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 * Applying the Structured Program Theorem can be hard.
26 #define DIM(a) (sizeof(a)/sizeof(a[0]))
29 // exclude from coverage analysis because it requires interactivity to test
30 static void sig_handler(int signo)
32 if (signo == SIGINT) {
33 if (settings.logfp != NULL)
34 fflush(settings.logfp);
43 * Adventure (rev 2: 20 treasures)
44 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
45 * 15-treasure version (adventure) by Don Woods, April-June 1977
46 * 20-treasure version (rev 2) by Don Woods, August 1978
47 * Errata fixed: 78/12/25
48 * Revived 2017 as Open Adventure.
51 static bool do_command(void);
53 int main(int argc, char *argv[])
60 const char* opts = "l:or:";
61 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
64 const char* opts = "l:o";
65 const char* usage = "Usage: %s [-l logfilename] [-o]\n";
67 while ((ch = getopt(argc, argv, opts)) != EOF) {
70 settings.logfp = fopen(optarg, "w");
71 if (settings.logfp == NULL)
73 "advent: can't open logfile %s for write\n",
75 signal(SIGINT, sig_handler);
78 settings.oldstyle = true;
79 settings.prompt = false;
83 rfp = fopen(optarg, "r");
86 "advent: can't open save file %s for read\n",
88 signal(SIGINT, sig_handler);
95 " -l create a log file of your game named as specified'\n");
97 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
100 " -r restore from specified saved game file\n");
107 /* Initialize game variables */
108 long seedval = initialise();
110 #ifndef ADVENT_NOSAVE
112 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
114 game.limit = NOVICELIMIT;
119 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
121 game.limit = NOVICELIMIT;
125 fprintf(settings.logfp, "seed %ld\n", seedval);
127 /* interpret commands until EOF or interrupt */
132 /* show score and exit */
136 static bool fallback_handler(struct command_t command)
137 /* fallback handler for commands not handled by FORTRANish parser */
141 sprintf(buf, "%s %s", command.raw1, command.raw2);
143 if (sscanf(buf, "seed %ld", &sv) == 1) {
145 printf("Seed set to %ld\n", sv);
146 // autogenerated, so don't charge user time for it.
153 /* Check if this loc is eligible for any hints. If been here long
154 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
156 static void checkhints(void)
158 if (conditions[game.loc] >= game.conds) {
159 for (int hint = 0; hint < NHINTS; hint++) {
160 if (game.hinted[hint])
162 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
163 game.hintlc[hint] = -1;
165 /* Come here if he's been long enough at required loc(s) for some
167 if (game.hintlc[hint] >= hints[hint].turns) {
173 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
175 game.hintlc[hint] = 0;
178 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
182 if (HERE(SNAKE) && !HERE(BIRD))
184 game.hintlc[hint] = 0;
187 if (game.atloc[game.loc] == NO_OBJECT &&
188 game.atloc[game.oldloc] == NO_OBJECT &&
189 game.atloc[game.oldlc2] == NO_OBJECT &&
192 game.hintlc[hint] = 0;
195 if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
197 game.hintlc[hint] = 0;
204 game.hintlc[hint] = 0;
207 if (game.atloc[game.loc] == NO_OBJECT &&
208 game.atloc[game.oldloc] == NO_OBJECT &&
209 game.atloc[game.oldlc2] == NO_OBJECT)
213 i = atdwrf(game.loc);
215 game.hintlc[hint] = 0;
218 if (HERE(OGRE) && i == 0)
222 if (game.tally == 1 && game.prop[JADE] < 0)
224 game.hintlc[hint] = 0;
227 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
231 /* Fall through to hint display */
232 game.hintlc[hint] = 0;
233 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
235 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
236 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
