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"
30 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
31 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
33 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
34 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
35 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
36 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
37 GRATE, HINT, INVENT, JADE, KEYS,
38 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
39 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
40 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
41 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
42 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
43 URN, VASE, VEND, VOLCAN, WATER;
44 long WD1, WD1X, WD2, WD2X;
46 FILE *logfp = NULL, *rfp = NULL;
47 bool oldstyle = false;
51 extern void initialise();
52 extern int action(FILE *, long, long, long);
54 void sig_handler(int signo)
66 * Adventure (rev 2: 20 treasures)
68 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
69 * 15-treasure version (adventure) by Don Woods, April-June 1977
70 * 20-treasure version (rev 2) by Don Woods, August 1978
71 * Errata fixed: 78/12/25
72 * Revived 2017 as Open Advebture.
75 static bool do_command(FILE *);
77 int main(int argc, char *argv[])
83 while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
86 logfp = fopen(optarg, "w");
89 "advent: can't open logfile %s for write\n",
91 signal(SIGINT, sig_handler);
95 editline = prompt = false;
98 rfp = fopen(optarg, "r");
101 "advent: can't open save file %s for read\n",
103 signal(SIGINT, sig_handler);
111 linenoiseHistorySetMaxLen(350);
113 /* Logical variables:
115 * game.closed says whether we're all the way closed
116 * game.closng says whether it's closing time yet
117 * game.clshnt says whether he's read the clue in the endgame
118 * game.lmwarn says whether he's been warned about lamp going dim
119 * game.novice says whether he asked for instructions at start-up
120 * game.panic says whether he's found out he's trapped in the cave
121 * game.wzdark says whether the loc he's leaving was dark */
123 /* Initialize our LCG PRNG with parameters tested against
124 * Knuth vol. 2. by the original authors */
127 game.lcg_m = 1048576;
129 long seedval = (long)rand();
132 /* Initialize game variables */
135 /* Start-up, dwarf stuff */
136 game.zzword=RNDVOC(3,0);
137 game.newloc = LOC_START;
138 game.loc = LOC_START;
141 game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,NO_MESSAGE);
142 if (game.novice)game.limit=1000;
148 fprintf(logfp, "seed %ld\n", seedval);
150 /* interpret commands until EOF or interrupt */
152 if (!do_command(stdin))
155 /* show score and exit */
159 static bool fallback_handler(char *buf)
160 /* fallback handler for commands not handled by FORTRANish parser */
163 if (sscanf(buf, "seed %ld", &sv) == 1) {
165 printf("Seed set to %ld\n", sv);
166 // autogenerated, so don't charge user time for it.
168 // here we reconfigure any global game state that uses random numbers
169 game.zzword=RNDVOC(3,0);
175 /* Check if this loc is eligible for any hints. If been here
176 * long enough, branch to help section (on later page). Hints
177 * all come back here eventually to finish the loop. Ignore
178 * "HINTS" < 4 (special stuff, see database notes).
