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 two functions
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.
24 #include "linenoise/linenoise.h"
29 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
30 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
32 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
33 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
34 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
35 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
36 GRATE, HINT, INVENT, JADE, KEYS,
37 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
38 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
39 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
40 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
41 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
42 URN, VASE, VEND, VOLCAN, WATER;
43 long WD1, WD1X, WD2, WD2X;
46 bool oldstyle = false;
51 extern void initialise();
52 extern void score(long);
53 extern int action(FILE *, long, long, long);
55 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:os")) != 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;
103 linenoiseHistorySetMaxLen(350);
105 /* Logical variables:
107 * game.closed says whether we're all the way closed
108 * game.closng says whether it's closing time yet
109 * game.clshnt says whether he's read the clue in the endgame
110 * game.lmwarn says whether he's been warned about lamp going dim
111 * game.novice says whether he asked for instructions at start-up
112 * game.panic says whether he's found out he's trapped in the cave
113 * game.wzdark says whether the loc he's leaving was dark */
115 /* Initialize our LCG PRNG with parameters tested against
116 * Knuth vol. 2. by the original authors */
119 lcgstate.m = 1048576;
121 long seedval = (long)rand();
124 /* Initialize game variables */
128 /* Unlike earlier versions, adventure is no longer restartable. (This
129 * lets us get away with modifying things such as OBJSND(BIRD) without
130 * having to be able to undo the changes later.) If a "used" copy is
131 * rerun, we come here and tell the player to run a fresh copy. */
132 if (game.setup <= 0) {
137 /* Start-up, dwarf stuff */
139 game.zzword=RNDVOC(3,0);
140 game.novice=YES(stdin, 65,1,0);
144 if (game.novice)game.limit=1000;
147 fprintf(logfp, "seed %ld\n", seedval);
149 /* interpret commands ubtil EOF or interrupt */
151 if (!do_command(stdin))
154 /* show score and exit */
158 static bool fallback_handler(char *buf)
159 /* fallback handler for commands not handled by FORTRANish parser */
162 if (sscanf(buf, "seed %ld", &sv) == 1) {
164 printf("Seed set to %ld\n", sv);
165 // autogenerated, so don't charge user time for it.
167 // here we reconfigure any global game state that uses random numbers
168 game.zzword=RNDVOC(3,0);
174 /* Check if this loc is eligible for any hints. If been here
175 * long enough, branch to help section (on later page). Hints
176 * all come back here eventually to finish the loop. Ignore
177 * "HINTS" < 4 (special stuff, see database notes).
179 static void checkhints(FILE *cmdin)
181 if (COND[game.loc] >= game.conds) {
182 for (int hint=1; hint<=HNTMAX; hint++) {
183 if (game.hinted[hint])
185 if (!CNDBIT(game.loc,hint+10))
186 game.hintlc[hint]= -1;
188 /* Come here if he's been long enough at required loc(s) for some
190 if (game.hintlc[hint] >= HINTS[hint][1])
198 if (game.prop[GRATE] == 0 && !HERE(KEYS))
203 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
207 if (HERE(SNAKE) && !HERE(BIRD))
212 if (game.atloc[game.loc] == 0 &&
213 game.atloc[game.oldloc] == 0 &&
214 game.atloc[game.oldlc2] == 0 &&
220 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
232 if (game.atloc[game.loc] == 0 &&
233 game.atloc[game.oldloc] == 0 &&
234 game.atloc[game.oldlc2] == 0)
243 if (HERE(OGRE) && i == 0)
247 if (game.tally == 1 && game.prop[JADE] < 0)
256 /* Fall through to hint display */
258 if (!YES(cmdin,HINTS[hint][3],0,54))
260 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
262 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
263 if (game.hinted[hint] && game.limit > 30)
264 game.limit=game.limit+30*HINTS[hint][2];
270 bool spotted_by_pirate(int i)
275 /* The pirate's spotted him. He leaves him alone once we've
276 * found chest. K counts if a treasure is here. If not, and
277 * tally=1 for an unseen chest, let the pirate be spotted.