237 if (game.hinted[hint] && game.limit > WARNTIME)
238 game.limit += WARNTIME * hints[hint].penalty;
244 static bool spotted_by_pirate(int i)
249 /* The pirate's spotted him. Pirate leaves him alone once we've
250 * found chest. K counts if a treasure is here. If not, and
251 * tally=1 for an unseen chest, let the pirate be spotted. Note
252 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
253 * it to the troll, but in that case he's seen the chest
254 * (game.prop[CHEST] == STATE_FOUND). */
255 if (game.loc == game.chloc ||
256 game.prop[CHEST] != STATE_NOTFOUND)
259 bool movechest = false, robplayer = false;
260 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
261 if (!objects[treasure].is_treasure)
263 /* Pirate won't take pyramid from plover room or dark
264 * room (too easy!). */
265 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
266 game.loc == objects[EMERALD].plac)) {
269 if (TOTING(treasure) ||
272 if (TOTING(treasure)) {
277 /* Force chest placement before player finds last treasure */
278 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
279 rspeak(PIRATE_SPOTTED);
282 /* Do things in this order (chest move before robbery) so chest is listed
283 * last at the maze location. */
285 move(CHEST, game.chloc);
286 move(MESSAG, game.chloc2);
287 game.dloc[PIRATE] = game.chloc;
288 game.odloc[PIRATE] = game.chloc;
289 game.dseen[PIRATE] = false;
291 /* You might get a hint of the pirate's presence even if the
292 * chest doesn't move... */
293 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
294 rspeak(PIRATE_RUSTLES);
297 rspeak(PIRATE_POUNCES);
298 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
299 if (!objects[treasure].is_treasure)
301 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
302 game.loc == objects[EMERALD].plac))) {
303 if (AT(treasure) && game.fixed[treasure] == IS_FREE)
304 carry(treasure, game.loc);
305 if (TOTING(treasure))
306 drop(treasure, game.chloc);
314 static bool dwarfmove(void)
315 /* Dwarves move. Return true if player survives, false if he dies. */
317 int kk, stick, attack;
320 /* Dwarf stuff. See earlier comments for description of
321 * variables. Remember sixth dwarf is pirate and is thus
322 * very different except for motion rules. */
324 /* First off, don't let the dwarves follow him into a pit or a
325 * wall. Activate the whole mess the first time he gets as far
326 * as the Hall of Mists (what INDEEP() tests). If game.newloc
327 * is forbidden to pirate (in particular, if it's beyond the
328 * troll bridge), bypass dwarf stuff. That way pirate can't
329 * steal return toll, and dwarves can't meet the bear. Also
330 * means dwarves won't follow him into dead end in maze, but
331 * c'est la vie. They'll wait for him outside the dead end. */
332 if (game.loc == LOC_NOWHERE ||
334 CNDBIT(game.newloc, COND_NOARRR))
337 /* Dwarf activity level ratchets up */
338 if (game.dflag == 0) {
339 if (INDEEP(game.loc))
344 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
345 * the 5 dwarves. If any of the survivors is at game.loc,
346 * replace him with the alternate. */
347 if (game.dflag == 1) {
348 if (!INDEEP(game.loc) ||
349 (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
353 for (int i = 1; i <= 2; i++) {
354 int j = 1 + randrange(NDWARVES - 1);
359 /* Alternate initial loc for dwarf, in case one of them
360 * starts out on top of the adventurer. */
361 for (int i = 1; i <= NDWARVES - 1; i++) {
362 if (game.dloc[i] == game.loc)
363 game.dloc[i] = DALTLC; //
364 game.odloc[i] = game.dloc[i];
371 /* Things are in full swing. Move each dwarf at random,
372 * except if he's seen us he sticks with us. Dwarves stay
373 * deep inside. If wandering at random, they don't back up
374 * unless there's no alternative. If they don't have to
