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, BATTER, BEAR, BIRD, BLOOD,
34 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
35 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
36 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
37 GRATE, HINT, INVENT, JADE, KEYS,
38 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
39 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
40 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
41 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
42 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
43 URN, VASE, VEND, VOLCAN, WATER;
44 long 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 Advebture.
72 static bool do_command(FILE *);
74 int main(int argc, char *argv[])
80 while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
83 logfp = fopen(optarg, "w");
86 "advent: can't open logfile %s for write\n",
88 signal(SIGINT, sig_handler);
92 editline = prompt = false;
95 rfp = fopen(optarg, "r");
98 "advent: can't open save file %s for read\n",
100 signal(SIGINT, sig_handler);
108 linenoiseHistorySetMaxLen(350);
110 /* Logical variables:
112 * game.closed says whether we're all the way closed
113 * game.closng says whether it's closing time yet
114 * game.clshnt says whether he's read the clue in the endgame
115 * game.lmwarn says whether he's been warned about lamp going dim
116 * game.novice says whether he asked for instructions at start-up
117 * game.panic says whether he's found out he's trapped in the cave
118 * game.wzdark says whether the loc he's leaving was dark */
120 /* Initialize our LCG PRNG with parameters tested against
121 * Knuth vol. 2. by the original authors */
124 game.lcg_m = 1048576;
126 long seedval = (long)rand();
129 /* Initialize game variables */
132 /* Start-up, dwarf stuff */
133 game.zzword = RNDVOC(3, 0);
134 game.newloc = LOC_START;
135 game.loc = LOC_START;
138 game.novice = YES(WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE);
139 if (game.novice)game.limit = 1000;
145 fprintf(logfp, "seed %ld\n", seedval);
147 /* interpret commands until EOF or interrupt */
149 if (!do_command(stdin))
152 /* show score and exit */
156 static bool fallback_handler(char *buf)
157 /* fallback handler for commands not handled by FORTRANish parser */
160 if (sscanf(buf, "seed %ld", &sv) == 1) {
162 printf("Seed set to %ld\n", sv);
163 // autogenerated, so don't charge user time for it.
165 // here we reconfigure any global game state that uses random numbers
166 game.zzword = RNDVOC(3, 0);
172 /* Check if this loc is eligible for any hints. If been here
173 * long enough, branch to help section (on later page). Hints
174 * all come back here eventually to finish the loop. Ignore
175 * "HINTS" < 4 (special stuff, see database notes).
177 static void checkhints(FILE *cmdin)
179 if (COND[game.loc] >= game.conds) {
180 for (int hint = 1; hint <= HNTMAX; hint++) {
181 if (game.hinted[hint])
183 if (!CNDBIT(game.loc, hint + HBASE))
184 game.hintlc[hint] = -1;
186 /* Come here if he's been long enough at required loc(s) for some
188 if (game.hintlc[hint] >= HINTS[hint][1]) {
194 if (game.prop[GRATE] == 0 && !HERE(KEYS))
196 game.hintlc[hint] = 0;
199 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
203 if (HERE(SNAKE) && !HERE(BIRD))
205 game.hintlc[hint] = 0;
208 if (game.atloc[game.loc] == 0 &&
209 game.atloc[game.oldloc] == 0 &&
210 game.atloc[game.oldlc2] == 0 &&
213 game.hintlc[hint] = 0;
216 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
218 game.hintlc[hint] = 0;
225 game.hintlc[hint] = 0;
228 if (game.atloc[game.loc] == 0 &&
229 game.atloc[game.oldloc] == 0 &&
230 game.atloc[game.oldlc2] == 0)
234 i = ATDWRF(game.loc);
236 game.hintlc[hint] = 0;
239 if (HERE(OGRE) && i == 0)
243 if (game.tally == 1 && game.prop[JADE] < 0)
245 game.hintlc[hint] = 0;
252 /* Fall through to hint display */
253 game.hintlc[hint] = 0;
254 if (!YES(HINTS[hint][3], NO_MESSAGE, OK_MAN))
256 SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
258 game.hinted[hint] = YES(WANT_HINT, HINTS[hint][4], OK_MAN);
259 if (game.hinted[hint] && game.limit > WARNTIME)
260 game.limit += WARNTIME * HINTS[hint][2];
266 static bool spotted_by_pirate(int i)
271 /* The pirate's spotted him. He leaves him alone once we've
272 * found chest. K counts if a treasure is here. If not, and