180 static void checkhints(FILE *cmdin)
182 if (COND[game.loc] >= game.conds) {
183 for (int hint=1; hint<=HNTMAX; hint++) {
184 if (game.hinted[hint])
186 if (!CNDBIT(game.loc,hint+HBASE))
187 game.hintlc[hint]= -1;
189 /* Come here if he's been long enough at required loc(s) for some
191 if (game.hintlc[hint] >= HINTS[hint][1])
199 if (game.prop[GRATE] == 0 && !HERE(KEYS))
204 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
208 if (HERE(SNAKE) && !HERE(BIRD))
213 if (game.atloc[game.loc] == 0 &&
214 game.atloc[game.oldloc] == 0 &&
215 game.atloc[game.oldlc2] == 0 &&
221 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
233 if (game.atloc[game.loc] == 0 &&
234 game.atloc[game.oldloc] == 0 &&
235 game.atloc[game.oldlc2] == 0)
244 if (HERE(OGRE) && i == 0)
248 if (game.tally == 1 && game.prop[JADE] < 0)
257 /* Fall through to hint display */
259 if (!YES(cmdin,HINTS[hint][3],NO_MESSAGE,OK_MAN))
261 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
263 game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN);
264 if (game.hinted[hint] && game.limit > WARNTIME)
265 game.limit += WARNTIME*HINTS[hint][2];
271 bool spotted_by_pirate(int i)
276 /* The pirate's spotted him. He leaves him alone once we've
277 * found chest. K counts if a treasure is here. If not, and
278 * tally=1 for an unseen chest, let the pirate be spotted. Note
279 * that game.place[CHEST] = NOWHERE might mean that he's thrown
280 * it to the troll, but in that case he's seen the chest
282 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
285 bool movechest = false, robplayer = false;
286 for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
287 /* Pirate won't take pyramid from plover room or dark
288 * room (too easy!). */
289 if (treasure==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
292 if (TOTING(treasure) || HERE(treasure))
294 if (TOTING(treasure)) {
299 /* Force chest placement before player finds last treasure */
300 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
301 RSPEAK(PIRATE_SPOTTED);
304 /* Do things in this order (chest move before robbery) so chest is listed
305 * last at the maze location. */
307 MOVE(CHEST,game.chloc);
308 MOVE(MESSAG,game.chloc2);
309 game.dloc[PIRATE]=game.chloc;
310 game.odloc[PIRATE]=game.chloc;
311 game.dseen[PIRATE]=false;
313 /* You might get a hint of the pirate's presence even if the
314 * chest doesn't move... */
315 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
316 RSPEAK(PIRATE_RUSTLES);
319 RSPEAK(PIRATE_POUNCES);
320 for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
321 if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
322 if (AT(treasure) && game.fixed[treasure] == 0)
323 CARRY(treasure,game.loc);
324 if (TOTING(treasure))
325 DROP(treasure,game.chloc);
333 static bool dwarfmove(void)
334 /* Dwarves move. Return true if player survives, false if he dies. */
336 int kk, stick, attack;
339 /* Dwarf stuff. See earlier comments for description of
340 * variables. Remember sixth dwarf is pirate and is thus
341 * very different except for motion rules. */
343 /* First off, don't let the dwarves follow him into a pit or
344 * a wall. Activate the whole mess the first time he gets as
345 * far as the hall of mists (loc 15). If game.newloc is
346 * forbidden to pirate (in particular, if it's beyond the
347 * troll bridge), bypass dwarf stuff. That way pirate can't
348 * steal return toll, and dwarves can't meet the bear. Also
349 * means dwarves won't follow him into dead end in maze, but
350 * c'est la vie. They'll wait for him outside the dead
352 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR))
355 /* Dwarf activity level ratchets up */
356 if (game.dflag == 0) {
357 if (INDEEP(game.loc))
362 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
363 * the 5 dwarves. If any of the survivors is at loc,
364 * replace him with the alternate. */
365 if (game.dflag == 1) {
366 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85))))
369 for (int i=1; i<=2; i++) {
370 int j=1+randrange(NDWARVES-1);
374 for (int i=1; i<=NDWARVES-1; i++) {
375 if (game.dloc[i] == game.loc)
377 game.odloc[i]=game.dloc[i];
384 /* Things are in full swing. Move each dwarf at random,
385 * except if he's seen us he sticks with us. Dwarves stay
386 * deep inside. If wandering at random, they don't back up
387 * unless there's no alternative. If they don't have to
388 * move, they attack. And, of course, dead dwarves don't do
389 * much of anything. */
393 for (int i=1; i<=NDWARVES; i++) {
394 if (game.dloc[i] == 0)
396 /* Fill tk array with all the places this dwarf might go. */
398 kk=KEY[game.dloc[i]];
401 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
402 /* Have we avoided a dwarf encounter? */
403 bool avoided = (SPECIAL(game.newloc) ||
404 !INDEEP(game.newloc) ||
405 game.newloc == game.odloc[i] ||
406 (j > 1 && game.newloc == tk[j-1]) ||
408 game.newloc == game.dloc[i] ||
409 FORCED(game.newloc) ||
410 (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
411 labs(TRAVEL[kk])/1000000 == 100);
413 tk[j++] = game.newloc;
422 game.odloc[i]=game.dloc[i];
424 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
425 if (!game.dseen[i]) continue;
426 game.dloc[i]=game.loc;
427 if (spotted_by_pirate(i))
429 /* This threatening little dwarf is in the room with him! */
431 if (game.odloc[i] == game.dloc[i]) {
433 if (game.knfloc >= 0)
434 game.knfloc=game.loc;
435 if (randrange(1000) < 95*(game.dflag-2))
440 /* Now we know what's happening. Let's tell the poor sucker about it.