375 * move, they attack. And, of course, dead dwarves don't do
376 * much of anything. */
380 for (int i = 1; i <= NDWARVES; i++) {
381 if (game.dloc[i] == 0)
383 /* Fill tk array with all the places this dwarf might go. */
385 kk = tkey[game.dloc[i]];
388 enum desttype_t desttype = travel[kk].desttype;
389 game.newloc = travel[kk].destval;
390 /* Have we avoided a dwarf encounter? */
391 if (desttype != dest_goto)
393 else if (!INDEEP(game.newloc))
395 else if (game.newloc == game.odloc[i])
397 else if (j > 1 && game.newloc == tk[j - 1])
399 else if (j >= DIM(tk) - 1)
400 /* This can't actually happen. */
401 continue; // LCOV_EXCL_LINE
402 else if (game.newloc == game.dloc[i])
404 else if (FORCED(game.newloc))
406 else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
408 else if (travel[kk].nodwarves)
410 tk[j++] = game.newloc;
412 (!travel[kk++].stop);
413 tk[j] = game.odloc[i];
416 j = 1 + randrange(j);
417 game.odloc[i] = game.dloc[i];
418 game.dloc[i] = tk[j];
419 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
420 (game.dloc[i] == game.loc ||
421 game.odloc[i] == game.loc);
424 game.dloc[i] = game.loc;
425 if (spotted_by_pirate(i))
427 /* This threatening little dwarf is in the room with him! */
429 if (game.odloc[i] == game.dloc[i]) {
431 if (game.knfloc >= 0)
432 game.knfloc = game.loc;
433 if (randrange(1000) < 95 * (game.dflag - 2))
438 /* Now we know what's happening. Let's tell the poor sucker about it. */
439 if (game.dtotal == 0)
441 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
447 rspeak(THROWN_KNIVES, attack);
448 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
450 rspeak(KNIFE_THROWN);
451 rspeak(stick ? GETS_YOU : MISSES_YOU);
455 game.oldlc2 = game.loc;
459 /* "You're dead, Jim."
461 * If the current loc is zero, it means the clown got himself killed.
462 * We'll allow this maxdie times. NDEATHS is automatically set based
463 * on the number of snide messages available. Each death results in
464 * a message (obituaries[n]) which offers reincarnation; if accepted,
465 * this results in message obituaries[0], obituaries[2], etc. The
466 * last time, if he wants another chance, he gets a snide remark as
467 * we exit. When reincarnated, all objects being carried get dropped
468 * at game.oldlc2 (presumably the last place prior to being killed)
469 * without change of props. The loop runs backwards to assure that
470 * the bird is dropped before the cage. (This kluge could be changed
471 * once we're sure all references to bird and cage are done by
472 * keywords.) The lamp is a special case (it wouldn't do to leave it
473 * in the cave). It is turned off and left outside the building (only
474 * if he was carrying it, of course). He himself is left inside the
475 * building (and heaven help him if he tries to xyzzy back into the
476 * cave without the lamp!). game.oldloc is zapped so he can't just
479 static void croak(void)
480 /* Okay, he's dead. Let's get on with it. */
482 const char* query = obituaries[game.numdie].query;
483 const char* yes_response = obituaries[game.numdie].yes_response;
486 /* He died during closing time. No resurrection. Tally up a
488 rspeak(DEATH_CLOSING);
490 } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN])
491 || game.numdie == NDEATHS)
494 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
496 game.prop[LAMP] = LAMP_DARK;
497 for (int j = 1; j <= NOBJECTS; j++) {
498 int i = NOBJECTS + 1 - j;
500 /* Always leave lamp where it's accessible aboveground */
501 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
504 game.oldloc = game.loc = game.newloc = LOC_BUILDING;
508 static bool traveleq(long a, long b)
509 /* Are two travel entries equal for purposes of skip after failed condition? */
