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"
30 long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
31 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
33 long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
34 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
35 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
36 EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
37 GRATE, HINT, INVENT, JADE, KEYS,
38 KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
39 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
40 PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
41 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
42 STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
43 URN, VASE, VEND, VOLCANO, WATER;
44 token_t WD1, WD1X, WD2, WD2X;
46 FILE *logfp = NULL, *rfp = NULL;
47 bool oldstyle = false;
51 static void sig_handler(int signo)
53 if (signo == SIGINT) {
63 * Adventure (rev 2: 20 treasures)
65 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
66 * 15-treasure version (adventure) by Don Woods, April-June 1977
67 * 20-treasure version (rev 2) by Don Woods, August 1978
68 * Errata fixed: 78/12/25
69 * Revived 2017 as Open Adventure.
72 static bool do_command(FILE *);
74 int main(int argc, char *argv[])
81 const char* opts = "l:or:s";
82 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
84 const char* opts = "l:os";
85 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
87 while ((ch = getopt(argc, argv, opts)) != EOF) {
90 logfp = fopen(optarg, "w");
93 "advent: can't open logfile %s for write\n",
95 signal(SIGINT, sig_handler);
99 editline = prompt = false;
101 #ifndef ADVENT_NOSAVE
103 rfp = fopen(optarg, "r");
106 "advent: can't open save file %s for read\n",
108 signal(SIGINT, sig_handler);
118 " where -l creates a log file of your game named as specified'\n");
120 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
121 #ifndef ADVENT_NOSAVE
123 " -r indicates restoring from specified saved game file\n");
126 " -s indicates playing with command editing suppressed\n");
132 linenoiseHistorySetMaxLen(350);
134 /* Initialize our LCG PRNG with parameters tested against
135 * Knuth vol. 2. by the original authors */
138 game.lcg_m = 1048576;
140 long seedval = (long)rand();
143 /* Initialize game variables */
146 /* Start-up, dwarf stuff */
147 game.zzword = RNDVOC(3, 0);
148 game.newloc = LOC_START;
149 game.loc = LOC_START;
150 game.limit = GAMELIMIT;
152 game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
154 game.limit = NOVICELIMIT;
160 fprintf(logfp, "seed %ld\n", seedval);
162 /* interpret commands until EOF or interrupt */
164 if (!do_command(stdin))
167 /* show score and exit */
171 static bool fallback_handler(char *buf)
172 /* fallback handler for commands not handled by FORTRANish parser */
175 if (sscanf(buf, "seed %ld", &sv) == 1) {
177 printf("Seed set to %ld\n", sv);
178 // autogenerated, so don't charge user time for it.
180 // here we reconfigure any global game state that uses random numbers
181 game.zzword = RNDVOC(3, 0);
187 /* Check if this loc is eligible for any hints. If been here
188 * long enough, branch to help section (on later page). Hints
189 * all come back here eventually to finish the loop. Ignore
190 * "HINTS" < 4 (special stuff, see database notes).