278 * Note that game.place(CHEST)=0 might mean that he's thrown
279 * it to the troll, but in that case he's seen the chest
281 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
284 for (int j=MINTRS; j<=MAXTRS; j++) {
285 /* Pirate won't take pyramid from plover room or dark
286 * room (too easy!). */
287 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
293 if (game.place[CHEST] == 0) {
294 /* Install chest only once, to insure it is
295 * the last treasure in the list. */
296 MOVE(CHEST,game.chloc);
297 MOVE(MESSAG,game.chloc2);
300 for (int j=MINTRS; j<=MAXTRS; j++) {
301 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
302 if (AT(j) && game.fixed[j] == 0)
308 game.dloc[PIRATE]=game.chloc;
309 game.odloc[PIRATE]=game.chloc;
310 game.dseen[PIRATE]=false;
311 /* C doesn't have what the Structured rogramming
312 * Theorem says we need here - multi-level loop
313 * breakout. We simulate with a goto. Irreducible, alas.
315 return true; //goto jumpout;
320 /* Force chest placement before player finds last treasure */
321 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
323 MOVE(CHEST,game.chloc);
324 MOVE(MESSAG,game.chloc2);
325 game.dloc[PIRATE]=game.chloc;
326 game.odloc[PIRATE]=game.chloc;
327 game.dseen[PIRATE]=false;
330 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
335 static bool dwarfmove(void)
336 /* Dwarves move. Return true if player survives, false if he dies. */
338 int kk, stick, attack;
341 /* Dwarf stuff. See earlier comments for description of
342 * variables. Remember sixth dwarf is pirate and is thus
343 * very different except for motion rules. */
345 /* First off, don't let the dwarves follow him into a pit or
346 * a wall. Activate the whole mess the first time he gets as
347 * far as the hall of mists (loc 15). If game.newloc is
348 * forbidden to pirate (in particular, if it's beyond the
349 * troll bridge), bypass dwarf stuff. That way pirate can't
350 * steal return toll, and dwarves can't meet the bear. Also
351 * means dwarves won't follow him into dead end in maze, but
352 * c'est la vie. They'll wait for him outside the dead
354 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
357 /* Dwarf activity level ratchets up */
358 if (game.dflag == 0) {
359 if (INDEEP(game.loc))
364 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
365 * the 5 dwarves. If any of the survivors is at loc,
366 * replace him with the alternate. */
367 if (game.dflag == 1) {
368 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
371 for (int i=1; i<=2; i++) {
372 int j=1+randrange(NDWARVES-1);
376 for (int i=1; i<=NDWARVES-1; i++) {
377 if (game.dloc[i] == game.loc)
379 game.odloc[i]=game.dloc[i];
386 /* Things are in full swing. Move each dwarf at random,
387 * except if he's seen us he sticks with us. Dwarves stay
388 * deep inside. If wandering at random, they don't back up
389 * unless there's no alternative. If they don't have to
390 * move, they attack. And, of course, dead dwarves don't do
391 * much of anything. */
395 for (int i=1; i<=NDWARVES; i++) {
396 if (game.dloc[i] == 0)
398 /* Fill TK array with all the places this dwarf might go. */
400 kk=KEY[game.dloc[i]];
403 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
404 /* Have we avoided a dwarf enciounter? */
405 bool avoided = (game.newloc > 300 ||
406 !INDEEP(game.newloc) ||
407 game.newloc == game.odloc[i] ||
408 (j > 1 && game.newloc == TK[j-1]) ||
410 game.newloc == game.dloc[i] ||
411 FORCED(game.newloc) ||
412 (i == PIRATE && CNDBIT(game.newloc,3)) ||
413 labs(TRAVEL[kk])/1000000 == 100);
415 TK[j++] = game.newloc;
424 game.odloc[i]=game.dloc[i];
426 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
427 if (!game.dseen[i]) continue;
428 game.dloc[i]=game.loc;
429 if (spotted_by_pirate(i))
431 /* This threatening little dwarf is in the room with him! */
433 if (game.odloc[i] == game.dloc[i]) {
435 if (game.knfloc >= 0)
436 game.knfloc=game.loc;
437 if (randrange(1000) < 95*(game.dflag-2))
442 /* Now we know what's happening. Let's tell the poor sucker about it.