511 return (travel[a].condtype == travel[b].condtype)
512 && (travel[a].condarg1 == travel[b].condarg1)
513 && (travel[a].condarg2 == travel[b].condarg2)
514 && (travel[a].desttype == travel[b].desttype)
515 && (travel[a].destval == travel[b].destval);
518 /* Given the current location in "game.loc", and a motion verb number in
519 * "motion", put the new location in "game.newloc". The current loc is saved
520 * in "game.oldloc" in case he wants to retreat. The current
521 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
522 * does, game.newloc will be limbo, and game.oldloc will be what killed
523 * him, so we need game.oldlc2, which is the last place he was
526 static void playermove( int motion)
528 int scratchloc, travel_entry = tkey[game.loc];
529 game.newloc = game.loc;
530 if (travel_entry == 0)
531 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
534 else if (motion == BACK) {
535 /* Handle "go back". Look for verb which goes from game.loc to
536 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
537 * te_tmp saves entry -> forced loc -> previous loc. */
538 motion = game.oldloc;
540 motion = game.oldlc2;
541 game.oldlc2 = game.oldloc;
542 game.oldloc = game.loc;
543 if (CNDBIT(game.loc, COND_NOBACK)) {
547 if (motion == game.loc) {
554 enum desttype_t desttype = travel[travel_entry].desttype;
555 scratchloc = travel[travel_entry].destval;
556 if (desttype != dest_goto || scratchloc != motion) {
557 if (desttype == dest_goto) {
558 if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
559 te_tmp = travel_entry;
561 if (!travel[travel_entry].stop) {
562 ++travel_entry; /* go to next travel entry for this location */
565 /* we've reached the end of travel entries for game.loc */
566 travel_entry = te_tmp;
567 if (travel_entry == 0) {
568 rspeak(NOT_CONNECTED);
573 motion = travel[travel_entry].motion;
574 travel_entry = tkey[game.loc];
575 break; /* fall through to ordinary travel */
577 } else if (motion == LOOK) {
578 /* Look. Can't give more detail. Pretend it wasn't dark
579 * (though it may now be dark) so he won't fall into a
580 * pit while staring into the gloom. */
582 rspeak(NO_MORE_DETAIL);
585 game.abbrev[game.loc] = 0;
587 } else if (motion == CAVE) {
588 /* Cave. Different messages depending on whether above ground. */
589 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
592 /* none of the specials */
593 game.oldlc2 = game.oldloc;
594 game.oldloc = game.loc;
597 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
598 * the beginning of the motion entries for here (game.loc). */
600 if (T_TERMINATE(travel[travel_entry]) ||
601 travel[travel_entry].motion == motion)
603 if (travel[travel_entry].stop) {
604 /* Couldn't find an entry matching the motion word passed
605 * in. Various messages depending on word given. */
617 rspeak(BAD_DIRECTION);
622 rspeak(UNSURE_FACING);
626 rspeak(NO_INOUT_HERE);
630 rspeak(NOTHING_HAPPENS);
643 /* (ESR) We've found a destination that goes with the motion verb.
644 * Next we need to check any conditional(s) on this destination, and
645 * possibly on following entries. */
647 for (;;) { /* L12 loop */
649 enum condtype_t condtype = travel[travel_entry].condtype;
650 long condarg1 = travel[travel_entry].condarg1;
651 long condarg2 = travel[travel_entry].condarg2;
652 if (condtype < cond_not) {
653 /* YAML N and [pct N] conditionals */
654 if (condtype == cond_goto || condtype == cond_pct) {
658 /* else fall through */
660 /* YAML [with OBJ] clause */
661 else if (TOTING(condarg1) ||
662 (condtype == cond_with && AT(condarg1)))
664 /* else fall through to check [not OBJ STATE] */
665 } else if (game.prop[condarg1] != condarg2)
668 /* We arrive here on conditional failure.
