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"
28 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
29 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
31 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
32 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
33 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
34 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
35 GRATE, HINT, INVENT, JADE, KEYS,
36 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
37 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
38 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
39 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
40 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
41 URN, VASE, VEND, VOLCAN, WATER;
42 long WD1, WD1X, WD2, WD2X;
44 static int K; /* information leak, should go away */
47 bool oldstyle = false;
50 extern void initialise();
51 extern void score(long);
52 extern int action(FILE *, long, long, long);
54 void sig_handler(int signo)
65 * Adventure (rev 2: 20 treasures)
67 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
68 * 15-treasure version (adventure) by Don Woods, April-June 1977
69 * 20-treasure version (rev 2) by Don Woods, August 1978
70 * Errata fixed: 78/12/25
71 * Revived 2017 as Open Advebture.
74 static bool do_command(FILE *);
76 int main(int argc, char *argv[])
82 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
85 logfp = fopen(optarg, "w");
88 "advent: can't open logfile %s for write\n",
90 signal(SIGINT, sig_handler);
98 linenoiseHistorySetMaxLen(350);
100 /* Logical variables:
102 * game.closed says whether we're all the way closed
103 * game.closng says whether it's closing time yet
104 * game.clshnt says whether he's read the clue in the endgame
105 * game.lmwarn says whether he's been warned about lamp going dim
106 * game.novice says whether he asked for instructions at start-up
107 * game.panic says whether he's found out he's trapped in the cave
108 * game.wzdark says whether the loc he's leaving was dark */
110 /* Initialize our LCG PRNG with parameters tested against
111 * Knuth vol. 2. by the original authors */
114 lcgstate.m = 1048576;
116 long seedval = (long)rand();
119 /* Initialize game variables */
123 /* Unlike earlier versions, adventure is no longer restartable. (This
124 * lets us get away with modifying things such as OBJSND(BIRD) without
125 * having to be able to undo the changes later.) If a "used" copy is
126 * rerun, we come here and tell the player to run a fresh copy. */
127 if (game.setup <= 0) {
132 /* Start-up, dwarf stuff */
134 game.zzword=RNDVOC(3,0);
135 game.novice=YES(stdin, 65,1,0);
139 if (game.novice)game.limit=1000;
142 fprintf(logfp, "seed %ld\n", seedval);
144 /* interpret commands ubtil EOF or interrupt */
146 if (!do_command(stdin))
149 /* show score and exit */
153 static bool fallback_handler(char *buf)
154 /* fallback handler for commands not handled by FORTRANish parser */
157 if (sscanf(buf, "seed %ld", &sv) == 1) {
159 printf("Seed set to %ld\n", sv);
160 // autogenerated, so don't charge user time for it.
162 // here we reconfigure any global game state that uses random numbers
163 game.zzword=RNDVOC(3,0);
169 static void dohint(FILE *cmdin, int hint)
170 /* Come here if he's been long enough at required loc(s) for some
179 if (game.prop[GRATE] == 0 && !HERE(KEYS))
184 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
188 if (HERE(SNAKE) && !HERE(BIRD))
193 if (game.atloc[game.loc] == 0 &&
194 game.atloc[game.oldloc] == 0 &&
195 game.atloc[game.oldlc2] == 0 &&
201 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
213 if (game.atloc[game.loc] == 0 &&
214 game.atloc[game.oldloc] == 0 &&
215 game.atloc[game.oldlc2] == 0)
224 if (HERE(OGRE) && i == 0)
228 if (game.tally == 1 && game.prop[JADE] < 0)
237 /* Fall through to hint display */
239 if (!YES(cmdin,HINTS[hint][3],0,54))
241 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
243 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
244 if (game.hinted[hint] && game.limit > 30)