443 * Note that various of the "knife" messages must have specific relative
444 * positions in the RSPEAK database. */
445 if (game.dtotal == 0)
447 SETPRM(1,game.dtotal,0);
448 RSPEAK(4+1/game.dtotal);
451 if (game.dflag == 2)game.dflag=3;
454 if (attack > 1)k=250;
457 RSPEAK(k+1+2/(1+stick));
460 game.oldlc2=game.loc;
464 /* "You're dead, Jim."
466 * If the current loc is zero, it means the clown got himself killed.
467 * We'll allow this maxdie times. MAXDIE is automatically set based
468 * on the number of snide messages available. Each death results in
469 * a message (81, 83, etc.) which offers reincarnation; if accepted,
470 * this results in message 82, 84, etc. The last time, if he wants
471 * another chance, he gets a snide remark as we exit. When
472 * reincarnated, all objects being carried get dropped at game.oldlc2
473 * (presumably the last place prior to being killed) without change
474 * of props. the loop runs backwards to assure that the bird is
475 * dropped before the cage. (this kluge could be changed once we're
476 * sure all references to bird and cage are done by keywords.) The
477 * lamp is a special case (it wouldn't do to leave it in the cave).
478 * It is turned off and left outside the building (only if he was
479 * carrying it, of course). He himself is left inside the building
480 * (and heaven help him if he tries to xyzzy back into the cave
481 * without the lamp!). game.oldloc is zapped so he can't just
484 static void croak(FILE *cmdin)
485 /* Okay, he's dead. Let's get on with it. */
488 /* He died during closing time. No resurrection. Tally up a
495 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
497 if (game.numdie == MAXDIE)
503 for (int j=1; j<=NOBJECTS; j++) {
504 int i=NOBJECTS + 1 - j;
513 game.oldloc=game.loc;
517 /* Given the current location in "game.loc", and a motion verb number in
518 * "K", put the new location in "game.newloc". The current loc is saved
519 * in "game.oldloc" in case he wants to retreat. The current
520 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
521 * does, game.newloc will be limbo, and game.oldloc will be what killed
522 * him, so we need game.oldlc2, which is the last place he was
525 static bool playermove(FILE *cmdin, token_t verb, int motion)
527 int LL, K2, KK=KEY[game.loc];
528 game.newloc=game.loc;
533 else if (motion == BACK) {
534 /* Handle "go back". Look for verb which goes from game.loc to
535 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
536 * K2 saves entry -> forced loc -> previous loc. */
540 game.oldlc2=game.oldloc;
541 game.oldloc=game.loc;
543 if (motion == game.loc)K2=91;
544 if (CNDBIT(game.loc,4))K2=274;
547 LL=MOD((labs(TRAVEL[KK])/1000),1000);
550 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
553 if (TRAVEL[KK] >= 0) {
564 motion=MOD(labs(TRAVEL[KK]),1000);
566 break; /* fall through to ordinary travel */
573 else if (motion == LOOK) {
574 /* Look. Can't give more detail. Pretend it wasn't dark
575 * (though it may "now" be dark) so he won't fall into a
576 * pit while staring into the gloom. */
577 if (game.detail < 3)RSPEAK(15);
580 game.abbrev[game.loc]=0;
583 else if (motion == CAVE) {
584 /* Cave. Different messages depending on whether above ground. */
585 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
589 /* none of the specials */
590 game.oldlc2=game.oldloc;
591 game.oldloc=game.loc;
594 /* ordinary travel */
597 if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
599 if (TRAVEL[KK] < 0) {
600 /* Non-applicable motion. Various messages depending on
603 if (motion >= 43 && motion <= 50)spk=52;
604 if (motion == 29 || motion == 30)spk=52;
605 if (motion == 7 || motion == 36 || motion == 37)spk=10;
606 if (motion == 11 || motion == 19)spk=11;
607 if (verb == FIND || verb == INVENT)spk=59;
608 if (motion == 62 || motion == 65)spk=42;
609 if (motion == 17)spk=80;
