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 hundreds of them, *everywhere*),
13 * and the offensive globals. Applying the Structured Program Theorem
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 static bool dwarfmove(void)
271 /* Dwarves move. Return true if player survives, false if he dies. */
273 int kk, stick, attack;
276 /* Dwarf stuff. See earlier comments for description of
277 * variables. Remember sixth dwarf is pirate and is thus
278 * very different except for motion rules. */
280 /* First off, don't let the dwarves follow him into a pit or
281 * a wall. Activate the whole mess the first time he gets as
282 * far as the hall of mists (loc 15). If game.newloc is
283 * forbidden to pirate (in particular, if it's beyond the
284 * troll bridge), bypass dwarf stuff. That way pirate can't
285 * steal return toll, and dwarves can't meet the bear. Also
286 * means dwarves won't follow him into dead end in maze, but
287 * c'est la vie. They'll wait for him outside the dead
289 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
292 /* Dwarf activity level ratchets up */
293 if (game.dflag == 0) {
294 if (INDEEP(game.loc))
299 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
300 * the 5 dwarves. If any of the survivors is at loc,
301 * replace him with the alternate. */
302 if (game.dflag == 1) {
303 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
306 for (int i=1; i<=2; i++) {
307 int j=1+randrange(NDWARVES-1);
311 for (int i=1; i<=NDWARVES-1; i++) {
312 if (game.dloc[i] == game.loc)
314 game.odloc[i]=game.dloc[i];
321 /* Things are in full swing. Move each dwarf at random,
322 * except if he's seen us he sticks with us. Dwarves stay
323 * deep inside. If wandering at random, they don't back up
324 * unless there's no alternative. If they don't have to
325 * move, they attack. And, of course, dead dwarves don't do
326 * much of anything. */
330 for (int i=1; i<=NDWARVES; i++) {
332 if (game.dloc[i] == 0)
334 /* Fill TK array with all the places this dwarf might go. */
336 kk=KEY[game.dloc[i]];
339 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
340 /* Have we avoided a dwarf enciounter? */
341 bool avoided = (game.newloc > 300 ||
342 !INDEEP(game.newloc) ||
343 game.newloc == game.odloc[i] ||
344 (j > 1 && game.newloc == TK[j-1]) ||
346 game.newloc == game.dloc[i] ||
347 FORCED(game.newloc) ||
348 (i == PIRATE && CNDBIT(game.newloc,3)) ||
349 labs(TRAVEL[kk])/1000000 == 100);
351 TK[j++] = game.newloc;
360 game.odloc[i]=game.dloc[i];
362 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
363 if (!game.dseen[i]) continue;
364 game.dloc[i]=game.loc;
366 /* The pirate's spotted him. He leaves him alone once we've
367 * found chest. K counts if a treasure is here. If not, and
368 * tally=1 for an unseen chest, let the pirate be spotted.
369 * Note that game.place(CHEST)=0 might mean that he's thrown
370 * it to the troll, but in that case he's seen the chest
372 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
375 for (int j=MINTRS; j<=MAXTRS; j++) {
376 /* Pirate won't take pyramid from plover room or dark
377 * room (too easy!). */
378 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
384 if (game.place[CHEST] == 0) {
385 /* Install chest only once, to insure it is
386 * the last treasure in the list. */
387 MOVE(CHEST,game.chloc);
388 MOVE(MESSAG,game.chloc2);
391 for (int j=MINTRS; j<=MAXTRS; j++) {
392 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
393 if (AT(j) && game.fixed[j] == 0)
399 game.dloc[PIRATE]=game.chloc;
400 game.odloc[PIRATE]=game.chloc;
401 game.dseen[PIRATE]=false;
407 /* Force chest placement before player finds last treasure */
408 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
410 MOVE(CHEST,game.chloc);
411 MOVE(MESSAG,game.chloc2);
412 game.dloc[PIRATE]=game.chloc;
413 game.odloc[PIRATE]=game.chloc;
414 game.dseen[PIRATE]=false;
417 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
422 /* This threatening little dwarf is in the room with him! */
424 if (game.odloc[i] == game.dloc[i]) {
426 if (game.knfloc >= 0)
427 game.knfloc=game.loc;
428 if (randrange(1000) < 95*(game.dflag-2))
434 /* Now we know what's happening. Let's tell the poor sucker about it.