669 * Skip to next non-matching destination */
670 long te_tmp = travel_entry;
672 if (travel[te_tmp].stop)
673 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
676 (traveleq(travel_entry, te_tmp));
677 travel_entry = te_tmp;
680 /* Found an eligible rule, now execute it */
681 enum desttype_t desttype = travel[travel_entry].desttype;
682 game.newloc = travel[travel_entry].destval;
683 if (desttype == dest_goto)
686 if (desttype == dest_speak) {
687 /* Execute a speak rule */
689 game.newloc = game.loc;
692 switch (game.newloc) {
694 /* Special travel 1. Plover-alcove passage. Can carry only
695 * emerald. Note: travel table must include "useless"
696 * entries going through passage, which can never be used
697 * for actual motion, but can be spotted by "go back". */
698 game.newloc = (game.loc == LOC_PLOVER)
701 if (game.holdng > 1 ||
702 (game.holdng == 1 && !TOTING(EMERALD))) {
703 game.newloc = game.loc;
708 /* Special travel 2. Plover transport. Drop the
709 * emerald (only use special travel if toting
710 * it), so he's forced to use the plover-passage
711 * to get it out. Having dropped it, go back and
712 * pretend he wasn't carrying it after all. */
713 drop(EMERALD, game.loc);
714 int te_tmp = travel_entry;
716 if (travel[te_tmp].stop)
717 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
720 (traveleq(travel_entry, te_tmp));
721 travel_entry = te_tmp;
722 continue; /* goto L12 */
724 /* Special travel 3. Troll bridge. Must be done
725 * only as special motion so that dwarves won't
726 * wander across and encounter the bear. (They
727 * won't follow the player there because that
728 * region is forbidden to the pirate.) If
729 * game.prop[TROLL]=TROLL_PAIDONCE, he's crossed
730 * since paying, so step out and block him.
731 * (standard travel entries check for
732 * game.prop[TROLL]=TROLL_UNPAID.) Special stuff
734 if (game.prop[TROLL] == TROLL_PAIDONCE) {
735 pspeak(TROLL, look, TROLL_PAIDONCE, true);
736 game.prop[TROLL] = TROLL_UNPAID;
737 move(TROLL2, LOC_NOWHERE);
738 move(TROLL2 + NOBJECTS, IS_FREE);
739 move(TROLL, objects[TROLL].plac);
740 move(TROLL + NOBJECTS, objects[TROLL].fixd);
742 game.newloc = game.loc;
745 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
746 if (game.prop[TROLL] == TROLL_UNPAID)
747 game.prop[TROLL] = TROLL_PAIDONCE;
750 state_change(CHASM, BRIDGE_WRECKED);
751 game.prop[TROLL] = TROLL_GONE;
752 drop(BEAR, game.newloc);
753 game.fixed[BEAR] = IS_FIXED;
754 game.prop[BEAR] = BEAR_DEAD;
755 game.oldlc2 = game.newloc;
760 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
763 break; /* Leave L12 loop */
769 static bool closecheck(void)
770 /* Handle the closing of the cave. The cave closes "clock1" turns
771 * after the last treasure has been located (including the pirate's
772 * chest, which may of course never show up). Note that the
773 * treasures need not have been taken yet, just located. Hence
774 * clock1 must be large enough to get out of the cave (it only ticks
775 * while inside the cave). When it hits zero, we branch to 10000 to
776 * start closing the cave, and then sit back and wait for him to try
777 * to get out. If he doesn't within clock2 turns, we close the cave;
778 * if he does try, we assume he panics, and give him a few additional
779 * turns to get frantic before we close. When clock2 hits zero, we
780 * transport him into the final puzzle. Note that the puzzle depends
781 * upon all sorts of random things. For instance, there must be no
782 * water or oil, since there are beanstalks which we don't want to be
783 * able to water, since the code can't handle it. Also, we can have
784 * no keys, since there is a grate (having moved the fixed object!)