273 * tally=1 for an unseen chest, let the pirate be spotted. Note
274 * that game.place[CHEST] = NOWHERE might mean that he's thrown
275 * it to the troll, but in that case he's seen the chest
277 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
280 bool movechest = false, robplayer = false;
281 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
282 /* Pirate won't take pyramid from plover room or dark
283 * room (too easy!). */
284 if (treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
287 if (TOTING(treasure) || HERE(treasure))
289 if (TOTING(treasure)) {
294 /* Force chest placement before player finds last treasure */
295 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
296 RSPEAK(PIRATE_SPOTTED);
299 /* Do things in this order (chest move before robbery) so chest is listed
300 * last at the maze location. */
302 MOVE(CHEST, game.chloc);
303 MOVE(MESSAG, game.chloc2);
304 game.dloc[PIRATE] = game.chloc;
305 game.odloc[PIRATE] = game.chloc;
306 game.dseen[PIRATE] = false;
308 /* You might get a hint of the pirate's presence even if the
309 * chest doesn't move... */
310 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
311 RSPEAK(PIRATE_RUSTLES);
314 RSPEAK(PIRATE_POUNCES);
315 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
316 if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
317 if (AT(treasure) && game.fixed[treasure] == 0)
318 CARRY(treasure, game.loc);
319 if (TOTING(treasure))
320 DROP(treasure, game.chloc);
328 static bool dwarfmove(void)
329 /* Dwarves move. Return true if player survives, false if he dies. */
331 int kk, stick, attack;
334 /* Dwarf stuff. See earlier comments for description of
335 * variables. Remember sixth dwarf is pirate and is thus
336 * very different except for motion rules. */
338 /* First off, don't let the dwarves follow him into a pit or
339 * a wall. Activate the whole mess the first time he gets as
340 * far as the hall of mists (loc 15). If game.newloc is
341 * forbidden to pirate (in particular, if it's beyond the
342 * troll bridge), bypass dwarf stuff. That way pirate can't
343 * steal return toll, and dwarves can't meet the bear. Also
344 * means dwarves won't follow him into dead end in maze, but
345 * c'est la vie. They'll wait for him outside the dead
347 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
350 /* Dwarf activity level ratchets up */
351 if (game.dflag == 0) {
352 if (INDEEP(game.loc))
357 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
358 * the 5 dwarves. If any of the survivors is at loc,
359 * replace him with the alternate. */
360 if (game.dflag == 1) {
361 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
364 for (int i = 1; i <= 2; i++) {
365 int j = 1 + randrange(NDWARVES - 1);
369 for (int i = 1; i <= NDWARVES - 1; i++) {
370 if (game.dloc[i] == game.loc)
371 game.dloc[i] = DALTLC;
372 game.odloc[i] = game.dloc[i];
379 /* Things are in full swing. Move each dwarf at random,
380 * except if he's seen us he sticks with us. Dwarves stay
381 * deep inside. If wandering at random, they don't back up
382 * unless there's no alternative. If they don't have to
383 * move, they attack. And, of course, dead dwarves don't do
384 * much of anything. */
388 for (int i = 1; i <= NDWARVES; i++) {
389 if (game.dloc[i] == 0)
391 /* Fill tk array with all the places this dwarf might go. */
393 kk = KEY[game.dloc[i]];
396 game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
397 /* Have we avoided a dwarf encounter? */
398 bool avoided = (SPECIAL(game.newloc) ||
399 !INDEEP(game.newloc) ||
400 game.newloc == game.odloc[i] ||
401 (j > 1 && game.newloc == tk[j - 1]) ||
403 game.newloc == game.dloc[i] ||
404 FORCED(game.newloc) ||
405 (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
406 labs(TRAVEL[kk]) / 1000000 == 100);
408 tk[j++] = game.newloc;
412 (TRAVEL[kk - 1] >= 0);
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)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
420 if (!game.dseen[i]) continue;
421 game.dloc[i] = game.loc;
422 if (spotted_by_pirate(i))
424 /* This threatening little dwarf is in the room with him! */
426 if (game.odloc[i] == game.dloc[i]) {
428 if (game.knfloc >= 0)
429 game.knfloc = game.loc;
430 if (randrange(1000) < 95 * (game.dflag - 2))
435 /* Now we know what's happening. Let's tell the poor sucker about it.