435 * Note that various of the "knife" messages must have specific relative
436 * positions in the RSPEAK database. */
437 if (game.dtotal == 0)
439 SETPRM(1,game.dtotal,0);
440 RSPEAK(4+1/game.dtotal);
443 if (game.dflag == 2)game.dflag=3;
446 if (attack > 1)k=250;
449 RSPEAK(k+1+2/(1+stick));
452 game.oldlc2=game.loc;
456 /* "You're dead, Jim."
458 * If the current loc is zero, it means the clown got himself killed.
459 * We'll allow this maxdie times. MAXDIE is automatically set based
460 * on the number of snide messages available. Each death results in
461 * a message (81, 83, etc.) which offers reincarnation; if accepted,
462 * this results in message 82, 84, etc. The last time, if he wants
463 * another chance, he gets a snide remark as we exit. When
464 * reincarnated, all objects being carried get dropped at game.oldlc2
465 * (presumably the last place prior to being killed) without change
466 * of props. the loop runs backwards to assure that the bird is
467 * dropped before the cage. (this kluge could be changed once we're
468 * sure all references to bird and cage are done by keywords.) The
469 * lamp is a special case (it wouldn't do to leave it in the cave).
470 * It is turned off and left outside the building (only if he was
471 * carrying it, of course). He himself is left inside the building
472 * (and heaven help him if he tries to xyzzy back into the cave
473 * without the lamp!). game.oldloc is zapped so he can't just
476 static void croak(FILE *cmdin)
477 /* Okay, he's dead. Let's get on with it. */
480 /* He died during closing time. No resurrection. Tally up a
487 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
489 if (game.numdie == MAXDIE)
495 for (int j=1; j<=NOBJECTS; j++) {
496 int i=NOBJECTS + 1 - j;
505 game.oldloc=game.loc;
509 /* Given the current location in "game.loc", and a motion verb number in
510 * "K", put the new location in "game.newloc". The current loc is saved
511 * in "game.oldloc" in case he wants to retreat. The current
512 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
513 * does, game.newloc will be limbo, and game.oldloc will be what killed
514 * him, so we need game.oldlc2, which is the last place he was
517 static bool playermove(FILE *cmdin, token_t verb, int motion)
519 int LL, K2, KK=KEY[game.loc];
520 game.newloc=game.loc;
525 else if (motion == BACK) {
526 /* Handle "go back". Look for verb which goes from game.loc to
527 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
528 * K2 saves entry -> forced loc -> previous loc. */
532 game.oldlc2=game.oldloc;
533 game.oldloc=game.loc;
535 if (motion == game.loc)K2=91;
536 if (CNDBIT(game.loc,4))K2=274;
539 LL=MOD((labs(TRAVEL[KK])/1000),1000);
542 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
545 if (TRAVEL[KK] >= 0) {
556 motion=MOD(labs(TRAVEL[KK]),1000);
558 break; /* fall through to ordinary travel */
565 else if (motion == LOOK) {
566 /* Look. Can't give more detail. Pretend it wasn't dark
567 * (though it may "now" be dark) so he won't fall into a
568 * pit while staring into the gloom. */
569 if (game.detail < 3)RSPEAK(15);
572 game.abbrev[game.loc]=0;
575 else if (motion == CAVE) {
576 /* Cave. Different messages depending on whether above ground. */
577 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
581 /* none of the specials */
582 game.oldlc2=game.oldloc;
583 game.oldloc=game.loc;
586 /* ordinary travel */
589 if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
591 if (TRAVEL[KK] < 0) {
592 /* Non-applicable motion. Various messages depending on
595 if (motion >= 43 && motion <= 50)spk=52;
596 if (motion == 29 || motion == 30)spk=52;
597 if (motion == 7 || motion == 36 || motion == 37)spk=10;
598 if (motion == 11 || motion == 19)spk=11;