785 * there separating him from all the treasures. Most of these
786 * problems arise from the use of negative prop numbers to suppress
787 * the object descriptions until he's actually moved the objects. */
789 /* If a turn threshold has been met, apply penalties and tell
790 * the player about it. */
791 for (int i = 0; i < NTHRESHOLDS; ++i) {
792 if (game.turns == turn_thresholds[i].threshold + 1) {
793 game.trnluz += turn_thresholds[i].point_loss;
794 speak(turn_thresholds[i].message);
798 /* Don't tick game.clock1 unless well into cave (and not at Y2). */
799 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
802 /* When the first warning comes, we lock the grate, destroy
803 * the bridge, kill all the dwarves (and the pirate), remove
804 * the troll and bear (unless dead), and set "closng" to
805 * true. Leave the dragon; too much trouble to move it.
806 * from now until clock2 runs out, he cannot unlock the
807 * grate, move to any location outside the cave, or create
808 * the bridge. Nor can he be resurrected if he dies. Note
809 * that the snake is already gone, since he got to the
810 * treasure accessible only via the hall of the mountain
811 * king. Also, he's been in giant room (to get eggs), so we
812 * can refer to it. Also also, he's gotten the pearl, so we
813 * know the bivalve is an oyster. *And*, the dwarves must
814 * have been activated, since we've found chest. */
815 if (game.clock1 == 0) {
816 game.prop[GRATE] = GRATE_CLOSED;
817 game.prop[FISSURE] = UNBRIDGED;
818 for (int i = 1; i <= NDWARVES; i++) {
819 game.dseen[i] = false;
820 game.dloc[i] = LOC_NOWHERE;
822 move(TROLL, LOC_NOWHERE);
823 move(TROLL + NOBJECTS, IS_FREE);
824 move(TROLL2, objects[TROLL].plac);
825 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
827 if (game.prop[BEAR] != BEAR_DEAD)
829 game.prop[CHAIN] = CHAIN_HEAP;
830 game.fixed[CHAIN] = IS_FREE;
831 game.prop[AXE] = AXE_HERE;
832 game.fixed[AXE] = IS_FREE;
833 rspeak(CAVE_CLOSING);
837 } else if (game.clock1 < 0)
839 if (game.clock2 == 0) {
840 /* Once he's panicked, and clock2 has run out, we come here
841 * to set up the storage room. The room has two locs,
842 * hardwired as LOC_NE and LOC_SW. At the ne end, we
843 * place empty bottles, a nursery of plants, a bed of
844 * oysters, a pile of lamps, rods with stars, sleeping
845 * dwarves, and him. At the sw end we place grate over
846 * treasures, snake pit, covey of caged birds, more rods, and
847 * pillows. A mirror stretches across one wall. Many of the
848 * objects come from known locations and/or states (e.g. the
849 * snake is known to have been destroyed and needn't be
850 * carried away from its old "place"), making the various
851 * objects be handled differently. We also drop all other
852 * objects he might be carrying (lest he have some which
853 * could cause trouble, such as the keys). We describe the
854 * flash of light and trundle back. */
855 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
856 game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
857 game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
858 game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
859 game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
860 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
862 game.oldloc = LOC_NE;
863 game.newloc = LOC_NE;
864 /* Leave the grate with normal (non-negative) property.
866 put(GRATE, LOC_SW, 0);
867 put(SIGN, LOC_SW, 0);
868 game.prop[SIGN] = ENDGAME_SIGN;
869 game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
870 game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
871 game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
872 game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
873 game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
875 game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
876 game.fixed[MIRROR] = LOC_SW;
878 for (int i = 1; i <= NOBJECTS; i++) {
891 static void lampcheck(void)
892 /* Check game limit and lamp timers */
894 if (game.prop[LAMP] == LAMP_BRIGHT)
897 /* Another way we can force an end to things is by having the
898 * lamp give out. When it gets close, we come here to warn him.
899 * First following arm checks if the lamp and fresh batteries are
900 * here, in which case we replace the batteries and continue.