441 * Note that various of the "knife" messages must have specific relative
442 * positions in the RSPEAK database. */
443 if (game.dtotal == 0)
445 SETPRM(1,game.dtotal,0);
446 RSPEAK(DWARF_PACK+1/game.dtotal); /* FIXME: Arithmetic on message number */
449 if (game.dflag == 2)game.dflag=3;
452 if (attack > 1)k=THROWN_KNIVES;
455 RSPEAK(k+1+2/(1+stick)); /* FIXME: Arithmetic on message number */
458 game.oldlc2=game.loc;
462 /* "You're dead, Jim."
464 * If the current loc is zero, it means the clown got himself killed.
465 * We'll allow this maxdie times. MAXDIE is automatically set based
466 * on the number of snide messages available. Each death results in
467 * a message (81, 83, etc.) which offers reincarnation; if accepted,
468 * this results in message 82, 84, etc. The last time, if he wants
469 * another chance, he gets a snide remark as we exit. When
470 * reincarnated, all objects being carried get dropped at game.oldlc2
471 * (presumably the last place prior to being killed) without change
472 * of props. the loop runs backwards to assure that the bird is
473 * dropped before the cage. (this kluge could be changed once we're
474 * sure all references to bird and cage are done by keywords.) The
475 * lamp is a special case (it wouldn't do to leave it in the cave).
476 * It is turned off and left outside the building (only if he was
477 * carrying it, of course). He himself is left inside the building
478 * (and heaven help him if he tries to xyzzy back into the cave
479 * without the lamp!). game.oldloc is zapped so he can't just
482 static void croak(FILE *cmdin)
483 /* Okay, he's dead. Let's get on with it. */
487 /* He died during closing time. No resurrection. Tally up a
489 RSPEAK(DEATH_CLOSING);
493 /* FIXME: Arithmetic on message numbers */
494 else if (game.numdie == MAXDIE || !YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN))
497 game.place[WATER] = game.place[OIL] = NOWHERE;
500 for (int j=1; j<=NOBJECTS; j++) {
501 int i=NOBJECTS + 1 - j;
503 /* Always leave lamp where it's accessible aboveground */
504 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
507 game.loc = LOC_BUILDING;
508 game.oldloc=game.loc;
512 /* Given the current location in "game.loc", and a motion verb number in
513 * "motion", put the new location in "game.newloc". The current loc is saved
514 * in "game.oldloc" in case he wants to retreat. The current
515 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
516 * does, game.newloc will be limbo, and game.oldloc will be what killed
517 * him, so we need game.oldlc2, which is the last place he was
520 static bool playermove(FILE *cmdin, token_t verb, int motion)
522 int scratchloc, k2, kk=KEY[game.loc];
523 game.newloc=game.loc;
528 else if (motion == BACK) {
529 /* Handle "go back". Look for verb which goes from game.loc to
530 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
531 * k2 saves entry -> forced loc -> previous loc. */
535 game.oldlc2=game.oldloc;
536 game.oldloc=game.loc;
538 if (motion == game.loc)k2=FORGOT_PATH;
539 if (CNDBIT(game.loc,NOBACK))k2=TWIST_TURN;
542 scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
543 if (scratchloc != motion) {
544 if (!SPECIAL(scratchloc)) {
545 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
548 if (TRAVEL[kk] >= 0) {
554 RSPEAK(NOT_CONNECTED);
559 motion=MOD(labs(TRAVEL[kk]),1000);
561 break; /* fall through to ordinary travel */
568 else if (motion == LOOK) {
569 /* Look. Can't give more detail. Pretend it wasn't dark
570 * (though it may now be dark) so he won't fall into a
571 * pit while staring into the gloom. */