599 if (verb == FIND || verb == INVENT)spk=59;
600 if (motion == 62 || motion == 65)spk=42;
601 if (motion == 17)spk=80;
611 motion=MOD(game.newloc,100);
612 if (game.newloc <= 300) {
613 if (game.newloc <= 100) {
614 if (game.newloc == 0 || PCT(game.newloc))
616 /* else fall through */
617 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
619 /* else fall through */
621 else if (game.prop[motion] != game.newloc/100-3)
625 if (TRAVEL[KK] < 0)BUG(25);
627 game.newloc=labs(TRAVEL[KK])/1000;
633 game.newloc=MOD(LL,1000);
634 if (game.newloc <= 300)
636 if (game.newloc <= 500) {
637 game.newloc=game.newloc-300;
641 /* Travel 301. Plover-alcove passage. Can carry only
642 * emerald. Note: travel table must include "useless"
643 * entries going through passage, which can never be used for
644 * actual motion, but can be spotted by "go back". */
645 game.newloc=99+100-game.loc;
646 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
648 game.newloc=game.loc;
652 /* Travel 302. Plover transport. Drop the emerald (only use
653 * special travel if toting it), so he's forced to use the
654 * plover-passage to get it out. Having dropped it, go back and
655 * pretend he wasn't carrying it after all. */
656 DROP(EMRALD,game.loc);
659 /* Travel 303. Troll bridge. Must be done only as special
660 * motion so that dwarves won't wander across and encounter
661 * the bear. (They won't follow the player there because
662 * that region is forbidden to the pirate.) If
663 * game.prop(TROLL)=1, he's crossed since paying, so step out
664 * and block him. (standard travel entries check for
665 * game.prop(TROLL)=0.) Special stuff for bear. */
666 if (game.prop[TROLL] == 1) {
670 MOVE(TROLL2+NOBJECTS,0);
671 MOVE(TROLL,PLAC[TROLL]);
672 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
674 game.newloc=game.loc;
677 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
678 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
679 if (!TOTING(BEAR)) return true;
683 DROP(BEAR,game.newloc);
684 game.fixed[BEAR]= -1;
686 game.oldlc2=game.newloc;
693 RSPEAK(game.newloc-500);
694 game.newloc=game.loc;
698 static bool closecheck(void)
699 /* Handle the closing of the cave. The cave closes "clock1" turns
700 * after the last treasure has been located (including the pirate's
701 * chest, which may of course never show up). Note that the
702 * treasures need not have been taken yet, just located. Hence
703 * clock1 must be large enough to get out of the cave (it only ticks
704 * while inside the cave). When it hits zero, we branch to 10000 to
705 * start closing the cave, and then sit back and wait for him to try
706 * to get out. If he doesn't within clock2 turns, we close the cave;
707 * if he does try, we assume he panics, and give him a few additional
708 * turns to get frantic before we close. When clock2 hits zero, we
709 * branch to 11000 to transport him into the final puzzle. Note that
710 * the puzzle depends upon all sorts of random things. For instance,
711 * there must be no water or oil, since there are beanstalks which we
712 * don't want to be able to water, since the code can't handle it.
713 * Also, we can have no keys, since there is a grate (having moved
714 * the fixed object!) there separating him from all the treasures.
715 * Most of these problems arise from the use of negative prop numbers
716 * to suppress the object descriptions until he's actually moved the
719 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
722 /* When the first warning comes, we lock the grate, destroy
723 * the bridge, kill all the dwarves (and the pirate), remove
724 * the troll and bear (unless dead), and set "closng" to
725 * true. Leave the dragon; too much trouble to move it.
