2 * There used to be a note that said this:
4 * The author - Don Woods - apologises for the style of the code; it
5 * is a result of running the original Fortran IV source through a
6 * home-brew Fortran-to-C converter.
8 * Now that the code has been restructured into something much closer
9 * to idiomatic C, the following is more appropriate:
11 * ESR apologizes for the remaing gotos (now confined to one function
12 * in this file - there used to be over 350 of them, *everywhere*),
13 * and for the offensive globals. Applying the Structured Program
14 * Theorem can be hard.
16 #define DEFINE_GLOBALS_FROM_INCLUDES
25 #include "linenoise/linenoise.h"
28 #define DIM(a) (sizeof(a)/sizeof(a[0]))
30 /* Abstract out the encoding of words in the travel array. Gives us
31 * some hope of getting to a less cryptic representation than we
32 * inherited from FORTRAN, someday. To understand these, read the
33 * encoding description for TRAVEL.
35 #define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000)
36 #define T_NODWARVES(entry) labs(entry) / 1000000 == 100
37 #define T_MOTION(entry) MOD(labs(entry), 1000)
38 #define L_SPEAK(loc) ((loc) - 500)
39 #define T_TERMINATE(entry) (T_MOTION(entry) == 1)
44 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
60 FILE *logfp = NULL, *rfp = NULL;
61 bool oldstyle = false;
65 static void sig_handler(int signo)
67 if (signo == SIGINT) {
77 * Adventure (rev 2: 20 treasures)
79 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
80 * 15-treasure version (adventure) by Don Woods, April-June 1977
81 * 20-treasure version (rev 2) by Don Woods, August 1978
82 * Errata fixed: 78/12/25
83 * Revived 2017 as Open Adventure.
86 static bool do_command(FILE *);
88 int main(int argc, char *argv[])
95 const char* opts = "l:or:s";
96 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
98 const char* opts = "l:os";
99 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
101 while ((ch = getopt(argc, argv, opts)) != EOF) {
104 logfp = fopen(optarg, "w");
107 "advent: can't open logfile %s for write\n",
109 signal(SIGINT, sig_handler);
113 editline = prompt = false;
115 #ifndef ADVENT_NOSAVE
117 rfp = fopen(optarg, "r");
120 "advent: can't open save file %s for read\n",
122 signal(SIGINT, sig_handler);
132 " -l create a log file of your game named as specified'\n");
134 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
135 #ifndef ADVENT_NOSAVE
137 " -r restore from specified saved game file\n");
140 " -s suppress command editing\n");
146 linenoiseHistorySetMaxLen(350);
148 /* Initialize our LCG PRNG with parameters tested against
149 * Knuth vol. 2. by the original authors */
152 game.lcg_m = 1048576;
154 long seedval = (long)rand();
157 /* Initialize game variables */
160 /* Start-up, dwarf stuff */
161 game.zzword = rndvoc(3, 0);
162 game.newloc = LOC_START;
163 game.loc = LOC_START;
164 game.limit = GAMELIMIT;
166 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
168 game.limit = NOVICELIMIT;
174 fprintf(logfp, "seed %ld\n", seedval);
176 /* interpret commands until EOF or interrupt */
178 if (!do_command(stdin))
181 /* show score and exit */
185 static bool fallback_handler(char *buf)
186 /* fallback handler for commands not handled by FORTRANish parser */
189 if (sscanf(buf, "seed %ld", &sv) == 1) {
191 printf("Seed set to %ld\n", sv);
192 // autogenerated, so don't charge user time for it.