573 RSPEAK(NO_MORE_DETAIL);
576 game.abbrev[game.loc]=0;
579 else if (motion == CAVE) {
580 /* Cave. Different messages depending on whether above ground. */
581 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 /* ordinary travel */
592 scratchloc=labs(TRAVEL[kk]);
593 if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
595 if (TRAVEL[kk] < 0) {
596 /* FIXME: Magic numbers! */
597 /* Non-applicable motion. Various messages depending on
600 if (motion >= 43 && motion <= 50)spk=BAD_DIRECTION;
601 if (motion == 29 || motion == 30)spk=BAD_DIRECTION;
602 if (motion == 7 || motion == 36 || motion == 37)spk=UNSURE_FACING;
603 if (motion == 11 || motion == 19)spk=NO_INOUT_HERE;
604 if (verb == FIND || verb == INVENT)spk=NEreplace;
605 if (motion == 62 || motion == 65)spk=NOTHING_HAPPENS;
606 if (motion == 17)spk=WHICH_WAY;
612 scratchloc=scratchloc/1000;
616 * (ESR) This special-travel loop may have to be repeated if it includes
617 * the plover passage. Same deal for any future cases wgerw we beed to
618 * block travel and then redo it once the blocking condition has been
622 game.newloc=scratchloc/1000;
623 motion=MOD(game.newloc,100);
624 if (!SPECIAL(game.newloc)) {
625 if (game.newloc <= 100) {
626 if (game.newloc == 0 || PCT(game.newloc))
628 /* else fall through */
629 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
631 /* else fall through */
633 else if (game.prop[motion] != game.newloc/100-3)
636 if (TRAVEL[kk] < 0)BUG(25);
638 game.newloc=labs(TRAVEL[kk])/1000;
640 (game.newloc == scratchloc);
641 scratchloc=game.newloc;
644 game.newloc=MOD(scratchloc,1000);
645 if (!SPECIAL(game.newloc))
647 if (game.newloc <= 500) {
648 game.newloc=game.newloc-SPECIALBASE;
652 /* Travel 301. Plover-alcove passage. Can carry only
653 * emerald. Note: travel table must include "useless"
654 * entries going through passage, which can never be used for
655 * actual motion, but can be spotted by "go back". */
656 /* FIXME: Arithmetic on location numbers */
657 game.newloc=99+100-game.loc;
658 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
660 game.newloc=game.loc;
664 /* Travel 302. Plover transport. Drop the emerald (only use
665 * special travel if toting it), so he's forced to use the
666 * plover-passage to get it out. Having dropped it, go back and
667 * pretend he wasn't carrying it after all. */
668 DROP(EMRALD,game.loc);
670 if (TRAVEL[kk] < 0)BUG(25);
672 game.newloc=labs(TRAVEL[kk])/1000;
674 (game.newloc == scratchloc);
675 continue; /* back to top of do/while loop */
677 /* Travel 303. Troll bridge. Must be done only as special
678 * motion so that dwarves won't wander across and encounter
679 * the bear. (They won't follow the player there because
680 * that region is forbidden to the pirate.) If
681 * game.prop(TROLL)=1, he's crossed since paying, so step out
682 * and block him. (standard travel entries check for
683 * game.prop(TROLL)=0.) Special stuff for bear. */
684 if (game.prop[TROLL] == 1) {
688 MOVE(TROLL2+NOBJECTS,0);
689 MOVE(TROLL,PLAC[TROLL]);
690 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
692 game.newloc=game.loc;
695 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
696 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
697 if (!TOTING(BEAR)) return true;
698 RSPEAK(BRIDGE_COLLAPSE);
701 DROP(BEAR,game.newloc);
702 game.fixed[BEAR]= -1;
704 game.oldlc2=game.newloc;
713 /* FIXME: Arithmetic on location number, becoming a message number */
714 RSPEAK(game.newloc-500);
715 game.newloc=game.loc;
719 static bool closecheck(void)
720 /* Handle the closing of the cave. The cave closes "clock1" turns