192 static void checkhints(void)
194 if (COND[game.loc] >= game.conds) {
195 for (int hint = 1; hint <= HNTMAX; hint++) {
196 if (game.hinted[hint])
198 if (!CNDBIT(game.loc, hint + HBASE))
199 game.hintlc[hint] = -1;
201 /* Come here if he's been long enough at required loc(s) for some
203 if (game.hintlc[hint] >= HINTS[hint][1]) {
209 if (game.prop[GRATE] == 0 && !HERE(KEYS))
211 game.hintlc[hint] = 0;
214 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
218 if (HERE(SNAKE) && !HERE(BIRD))
220 game.hintlc[hint] = 0;
223 if (game.atloc[game.loc] == 0 &&
224 game.atloc[game.oldloc] == 0 &&
225 game.atloc[game.oldlc2] == 0 &&
228 game.hintlc[hint] = 0;
231 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
233 game.hintlc[hint] = 0;
240 game.hintlc[hint] = 0;
243 if (game.atloc[game.loc] == 0 &&
244 game.atloc[game.oldloc] == 0 &&
245 game.atloc[game.oldlc2] == 0)
249 i = ATDWRF(game.loc);
251 game.hintlc[hint] = 0;
254 if (HERE(OGRE) && i == 0)
258 if (game.tally == 1 && game.prop[JADE] < 0)
260 game.hintlc[hint] = 0;
263 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
267 /* Fall through to hint display */
268 game.hintlc[hint] = 0;
269 if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
271 SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
273 game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]);
274 if (game.hinted[hint] && game.limit > WARNTIME)
275 game.limit += WARNTIME * HINTS[hint][2];
281 static bool spotted_by_pirate(int i)
286 /* The pirate's spotted him. He leaves him alone once we've
287 * found chest. K counts if a treasure is here. If not, and
288 * tally=1 for an unseen chest, let the pirate be spotted. Note
289 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
290 * it to the troll, but in that case he's seen the chest
292 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
295 bool movechest = false, robplayer = false;
296 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
297 /* Pirate won't take pyramid from plover room or dark
298 * room (too easy!). */
299 if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
302 if (TOTING(treasure) || HERE(treasure))
304 if (TOTING(treasure)) {
309 /* Force chest placement before player finds last treasure */
310 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
311 RSPEAK(PIRATE_SPOTTED);
314 /* Do things in this order (chest move before robbery) so chest is listed
315 * last at the maze location. */
317 MOVE(CHEST, game.chloc);
318 MOVE(MESSAG, game.chloc2);
319 game.dloc[PIRATE] = game.chloc;
320 game.odloc[PIRATE] = game.chloc;
321 game.dseen[PIRATE] = false;
323 /* You might get a hint of the pirate's presence even if the
324 * chest doesn't move... */
325 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
326 RSPEAK(PIRATE_RUSTLES);
329 RSPEAK(PIRATE_POUNCES);
330 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
331 if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
332 if (AT(treasure) && game.fixed[treasure] == 0)
333 CARRY(treasure, game.loc);
334 if (TOTING(treasure))
335 DROP(treasure, game.chloc);
343 static bool dwarfmove(void)
344 /* Dwarves move. Return true if player survives, false if he dies. */
346 int kk, stick, attack;
349 /* Dwarf stuff. See earlier comments for description of
350 * variables. Remember sixth dwarf is pirate and is thus
351 * very different except for motion rules. */
353 /* First off, don't let the dwarves follow him into a pit or
354 * a wall. Activate the whole mess the first time he gets as
355 * far as the hall of mists (loc 15). If game.newloc is
356 * forbidden to pirate (in particular, if it's beyond the
357 * troll bridge), bypass dwarf stuff. That way pirate can't
358 * steal return toll, and dwarves can't meet the bear. Also
359 * means dwarves won't follow him into dead end in maze, but
360 * c'est la vie. They'll wait for him outside the dead
362 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
365 /* Dwarf activity level ratchets up */
366 if (game.dflag == 0) {
367 if (INDEEP(game.loc))
372 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
373 * the 5 dwarves. If any of the survivors is at loc,
374 * replace him with the alternate. */
375 if (game.dflag == 1) {
376 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
379 for (int i = 1; i <= 2; i++) {
380 int j = 1 + randrange(NDWARVES - 1);
384 for (int i = 1; i <= NDWARVES - 1; i++) {
385 if (game.dloc[i] == game.loc)