436 * Note that various of the "knife" messages must have specific relative
437 * positions in the RSPEAK database. */
438 if (game.dtotal == 0)
440 SETPRM(1, game.dtotal, 0);
441 RSPEAK(DWARF_PACK + 1 / game.dtotal); /* FIXME: Arithmetic on message number */
444 if (game.dflag == 2)game.dflag = 3;
445 SETPRM(1, attack, 0);
447 if (attack > 1)k = THROWN_KNIVES;
450 RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */
453 game.oldlc2 = game.loc;
457 /* "You're dead, Jim."
459 * If the current loc is zero, it means the clown got himself killed.
460 * We'll allow this maxdie times. MAXDIE is automatically set based
461 * on the number of snide messages available. Each death results in
462 * a message (81, 83, etc.) which offers reincarnation; if accepted,
463 * this results in message 82, 84, etc. The last time, if he wants
464 * another chance, he gets a snide remark as we exit. When
465 * reincarnated, all objects being carried get dropped at game.oldlc2
466 * (presumably the last place prior to being killed) without change
467 * of props. the loop runs backwards to assure that the bird is
468 * dropped before the cage. (this kluge could be changed once we're
469 * sure all references to bird and cage are done by keywords.) The
470 * lamp is a special case (it wouldn't do to leave it in the cave).
471 * It is turned off and left outside the building (only if he was
472 * carrying it, of course). He himself is left inside the building
473 * (and heaven help him if he tries to xyzzy back into the cave
474 * without the lamp!). game.oldloc is zapped so he can't just
477 static void croak(FILE *cmdin)
478 /* Okay, he's dead. Let's get on with it. */
482 /* He died during closing time. No resurrection. Tally up a
484 RSPEAK(DEATH_CLOSING);
487 /* FIXME: Arithmetic on message numbers */
488 else if (game.numdie == MAXDIE || !YES(WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN))
491 game.place[WATER] = game.place[OIL] = NOWHERE;
494 for (int j = 1; j <= NOBJECTS; j++) {
495 int i = NOBJECTS + 1 - j;
497 /* Always leave lamp where it's accessible aboveground */
498 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
501 game.loc = LOC_BUILDING;
502 game.oldloc = game.loc;
506 /* Given the current location in "game.loc", and a motion verb number in
507 * "motion", put the new location in "game.newloc". The current loc is saved
508 * in "game.oldloc" in case he wants to retreat. The current
509 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
510 * does, game.newloc will be limbo, and game.oldloc will be what killed
511 * him, so we need game.oldlc2, which is the last place he was
514 static bool playermove(FILE *cmdin, token_t verb, int motion)
516 int scratchloc, k2, kk = KEY[game.loc];
517 game.newloc = game.loc;
522 else if (motion == BACK) {
523 /* Handle "go back". Look for verb which goes from game.loc to
524 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
525 * k2 saves entry -> forced loc -> previous loc. */
526 motion = game.oldloc;
528 motion = game.oldlc2;
529 game.oldlc2 = game.oldloc;
530 game.oldloc = game.loc;
532 if (motion == game.loc)k2 = FORGOT_PATH;
533 if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
536 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
537 if (scratchloc != motion) {
538 if (!SPECIAL(scratchloc)) {
539 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
542 if (TRAVEL[kk] >= 0) {
548 RSPEAK(NOT_CONNECTED);
553 motion = MOD(labs(TRAVEL[kk]), 1000);
555 break; /* fall through to ordinary travel */
561 } else if (motion == LOOK) {
562 /* Look. Can't give more detail. Pretend it wasn't dark
563 * (though it may now be dark) so he won't fall into a
564 * pit while staring into the gloom. */
566 RSPEAK(NO_MORE_DETAIL);
569 game.abbrev[game.loc] = 0;
571 } else if (motion == CAVE) {
572 /* Cave. Different messages depending on whether above ground. */
573 RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
576 /* none of the specials */
577 game.oldlc2 = game.oldloc;
578 game.oldloc = game.loc;
581 /* ordinary travel */
583 scratchloc = labs(TRAVEL[kk]);
584 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
586 if (TRAVEL[kk] < 0) {
587 /* FIXME: Magic numbers! */
588 /* Non-applicable motion. Various messages depending on
590 int spk = CANT_APPLY;
591 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
592 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
593 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