721 * after the last treasure has been located (including the pirate's
722 * chest, which may of course never show up). Note that the
723 * treasures need not have been taken yet, just located. Hence
724 * clock1 must be large enough to get out of the cave (it only ticks
725 * while inside the cave). When it hits zero, we branch to 10000 to
726 * start closing the cave, and then sit back and wait for him to try
727 * to get out. If he doesn't within clock2 turns, we close the cave;
728 * if he does try, we assume he panics, and give him a few additional
729 * turns to get frantic before we close. When clock2 hits zero, we
730 * branch to 11000 to transport him into the final puzzle. Note that
731 * the puzzle depends upon all sorts of random things. For instance,
732 * there must be no water or oil, since there are beanstalks which we
733 * don't want to be able to water, since the code can't handle it.
734 * Also, we can have no keys, since there is a grate (having moved
735 * the fixed object!) there separating him from all the treasures.
736 * Most of these problems arise from the use of negative prop numbers
737 * to suppress the object descriptions until he's actually moved the
740 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
743 /* When the first warning comes, we lock the grate, destroy
744 * the bridge, kill all the dwarves (and the pirate), remove
745 * the troll and bear (unless dead), and set "closng" to
746 * true. Leave the dragon; too much trouble to move it.
747 * from now until clock2 runs out, he cannot unlock the
748 * grate, move to any location outside the cave, or create
749 * the bridge. Nor can he be resurrected if he dies. Note
750 * that the snake is already gone, since he got to the
751 * treasure accessible only via the hall of the mountain
752 * king. Also, he's been in giant room (to get eggs), so we
753 * can refer to it. Also also, he's gotten the pearl, so we
754 * know the bivalve is an oyster. *And*, the dwarves must
755 * have been activated, since we've found chest. */
756 if (game.clock1 == 0)
760 for (int i=1; i<=NDWARVES; i++) {
765 MOVE(TROLL+NOBJECTS,0);
766 MOVE(TROLL2,PLAC[TROLL]);
767 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
769 if (game.prop[BEAR] != 3)DESTROY(BEAR);
774 RSPEAK(CAVE_CLOSING);
778 } else if (game.clock1 < 0)
780 if (game.clock2 == 0) {
781 /* Once he's panicked, and clock2 has run out, we come here
782 * to set up the storage room. The room has two locs,
783 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
784 * place empty bottles, a nursery of plants, a bed of
785 * oysters, a pile of lamps, rods with stars, sleeping
786 * dwarves, and him. At the sw end we place grate over
787 * treasures, snake pit, covey of caged birds, more rods, and
788 * pillows. A mirror stretches across one wall. Many of the
789 * objects come from known locations and/or states (e.g. the
790 * snake is known to have been destroyed and needn't be
791 * carried away from its old "place"), making the various
792 * objects be handled differently. We also drop all other
793 * objects he might be carrying (lest he have some which
794 * could cause trouble, such as the keys). We describe the
795 * flash of light and trundle back. */
796 game.prop[BOTTLE]=PUT(BOTTLE,LOC_NE,1);
797 game.prop[PLANT]=PUT(PLANT,LOC_NE,0);
798 game.prop[OYSTER]=PUT(OYSTER,LOC_NE,0);
800 game.prop[LAMP]=PUT(LAMP,LOC_NE,0);
801 game.prop[ROD]=PUT(ROD,LOC_NE,0);
802 game.prop[DWARF]=PUT(DWARF,LOC_NE,0);
804 game.oldloc = LOC_NE;
805 game.newloc = LOC_NE;
806 /* Leave the grate with normal (non-negative) property.