245 game.limit=game.limit+30*HINTS[hint][2];
248 static bool dwarfmove(void)
249 /* Dwarves move. Return true if player survives, false if he dies. */
251 int kk, stick, attack;
254 /* Dwarf stuff. See earlier comments for description of
255 * variables. Remember sixth dwarf is pirate and is thus
256 * very different except for motion rules. */
258 /* First off, don't let the dwarves follow him into a pit or
259 * a wall. Activate the whole mess the first time he gets as
260 * far as the hall of mists (loc 15). If game.newloc is
261 * forbidden to pirate (in particular, if it's beyond the
262 * troll bridge), bypass dwarf stuff. That way pirate can't
263 * steal return toll, and dwarves can't meet the bear. Also
264 * means dwarves won't follow him into dead end in maze, but
265 * c'est la vie. They'll wait for him outside the dead
267 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
270 /* Dwarf activity level ratchets up */
271 if (game.dflag == 0) {
272 if (INDEEP(game.loc))
277 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
278 * the 5 dwarves. If any of the survivors is at loc,
279 * replace him with the alternate. */
280 if (game.dflag == 1) {
281 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
284 for (int i=1; i<=2; i++) {
285 int j=1+randrange(NDWARVES-1);
289 for (int i=1; i<=NDWARVES-1; i++) {
290 if (game.dloc[i] == game.loc)
292 game.odloc[i]=game.dloc[i];
299 /* Things are in full swing. Move each dwarf at random,
300 * except if he's seen us he sticks with us. Dwarves stay
301 * deep inside. If wandering at random, they don't back up
302 * unless there's no alternative. If they don't have to
303 * move, they attack. And, of course, dead dwarves don't do
304 * much of anything. */
308 for (int i=1; i<=NDWARVES; i++) {
310 if (game.dloc[i] == 0)
312 /* Fill TK array with all the places this dwarf might go. */
314 kk=KEY[game.dloc[i]];
317 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
318 /* Have we avoided a dwarf enciounter? */
319 bool avoided = (game.newloc > 300 ||
320 !INDEEP(game.newloc) ||
321 game.newloc == game.odloc[i] ||
322 (j > 1 && game.newloc == TK[j-1]) ||
324 game.newloc == game.dloc[i] ||
325 FORCED(game.newloc) ||
326 (i == PIRATE && CNDBIT(game.newloc,3)) ||
327 labs(TRAVEL[kk])/1000000 == 100);
329 TK[j++] = game.newloc;
338 game.odloc[i]=game.dloc[i];
340 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
341 if (!game.dseen[i]) continue;
342 game.dloc[i]=game.loc;
344 /* The pirate's spotted him. He leaves him alone once we've
345 * found chest. K counts if a treasure is here. If not, and
346 * tally=1 for an unseen chest, let the pirate be spotted.
347 * Note that game.place(CHEST)=0 might mean that he's thrown
348 * it to the troll, but in that case he's seen the chest
350 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
353 for (int j=MINTRS; j<=MAXTRS; j++) {
354 /* Pirate won't take pyramid from plover room or dark
355 * room (too easy!). */
356 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
362 if (game.place[CHEST] == 0) {
363 /* Install chest only once, to insure it is
364 * the last treasure in the list. */
365 MOVE(CHEST,game.chloc);
366 MOVE(MESSAG,game.chloc2);
369 for (int j=MINTRS; j<=MAXTRS; j++) {
370 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
371 if (AT(j) && game.fixed[j] == 0)
377 game.dloc[PIRATE]=game.chloc;
378 game.odloc[PIRATE]=game.chloc;
379 game.dseen[PIRATE]=false;
385 /* Force chest placement before player finds last treasure */
386 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
388 MOVE(CHEST,game.chloc);
389 MOVE(MESSAG,game.chloc2);
390 game.dloc[PIRATE]=game.chloc;
391 game.odloc[PIRATE]=game.chloc;
392 game.dseen[PIRATE]=false;
395 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
400 /* This threatening little dwarf is in the room with him! */
402 if (game.odloc[i] == game.dloc[i]) {
404 if (game.knfloc >= 0)
405 game.knfloc=game.loc;
406 if (randrange(1000) < 95*(game.dflag-2))
412 /* Now we know what's happening. Let's tell the poor sucker about it.