594 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
595 if (verb == FIND || verb == INVENT)spk = NEreplace;
596 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
597 if (motion == 17)spk = WHICH_WAY;
603 scratchloc = scratchloc / 1000;
607 * (ESR) This special-travel loop may have to be repeated if it includes
608 * the plover passage. Same deal for any future cases wgerw we beed to
609 * block travel and then redo it once the blocking condition has been
613 game.newloc = scratchloc / 1000;
614 motion = MOD(game.newloc, 100);
615 if (!SPECIAL(game.newloc)) {
616 if (game.newloc <= 100) {
617 if (game.newloc == 0 || PCT(game.newloc))
619 /* else fall through */
621 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
623 /* else fall through */
624 } else if (game.prop[motion] != game.newloc / 100 - 3)
628 if (TRAVEL[kk] < 0)BUG(25);
630 game.newloc = labs(TRAVEL[kk]) / 1000;
632 (game.newloc == scratchloc);
633 scratchloc = game.newloc;
636 game.newloc = MOD(scratchloc, 1000);
637 if (!SPECIAL(game.newloc))
639 if (game.newloc <= 500) {
640 game.newloc = game.newloc - SPECIALBASE;
641 switch (game.newloc) {
643 /* Travel 301. Plover-alcove passage. Can carry only
644 * emerald. Note: travel table must include "useless"
645 * entries going through passage, which can never be used for
646 * actual motion, but can be spotted by "go back". */
647 /* FIXME: Arithmetic on location numbers */
648 game.newloc = 99 + 100 - game.loc;
649 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMRALD))) {
650 game.newloc = game.loc;
655 /* Travel 302. Plover transport. Drop the emerald (only use
656 * special travel if toting it), so he's forced to use the
657 * plover-passage to get it out. Having dropped it, go back and
658 * pretend he wasn't carrying it after all. */
659 DROP(EMRALD, game.loc);
662 /* Travel 303. Troll bridge. Must be done only as special
663 * motion so that dwarves won't wander across and encounter
664 * the bear. (They won't follow the player there because
665 * that region is forbidden to the pirate.) If
666 * game.prop(TROLL)=1, he's crossed since paying, so step out
667 * and block him. (standard travel entries check for
668 * game.prop(TROLL)=0.) Special stuff for bear. */
669 if (game.prop[TROLL] == 1) {
671 game.prop[TROLL] = 0;
673 MOVE(TROLL2 + NOBJECTS, 0);
674 MOVE(TROLL, PLAC[TROLL]);
675 MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
677 game.newloc = game.loc;
680 game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
681 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
682 if (!TOTING(BEAR)) return true;
683 RSPEAK(BRIDGE_COLLAPSE);
684 game.prop[CHASM] = 1;
685 game.prop[TROLL] = 2;
686 DROP(BEAR, game.newloc);
687 game.fixed[BEAR] = -1;
689 game.oldlc2 = game.newloc;
697 /* FIXME: Arithmetic on location number, becoming a message number */
698 RSPEAK(game.newloc - 500);
699 game.newloc = game.loc;
703 static bool closecheck(void)
704 /* Handle the closing of the cave. The cave closes "clock1" turns
705 * after the last treasure has been located (including the pirate's
706 * chest, which may of course never show up). Note that the
707 * treasures need not have been taken yet, just located. Hence
708 * clock1 must be large enough to get out of the cave (it only ticks
709 * while inside the cave). When it hits zero, we branch to 10000 to
710 * start closing the cave, and then sit back and wait for him to try
711 * to get out. If he doesn't within clock2 turns, we close the cave;
712 * if he does try, we assume he panics, and give him a few additional
713 * turns to get frantic before we close. When clock2 hits zero, we
714 * branch to 11000 to transport him into the final puzzle. Note that
715 * the puzzle depends upon all sorts of random things. For instance,
716 * there must be no water or oil, since there are beanstalks which we
717 * don't want to be able to water, since the code can't handle it.
718 * Also, we can have no keys, since there is a grate (having moved
719 * the fixed object!) there separating him from all the treasures.
720 * Most of these problems arise from the use of negative prop numbers
721 * to suppress the object descriptions until he's actually moved the
724 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
727 /* When the first warning comes, we lock the grate, destroy
728 * the bridge, kill all the dwarves (and the pirate), remove
729 * the troll and bear (unless dead), and set "closng" to
730 * true. Leave the dragon; too much trouble to move it.