726 * from now until clock2 runs out, he cannot unlock the
727 * grate, move to any location outside the cave, or create
728 * the bridge. Nor can he be resurrected if he dies. Note
729 * that the snake is already gone, since he got to the
730 * treasure accessible only via the hall of the mountain
731 * king. Also, he's been in giant room (to get eggs), so we
732 * can refer to it. Also also, he's gotten the pearl, so we
733 * know the bivalve is an oyster. *And*, the dwarves must
734 * have been activated, since we've found chest. */
735 if (game.clock1 == 0)
739 for (int i=1; i<=NDWARVES; i++) {
744 MOVE(TROLL+NOBJECTS,0);
745 MOVE(TROLL2,PLAC[TROLL]);
746 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
748 if (game.prop[BEAR] != 3)DSTROY(BEAR);
757 } else if (game.clock1 < 0)
759 if (game.clock2 == 0) {
760 /* Once he's panicked, and clock2 has run out, we come here
761 * to set up the storage room. The room has two locs,
762 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
763 * place empty bottles, a nursery of plants, a bed of
764 * oysters, a pile of lamps, rods with stars, sleeping
765 * dwarves, and him. At the sw end we place grate over
766 * treasures, snake pit, covey of caged birds, more rods, and
767 * pillows. A mirror stretches across one wall. Many of the
768 * objects come from known locations and/or states (e.g. the
769 * snake is known to have been destroyed and needn't be
770 * carried away from its old "place"), making the various
771 * objects be handled differently. We also drop all other
772 * objects he might be carrying (lest he have some which
773 * could cause trouble, such as the keys). We describe the
774 * flash of light and trundle back. */
775 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
776 game.prop[PLANT]=PUT(PLANT,115,0);
777 game.prop[OYSTER]=PUT(OYSTER,115,0);
779 game.prop[LAMP]=PUT(LAMP,115,0);
780 game.prop[ROD]=PUT(ROD,115,0);
781 game.prop[DWARF]=PUT(DWARF,115,0);
785 /* Leave the grate with normal (non-negative) property.
790 game.prop[SNAKE]=PUT(SNAKE,116,1);
791 game.prop[BIRD]=PUT(BIRD,116,1);
792 game.prop[CAGE]=PUT(CAGE,116,0);
793 game.prop[ROD2]=PUT(ROD2,116,0);
794 game.prop[PILLOW]=PUT(PILLOW,116,0);
796 game.prop[MIRROR]=PUT(MIRROR,115,0);
797 game.fixed[MIRROR]=116;
799 for (int i=1; i<=NOBJECTS; i++) {
812 static void lampcheck(void)
813 /* Check game limit and lamp timers */
815 if (game.prop[LAMP] == 1)
818 /* Another way we can force an end to things is by having the
819 * lamp give out. When it gets close, we come here to warn
820 * him. First following ar, if the lamp and fresh batteries are
821 * here, in which case we replace the batteries and continue.
822 * Second is for other cases of lamp dying. 12400 is when it
823 * goes out. Even then, he can explore outside for a while
825 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
830 DROP(BATTER,game.loc);
831 game.limit=game.limit+2500;
833 } else if (game.limit == 0) {
838 } else if (game.limit <= 30) {
839 if (!game.lmwarn && HERE(LAMP)) {
842 if (game.place[BATTER] == 0)spk=183;
843 if (game.prop[BATTER] == 1)spk=189;
849 static void listobjects(void)
850 /* Print out descriptions of objects at this location. If
851 * not closing and property value is negative, tally off
852 * another treasure. Rug is special case; once seen, its
853 * game.prop is 1 (dragon on it) till dragon is killed.