619 * (ESR) This special-travel loop may have to be repeated if it includes
620 * the plover passage. Same deal for any future cases wgerw we beed to
621 * block travel and then redo it once the blocking condition has been
626 motion=MOD(game.newloc,100);
627 if (game.newloc <= 300) {
628 if (game.newloc <= 100) {
629 if (game.newloc == 0 || PCT(game.newloc))
631 /* else fall through */
632 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
634 /* else fall through */
636 else if (game.prop[motion] != game.newloc/100-3)
639 if (TRAVEL[KK] < 0)BUG(25);
641 game.newloc=labs(TRAVEL[KK])/1000;
647 game.newloc=MOD(LL,1000);
648 if (game.newloc <= 300)
650 if (game.newloc <= 500) {
651 game.newloc=game.newloc-300;
655 /* Travel 301. Plover-alcove passage. Can carry only
656 * emerald. Note: travel table must include "useless"
657 * entries going through passage, which can never be used for
658 * actual motion, but can be spotted by "go back". */
659 game.newloc=99+100-game.loc;
660 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
662 game.newloc=game.loc;
666 /* Travel 302. Plover transport. Drop the emerald (only use
667 * special travel if toting it), so he's forced to use the
668 * plover-passage to get it out. Having dropped it, go back and
669 * pretend he wasn't carrying it after all. */
670 DROP(EMRALD,game.loc);
672 if (TRAVEL[KK] < 0)BUG(25);
674 game.newloc=labs(TRAVEL[KK])/1000;
677 continue; /* back to top of do/while loop */
679 /* Travel 303. Troll bridge. Must be done only as special
680 * motion so that dwarves won't wander across and encounter
681 * the bear. (They won't follow the player there because
682 * that region is forbidden to the pirate.) If
683 * game.prop(TROLL)=1, he's crossed since paying, so step out
684 * and block him. (standard travel entries check for
685 * game.prop(TROLL)=0.) Special stuff for bear. */
686 if (game.prop[TROLL] == 1) {
690 MOVE(TROLL2+NOBJECTS,0);
691 MOVE(TROLL,PLAC[TROLL]);
692 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
694 game.newloc=game.loc;
697 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
698 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
699 if (!TOTING(BEAR)) return true;
703 DROP(BEAR,game.newloc);
704 game.fixed[BEAR]= -1;
706 game.oldlc2=game.newloc;
715 RSPEAK(game.newloc-500);
716 game.newloc=game.loc;
720 static bool closecheck(void)
721 /* Handle the closing of the cave. The cave closes "clock1" turns
722 * after the last treasure has been located (including the pirate's
723 * chest, which may of course never show up). Note that the
724 * treasures need not have been taken yet, just located. Hence
725 * clock1 must be large enough to get out of the cave (it only ticks
726 * while inside the cave). When it hits zero, we branch to 10000 to
727 * start closing the cave, and then sit back and wait for him to try
728 * to get out. If he doesn't within clock2 turns, we close the cave;
729 * if he does try, we assume he panics, and give him a few additional
730 * turns to get frantic before we close. When clock2 hits zero, we
731 * branch to 11000 to transport him into the final puzzle. Note that
732 * the puzzle depends upon all sorts of random things. For instance,
733 * there must be no water or oil, since there are beanstalks which we
734 * don't want to be able to water, since the code can't handle it.
735 * Also, we can have no keys, since there is a grate (having moved
736 * the fixed object!) there separating him from all the treasures.
737 * Most of these problems arise from the use of negative prop numbers
738 * to suppress the object descriptions until he's actually moved the
741 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
744 /* When the first warning comes, we lock the grate, destroy
745 * the bridge, kill all the dwarves (and the pirate), remove
746 * the troll and bear (unless dead), and set "closng" to
747 * true. Leave the dragon; too much trouble to move it.