731 * from now until clock2 runs out, he cannot unlock the
732 * grate, move to any location outside the cave, or create
733 * the bridge. Nor can he be resurrected if he dies. Note
734 * that the snake is already gone, since he got to the
735 * treasure accessible only via the hall of the mountain
736 * king. Also, he's been in giant room (to get eggs), so we
737 * can refer to it. Also also, he's gotten the pearl, so we
738 * know the bivalve is an oyster. *And*, the dwarves must
739 * have been activated, since we've found chest. */
740 if (game.clock1 == 0) {
741 game.prop[GRATE] = 0;
742 game.prop[FISSUR] = 0;
743 for (int i = 1; i <= NDWARVES; i++) {
744 game.dseen[i] = false;
748 MOVE(TROLL + NOBJECTS, 0);
749 MOVE(TROLL2, PLAC[TROLL]);
750 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
752 if (game.prop[BEAR] != 3)DESTROY(BEAR);
753 game.prop[CHAIN] = 0;
754 game.fixed[CHAIN] = 0;
757 RSPEAK(CAVE_CLOSING);
761 } else if (game.clock1 < 0)
763 if (game.clock2 == 0) {
764 /* Once he's panicked, and clock2 has run out, we come here
765 * to set up the storage room. The room has two locs,
766 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
767 * place empty bottles, a nursery of plants, a bed of
768 * oysters, a pile of lamps, rods with stars, sleeping
769 * dwarves, and him. At the sw end we place grate over
770 * treasures, snake pit, covey of caged birds, more rods, and
771 * pillows. A mirror stretches across one wall. Many of the
772 * objects come from known locations and/or states (e.g. the
773 * snake is known to have been destroyed and needn't be
774 * carried away from its old "place"), making the various
775 * objects be handled differently. We also drop all other
776 * objects he might be carrying (lest he have some which
777 * could cause trouble, such as the keys). We describe the
778 * flash of light and trundle back. */
779 game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
780 game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
781 game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
783 game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
784 game.prop[ROD] = PUT(ROD, LOC_NE, 0);
785 game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
787 game.oldloc = LOC_NE;
788 game.newloc = LOC_NE;
789 /* Leave the grate with normal (non-negative) property.
791 PUT(GRATE, LOC_SW, 0);
792 PUT(SIGN, LOC_SW, 0);
794 game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
795 game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
796 game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
797 game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
798 game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
800 game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
801 game.fixed[MIRROR] = LOC_SW;
803 for (int i = 1; i <= NOBJECTS; i++) {
816 static void lampcheck(void)
817 /* Check game limit and lamp timers */
819 if (game.prop[LAMP] == 1)
822 /* Another way we can force an end to things is by having the
823 * lamp give out. When it gets close, we come here to warn
824 * him. First following ar, if the lamp and fresh batteries are
825 * here, in which case we replace the batteries and continue.
826 * Second is for other cases of lamp dying. 12400 is when it
827 * goes out. Even then, he can explore outside for a while
829 if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) {
830 RSPEAK(REPLACE_BATTERIES);
831 game.prop[BATTER] = 1;
833 DROP(BATTER, game.loc);
834 game.limit = game.limit + 2500;
836 } else if (game.limit == 0) {
841 } else if (game.limit <= WARNTIME) {
842 if (!game.lmwarn && HERE(LAMP)) {
844 int spk = GET_BATTERIES;
845 if (game.place[BATTER] == NOWHERE)spk = LAMP_DIM;
846 if (game.prop[BATTER] == 1)spk = MISSING_BATTERIES;
852 static void listobjects(void)
853 /* Print out descriptions of objects at this location. If
854 * not closing and property value is negative, tally off
855 * another treasure. Rug is special case; once seen, its
856 * game.prop is 1 (dragon on it) till dragon is killed.