901 * Second is for other cases of lamp dying. Even after it goes
902 * out, he can explore outside for a while if desired. */
903 if (game.limit <= WARNTIME) {
904 if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
905 rspeak(REPLACE_BATTERIES);
906 game.prop[BATTERY] = DEAD_BATTERIES;
908 drop(BATTERY, game.loc);
909 game.limit += BATTERYLIFE;
911 } else if (!game.lmwarn && HERE(LAMP)) {
913 if (game.prop[BATTERY] == DEAD_BATTERIES)
914 rspeak(MISSING_BATTERIES);
915 else if (game.place[BATTERY] == LOC_NOWHERE)
918 rspeak(GET_BATTERIES);
921 if (game.limit == 0) {
923 game.prop[LAMP] = LAMP_DARK;
929 static void listobjects(void)
930 /* Print out descriptions of objects at this location. If
931 * not closing and property value is negative, tally off
932 * another treasure. Rug is special case; once seen, its
933 * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
934 * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
935 * bear). These hacks are because game.prop=0 is needed to
938 if (!DARK(game.loc)) {
939 ++game.abbrev[game.loc];
940 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
943 obj = obj - NOBJECTS;
944 if (obj == STEPS && TOTING(NUGGET))
946 if (game.prop[obj] < 0) {
949 game.prop[obj] = STATE_FOUND;
951 game.prop[RUG] = RUG_DRAGON;
953 game.prop[CHAIN] = CHAINING_BEAR;
955 /* Note: There used to be a test here to see whether the
956 * player had blown it so badly that he could never ever see
957 * the remaining treasures, and if so the lamp was zapped to
958 * 35 turns. But the tests were too simple-minded; things
959 * like killing the bird before the snake was gone (can never
960 * see jewelry), and doing it "right" was hopeless. E.G.,
961 * could cross troll bridge several times, using up all
962 * available treasures, breaking vase, using coins to buy
963 * batteries, etc., and eventually never be able to get
964 * across again. If bottle were left on far side, could then
965 * never get eggs or trident, and the effects propagate. So
966 * the whole thing was flushed. anyone who makes such a
967 * gross blunder isn't likely to find everything else anyway
968 * (so goes the rationalisation). */
970 int kk = game.prop[obj];
972 kk = (game.loc == game.fixed[STEPS])
975 pspeak(obj, look, kk, true);
980 static bool get_command_input(struct command_t *command)
982 char inputbuf[LINESIZE];
983 char word1[TOKLEN + 1];
984 char word2[TOKLEN + 1];
991 if (word_count(input) > 2) {
996 if (strcmp(input, "") != 0)
1001 strncpy(inputbuf, input, LINESIZE - 1);
1004 tokenize(inputbuf, command);
1006 packed_to_token(command->wd1, word1);
1007 packed_to_token(command->wd2, word2);
1008 get_vocab_metadata(word1, &(command->id1), &(command->type1));
1009 get_vocab_metadata(word2, &(command->id2), &(command->type2));
1014 static bool do_command()
1015 /* Get and execute a command */
1017 static struct command_t command;
1018 char word1[TOKLEN + 1];
1022 /* Can't leave cave once it's closing (except by main office). */
1023 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
1024 rspeak(EXIT_CLOSED);
1025 game.newloc = game.loc;
1027 game.clock2 = PANICTIME;
1031 /* See if a dwarf has seen him and has come from where he
1032 * wants to go. If so, the dwarf's blocking his way. If
1033 * coming from place forbidden to pirate (dwarves rooted in
1034 * place) let him get out (and attacked). */
1035 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
1036 for (size_t i = 1; i <= NDWARVES - 1; i++) {
1037 if (game.odloc[i] == game.newloc && game.dseen[i]) {
1038 game.newloc = game.loc;
1039 rspeak(DWARF_BLOCK);
1044 game.loc = game.newloc;