811 game.prop[SNAKE]=PUT(SNAKE,LOC_SW,1);
812 game.prop[BIRD]=PUT(BIRD,LOC_SW,1);
813 game.prop[CAGE]=PUT(CAGE,LOC_SW,0);
814 game.prop[ROD2]=PUT(ROD2,LOC_SW,0);
815 game.prop[PILLOW]=PUT(PILLOW,LOC_SW,0);
817 game.prop[MIRROR]=PUT(MIRROR,LOC_NE,0);
818 game.fixed[MIRROR]=LOC_SW;
820 for (int i=1; i<=NOBJECTS; i++) {
833 static void lampcheck(void)
834 /* Check game limit and lamp timers */
836 if (game.prop[LAMP] == 1)
839 /* Another way we can force an end to things is by having the
840 * lamp give out. When it gets close, we come here to warn
841 * him. First following ar, if the lamp and fresh batteries are
842 * here, in which case we replace the batteries and continue.
843 * Second is for other cases of lamp dying. 12400 is when it
844 * goes out. Even then, he can explore outside for a while
846 if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
848 RSPEAK(REPLACE_BATTERIES);
851 DROP(BATTER,game.loc);
852 game.limit=game.limit+2500;
854 } else if (game.limit == 0) {
859 } else if (game.limit <= WARNTIME) {
860 if (!game.lmwarn && HERE(LAMP)) {
862 int spk=GET_BATTERIES;
863 if (game.place[BATTER] == NOWHERE)spk=LAMP_DIM;
864 if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES;
870 static void listobjects(void)
871 /* Print out descriptions of objects at this location. If
872 * not closing and property value is negative, tally off
873 * another treasure. Rug is special case; once seen, its
874 * game.prop is 1 (dragon on it) till dragon is killed.
875 * Similarly for chain; game.prop is initially 1 (locked to
876 * bear). These hacks are because game.prop=0 is needed to
879 if (!DARK(game.loc)) {
880 ++game.abbrev[game.loc];
881 for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
883 if (obj > NOBJECTS)obj=obj-NOBJECTS;
884 if (obj == STEPS && TOTING(NUGGET))
886 if (game.prop[obj] < 0) {
890 if (obj == RUG || obj == CHAIN)
893 /* Note: There used to be a test here to see whether the
894 * player had blown it so badly that he could never ever see
895 * the remaining treasures, and if so the lamp was zapped to
896 * 35 turns. But the tests were too simple-minded; things
897 * like killing the bird before the snake was gone (can never
898 * see jewelry), and doing it "right" was hopeless. E.G.,
899 * could cross troll bridge several times, using up all
900 * available treasures, breaking vase, using coins to buy
901 * batteries, etc., and eventually never be able to get
902 * across again. If bottle were left on far side, could then
903 * never get eggs or trident, and the effects propagate. So
904 * the whole thing was flushed. anyone who makes such a
905 * gross blunder isn't likely to find everything else anyway
906 * (so goes the rationalisation). */
908 int kk=game.prop[obj];
909 if (obj == STEPS && game.loc == game.fixed[STEPS])
916 static bool do_command(FILE *cmdin)
917 /* Get and execute a command */
923 enum speechpart part;
925 /* Can't leave cave once it's closing (except by main office). */
926 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
928 game.newloc=game.loc;
929 if (!game.panic)game.clock2=15;
933 /* See if a dwarf has seen him and has come from where he
934 * wants to go. If so, the dwarf's blocking his way. If
935 * coming from place forbidden to pirate (dwarves rooted in
936 * place) let him get out (and attacked). */
937 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) {
938 for (size_t i=1; i<=NDWARVES-1; i++) {