748 * from now until clock2 runs out, he cannot unlock the
749 * grate, move to any location outside the cave, or create
750 * the bridge. Nor can he be resurrected if he dies. Note
751 * that the snake is already gone, since he got to the
752 * treasure accessible only via the hall of the mountain
753 * king. Also, he's been in giant room (to get eggs), so we
754 * can refer to it. Also also, he's gotten the pearl, so we
755 * know the bivalve is an oyster. *And*, the dwarves must
756 * have been activated, since we've found chest. */
757 if (game.clock1 == 0)
761 for (int i=1; i<=NDWARVES; i++) {
766 MOVE(TROLL+NOBJECTS,0);
767 MOVE(TROLL2,PLAC[TROLL]);
768 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
770 if (game.prop[BEAR] != 3)DSTROY(BEAR);
779 } else if (game.clock1 < 0)
781 if (game.clock2 == 0) {
782 /* Once he's panicked, and clock2 has run out, we come here
783 * to set up the storage room. The room has two locs,
784 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
785 * place empty bottles, a nursery of plants, a bed of
786 * oysters, a pile of lamps, rods with stars, sleeping
787 * dwarves, and him. At the sw end we place grate over
788 * treasures, snake pit, covey of caged birds, more rods, and
789 * pillows. A mirror stretches across one wall. Many of the
790 * objects come from known locations and/or states (e.g. the
791 * snake is known to have been destroyed and needn't be
792 * carried away from its old "place"), making the various
793 * objects be handled differently. We also drop all other
794 * objects he might be carrying (lest he have some which
795 * could cause trouble, such as the keys). We describe the
796 * flash of light and trundle back. */
797 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
798 game.prop[PLANT]=PUT(PLANT,115,0);
799 game.prop[OYSTER]=PUT(OYSTER,115,0);
801 game.prop[LAMP]=PUT(LAMP,115,0);
802 game.prop[ROD]=PUT(ROD,115,0);
803 game.prop[DWARF]=PUT(DWARF,115,0);
807 /* Leave the grate with normal (non-negative) property.
812 game.prop[SNAKE]=PUT(SNAKE,116,1);
813 game.prop[BIRD]=PUT(BIRD,116,1);
814 game.prop[CAGE]=PUT(CAGE,116,0);
815 game.prop[ROD2]=PUT(ROD2,116,0);
816 game.prop[PILLOW]=PUT(PILLOW,116,0);
818 game.prop[MIRROR]=PUT(MIRROR,115,0);
819 game.fixed[MIRROR]=116;
821 for (int i=1; i<=NOBJECTS; i++) {
834 static void lampcheck(void)
835 /* Check game limit and lamp timers */
837 if (game.prop[LAMP] == 1)
840 /* Another way we can force an end to things is by having the
841 * lamp give out. When it gets close, we come here to warn
842 * him. First following ar, if the lamp and fresh batteries are
843 * here, in which case we replace the batteries and continue.
844 * Second is for other cases of lamp dying. 12400 is when it
845 * goes out. Even then, he can explore outside for a while
847 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
852 DROP(BATTER,game.loc);
853 game.limit=game.limit+2500;
855 } else if (game.limit == 0) {
860 } else if (game.limit <= 30) {
861 if (!game.lmwarn && HERE(LAMP)) {
864 if (game.place[BATTER] == 0)spk=183;
865 if (game.prop[BATTER] == 1)spk=189;
871 static void listobjects(void)
872 /* Print out descriptions of objects at this location. If
873 * not closing and property value is negative, tally off
874 * another treasure. Rug is special case; once seen, its
875 * game.prop is 1 (dragon on it) till dragon is killed.