1049 /* Describe the current location and (maybe) get next command. */
1054 const char* msg = locations[game.loc].description.small;
1055 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
1057 msg = locations[game.loc].description.big;
1058 if (!FORCED(game.loc) && DARK(game.loc)) {
1059 /* The easiest way to get killed is to fall into a pit in
1060 * pitch darkness. */
1061 if (game.wzdark && PCT(35)) {
1063 game.oldlc2 = game.loc;
1065 continue; /* back to top of main interpreter loop */
1067 msg = arbitrary_messages[PITCH_DARK];
1072 if (FORCED(game.loc)) {
1076 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1082 game.oldobj = command.obj;
1086 /* If closing time, check for any objects being toted with
1087 * game.prop < 0 and stash them. This way objects won't be
1088 * described until they've been picked up and put down
1089 * separate from their respective piles. */
1091 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1092 pspeak(OYSTER, look, 1, true);
1093 for (size_t i = 1; i <= NOBJECTS; i++) {
1094 if (TOTING(i) && game.prop[i] < 0)
1095 game.prop[i] = STASHED(i);
1098 game.wzdark = DARK(game.loc);
1099 if (game.knfloc > 0 && game.knfloc != game.loc)
1102 // Get command input from user
1103 if (!get_command_input(&command))
1114 if (command.id1 == ENTER && (command.id2 == STREAM ||
1115 command.id2 == WATER)) {
1116 if (LIQLOC(game.loc) == WATER)
1119 rspeak(WHERE_QUERY);
1123 if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
1124 command.id1 = command.id2;
1125 command.type1 = command.type2;
1126 strncpy(command.raw1, command.raw2, LINESIZE - 1);
1127 command.id2 = WORD_EMPTY;
1128 command.type2 = NO_WORD_TYPE;
1129 strncpy(command.raw2, "", LINESIZE - 1);
1131 if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
1132 if (AT(command.id2))
1135 command.type2 = ACTION;
1136 strncpy(command.raw2, "POUR", LINESIZE - 1);
1137 command.wd2 = token_to_packed("POUR");
1140 if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
1142 command.id1 = CARRY;
1143 command.type1 = ACTION;
1144 strncpy(command.raw2, "CATCH", LINESIZE - 1);
1145 command.wd1 = token_to_packed("CATCH");
1149 if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
1150 if (++game.iwest == 10)
1153 if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
1154 if (++game.igo == 10)
1155 rspeak(GO_UNNEEDED);
1157 packed_to_token(command.wd1, word1);
1160 get_vocab_metadata(word1, &defn, &type);
1161 if (command.id1 == WORD_NOT_FOUND) {
1162 if (fallback_handler(command))
1164 /* Gee, I don't understand. */
1165 sspeak(DONT_KNOW, command.raw1);
1169 case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
1171 playermove(command.id1);
1174 command.part = unknown;
1175 command.obj = command.id1;
1178 command.part = intransitive;
1179 command.verb = defn;
1182 speak(specials[command.id1].message);
1185 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1188 switch (action(&command)) {
1195 continue; /* back to top of main interpreter loop */
1199 /* Get second word for analysis. */
1200 command.id1 = command.id2;
1201 command.type1 = command.type2;
1202 strncpy(command.raw1, command.raw2, LINESIZE - 1);
1203 command.wd1 = command.wd2;
1204 command.id2 = WORD_EMPTY;
1205 command.type2 = NO_WORD_TYPE;
1206 command.raw2[0] = '\0';
1207 wordclear(&command.wd2);
1210 /* Random intransitive verbs come here. Clear obj just in case
1211 * (see attack()). */
1212 command.raw1[0] = toupper(command.raw1[0]);
1213 sspeak(DO_WHAT, command.raw1);
1216 case GO_CHECKHINT: // Fallthrough
1220 /* Oh dear, he's disturbed the dwarves. */
1221 rspeak(DWARVES_AWAKEN);
1224 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE