (game.clock1 < 0)
803 if (game.clock2 == 0) {
804 /* Once he's panicked, and clock2 has run out, we come here
805 * to set up the storage room. The room has two locs,
806 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
807 * place empty bottles, a nursery of plants, a bed of
808 * oysters, a pile of lamps, rods with stars, sleeping
809 * dwarves, and him. At the sw end we place grate over
810 * treasures, snake pit, covey of caged birds, more rods, and
811 * pillows. A mirror stretches across one wall. Many of the
812 * objects come from known locations and/or states (e.g. the
813 * snake is known to have been destroyed and needn't be
814 * carried away from its old "place"), making the various
815 * objects be handled differently. We also drop all other
816 * objects he might be carrying (lest he have some which
817 * could cause trouble, such as the keys). We describe the
818 * flash of light and trundle back. */
819 game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, EMPTY_BOTTLE);
820 game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
821 game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
822 game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
823 game.prop[ROD] = PUT(ROD, LOC_NE, 0);
824 game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
826 game.oldloc = LOC_NE;
827 game.newloc = LOC_NE;
828 /* Leave the grate with normal (non-negative) property.
830 PUT(GRATE, LOC_SW, 0);
831 PUT(SIGN, LOC_SW, 0);
832 game.prop[SIGN] = ENDGAME_SIGN;
833 game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
834 game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
835 game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
836 game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
837 game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
839 game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
840 game.fixed[MIRROR] = LOC_SW;
842 for (int i = 1; i <= NOBJECTS; i++) {
855 static void lampcheck(void)
856 /* Check game limit and lamp timers */
858 if (game.prop[LAMP] == LAMP_BRIGHT)
861 /* Another way we can force an end to things is by having the
862 * lamp give out. When it gets close, we come here to warn him.
863 * First following arm checks if the lamp and fresh batteries are
864 * here, in which case we replace the batteries and continue.
865 * Second is for other cases of lamp dying. Eve after it goes
866 * out, he can explore outside for a while if desired. */
867 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
868 rspeak(REPLACE_BATTERIES);
869 game.prop[BATTERY] = DEAD_BATTERIES;
871 DROP(BATTERY, game.loc);
872 game.limit += BATTERYLIFE;
874 } else if (game.limit == 0) {
876 game.prop[LAMP] = LAMP_DARK;
879 } else if (game.limit <= WARNTIME) {
880 if (!game.lmwarn && HERE(LAMP)) {
882 int spk = GET_BATTERIES;
883 if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
884 if (game.prop[BATTERY] == DEAD_BATTERIES)
885 spk = MISSING_BATTERIES;
891 static void listobjects(void)
892 /* Print out descriptions of objects at this location. If
893 * not closing and property value is negative, tally off
894 * another treasure. Rug is special case; once seen, its
895 * game.prop is 1 (dragon on it) till dragon is killed.
896 * Similarly for chain; game.prop is initially 1 (locked to
897 * bear). These hacks are because game.prop=0 is needed to
900 if (!DARK(game.loc)) {
901 ++game.abbrev[game.loc];
902 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
904 if (obj > NOBJECTS)obj = obj - NOBJECTS;
905 if (obj == STEPS && TOTING(NUGGET))
907 if (game.prop[obj] < 0) {
911 if (obj == RUG || obj == CHAIN)
914 /* Note: There used to be a test here to see whether the
915 * player had blown it so badly that he could never ever see
916 * the remaining treasures, and if so the lamp was zapped to
917 * 35 turns. But the tests were too simple-minded; things
918 * like killing the bird before the snake was gone (can never
919 * see jewelry), and doing it "right" was hopeless. E.G.,
920 * could cross troll bridge several times, using up all
921 * available treasures, breaking vase, using coins to buy
922 * batteries, etc., and eventually never be able to get
923 * across again. If bottle were left on far side, could then
924 * never get eggs or trident, and the effects propagate. So
925 * the whole thing was flushed. anyone who makes such a
926 * gross blunder isn't likely to find everything else anyway
927 * (so goes the rationalisation). */
929 int kk = game.prop[obj];
930 if (obj == STEPS && game.loc == game.fixed[STEPS])
932 pspeak(obj, look, kk);
937 static bool do_command(FILE *cmdin)
938 /* Get and execute a command */
943 static struct command_t command;
946 /* Can't leave cave once it's closing (except by main office). */
947 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
949 game.newloc = game.loc;
950 if (!game.panic)game.clock2 = PANICTIME;
954 /* See if a dwarf has seen him and has come from where he
955 * wants to go. If so, the dwarf's blocking his way. If
956 * coming from place forbidden to pirate (dwarves rooted in
957 * place) let him get out (and attacked). */
958 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
959 for (size_t i = 1; i <= NDWARVES - 1; i++) {
960 if (game.odloc[i] == game.newloc && game.dseen[i]) {
961 game.newloc = game.loc;
967 game.loc = game.newloc;
972 /* Describe the current location and (maybe) get next command. */
977 const char* msg = locations[game.loc].description.small;
978 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
979 msg = locations[game.loc].description.big;
980 if (!FORCED(game.loc) && DARK(game.loc)) {
981 /* The easiest way to get killed is to fall into a pit in
983 if (game.wzdark && PCT(35)) {
985 game.oldlc2 = game.loc;
987 continue; /* back to top of main interpreter loop */
989 msg = arbitrary_messages[PITCH_DARK];
991 if (TOTING(BEAR))rspeak(TAME_BEAR);
993 if (FORCED(game.loc)) {
994 if (playermove(command.verb, 1))
997 continue; /* back to top of main interpreter loop */
999 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1006 game.oldobj = command.obj;
1012 /* If closing time, check for any objects being toted with
1013 * game.prop < 0 and set the prop to -1-game.prop. This way
1014 * objects won't be described until they've been picked up
1015 * and put down separate from their respective piles. Don't
1016 * tick game.clock1 unless well into cave (and not at Y2). */
1018 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1019 pspeak(OYSTER, look, 1);
1020 for (size_t i = 1; i <= NOBJECTS; i++) {
1021 if (TOTING(i) && game.prop[i] < 0)
1022 game.prop[i] = -1 - game.prop[i];
1025 game.wzdark = DARK(game.loc);
1026 if (game.knfloc > 0 && game.knfloc != game.loc)
1029 /* This is where we get a new command from the user */
1030 if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
1033 /* Every input, check "game.foobar" flag. If zero, nothing's
1034 * going on. If pos, make neg. If neg, he skipped a word,
1035 * so make it zero. */
1037 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1040 /* If a turn threshold has been met, apply penalties and tell
1041 * the player about it. */
1042 for (int i = 0; i < NTHRESHOLDS; ++i)
1044 if (game.turns == turn_thresholds[i].threshold + 1)
1046 game.trnluz += turn_thresholds[i].point_loss;
1047 speak(turn_thresholds[i].message);
1051 if (command.verb == SAY && command.wd2 > 0)
1053 if (command.verb == SAY) {
1054 command.part = transitive;
1063 V1 = VOCAB(command.wd1, -1);
1064 V2 = VOCAB(command.wd2, -1);
1065 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1066 if (LIQLOC(game.loc) == WATER) {
1069 rspeak(WHERE_QUERY);
1073 if (V1 == ENTER && command.wd2 > 0) {
1074 command.wd1 = command.wd2;
1075 command.wd1x = command.wd2x;
1076 wordclear(&command.wd2);
1078 /* FIXME: Magic numbers */
1079 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1080 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1082 command.wd2 = MAKEWD(WORD_POUR);
1084 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1085 command.wd1 = MAKEWD(WORD_CATCH);
1088 if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
1090 if (game.iwest == 10)
1093 if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
1095 rspeak(GO_UNNEEDED);
1098 defn = VOCAB(command.wd1, -1);
1100 /* Gee, I don't understand. */
1101 if (fallback_handler(rawbuf))
1103 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1106 kmod = MOD(defn, 1000);
1107 switch (defn / 1000) {
1109 if (playermove(command.verb, kmod))
1112 continue; /* back to top of main interpreter loop */
1114 command.part = unknown;
1118 command.part = intransitive;
1119 command.verb = kmod;
1125 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1129 switch (action(cmdin, &command)) {
1133 playermove(command.verb, NUL);
1136 continue; /* back to top of main interpreter loop */
1146 /* Get second word for analysis. */
1147 command.wd1 = command.wd2;
1148 command.wd1x = command.wd2x;
1149 wordclear(&command.wd2);
1152 /* Random intransitive verbs come here. Clear obj just in case
1153 * (see attack()). */
1154 rspeak(DO_WHAT, command.wd1, command.wd1x);
1158 /* Oh dear, he's disturbed the dwarves. */
1159 rspeak(DWARVES_AWAKEN);
1162 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);