876 * Similarly for chain; game.prop is initially 1 (locked to
877 * bear). These hacks are because game.prop=0 is needed to
880 if (!DARK(game.loc)) {
882 ++game.abbrev[game.loc];
883 for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
885 if (obj > NOBJECTS)obj=obj-NOBJECTS;
886 if (obj == STEPS && TOTING(NUGGET))
888 if (game.prop[obj] < 0) {
892 if (obj == RUG || obj == CHAIN)
895 /* Note: There used to be a test here to see whether the
896 * player had blown it so badly that he could never ever see
897 * the remaining treasures, and if so the lamp was zapped to
898 * 35 turns. But the tests were too simple-minded; things
899 * like killing the bird before the snake was gone (can never
900 * see jewelry), and doing it "right" was hopeless. E.G.,
901 * could cross troll bridge several times, using up all
902 * available treasures, breaking vase, using coins to buy
903 * batteries, etc., and eventually never be able to get
904 * across again. If bottle were left on far side, could then
905 * never get eggs or trident, and the effects propagate. So
906 * the whole thing was flushed. anyone who makes such a
907 * gross blunder isn't likely to find everything else anyway
908 * (so goes the rationalisation). */
910 int kk=game.prop[obj];
911 if (obj == STEPS && game.loc == game.fixed[STEPS])
918 static bool do_command(FILE *cmdin)
919 /* Get and execute a command */
921 long KQ, VERB, KK, V1, V2;
925 enum speechpart part;
927 /* Can't leave cave once it's closing (except by main office). */
928 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
930 game.newloc=game.loc;
931 if (!game.panic)game.clock2=15;
935 /* See if a dwarf has seen him and has come from where he
936 * wants to go. If so, the dwarf's blocking his way. If
937 * coming from place forbidden to pirate (dwarves rooted in
938 * place) let him get out (and attacked). */
939 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
940 for (i=1; i<=NDWARVES-1; i++) {
941 if (game.odloc[i] == game.newloc && game.dseen[i]) {
942 game.newloc=game.loc;
948 game.loc=game.newloc;
953 /* Describe the current location and (maybe) get next command. */
958 char* msg = short_location_descriptions[game.loc];
959 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
960 msg=long_location_descriptions[game.loc];
961 if (!FORCED(game.loc) && DARK(game.loc)) {
962 /* The easiest way to get killed is to fall into a pit in
964 if (game.wzdark && PCT(35)) {
966 game.oldlc2 = game.loc;
968 continue; /* back to top of main interpreter loop */
970 msg=arbitrary_messages[16];
972 if (TOTING(BEAR))RSPEAK(141);
974 if (FORCED(game.loc)) {
975 if (playermove(cmdin, VERB, 1))
978 continue; /* back to top of main interpreter loop */
980 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
992 /* If closing time, check for any objects being toted with
993 * game.prop < 0 and set the prop to -1-game.prop. This way
994 * objects won't be described until they've been picked up
995 * and put down separate from their respective piles. Don't
996 * tick game.clock1 unless well into cave (and not at Y2). */
998 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1000 for (i=1; i<=NOBJECTS; i++) {
1001 if (TOTING(i) && game.prop[i] < 0)
1002 game.prop[i] = -1-game.prop[i];
1005 game.wzdark=DARK(game.loc);
1006 if (game.knfloc > 0 && game.knfloc != game.loc)
1009 /* This is where we get a new command from the user */
1010 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
1013 /* Every input, check "game.foobar" flag. If zero, nothing's
1014 * going on. If pos, make neg. If neg, he skipped a word,
1015 * so make it zero. */
1017 game.foobar=(game.foobar>0 ? -game.foobar : 0);
1019 if (game.turns == game.thresh) {
1020 newspeak(turn_threshold_messages[game.trndex]);
1021 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
1024 if (game.trndex <= TRNVLS)
1025 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
1027 if (VERB == SAY && WD2 > 0)
1040 if (LIQLOC(game.loc) == WATER)k=70;
1043 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
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) {
1073 /* Gee, I don't understand. */
1074 if (fallback_handler(rawbuf))
1085 if (playermove(cmdin, VERB, KMOD))
1088 continue; /* back to top of main interpreter loop */
1089 case 1: part=unknown; obj = KMOD; break;
1090 case 2: part=intransitive; VERB = KMOD; break;
1091 case 3: RSPEAK(KMOD); goto L2012;
1096 switch (action(cmdin, part, VERB, obj)) {
1100 playermove(cmdin, VERB, NUL);
1102 case GO_TOP: continue; /* back to top of main interpreter loop */
1103 case GO_CLEAROBJ: goto L2012;
1104 case GO_CHECKHINT: goto L2600;
1105 case GO_CHECKFOO: goto L2607;
1106 case GO_LOOKUP: goto L2630;
1108 /* Get second word for analysis. */
1114 /* Random intransitive verbs come here. Clear obj just in case
1115 * (see attack()). */
1121 /* Oh dear, he's disturbed the dwarves. */