194 // here we reconfigure any global game state that uses random numbers
195 game.zzword = rndvoc(3, 0);
201 /* Check if this loc is eligible for any hints. If been here long
202 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
204 static void checkhints(void)
206 if (conditions[game.loc] >= game.conds) {
207 for (int hint = 0; hint < NHINTS; hint++) {
208 if (game.hinted[hint])
210 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
211 game.hintlc[hint] = -1;
213 /* Come here if he's been long enough at required loc(s) for some
215 if (game.hintlc[hint] >= hints[hint].turns) {
221 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
223 game.hintlc[hint] = 0;
226 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
230 if (HERE(SNAKE) && !HERE(BIRD))
232 game.hintlc[hint] = 0;
235 if (game.atloc[game.loc] == 0 &&
236 game.atloc[game.oldloc] == 0 &&
237 game.atloc[game.oldlc2] == 0 &&
240 game.hintlc[hint] = 0;
243 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
245 game.hintlc[hint] = 0;
252 game.hintlc[hint] = 0;
255 if (game.atloc[game.loc] == 0 &&
256 game.atloc[game.oldloc] == 0 &&
257 game.atloc[game.oldlc2] == 0)
261 i = atdwrf(game.loc);
263 game.hintlc[hint] = 0;
266 if (HERE(OGRE) && i == 0)
270 if (game.tally == 1 && game.prop[JADE] < 0)
272 game.hintlc[hint] = 0;
275 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
279 /* Fall through to hint display */
280 game.hintlc[hint] = 0;
281 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
283 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
284 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
285 if (game.hinted[hint] && game.limit > WARNTIME)
286 game.limit += WARNTIME * hints[hint].penalty;
292 static bool spotted_by_pirate(int i)
297 /* The pirate's spotted him. He leaves him alone once we've
298 * found chest. K counts if a treasure is here. If not, and
299 * tally=1 for an unseen chest, let the pirate be spotted. Note
300 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
301 * it to the troll, but in that case he's seen the chest
303 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
306 bool movechest = false, robplayer = false;
307 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
308 if (!objects[treasure].is_treasure)
310 /* Pirate won't take pyramid from plover room or dark
311 * room (too easy!). */
312 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
315 if (TOTING(treasure) || HERE(treasure))
317 if (TOTING(treasure)) {
322 /* Force chest placement before player finds last treasure */
323 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
324 rspeak(PIRATE_SPOTTED);
327 /* Do things in this order (chest move before robbery) so chest is listed
328 * last at the maze location. */
330 move(CHEST, game.chloc);
331 move(MESSAG, game.chloc2);
332 game.dloc[PIRATE] = game.chloc;
333 game.odloc[PIRATE] = game.chloc;
334 game.dseen[PIRATE] = false;
336 /* You might get a hint of the pirate's presence even if the
337 * chest doesn't move... */
338 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
339 rspeak(PIRATE_RUSTLES);
342 rspeak(PIRATE_POUNCES);
343 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
344 if (!objects[treasure].is_treasure)
346 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
347 if (AT(treasure) && game.fixed[treasure] == 0)
348 carry(treasure, game.loc);
349 if (TOTING(treasure))
350 drop(treasure, game.chloc);
358 static bool dwarfmove(void)
359 /* Dwarves move. Return true if player survives, false if he dies. */
361 int kk, stick, attack;
364 /* Dwarf stuff. See earlier comments for description of
365 * variables. Remember sixth dwarf is pirate and is thus
366 * very different except for motion rules. */
368 /* First off, don't let the dwarves follow him into a pit or
369 * a wall. Activate the whole mess the first time he gets as
370 * far as the hall of mists (loc 15). If game.newloc is
371 * forbidden to pirate (in particular, if it's beyond the
372 * troll bridge), bypass dwarf stuff. That way pirate can't
373 * steal return toll, and dwarves can't meet the bear. Also
374 * means dwarves won't follow him into dead end in maze, but
375 * c'est la vie. They'll wait for him outside the dead
377 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
380 /* Dwarf activity level ratchets up */
381 if (game.dflag == 0) {
382 if (INDEEP(game.loc))
387 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
388 * the 5 dwarves. If any of the survivors is at loc,
389 * replace him with the alternate. */
390 if (game.dflag == 1) {
391 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
394 for (int i = 1; i <= 2; i++) {
395 int j = 1 + randrange(NDWARVES - 1);
399 for (int i = 1; i <= NDWARVES - 1; i++) {
400 if (game.dloc[i] == game.loc)
401 game.dloc[i] = DALTLC;
402 game.odloc[i] = game.dloc[i];
409 /* Things are in full swing. Move each dwarf at random,
410 * except if he's seen us he sticks with us. Dwarves stay
411 * deep inside. If wandering at random, they don't back up
412 * unless there's no alternative. If they don't have to
413 * move, they attack. And, of course, dead dwarves don't do
414 * much of anything. */
418 for (int i = 1; i <= NDWARVES; i++) {
419 if (game.dloc[i] == 0)
421 /* Fill tk array with all the places this dwarf might go. */
423 kk = TKEY[game.dloc[i]];
426 game.newloc = T_DESTINATION(TRAVEL[kk]);
427 /* Have we avoided a dwarf encounter? */
428 bool avoided = (SPECIAL(game.newloc) ||
429 !INDEEP(game.newloc) ||
430 game.newloc == game.odloc[i] ||
431 (j > 1 && game.newloc == tk[j - 1]) ||
433 game.newloc == game.dloc[i] ||
434 FORCED(game.newloc) ||
435 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
436 T_NODWARVES(TRAVEL[kk]));
438 tk[j++] = game.newloc;
442 (TRAVEL[kk - 1] >= 0);
443 tk[j] = game.odloc[i];
446 j = 1 + randrange(j);
447 game.odloc[i] = game.dloc[i];
448 game.dloc[i] = tk[j];
449 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
450 if (!game.dseen[i]) continue;
451 game.dloc[i] = game.loc;
452 if (spotted_by_pirate(i))
454 /* This threatening little dwarf is in the room with him! */
456 if (game.odloc[i] == game.dloc[i]) {
458 if (game.knfloc >= 0)
459 game.knfloc = game.loc;
460 if (randrange(1000) < 95 * (game.dflag - 2))
465 /* Now we know what's happening. Let's tell the poor sucker about it.
466 * Note that various of the "knife" messages must have specific relative
467 * positions in the rspeak database. */
468 if (game.dtotal == 0)
470 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
473 if (game.dflag == 2)game.dflag = 3;
475 rspeak(THROWN_KNIVES, attack);
476 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
478 rspeak(KNIFE_THROWN);
483 game.oldlc2 = game.loc;
487 /* "You're dead, Jim."
489 * If the current loc is zero, it means the clown got himself killed.
490 * We'll allow this maxdie times. NDEATHS is automatically set based
491 * on the number of snide messages available. Each death results in
492 * a message (81, 83, etc.) which offers reincarnation; if accepted,
493 * this results in message 82, 84, etc. The last time, if he wants
494 * another chance, he gets a snide remark as we exit. When
495 * reincarnated, all objects being carried get dropped at game.oldlc2
496 * (presumably the last place prior to being killed) without change
497 * of props. the loop runs backwards to assure that the bird is
498 * dropped before the cage. (this kluge could be changed once we're
499 * sure all references to bird and cage are done by keywords.) The
500 * lamp is a special case (it wouldn't do to leave it in the cave).
501 * It is turned off and left outside the building (only if he was
502 * carrying it, of course). He himself is left inside the building
503 * (and heaven help him if he tries to xyzzy back into the cave
504 * without the lamp!). game.oldloc is zapped so he can't just
507 static void croak(void)
508 /* Okay, he's dead. Let's get on with it. */
510 const char* query = obituaries[game.numdie].query;
511 const char* yes_response = obituaries[game.numdie].yes_response;
514 /* He died during closing time. No resurrection. Tally up a
516 rspeak(DEATH_CLOSING);
518 } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
521 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
523 game.prop[LAMP] = LAMP_DARK;
524 for (int j = 1; j <= NOBJECTS; j++) {
525 int i = NOBJECTS + 1 - j;
527 /* Always leave lamp where it's accessible aboveground */
528 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
531 game.loc = LOC_BUILDING;
532 game.oldloc = game.loc;
536 /* Given the current location in "game.loc", and a motion verb number in
537 * "motion", put the new location in "game.newloc". The current loc is saved
538 * in "game.oldloc" in case he wants to retreat. The current
539 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
540 * does, game.newloc will be limbo, and game.oldloc will be what killed
541 * him, so we need game.oldlc2, which is the last place he was
544 static bool playermove(token_t verb, int motion)
546 int scratchloc, k2, kk = TKEY[game.loc];
547 game.newloc = game.loc;
549 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
552 else if (motion == BACK) {
553 /* Handle "go back". Look for verb which goes from game.loc to
554 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
555 * k2 saves entry -> forced loc -> previous loc. */
556 motion = game.oldloc;
558 motion = game.oldlc2;
559 game.oldlc2 = game.oldloc;
560 game.oldloc = game.loc;
562 if (motion == game.loc)k2 = FORGOT_PATH;
563 if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
566 scratchloc = T_DESTINATION(TRAVEL[kk]);
567 if (scratchloc != motion) {
568 if (!SPECIAL(scratchloc)) {
569 if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion)
572 if (TRAVEL[kk] >= 0) {
573 ++kk; /* go to next travel entry for this location */
576 /* we've reached the end of travel entries for game.loc */
579 rspeak(NOT_CONNECTED);
584 motion = T_MOTION(TRAVEL[kk]);
586 break; /* fall through to ordinary travel */
592 } else if (motion == LOOK) {
593 /* Look. Can't give more detail. Pretend it wasn't dark
594 * (though it may now be dark) so he won't fall into a
595 * pit while staring into the gloom. */
597 rspeak(NO_MORE_DETAIL);
600 game.abbrev[game.loc] = 0;
602 } else if (motion == CAVE) {
603 /* Cave. Different messages depending on whether above ground. */
604 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
607 /* none of the specials */
608 game.oldlc2 = game.oldloc;
609 game.oldloc = game.loc;
612 /* Look for a way to fulfil the motion - kk indexes the beginning
613 * of the motion entries for here (game.loc). */
615 if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion)
617 if (TRAVEL[kk] < 0) {
618 /* FIXME: Magic numbers! */
619 /* Couldn't find an entry matching the motion word passed
620 * in. Various messages depending on word given. */
621 int spk = CANT_APPLY;
622 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
623 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
624 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
625 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
626 if (verb == FIND || verb == INVENT)spk = NEARBY;
627 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
628 if (motion == 17)spk = WHICH_WAY;
634 scratchloc = labs(TRAVEL[kk]) / 1000;
638 * (ESR) This special-travel loop may have to be repeated if it includes
639 * the plover passage. Same deal for any future cases where we need to
640 * block travel and then redo it once the blocking condition has been
643 for (;;) { /* L12 loop */
645 game.newloc = scratchloc / 1000;
646 motion = MOD(game.newloc, 100);
647 if (!SPECIAL(game.newloc)) {
648 if (game.newloc <= 100) {
649 if (game.newloc == 0 || PCT(game.newloc))
651 /* else fall through */
653 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
655 /* else fall through */
656 } else if (game.prop[motion] != game.newloc / 100 - 3)
660 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
662 game.newloc = labs(TRAVEL[kk]) / 1000;
664 (game.newloc == scratchloc);
665 scratchloc = game.newloc;
668 game.newloc = MOD(scratchloc, 1000);
669 if (!SPECIAL(game.newloc))
671 if (game.newloc <= 500) {
672 game.newloc -= SPECIALBASE;
673 switch (game.newloc) {
675 /* Travel 301. Plover-alcove passage. Can carry only
676 * emerald. Note: travel table must include "useless"
677 * entries going through passage, which can never be used for
678 * actual motion, but can be spotted by "go back". */
679 /* FIXME: Arithmetic on location numbers */
680 game.newloc = 99 + 100 - game.loc;
681 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
682 game.newloc = game.loc;
687 /* Travel 302. Plover transport. Drop the emerald (only use
688 * special travel if toting it), so he's forced to use the
689 * plover-passage to get it out. Having dropped it, go back and
690 * pretend he wasn't carrying it after all. */
691 drop(EMERALD, game.loc);
694 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
696 game.newloc = labs(TRAVEL[kk]) / 1000;
698 (game.newloc == scratchloc);
699 scratchloc = game.newloc;
700 continue; /* goto L12 */
702 /* Travel 303. Troll bridge. Must be done only as special
703 * motion so that dwarves won't wander across and encounter
704 * the bear. (They won't follow the player there because
705 * that region is forbidden to the pirate.) If
706 * game.prop(TROLL)=1, he's crossed since paying, so step out
707 * and block him. (standard travel entries check for
708 * game.prop(TROLL)=0.) Special stuff for bear. */
709 if (game.prop[TROLL] == 1) {
710 pspeak(TROLL,look, 1);
711 game.prop[TROLL] = 0;
713 move(TROLL2 + NOBJECTS, 0);
714 move(TROLL, objects[TROLL].plac);
715 move(TROLL + NOBJECTS, objects[TROLL].fixd);
717 game.newloc = game.loc;
720 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
721 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
722 if (!TOTING(BEAR)) return true;
723 rspeak(BRIDGE_COLLAPSE);
724 game.prop[CHASM] = 1;
725 game.prop[TROLL] = 2;
726 drop(BEAR, game.newloc);
727 game.fixed[BEAR] = -1;
729 game.oldlc2 = game.newloc;
734 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
736 break; /* Leave L12 loop */
741 /* Execute a speak rule */
742 rspeak(L_SPEAK(game.newloc));
743 game.newloc = game.loc;
747 static bool closecheck(void)
748 /* Handle the closing of the cave. The cave closes "clock1" turns
749 * after the last treasure has been located (including the pirate's
750 * chest, which may of course never show up). Note that the
751 * treasures need not have been taken yet, just located. Hence
752 * clock1 must be large enough to get out of the cave (it only ticks
753 * while inside the cave). When it hits zero, we branch to 10000 to
754 * start closing the cave, and then sit back and wait for him to try
755 * to get out. If he doesn't within clock2 turns, we close the cave;
756 * if he does try, we assume he panics, and give him a few additional
757 * turns to get frantic before we close. When clock2 hits zero, we
758 * branch to 11000 to transport him into the final puzzle. Note that
759 * the puzzle depends upon all sorts of random things. For instance,
760 * there must be no water or oil, since there are beanstalks which we
761 * don't want to be able to water, since the code can't handle it.
762 * Also, we can have no keys, since there is a grate (having moved
763 * the fixed object!) there separating him from all the treasures.
764 * Most of these problems arise from the use of negative prop numbers
765 * to suppress the object descriptions until he's actually moved the
768 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
771 /* When the first warning comes, we lock the grate, destroy
772 * the bridge, kill all the dwarves (and the pirate), remove
773 * the troll and bear (unless dead), and set "closng" to
774 * true. Leave the dragon; too much trouble to move it.
775 * from now until clock2 runs out, he cannot unlock the
776 * grate, move to any location outside the cave, or create
777 * the bridge. Nor can he be resurrected if he dies. Note
778 * that the snake is already gone, since he got to the
779 * treasure accessible only via the hall of the mountain
780 * king. Also, he's been in giant room (to get eggs), so we
781 * can refer to it. Also also, he's gotten the pearl, so we
782 * know the bivalve is an oyster. *And*, the dwarves must
783 * have been activated, since we've found chest. */
784 if (game.clock1 == 0) {
785 game.prop[GRATE] = GRATE_CLOSED;
786 game.prop[FISSURE] = 0;
787 for (int i = 1; i <= NDWARVES; i++) {
788 game.dseen[i] = false;
792 move(TROLL + NOBJECTS, 0);
793 move(TROLL2, objects[TROLL].plac);
794 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
796 if (game.prop[BEAR] != 3)DESTROY(BEAR);
797 game.prop[CHAIN] = 0;
798 game.fixed[CHAIN] = 0;
801 rspeak(CAVE_CLOSING);
805 } else if (game.clock1 < 0)
807 if (game.clock2 == 0) {
808 /* Once he's panicked, and clock2 has run out, we come here
809 * to set up the storage room. The room has two locs,
810 * hardwired as LOC_NE and LOC_SW. At the ne end, we
811 * place empty bottles, a nursery of plants, a bed of
812 * oysters, a pile of lamps, rods with stars, sleeping
813 * dwarves, and him. At the sw end we place grate over
814 * treasures, snake pit, covey of caged birds, more rods, and
815 * pillows. A mirror stretches across one wall. Many of the
816 * objects come from known locations and/or states (e.g. the
817 * snake is known to have been destroyed and needn't be
818 * carried away from its old "place"), making the various
819 * objects be handled differently. We also drop all other
820 * objects he might be carrying (lest he have some which
821 * could cause trouble, such as the keys). We describe the
822 * flash of light and trundle back. */
823 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
824 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
825 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
826 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
827 game.prop[ROD] = put(ROD, LOC_NE, 0);
828 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
830 game.oldloc = LOC_NE;
831 game.newloc = LOC_NE;
832 /* Leave the grate with normal (non-negative) property.
834 put(GRATE, LOC_SW, 0);
835 put(SIGN, LOC_SW, 0);
836 game.prop[SIGN] = ENDGAME_SIGN;
837 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
838 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
839 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
840 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
841 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
843 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
844 game.fixed[MIRROR] = LOC_SW;
846 for (int i = 1; i <= NOBJECTS; i++) {
859 static void lampcheck(void)
860 /* Check game limit and lamp timers */
862 if (game.prop[LAMP] == LAMP_BRIGHT)
865 /* Another way we can force an end to things is by having the
866 * lamp give out. When it gets close, we come here to warn him.
867 * First following arm checks if the lamp and fresh batteries are
868 * here, in which case we replace the batteries and continue.
869 * Second is for other cases of lamp dying. Eve after it goes
870 * out, he can explore outside for a while if desired. */
871 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
872 rspeak(REPLACE_BATTERIES);
873 game.prop[BATTERY] = DEAD_BATTERIES;
875 drop(BATTERY, game.loc);
876 game.limit += BATTERYLIFE;
878 } else if (game.limit == 0) {
880 game.prop[LAMP] = LAMP_DARK;
883 } else if (game.limit <= WARNTIME) {
884 if (!game.lmwarn && HERE(LAMP)) {
886 int spk = GET_BATTERIES;
887 if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
888 if (game.prop[BATTERY] == DEAD_BATTERIES)
889 spk = MISSING_BATTERIES;
895 static void listobjects(void)
896 /* Print out descriptions of objects at this location. If
897 * not closing and property value is negative, tally off
898 * another treasure. Rug is special case; once seen, its
899 * game.prop is 1 (dragon on it) till dragon is killed.
900 * Similarly for chain; game.prop is initially 1 (locked to
901 * bear). These hacks are because game.prop=0 is needed to
904 if (!DARK(game.loc)) {
905 ++game.abbrev[game.loc];
906 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
908 if (obj > NOBJECTS)obj = obj - NOBJECTS;
909 if (obj == STEPS && TOTING(NUGGET))
911 if (game.prop[obj] < 0) {
915 if (obj == RUG || obj == CHAIN)
918 /* Note: There used to be a test here to see whether the
919 * player had blown it so badly that he could never ever see
920 * the remaining treasures, and if so the lamp was zapped to
921 * 35 turns. But the tests were too simple-minded; things
922 * like killing the bird before the snake was gone (can never
923 * see jewelry), and doing it "right" was hopeless. E.G.,
924 * could cross troll bridge several times, using up all
925 * available treasures, breaking vase, using coins to buy
926 * batteries, etc., and eventually never be able to get
927 * across again. If bottle were left on far side, could then
928 * never get eggs or trident, and the effects propagate. So
929 * the whole thing was flushed. anyone who makes such a
930 * gross blunder isn't likely to find everything else anyway
931 * (so goes the rationalisation). */
933 int kk = game.prop[obj];
934 if (obj == STEPS && game.loc == game.fixed[STEPS])
936 pspeak(obj, look, kk);
941 static bool do_command(FILE *cmdin)
942 /* Get and execute a command */
947 static struct command_t command;
950 /* Can't leave cave once it's closing (except by main office). */
951 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
953 game.newloc = game.loc;
954 if (!game.panic)game.clock2 = PANICTIME;
958 /* See if a dwarf has seen him and has come from where he
959 * wants to go. If so, the dwarf's blocking his way. If
960 * coming from place forbidden to pirate (dwarves rooted in
961 * place) let him get out (and attacked). */
962 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
963 for (size_t i = 1; i <= NDWARVES - 1; i++) {
964 if (game.odloc[i] == game.newloc && game.dseen[i]) {
965 game.newloc = game.loc;
971 game.loc = game.newloc;
976 /* Describe the current location and (maybe) get next command. */
981 const char* msg = locations[game.loc].description.small;
982 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
983 msg = locations[game.loc].description.big;
984 if (!FORCED(game.loc) && DARK(game.loc)) {
985 /* The easiest way to get killed is to fall into a pit in
987 if (game.wzdark && PCT(35)) {
989 game.oldlc2 = game.loc;
991 continue; /* back to top of main interpreter loop */
993 msg = arbitrary_messages[PITCH_DARK];
995 if (TOTING(BEAR))rspeak(TAME_BEAR);
997 if (FORCED(game.loc)) {
998 if (playermove(command.verb, 1))
1001 continue; /* back to top of main interpreter loop */
1003 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1010 game.oldobj = command.obj;
1016 /* If closing time, check for any objects being toted with
1017 * game.prop < 0 and set the prop to -1-game.prop. This way
1018 * objects won't be described until they've been picked up
1019 * and put down separate from their respective piles. Don't
1020 * tick game.clock1 unless well into cave (and not at Y2). */
1022 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1023 pspeak(OYSTER, look, 1);
1024 for (size_t i = 1; i <= NOBJECTS; i++) {
1025 if (TOTING(i) && game.prop[i] < 0)
1026 game.prop[i] = -1 - game.prop[i];
1029 game.wzdark = DARK(game.loc);
1030 if (game.knfloc > 0 && game.knfloc != game.loc)
1033 /* This is where we get a new command from the user */
1034 if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
1037 /* Every input, check "game.foobar" flag. If zero, nothing's
1038 * going on. If pos, make neg. If neg, he skipped a word,
1039 * so make it zero. */
1041 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1044 /* If a turn threshold has been met, apply penalties and tell
1045 * the player about it. */
1046 for (int i = 0; i < NTHRESHOLDS; ++i)
1048 if (game.turns == turn_thresholds[i].threshold + 1)
1050 game.trnluz += turn_thresholds[i].point_loss;
1051 speak(turn_thresholds[i].message);
1055 if (command.verb == SAY && command.wd2 > 0)
1057 if (command.verb == SAY) {
1058 command.part = transitive;
1067 V1 = vocab(command.wd1, -1);
1068 V2 = vocab(command.wd2, -1);
1069 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1070 if (LIQLOC(game.loc) == WATER) {
1073 rspeak(WHERE_QUERY);
1077 if (V1 == ENTER && command.wd2 > 0) {
1078 command.wd1 = command.wd2;
1079 command.wd1x = command.wd2x;
1080 wordclear(&command.wd2);
1082 /* FIXME: Magic numbers */
1083 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1084 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1086 command.wd2 = MAKEWD(WORD_POUR);
1088 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1089 command.wd1 = MAKEWD(WORD_CATCH);
1092 if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
1094 if (game.iwest == 10)
1097 if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
1099 rspeak(GO_UNNEEDED);
1102 defn = vocab(command.wd1, -1);
1104 /* Gee, I don't understand. */
1105 if (fallback_handler(rawbuf))
1107 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1110 kmod = MOD(defn, 1000);
1111 switch (defn / 1000) {
1113 if (playermove(command.verb, kmod))
1116 continue; /* back to top of main interpreter loop */
1118 command.part = unknown;
1122 command.part = intransitive;
1123 command.verb = kmod;
1129 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1133 switch (action(cmdin, &command)) {
1137 playermove(command.verb, NUL);
1140 continue; /* back to top of main interpreter loop */
1150 /* Get second word for analysis. */
1151 command.wd1 = command.wd2;
1152 command.wd1x = command.wd2x;
1153 wordclear(&command.wd2);
1156 /* Random intransitive verbs come here. Clear obj just in case
1157 * (see attack()). */
1158 rspeak(DO_WHAT, command.wd1, command.wd1x);
1162 /* Oh dear, he's disturbed the dwarves. */
1163 rspeak(DWARVES_AWAKEN);
1166 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);