413 * Note that various of the "knife" messages must have specific relative
414 * positions in the RSPEAK database. */
415 if (game.dtotal == 0)
417 SETPRM(1,game.dtotal,0);
418 RSPEAK(4+1/game.dtotal);
421 if (game.dflag == 2)game.dflag=3;
424 if (attack > 1)k=250;
427 RSPEAK(k+1+2/(1+stick));
430 game.oldlc2=game.loc;
434 /* "You're dead, Jim."
436 * If the current loc is zero, it means the clown got himself killed.
437 * We'll allow this maxdie times. MAXDIE is automatically set based
438 * on the number of snide messages available. Each death results in
439 * a message (81, 83, etc.) which offers reincarnation; if accepted,
440 * this results in message 82, 84, etc. The last time, if he wants
441 * another chance, he gets a snide remark as we exit. When
442 * reincarnated, all objects being carried get dropped at game.oldlc2
443 * (presumably the last place prior to being killed) without change
444 * of props. the loop runs backwards to assure that the bird is
445 * dropped before the cage. (this kluge could be changed once we're
446 * sure all references to bird and cage are done by keywords.) The
447 * lamp is a special case (it wouldn't do to leave it in the cave).
448 * It is turned off and left outside the building (only if he was
449 * carrying it, of course). He himself is left inside the building
450 * (and heaven help him if he tries to xyzzy back into the cave
451 * without the lamp!). game.oldloc is zapped so he can't just
454 static void croak(FILE *cmdin)
455 /* Okay, he's dead. Let's get on with it. */
458 /* He died during closing time. No resurrection. Tally up a
465 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
467 if (game.numdie == MAXDIE)
473 for (int j=1; j<=NOBJECTS; j++) {
474 int i=NOBJECTS + 1 - j;
483 game.oldloc=game.loc;
487 /* Given the current location in "game.loc", and a motion verb number in
488 * "K", put the new location in "game.newloc". The current loc is saved
489 * in "game.oldloc" in case he wants to retreat. The current
490 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
491 * does, game.newloc will be limbo, and game.oldloc will be what killed
492 * him, so we need game.oldlc2, which is the last place he was
495 static bool playermove(FILE *cmdin, token_t verb, int motion)
497 int LL, K2, KK=KEY[game.loc];
498 game.newloc=game.loc;
503 else if (motion == BACK) {
504 /* Handle "go back". Look for verb which goes from game.loc to
505 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
506 * K2 saves entry -> forced loc -> previous loc. */
510 game.oldlc2=game.oldloc;
511 game.oldloc=game.loc;
513 if (motion == game.loc)K2=91;
514 if (CNDBIT(game.loc,4))K2=274;
517 LL=MOD((labs(TRAVEL[KK])/1000),1000);
520 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
523 if (TRAVEL[KK] >= 0) {
534 motion=MOD(labs(TRAVEL[KK]),1000);
536 break; /* fall through to ordinary travel */
543 else if (motion == LOOK) {
544 /* Look. Can't give more detail. Pretend it wasn't dark
545 * (though it may "now" be dark) so he won't fall into a
546 * pit while staring into the gloom. */
547 if (game.detail < 3)RSPEAK(15);
550 game.abbrev[game.loc]=0;
553 else if (motion == CAVE) {
554 /* Cave. Different messages depending on whether above ground. */
555 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
559 /* none of the specials */
560 game.oldlc2=game.oldloc;
561 game.oldloc=game.loc;
564 /* ordinary travel */
567 if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
569 if (TRAVEL[KK] < 0) {
570 /* Non-applicable motion. Various messages depending on
573 if (motion >= 43 && motion <= 50)spk=52;
574 if (motion == 29 || motion == 30)spk=52;
575 if (motion == 7 || motion == 36 || motion == 37)spk=10;
576 if (motion == 11 || motion == 19)spk=11;
577 if (verb == FIND || verb == INVENT)spk=59;
578 if (motion == 62 || motion == 65)spk=42;
579 if (motion == 17)spk=80;
589 motion=MOD(game.newloc,100);
590 if (game.newloc <= 300) {
591 if (game.newloc <= 100) {
592 if (game.newloc == 0 || PCT(game.newloc))
594 /* else fall through */
595 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
597 /* else fall through */
599 else if (game.prop[motion] != game.newloc/100-3)
603 if (TRAVEL[KK] < 0)BUG(25);
605 game.newloc=labs(TRAVEL[KK])/1000;
611 game.newloc=MOD(LL,1000);
612 if (game.newloc <= 300)
614 if (game.newloc <= 500) {
615 game.newloc=game.newloc-300;
619 /* Travel 301. Plover-alcove passage. Can carry only
620 * emerald. Note: travel table must include "useless"
621 * entries going through passage, which can never be used for
622 * actual motion, but can be spotted by "go back". */
623 game.newloc=99+100-game.loc;
624 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
626 game.newloc=game.loc;
630 /* Travel 302. Plover transport. Drop the emerald (only use
631 * special travel if toting it), so he's forced to use the
632 * plover-passage to get it out. Having dropped it, go back and
633 * pretend he wasn't carrying it after all. */
634 DROP(EMRALD,game.loc);
637 /* Travel 303. Troll bridge. Must be done only as special
638 * motion so that dwarves won't wander across and encounter
639 * the bear. (They won't follow the player there because
640 * that region is forbidden to the pirate.) If
641 * game.prop(TROLL)=1, he's crossed since paying, so step out
642 * and block him. (standard travel entries check for
643 * game.prop(TROLL)=0.) Special stuff for bear. */
644 if (game.prop[TROLL] == 1) {
648 MOVE(TROLL2+NOBJECTS,0);
649 MOVE(TROLL,PLAC[TROLL]);
650 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
652 game.newloc=game.loc;
655 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
656 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
657 if (!TOTING(BEAR)) return true;
661 DROP(BEAR,game.newloc);
662 game.fixed[BEAR]= -1;
664 game.oldlc2=game.newloc;
671 RSPEAK(game.newloc-500);
672 game.newloc=game.loc;
676 static bool do_command(FILE *cmdin)
678 long KQ, VERB, KK, V1, V2;
682 enum speechpart part;
684 /* Can't leave cave once it's closing (except by main office). */
685 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
687 game.newloc=game.loc;
688 if (!game.panic)game.clock2=15;
692 /* See if a dwarf has seen him and has come from where he
693 * wants to go. If so, the dwarf's blocking his way. If
694 * coming from place forbidden to pirate (dwarves rooted in
695 * place) let him get out (and attacked). */
696 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
697 for (i=1; i<=NDWARVES-1; i++) {
698 if (game.odloc[i] == game.newloc && game.dseen[i]) {
699 game.newloc=game.loc;
705 game.loc=game.newloc;
710 /* Describe the current location and (maybe) get next command. */
712 /* Print text for current loc. */
714 L2000: if (game.loc == 0)
716 char* msg = short_location_descriptions[game.loc];
717 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
718 msg=long_location_descriptions[game.loc];
719 if (!FORCED(game.loc) && DARK(game.loc)) {
720 /* The easiest way to get killed is to fall into a pit in
722 if (game.wzdark && PCT(35)) {
724 game.oldlc2 = game.loc;
728 msg=arbitrary_messages[16];
730 if (TOTING(BEAR))RSPEAK(141);
733 if (FORCED(game.loc)) {
736 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
738 /* Print out descriptions of objects at this location. If
739 * not closing and property value is negative, tally off
740 * another treasure. Rug is special case; once seen, its
741 * game.prop is 1 (dragon on it) till dragon is killed.
742 * Similarly for chain; game.prop is initially 1 (locked to
743 * bear). These hacks are because game.prop=0 is needed to
746 if (DARK(game.loc)) goto L2012;
747 ++game.abbrev[game.loc];
748 i=game.atloc[game.loc];
749 L2004: if (i == 0) goto L2012;
751 if (obj > NOBJECTS)obj=obj-NOBJECTS;
752 if (obj == STEPS && TOTING(NUGGET)) goto L2008;
753 if (game.prop[obj] >= 0) goto L2006;
754 if (game.closed) goto L2008;
756 if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
758 /* Note: There used to be a test here to see whether the player had blown it
759 * so badly that he could never ever see the remaining treasures, and if so
760 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
761 * things like killing the bird before the snake was gone (can never see
762 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
763 * bridge several times, using up all available treasures, breaking vase,
764 * using coins to buy batteries, etc., and eventually never be able to get
765 * across again. If bottle were left on far side, could then never get eggs
766 * or trident, and the effects propagate. So the whole thing was flushed.
767 * anyone who makes such a gross blunder isn't likely to find everything
768 * else anyway (so goes the rationalisation). */
769 L2006: KK=game.prop[obj];
770 if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
772 L2008: i=game.link[i];
779 /* Check if this loc is eligible for any hints. If been here long enough,
780 * branch to help section (on later page). Hints all come back here eventually
781 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
783 L2600: if (COND[game.loc] >= game.conds) {
784 for (int hint=1; hint<=HNTMAX; hint++) {
785 if (game.hinted[hint])
787 if (!CNDBIT(game.loc,hint+10))
788 game.hintlc[hint]= -1;
790 if (game.hintlc[hint] >= HINTS[hint][1])
795 /* If closing time, check for any objects being toted with
796 * game.prop < 0 and set the prop to -1-game.prop. This way
797 * objects won't be described until they've been picked up
798 * and put down separate from their respective piles. Don't
799 * tick game.clock1 unless well into cave (and not at Y2). */
801 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
803 for (i=1; i<=NOBJECTS; i++) {
804 if (TOTING(i) && game.prop[i] < 0)
805 game.prop[i] = -1-game.prop[i];
808 game.wzdark=DARK(game.loc);
809 if (game.knfloc > 0 && game.knfloc != game.loc)
812 /* This is where we get a new command from the user */
813 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
816 /* Every input, check "game.foobar" flag. If zero, nothing's
817 * going on. If pos, make neg. If neg, he skipped a word,
818 * so make it zero. */
819 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
821 if (game.turns == game.thresh) {
822 newspeak(turn_threshold_messages[game.trndex]);
823 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
826 if (game.trndex <= TRNVLS)
827 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
829 if (VERB == SAY && WD2 > 0)VERB=0;
830 if (VERB == SAY) goto L4090;
831 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
834 /* Next few sections handle the closing of the cave. The
835 * cave closes "clock1" turns after the last treasure has
836 * been located (including the pirate's chest, which may of
837 * course never show up). Note that the treasures need not
838 * have been taken yet, just located. Hence clock1 must be
839 * large enough to get out of the cave (it only ticks while
840 * inside the cave). When it hits zero, we branch to 10000
841 * to start closing the cave, and then sit back and wait for
842 * him to try to get out. If he doesn't within clock2 turns,
843 * we close the cave; if he does try, we assume he panics,
844 * and give him a few additional turns to get frantic before
845 * we close. When clock2 hits zero, we branch to 11000 to
846 * transport him into the final puzzle. Note that the puzzle
847 * depends upon all sorts of random things. For instance,
848 * there must be no water or oil, since there are beanstalks
849 * which we don't want to be able to water, since the code
850 * can't handle it. Also, we can have no keys, since there
851 * is a grate (having moved the fixed object!) there
852 * separating him from all the treasures. Most of these
853 * problems arise from the use of negative prop numbers to
854 * suppress the object descriptions until he's actually moved
857 /* When the first warning comes, we lock the grate, destroy
858 * the bridge, kill all the dwarves (and the pirate), remove
859 * the troll and bear (unless dead), and set "closng" to
860 * true. Leave the dragon; too much trouble to move it.
861 * from now until clock2 runs out, he cannot unlock the
862 * grate, move to any location outside the cave, or create
863 * the bridge. Nor can he be resurrected if he dies. Note
864 * that the snake is already gone, since he got to the
865 * treasure accessible only via the hall of the mountain
866 * king. Also, he's been in giant room (to get eggs), so we
867 * can refer to it. Also also, he's gotten the pearl, so we
868 * know the bivalve is an oyster. *And*, the dwarves must
869 * have been activated, since we've found chest. */
870 if (game.clock1 == 0)
874 for (i=1; i<=NDWARVES; i++) {
879 MOVE(TROLL+NOBJECTS,0);
880 MOVE(TROLL2,PLAC[TROLL]);
881 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
883 if (game.prop[BEAR] != 3)DSTROY(BEAR);
892 } else if (game.clock1 < 0)
894 if (game.clock2 == 0) {
895 /* Once he's panicked, and clock2 has run out, we come here
896 * to set up the storage room. The room has two locs,
897 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
898 * place empty bottles, a nursery of plants, a bed of
899 * oysters, a pile of lamps, rods with stars, sleeping
900 * dwarves, and him. At the sw end we place grate over
901 * treasures, snake pit, covey of caged birds, more rods, and
902 * pillows. A mirror stretches across one wall. Many of the
903 * objects come from known locations and/or states (e.g. the
904 * snake is known to have been destroyed and needn't be
905 * carried away from its old "place"), making the various
906 * objects be handled differently. We also drop all other
907 * objects he might be carrying (lest he have some which
908 * could cause trouble, such as the keys). We describe the
909 * flash of light and trundle back. */
910 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
911 game.prop[PLANT]=PUT(PLANT,115,0);
912 game.prop[OYSTER]=PUT(OYSTER,115,0);
914 game.prop[LAMP]=PUT(LAMP,115,0);
915 game.prop[ROD]=PUT(ROD,115,0);
916 game.prop[DWARF]=PUT(DWARF,115,0);
920 /* Leave the grate with normal (non-negative) property.
925 game.prop[SNAKE]=PUT(SNAKE,116,1);
926 game.prop[BIRD]=PUT(BIRD,116,1);
927 game.prop[CAGE]=PUT(CAGE,116,0);
928 game.prop[ROD2]=PUT(ROD2,116,0);
929 game.prop[PILLOW]=PUT(PILLOW,116,0);
931 game.prop[MIRROR]=PUT(MIRROR,115,0);
932 game.fixed[MIRROR]=116;
934 for (int i=1; i<=NOBJECTS; i++) {
943 if (game.prop[LAMP] == 1)
946 /* Another way we can force an end to things is by having the
947 * lamp give out. When it gets close, we come here to warn
948 * him. First following ar, if the lamp and fresh batteries are
949 * here, in which case we replace the batteries and continue.
950 * Second is for other cases of lamp dying. 12400 is when it
951 * goes out. Even then, he can explore outside for a while
953 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
957 if (TOTING(BATTER))DROP(BATTER,game.loc);
958 game.limit=game.limit+2500;
960 } else if (game.limit == 0) {
963 if (HERE(LAMP))RSPEAK(184);
964 } else if (game.limit <= 30) {
965 if (!game.lmwarn && HERE(LAMP)) {
968 if (game.place[BATTER] == 0)spk=183;
969 if (game.prop[BATTER] == 1)spk=189;
974 if (LIQLOC(game.loc) == WATER)K=70;
977 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
981 if (V1 == ENTER && WD2 > 0) {
986 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
987 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
989 WD2=MAKEWD(16152118);
991 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
992 WD1=MAKEWD(301200308);
994 L2620: if (WD1 == MAKEWD(23051920)) {
996 if (game.iwest == 10)
999 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1006 /* Gee, I don't understand. */
1007 if (fallback_handler(rawbuf))
1020 case 3: RSPEAK(K); goto L2012;
1024 /* Verb and object analysis moved to separate module. */
1026 L4000: part=intransitive; VERB=K; goto Laction;
1027 L4090: part=transitive; goto Laction;
1028 L5000: part=unknown; obj = K;
1030 switch (action(cmdin, part, VERB, obj)) {
1031 case 2: return true;
1032 case 8: K=NUL; goto L8;
1033 case 2000: goto L2000;
1034 case 2012: goto L2012;
1035 case 2600: goto L2600;
1036 case 2607: goto L2607;
1037 case 2630: goto L2630;
1039 /* Get second word for analysis. */
1045 /* Random intransitive verbs come here. Clear obj just in case
1046 * (see attack()). */
1052 /* Oh dear, he's disturbed the dwarves. */
1059 /* Figure out the new location */
1060 L8: if (playermove(cmdin, VERB, K))