939 if (game.odloc[i] == game.newloc && game.dseen[i]) {
940 game.newloc=game.loc;
946 game.loc=game.newloc;
951 /* Describe the current location and (maybe) get next command. */
956 char* msg = locations[game.loc].description.small;
957 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
958 msg=locations[game.loc].description.big;
959 if (!FORCED(game.loc) && DARK(game.loc)) {
960 /* The easiest way to get killed is to fall into a pit in
962 if (game.wzdark && PCT(35)) {
964 game.oldlc2 = game.loc;
966 continue; /* back to top of main interpreter loop */
968 msg=arbitrary_messages[PITCH_DARK];
970 if (TOTING(BEAR))RSPEAK(TAME_BEAR);
972 if (FORCED(game.loc)) {
973 if (playermove(cmdin, verb, 1))
976 continue; /* back to top of main interpreter loop */
978 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
990 /* If closing time, check for any objects being toted with
991 * game.prop < 0 and set the prop to -1-game.prop. This way
992 * objects won't be described until they've been picked up
993 * and put down separate from their respective piles. Don't
994 * tick game.clock1 unless well into cave (and not at Y2). */
996 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
998 for (size_t i=1; i<=NOBJECTS; i++) {
999 if (TOTING(i) && game.prop[i] < 0)
1000 game.prop[i] = -1-game.prop[i];
1003 game.wzdark=DARK(game.loc);
1004 if (game.knfloc > 0 && game.knfloc != game.loc)
1007 /* This is where we get a new command from the user */
1008 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
1011 /* Every input, check "game.foobar" flag. If zero, nothing's
1012 * going on. If pos, make neg. If neg, he skipped a word,
1013 * so make it zero. */
1015 game.foobar=(game.foobar>0 ? -game.foobar : 0);
1017 if (game.turns == game.thresh) {
1018 newspeak(turn_threshold_messages[game.trndex]);
1019 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
1022 if (game.trndex <= TRNVLS)
1023 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
1025 if (verb == SAY && WD2 > 0)
1039 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
1040 if(LIQLOC(game.loc) == WATER){
1043 RSPEAK(WHERE_QUERY);
1047 if (V1 == ENTER && WD2 > 0) {
1052 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
1053 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
1055 WD2=MAKEWD(16152118);
1057 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
1058 WD1=MAKEWD(301200308);
1061 if (WD1 == MAKEWD(23051920)) {
1063 if (game.iwest == 10)
1066 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1068 RSPEAK(GO_UNNEEDED);
1071 defn = VOCAB(WD1,-1);
1073 /* Gee, I don't understand. */
1074 if (fallback_handler(rawbuf))
1080 kmod=MOD(defn,1000);
1084 if (playermove(cmdin, verb, kmod))
1087 continue; /* back to top of main interpreter loop */
1088 case 1: part=unknown; obj = kmod; break;
1089 case 2: part=intransitive; verb = kmod; break;
1090 case 3: RSPEAK(kmod); goto L2012;
1095 switch (action(cmdin, part, verb, obj)) {
1099 playermove(cmdin, verb, NUL);
1101 case GO_TOP: continue; /* back to top of main interpreter loop */
1102 case GO_CLEAROBJ: goto L2012;
1103 case GO_CHECKHINT: goto L2600;
1104 case GO_CHECKFOO: goto L2607;
1105 case GO_LOOKUP: goto Lookup;
1107 /* Get second word for analysis. */
1113 /* Random intransitive verbs come here. Clear obj just in case
1114 * (see attack()). */
1120 /* Oh dear, he's disturbed the dwarves. */
1121 RSPEAK(DWARVES_AWAKEN);