854 * Similarly for chain; game.prop is initially 1 (locked to
855 * bear). These hacks are because game.prop=0 is needed to
858 if (!DARK(game.loc)) {
860 ++game.abbrev[game.loc];
861 for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
863 if (obj > NOBJECTS)obj=obj-NOBJECTS;
864 if (obj == STEPS && TOTING(NUGGET))
866 if (game.prop[obj] < 0) {
870 if (obj == RUG || obj == CHAIN)
873 /* Note: There used to be a test here to see whether the
874 * player had blown it so badly that he could never ever see
875 * the remaining treasures, and if so the lamp was zapped to
876 * 35 turns. But the tests were too simple-minded; things
877 * like killing the bird before the snake was gone (can never
878 * see jewelry), and doing it "right" was hopeless. E.G.,
879 * could cross troll bridge several times, using up all
880 * available treasures, breaking vase, using coins to buy
881 * batteries, etc., and eventually never be able to get
882 * across again. If bottle were left on far side, could then
883 * never get eggs or trident, and the effects propagate. So
884 * the whole thing was flushed. anyone who makes such a
885 * gross blunder isn't likely to find everything else anyway
886 * (so goes the rationalisation). */
888 int kk=game.prop[obj];
889 if (obj == STEPS && game.loc == game.fixed[STEPS])
896 static bool do_command(FILE *cmdin)
897 /* Get and execute a command */
899 long KQ, VERB, KK, V1, V2;
903 enum speechpart part;
905 /* Can't leave cave once it's closing (except by main office). */
906 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
908 game.newloc=game.loc;
909 if (!game.panic)game.clock2=15;
913 /* See if a dwarf has seen him and has come from where he
914 * wants to go. If so, the dwarf's blocking his way. If
915 * coming from place forbidden to pirate (dwarves rooted in
916 * place) let him get out (and attacked). */
917 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
918 for (i=1; i<=NDWARVES-1; i++) {
919 if (game.odloc[i] == game.newloc && game.dseen[i]) {
920 game.newloc=game.loc;
926 game.loc=game.newloc;
931 /* Describe the current location and (maybe) get next command. */
936 char* msg = short_location_descriptions[game.loc];
937 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
938 msg=long_location_descriptions[game.loc];
939 if (!FORCED(game.loc) && DARK(game.loc)) {
940 /* The easiest way to get killed is to fall into a pit in
942 if (game.wzdark && PCT(35)) {
944 game.oldlc2 = game.loc;
946 continue; /* back to top of main interpreter loop */
948 msg=arbitrary_messages[16];
950 if (TOTING(BEAR))RSPEAK(141);
952 if (FORCED(game.loc)) {
953 if (playermove(cmdin, VERB, 1))
956 continue; /* back to top of main interpreter loop */
958 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
970 /* If closing time, check for any objects being toted with
971 * game.prop < 0 and set the prop to -1-game.prop. This way
972 * objects won't be described until they've been picked up
973 * and put down separate from their respective piles. Don't
974 * tick game.clock1 unless well into cave (and not at Y2). */
976 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
978 for (i=1; i<=NOBJECTS; i++) {
979 if (TOTING(i) && game.prop[i] < 0)
980 game.prop[i] = -1-game.prop[i];
983 game.wzdark=DARK(game.loc);
984 if (game.knfloc > 0 && game.knfloc != game.loc)
987 /* This is where we get a new command from the user */
988 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
991 /* Every input, check "game.foobar" flag. If zero, nothing's
992 * going on. If pos, make neg. If neg, he skipped a word,
993 * so make it zero. */
995 game.foobar=(game.foobar>0 ? -game.foobar : 0);
997 if (game.turns == game.thresh) {
998 newspeak(turn_threshold_messages[game.trndex]);
999 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
1002 if (game.trndex <= TRNVLS)
1003 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
1005 if (VERB == SAY && WD2 > 0)
1021 if (LIQLOC(game.loc) == WATER)k=70;
1024 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
1028 if (V1 == ENTER && WD2 > 0) {
1033 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
1034 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
1036 WD2=MAKEWD(16152118);
1038 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
1039 WD1=MAKEWD(301200308);
1042 if (WD1 == MAKEWD(23051920)) {
1044 if (game.iwest == 10)
1047 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1054 /* Gee, I don't understand. */
1055 if (fallback_handler(rawbuf))
1066 if (playermove(cmdin, VERB, KMOD))
1069 continue; /* back to top of main interpreter loop */
1070 case 1: part=unknown; obj = KMOD; break;
1071 case 2: part=intransitive; VERB = KMOD; break;
1072 case 3: RSPEAK(KMOD); goto L2012;
1077 switch (action(cmdin, part, VERB, obj)) {
1081 playermove(cmdin, VERB, NUL);
1083 case GO_TOP: continue; /* back to top of main interpreter loop */
1084 case GO_CLEAROBJ: goto L2012;
1085 case GO_CHECKHINT: goto L2600;
1086 case GO_CHECKFOO: goto L2607;
1087 case GO_LOOKUP: goto L2630;
1089 /* Get second word for analysis. */
1095 /* Random intransitive verbs come here. Clear obj just in case
1096 * (see attack()). */
1102 /* Oh dear, he's disturbed the dwarves. */