386 game.dloc[i] = DALTLC;
387 game.odloc[i] = game.dloc[i];
394 /* Things are in full swing. Move each dwarf at random,
395 * except if he's seen us he sticks with us. Dwarves stay
396 * deep inside. If wandering at random, they don't back up
397 * unless there's no alternative. If they don't have to
398 * move, they attack. And, of course, dead dwarves don't do
399 * much of anything. */
403 for (int i = 1; i <= NDWARVES; i++) {
404 if (game.dloc[i] == 0)
406 /* Fill tk array with all the places this dwarf might go. */
408 kk = KEY[game.dloc[i]];
411 game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
412 /* Have we avoided a dwarf encounter? */
413 bool avoided = (SPECIAL(game.newloc) ||
414 !INDEEP(game.newloc) ||
415 game.newloc == game.odloc[i] ||
416 (j > 1 && game.newloc == tk[j - 1]) ||
418 game.newloc == game.dloc[i] ||
419 FORCED(game.newloc) ||
420 (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
421 labs(TRAVEL[kk]) / 1000000 == 100);
423 tk[j++] = game.newloc;
427 (TRAVEL[kk - 1] >= 0);
428 tk[j] = game.odloc[i];
431 j = 1 + randrange(j);
432 game.odloc[i] = game.dloc[i];
433 game.dloc[i] = tk[j];
434 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
435 if (!game.dseen[i]) continue;
436 game.dloc[i] = game.loc;
437 if (spotted_by_pirate(i))
439 /* This threatening little dwarf is in the room with him! */
441 if (game.odloc[i] == game.dloc[i]) {
443 if (game.knfloc >= 0)
444 game.knfloc = game.loc;
445 if (randrange(1000) < 95 * (game.dflag - 2))
450 /* Now we know what's happening. Let's tell the poor sucker about it.
451 * Note that various of the "knife" messages must have specific relative
452 * positions in the RSPEAK database. */
453 if (game.dtotal == 0)
455 SETPRM(1, game.dtotal, 0);
456 RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
459 if (game.dflag == 2)game.dflag = 3;
461 SETPRM(1, attack, 0);
462 RSPEAK(THROWN_KNIVES);
464 RSPEAK(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT));
466 RSPEAK(KNIFE_THROWN);
471 game.oldlc2 = game.loc;
475 /* "You're dead, Jim."
477 * If the current loc is zero, it means the clown got himself killed.
478 * We'll allow this maxdie times. maximum_deaths is automatically set based
479 * on the number of snide messages available. Each death results in
480 * a message (81, 83, etc.) which offers reincarnation; if accepted,
481 * this results in message 82, 84, etc. The last time, if he wants
482 * another chance, he gets a snide remark as we exit. When
483 * reincarnated, all objects being carried get dropped at game.oldlc2
484 * (presumably the last place prior to being killed) without change
485 * of props. the loop runs backwards to assure that the bird is
486 * dropped before the cage. (this kluge could be changed once we're
487 * sure all references to bird and cage are done by keywords.) The
488 * lamp is a special case (it wouldn't do to leave it in the cave).
489 * It is turned off and left outside the building (only if he was
490 * carrying it, of course). He himself is left inside the building
491 * (and heaven help him if he tries to xyzzy back into the cave
492 * without the lamp!). game.oldloc is zapped so he can't just
495 static void croak(void)
496 /* Okay, he's dead. Let's get on with it. */
498 const char* query = obituaries[game.numdie].query;
499 const char* yes_response = obituaries[game.numdie].yes_response;
502 /* He died during closing time. No resurrection. Tally up a
504 RSPEAK(DEATH_CLOSING);
506 } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
509 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
512 for (int j = 1; j <= NOBJECTS; j++) {
513 int i = NOBJECTS + 1 - j;
515 /* Always leave lamp where it's accessible aboveground */
516 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
519 game.loc = LOC_BUILDING;
520 game.oldloc = game.loc;
524 /* Given the current location in "game.loc", and a motion verb number in
525 * "motion", put the new location in "game.newloc". The current loc is saved
526 * in "game.oldloc" in case he wants to retreat. The current
527 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
528 * does, game.newloc will be limbo, and game.oldloc will be what killed
529 * him, so we need game.oldlc2, which is the last place he was
532 static bool playermove(token_t verb, int motion)
534 int scratchloc, k2, kk = KEY[game.loc];
535 game.newloc = game.loc;
537 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
540 else if (motion == BACK) {
541 /* Handle "go back". Look for verb which goes from game.loc to
542 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
543 * k2 saves entry -> forced loc -> previous loc. */
544 motion = game.oldloc;
546 motion = game.oldlc2;
547 game.oldlc2 = game.oldloc;
548 game.oldloc = game.loc;
550 if (motion == game.loc)k2 = FORGOT_PATH;
551 if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
554 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
555 if (scratchloc != motion) {
556 if (!SPECIAL(scratchloc)) {
557 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
560 if (TRAVEL[kk] >= 0) {
566 RSPEAK(NOT_CONNECTED);
571 motion = MOD(labs(TRAVEL[kk]), 1000);
573 break; /* fall through to ordinary travel */
579 } else if (motion == LOOK) {
580 /* Look. Can't give more detail. Pretend it wasn't dark
581 * (though it may now be dark) so he won't fall into a
582 * pit while staring into the gloom. */
584 RSPEAK(NO_MORE_DETAIL);
587 game.abbrev[game.loc] = 0;
589 } else if (motion == CAVE) {
590 /* Cave. Different messages depending on whether above ground. */
591 RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
594 /* none of the specials */
595 game.oldlc2 = game.oldloc;
596 game.oldloc = game.loc;
599 /* ordinary travel */
601 scratchloc = labs(TRAVEL[kk]);
602 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
604 if (TRAVEL[kk] < 0) {
605 /* FIXME: Magic numbers! */
606 /* Non-applicable motion. Various messages depending on
608 int spk = CANT_APPLY;
609 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
610 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
611 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
612 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
613 if (verb == FIND || verb == INVENT)spk = NEARBY;
614 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
615 if (motion == 17)spk = WHICH_WAY;
621 scratchloc = scratchloc / 1000;
625 * (ESR) This special-travel loop may have to be repeated if it includes
626 * the plover passage. Same deal for any future cases where we need to
627 * block travel and then redo it once the blocking condition has been
630 for (;;) { /* L12 loop */
632 game.newloc = scratchloc / 1000;
633 motion = MOD(game.newloc, 100);
634 if (!SPECIAL(game.newloc)) {
635 if (game.newloc <= 100) {
636 if (game.newloc == 0 || PCT(game.newloc))
638 /* else fall through */
640 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
642 /* else fall through */
643 } else if (game.prop[motion] != game.newloc / 100 - 3)
647 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
649 game.newloc = labs(TRAVEL[kk]) / 1000;
651 (game.newloc == scratchloc);
652 scratchloc = game.newloc;
655 game.newloc = MOD(scratchloc, 1000);
656 if (!SPECIAL(game.newloc))
658 if (game.newloc <= 500) {
659 game.newloc -= SPECIALBASE;
660 switch (game.newloc) {
662 /* Travel 301. Plover-alcove passage. Can carry only
663 * emerald. Note: travel table must include "useless"
664 * entries going through passage, which can never be used for
665 * actual motion, but can be spotted by "go back". */
666 /* FIXME: Arithmetic on location numbers */
667 game.newloc = 99 + 100 - game.loc;
668 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
669 game.newloc = game.loc;
674 /* Travel 302. Plover transport. Drop the emerald (only use
675 * special travel if toting it), so he's forced to use the
676 * plover-passage to get it out. Having dropped it, go back and
677 * pretend he wasn't carrying it after all. */
678 DROP(EMERALD, game.loc);
681 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
683 game.newloc = labs(TRAVEL[kk]) / 1000;
685 (game.newloc == scratchloc);
686 scratchloc = game.newloc;
687 continue; /* goto L12 */
689 /* Travel 303. Troll bridge. Must be done only as special
690 * motion so that dwarves won't wander across and encounter
691 * the bear. (They won't follow the player there because
692 * that region is forbidden to the pirate.) If
693 * game.prop(TROLL)=1, he's crossed since paying, so step out
694 * and block him. (standard travel entries check for
695 * game.prop(TROLL)=0.) Special stuff for bear. */
696 if (game.prop[TROLL] == 1) {
698 game.prop[TROLL] = 0;
700 MOVE(TROLL2 + NOBJECTS, 0);
701 MOVE(TROLL, PLAC[TROLL]);
702 MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
704 game.newloc = game.loc;
707 game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
708 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
709 if (!TOTING(BEAR)) return true;
710 RSPEAK(BRIDGE_COLLAPSE);
711 game.prop[CHASM] = 1;
712 game.prop[TROLL] = 2;
713 DROP(BEAR, game.newloc);
714 game.fixed[BEAR] = -1;
716 game.oldlc2 = game.newloc;
721 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
723 break; /* Leave L12 loop */
727 /* FIXME: Arithmetic on location number, becoming a message number */
728 RSPEAK(game.newloc - 500);
729 game.newloc = game.loc;
733 static bool closecheck(void)
734 /* Handle the closing of the cave. The cave closes "clock1" turns
735 * after the last treasure has been located (including the pirate's
736 * chest, which may of course never show up). Note that the
737 * treasures need not have been taken yet, just located. Hence
738 * clock1 must be large enough to get out of the cave (it only ticks
739 * while inside the cave). When it hits zero, we branch to 10000 to
740 * start closing the cave, and then sit back and wait for him to try
741 * to get out. If he doesn't within clock2 turns, we close the cave;
742 * if he does try, we assume he panics, and give him a few additional
743 * turns to get frantic before we close. When clock2 hits zero, we
744 * branch to 11000 to transport him into the final puzzle. Note that
745 * the puzzle depends upon all sorts of random things. For instance,
746 * there must be no water or oil, since there are beanstalks which we
747 * don't want to be able to water, since the code can't handle it.
748 * Also, we can have no keys, since there is a grate (having moved
749 * the fixed object!) there separating him from all the treasures.
750 * Most of these problems arise from the use of negative prop numbers
751 * to suppress the object descriptions until he's actually moved the
754 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
757 /* When the first warning comes, we lock the grate, destroy
758 * the bridge, kill all the dwarves (and the pirate), remove
759 * the troll and bear (unless dead), and set "closng" to
760 * true. Leave the dragon; too much trouble to move it.
761 * from now until clock2 runs out, he cannot unlock the
762 * grate, move to any location outside the cave, or create
763 * the bridge. Nor can he be resurrected if he dies. Note
764 * that the snake is already gone, since he got to the
765 * treasure accessible only via the hall of the mountain
766 * king. Also, he's been in giant room (to get eggs), so we
767 * can refer to it. Also also, he's gotten the pearl, so we
768 * know the bivalve is an oyster. *And*, the dwarves must
769 * have been activated, since we've found chest. */
770 if (game.clock1 == 0) {
771 game.prop[GRATE] = 0;
772 game.prop[FISSURE] = 0;
773 for (int i = 1; i <= NDWARVES; i++) {
774 game.dseen[i] = false;
778 MOVE(TROLL + NOBJECTS, 0);
779 MOVE(TROLL2, PLAC[TROLL]);
780 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
782 if (game.prop[BEAR] != 3)DESTROY(BEAR);
783 game.prop[CHAIN] = 0;
784 game.fixed[CHAIN] = 0;
787 RSPEAK(CAVE_CLOSING);
791 } else if (game.clock1 < 0)
793 if (game.clock2 == 0) {
794 /* Once he's panicked, and clock2 has run out, we come here
795 * to set up the storage room. The room has two locs,
796 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
797 * place empty bottles, a nursery of plants, a bed of
798 * oysters, a pile of lamps, rods with stars, sleeping
799 * dwarves, and him. At the sw end we place grate over
800 * treasures, snake pit, covey of caged birds, more rods, and
801 * pillows. A mirror stretches across one wall. Many of the
802 * objects come from known locations and/or states (e.g. the
803 * snake is known to have been destroyed and needn't be
804 * carried away from its old "place"), making the various
805 * objects be handled differently. We also drop all other
806 * objects he might be carrying (lest he have some which
807 * could cause trouble, such as the keys). We describe the
808 * flash of light and trundle back. */
809 game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
810 game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
811 game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
813 game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
814 game.prop[ROD] = PUT(ROD, LOC_NE, 0);
815 game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
817 game.oldloc = LOC_NE;
818 game.newloc = LOC_NE;
819 /* Leave the grate with normal (non-negative) property.
821 PUT(GRATE, LOC_SW, 0);
822 PUT(SIGN, LOC_SW, 0);
824 game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
825 game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
826 game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
827 game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
828 game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
830 game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
831 game.fixed[MIRROR] = LOC_SW;
833 for (int i = 1; i <= NOBJECTS; i++) {
846 static void lampcheck(void)
847 /* Check game limit and lamp timers */
849 if (game.prop[LAMP] == 1)
852 /* Another way we can force an end to things is by having the
853 * lamp give out. When it gets close, we come here to warn
854 * him. First following ar, if the lamp and fresh batteries are
855 * here, in which case we replace the batteries and continue.
856 * Second is for other cases of lamp dying. 12400 is when it
857 * goes out. Even then, he can explore outside for a while
859 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
860 RSPEAK(REPLACE_BATTERIES);
861 game.prop[BATTERY] = 1;
863 DROP(BATTERY, game.loc);
864 game.limit += BATTERYLIFE;
866 } else if (game.limit == 0) {
871 } else if (game.limit <= WARNTIME) {
872 if (!game.lmwarn && HERE(LAMP)) {
874 int spk = GET_BATTERIES;
875 if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
876 if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
882 static void listobjects(void)
883 /* Print out descriptions of objects at this location. If
884 * not closing and property value is negative, tally off
885 * another treasure. Rug is special case; once seen, its
886 * game.prop is 1 (dragon on it) till dragon is killed.
887 * Similarly for chain; game.prop is initially 1 (locked to
888 * bear). These hacks are because game.prop=0 is needed to
891 if (!DARK(game.loc)) {
892 ++game.abbrev[game.loc];
893 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
895 if (obj > NOBJECTS)obj = obj - NOBJECTS;
896 if (obj == STEPS && TOTING(NUGGET))
898 if (game.prop[obj] < 0) {
902 if (obj == RUG || obj == CHAIN)
905 /* Note: There used to be a test here to see whether the
906 * player had blown it so badly that he could never ever see
907 * the remaining treasures, and if so the lamp was zapped to
908 * 35 turns. But the tests were too simple-minded; things
909 * like killing the bird before the snake was gone (can never
910 * see jewelry), and doing it "right" was hopeless. E.G.,
911 * could cross troll bridge several times, using up all
912 * available treasures, breaking vase, using coins to buy
913 * batteries, etc., and eventually never be able to get
914 * across again. If bottle were left on far side, could then
915 * never get eggs or trident, and the effects propagate. So
916 * the whole thing was flushed. anyone who makes such a
917 * gross blunder isn't likely to find everything else anyway
918 * (so goes the rationalisation). */
920 int kk = game.prop[obj];
921 if (obj == STEPS && game.loc == game.fixed[STEPS])
928 static bool do_command(FILE *cmdin)
929 /* Get and execute a command */
931 long verb = 0, V1, V2;
935 enum speechpart part;
937 /* Can't leave cave once it's closing (except by main office). */
938 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
940 game.newloc = game.loc;
941 if (!game.panic)game.clock2 = PANICTIME;
945 /* See if a dwarf has seen him and has come from where he
946 * wants to go. If so, the dwarf's blocking his way. If
947 * coming from place forbidden to pirate (dwarves rooted in
948 * place) let him get out (and attacked). */
949 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
950 for (size_t i = 1; i <= NDWARVES - 1; i++) {
951 if (game.odloc[i] == game.newloc && game.dseen[i]) {
952 game.newloc = game.loc;
958 game.loc = game.newloc;
963 /* Describe the current location and (maybe) get next command. */
968 const char* msg = locations[game.loc].description.small;
969 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
970 msg = locations[game.loc].description.big;
971 if (!FORCED(game.loc) && DARK(game.loc)) {
972 /* The easiest way to get killed is to fall into a pit in
974 if (game.wzdark && PCT(35)) {
976 game.oldlc2 = game.loc;
978 continue; /* back to top of main interpreter loop */
980 msg = arbitrary_messages[PITCH_DARK];
982 if (TOTING(BEAR))RSPEAK(TAME_BEAR);
984 if (FORCED(game.loc)) {
985 if (playermove(verb, 1))
988 continue; /* back to top of main interpreter loop */
990 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1003 /* If closing time, check for any objects being toted with
1004 * game.prop < 0 and set the prop to -1-game.prop. This way
1005 * objects won't be described until they've been picked up
1006 * and put down separate from their respective piles. Don't
1007 * tick game.clock1 unless well into cave (and not at Y2). */
1009 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1011 for (size_t i = 1; i <= NOBJECTS; i++) {
1012 if (TOTING(i) && game.prop[i] < 0)
1013 game.prop[i] = -1 - game.prop[i];
1016 game.wzdark = DARK(game.loc);
1017 if (game.knfloc > 0 && game.knfloc != game.loc)
1020 /* This is where we get a new command from the user */
1021 if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
1024 /* Every input, check "game.foobar" flag. If zero, nothing's
1025 * going on. If pos, make neg. If neg, he skipped a word,
1026 * so make it zero. */
1028 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1030 if (game.turns == game.thresh) {
1031 speak(turn_threshold_messages[game.trndex]);
1032 game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
1035 if (game.trndex <= TRNVLS)
1036 game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
1038 if (verb == SAY && WD2 > 0)
1050 V1 = VOCAB(WD1, -1);
1051 V2 = VOCAB(WD2, -1);
1052 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1053 if (LIQLOC(game.loc) == WATER) {
1056 RSPEAK(WHERE_QUERY);
1060 if (V1 == ENTER && WD2 > 0) {
1065 /* FIXME: Magic numbers */
1066 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1067 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1069 WD2 = MAKEWD(WORD_POUR);
1071 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1072 WD1 = MAKEWD(WORD_CATCH);
1075 if (wordeq(WD1, MAKEWD(WORD_WEST))) {
1077 if (game.iwest == 10)
1080 if (wordeq(WD1, MAKEWD(WORD_GO)) && !wordempty(WD2)) {
1082 RSPEAK(GO_UNNEEDED);
1085 defn = VOCAB(WD1, -1);
1087 /* Gee, I don't understand. */
1088 if (fallback_handler(rawbuf))
1090 SETPRM(1, WD1, WD1X);
1094 kmod = MOD(defn, 1000);
1095 switch (defn / 1000) {
1097 if (playermove(verb, kmod))
1100 continue; /* back to top of main interpreter loop */
1106 part = intransitive;
1113 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1117 switch (action(cmdin, part, verb, obj)) {
1121 playermove(verb, NUL);
1124 continue; /* back to top of main interpreter loop */
1134 /* Get second word for analysis. */
1140 /* Random intransitive verbs come here. Clear obj just in case
1141 * (see attack()). */
1142 SETPRM(1, WD1, WD1X);
1147 /* Oh dear, he's disturbed the dwarves. */
1148 RSPEAK(DWARVES_AWAKEN);
1151 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);