857 * Similarly for chain; game.prop is initially 1 (locked to
858 * bear). These hacks are because game.prop=0 is needed to
861 if (!DARK(game.loc)) {
862 ++game.abbrev[game.loc];
863 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
865 if (obj > NOBJECTS)obj = obj - NOBJECTS;
866 if (obj == STEPS && TOTING(NUGGET))
868 if (game.prop[obj] < 0) {
872 if (obj == RUG || obj == CHAIN)
875 /* Note: There used to be a test here to see whether the
876 * player had blown it so badly that he could never ever see
877 * the remaining treasures, and if so the lamp was zapped to
878 * 35 turns. But the tests were too simple-minded; things
879 * like killing the bird before the snake was gone (can never
880 * see jewelry), and doing it "right" was hopeless. E.G.,
881 * could cross troll bridge several times, using up all
882 * available treasures, breaking vase, using coins to buy
883 * batteries, etc., and eventually never be able to get
884 * across again. If bottle were left on far side, could then
885 * never get eggs or trident, and the effects propagate. So
886 * the whole thing was flushed. anyone who makes such a
887 * gross blunder isn't likely to find everything else anyway
888 * (so goes the rationalisation). */
890 int kk = game.prop[obj];
891 if (obj == STEPS && game.loc == game.fixed[STEPS])
898 static bool do_command(FILE *cmdin)
899 /* Get and execute a command */
901 long verb = 0, V1, V2;
905 enum speechpart part;
907 /* Can't leave cave once it's closing (except by main office). */
908 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
910 game.newloc = game.loc;
911 if (!game.panic)game.clock2 = PANICTIME;
915 /* See if a dwarf has seen him and has come from where he
916 * wants to go. If so, the dwarf's blocking his way. If
917 * coming from place forbidden to pirate (dwarves rooted in
918 * place) let him get out (and attacked). */
919 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
920 for (size_t i = 1; i <= NDWARVES - 1; i++) {
921 if (game.odloc[i] == game.newloc && game.dseen[i]) {
922 game.newloc = game.loc;
928 game.loc = game.newloc;
933 /* Describe the current location and (maybe) get next command. */
938 const char* msg = locations[game.loc].description.small;
939 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
940 msg = locations[game.loc].description.big;
941 if (!FORCED(game.loc) && DARK(game.loc)) {
942 /* The easiest way to get killed is to fall into a pit in
944 if (game.wzdark && PCT(35)) {
946 game.oldlc2 = game.loc;
948 continue; /* back to top of main interpreter loop */
950 msg = arbitrary_messages[PITCH_DARK];
952 if (TOTING(BEAR))RSPEAK(TAME_BEAR);
954 if (FORCED(game.loc)) {
955 if (playermove(cmdin, verb, 1))
958 continue; /* back to top of main interpreter loop */
960 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
972 /* If closing time, check for any objects being toted with
973 * game.prop < 0 and set the prop to -1-game.prop. This way
974 * objects won't be described until they've been picked up
975 * and put down separate from their respective piles. Don't
976 * tick game.clock1 unless well into cave (and not at Y2). */
978 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
980 for (size_t i = 1; i <= NOBJECTS; i++) {
981 if (TOTING(i) && game.prop[i] < 0)
982 game.prop[i] = -1 - game.prop[i];
985 game.wzdark = DARK(game.loc);
986 if (game.knfloc > 0 && game.knfloc != game.loc)
989 /* This is where we get a new command from the user */
990 if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
993 /* Every input, check "game.foobar" flag. If zero, nothing's
994 * going on. If pos, make neg. If neg, he skipped a word,
995 * so make it zero. */
997 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
999 if (game.turns == game.thresh) {
1000 speak(turn_threshold_messages[game.trndex]);
1001 game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
1004 if (game.trndex <= TRNVLS)
1005 game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
1007 if (verb == SAY && WD2 > 0)
1019 V1 = VOCAB(WD1, -1);
1020 V2 = VOCAB(WD2, -1);
1021 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1022 if (LIQLOC(game.loc) == WATER) {
1025 RSPEAK(WHERE_QUERY);
1029 if (V1 == ENTER && WD2 > 0) {
1034 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1035 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1037 WD2 = MAKEWD(16152118);
1039 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1040 WD1 = MAKEWD(301200308);
1043 if (WD1 == MAKEWD(23051920)) {
1045 if (game.iwest == 10)
1048 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1050 RSPEAK(GO_UNNEEDED);
1053 defn = VOCAB(WD1, -1);
1055 /* Gee, I don't understand. */
1056 if (fallback_handler(rawbuf))
1058 SETPRM(1, WD1, WD1X);
1062 kmod = MOD(defn, 1000);
1063 switch (defn / 1000) {
1065 if (playermove(cmdin, verb, kmod))
1068 continue; /* back to top of main interpreter loop */
1074 part = intransitive;
1085 switch (action(cmdin, part, verb, obj)) {
1089 playermove(cmdin, verb, NUL);
1092 continue; /* back to top of main interpreter loop */
1102 /* Get second word for analysis. */
1108 /* Random intransitive verbs come here. Clear obj just in case
1109 * (see attack()). */
1110 SETPRM(1, WD1, WD1X);
1115 /* Oh dear, he's disturbed the dwarves. */
1116 RSPEAK(DWARVES_AWAKEN);