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 */
140 char buf[2 * LINESIZE + 1];
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;
226 default: // LCOV_EXCL_LINE
227 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
230 /* Fall through to hint display */
231 game.hintlc[hint] = 0;
232 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
234 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
235 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
236 if (game.hinted[hint] && game.limit > WARNTIME)
237 game.limit += WARNTIME * hints[hint].penalty;
243 static bool spotted_by_pirate(int i)
248 /* The pirate's spotted him. Pirate leaves him alone once we've
249 * found chest. K counts if a treasure is here. If not, and
250 * tally=1 for an unseen chest, let the pirate be spotted. Note
251 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
252 * it to the troll, but in that case he's seen the chest
253 * (game.prop[CHEST] == STATE_FOUND). */
254 if (game.loc == game.chloc ||
255 game.prop[CHEST] != STATE_NOTFOUND)
258 bool movechest = false, robplayer = false;
259 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
260 if (!objects[treasure].is_treasure)
262 /* Pirate won't take pyramid from plover room or dark
263 * room (too easy!). */
264 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
265 game.loc == objects[EMERALD].plac)) {
268 if (TOTING(treasure) ||
271 if (TOTING(treasure)) {
276 /* Force chest placement before player finds last treasure */
277 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
278 rspeak(PIRATE_SPOTTED);
281 /* Do things in this order (chest move before robbery) so chest is listed
282 * last at the maze location. */
284 move(CHEST, game.chloc);
285 move(MESSAG, game.chloc2);
286 game.dloc[PIRATE] = game.chloc;
287 game.odloc[PIRATE] = game.chloc;
288 game.dseen[PIRATE] = false;
290 /* You might get a hint of the pirate's presence even if the
291 * chest doesn't move... */
292 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
293 rspeak(PIRATE_RUSTLES);
296 rspeak(PIRATE_POUNCES);
297 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
298 if (!objects[treasure].is_treasure)
300 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
301 game.loc == objects[EMERALD].plac))) {
302 if (AT(treasure) && game.fixed[treasure] == IS_FREE)
303 carry(treasure, game.loc);
304 if (TOTING(treasure))
305 drop(treasure, game.chloc);
313 static bool dwarfmove(void)
314 /* Dwarves move. Return true if player survives, false if he dies. */
316 int kk, stick, attack;
319 /* Dwarf stuff. See earlier comments for description of
320 * variables. Remember sixth dwarf is pirate and is thus
321 * very different except for motion rules. */
323 /* First off, don't let the dwarves follow him into a pit or a
324 * wall. Activate the whole mess the first time he gets as far
325 * as the Hall of Mists (what INDEEP() tests). If game.newloc
326 * is forbidden to pirate (in particular, if it's beyond the
327 * troll bridge), bypass dwarf stuff. That way pirate can't
328 * steal return toll, and dwarves can't meet the bear. Also
329 * means dwarves won't follow him into dead end in maze, but
330 * c'est la vie. They'll wait for him outside the dead end. */
331 if (game.loc == LOC_NOWHERE ||
333 CNDBIT(game.newloc, COND_NOARRR))
336 /* Dwarf activity level ratchets up */
337 if (game.dflag == 0) {
338 if (INDEEP(game.loc))
343 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
344 * the 5 dwarves. If any of the survivors is at game.loc,
345 * replace him with the alternate. */
346 if (game.dflag == 1) {
347 if (!INDEEP(game.loc) ||
348 (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
352 for (int i = 1; i <= 2; i++) {
353 int j = 1 + randrange(NDWARVES - 1);
358 /* Alternate initial loc for dwarf, in case one of them
359 * starts out on top of the adventurer. */
360 for (int i = 1; i <= NDWARVES - 1; i++) {
361 if (game.dloc[i] == game.loc)
362 game.dloc[i] = DALTLC; //
363 game.odloc[i] = game.dloc[i];
370 /* Things are in full swing. Move each dwarf at random,
371 * except if he's seen us he sticks with us. Dwarves stay
372 * deep inside. If wandering at random, they don't back up
373 * unless there's no alternative. If they don't have to
374 * move, they attack. And, of course, dead dwarves don't do
375 * much of anything. */
379 for (int i = 1; i <= NDWARVES; i++) {
380 if (game.dloc[i] == 0)
382 /* Fill tk array with all the places this dwarf might go. */
384 kk = tkey[game.dloc[i]];
387 enum desttype_t desttype = travel[kk].desttype;
388 game.newloc = travel[kk].destval;
389 /* Have we avoided a dwarf encounter? */
390 if (desttype != dest_goto)
392 else if (!INDEEP(game.newloc))
394 else if (game.newloc == game.odloc[i])
396 else if (j > 1 && game.newloc == tk[j - 1])
398 else if (j >= DIM(tk) - 1)
399 /* This can't actually happen. */
400 continue; // LCOV_EXCL_LINE
401 else if (game.newloc == game.dloc[i])
403 else if (FORCED(game.newloc))
405 else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
407 else if (travel[kk].nodwarves)
409 tk[j++] = game.newloc;
411 (!travel[kk++].stop);
412 tk[j] = game.odloc[i];
415 j = 1 + randrange(j);
416 game.odloc[i] = game.dloc[i];
417 game.dloc[i] = tk[j];
418 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
419 (game.dloc[i] == game.loc ||
420 game.odloc[i] == game.loc);
423 game.dloc[i] = game.loc;
424 if (spotted_by_pirate(i))
426 /* This threatening little dwarf is in the room with him! */
428 if (game.odloc[i] == game.dloc[i]) {
430 if (game.knfloc >= 0)
431 game.knfloc = game.loc;
432 if (randrange(1000) < 95 * (game.dflag - 2))
437 /* Now we know what's happening. Let's tell the poor sucker about it. */
438 if (game.dtotal == 0)
440 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
446 rspeak(THROWN_KNIVES, attack);
447 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
449 rspeak(KNIFE_THROWN);
450 rspeak(stick ? GETS_YOU : MISSES_YOU);
454 game.oldlc2 = game.loc;
458 /* "You're dead, Jim."
460 * If the current loc is zero, it means the clown got himself killed.
461 * We'll allow this maxdie times. NDEATHS is automatically set based
462 * on the number of snide messages available. Each death results in
463 * a message (obituaries[n]) which offers reincarnation; if accepted,
464 * this results in message obituaries[0], obituaries[2], etc. The
465 * last time, if he wants another chance, he gets a snide remark as
466 * we exit. When reincarnated, all objects being carried get dropped
467 * at game.oldlc2 (presumably the last place prior to being killed)
468 * without change of props. The loop runs backwards to assure that
469 * the bird is dropped before the cage. (This kluge could be changed
470 * once we're sure all references to bird and cage are done by
471 * keywords.) The lamp is a special case (it wouldn't do to leave it
472 * in the cave). It is turned off and left outside the building (only
473 * if he was carrying it, of course). He himself is left inside the
474 * building (and heaven help him if he tries to xyzzy back into the
475 * cave without the lamp!). game.oldloc is zapped so he can't just
478 static void croak(void)
479 /* Okay, he's dead. Let's get on with it. */
481 const char* query = obituaries[game.numdie].query;
482 const char* yes_response = obituaries[game.numdie].yes_response;
485 /* He died during closing time. No resurrection. Tally up a
487 rspeak(DEATH_CLOSING);
489 } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN])
490 || game.numdie == NDEATHS)
493 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
495 game.prop[LAMP] = LAMP_DARK;
496 for (int j = 1; j <= NOBJECTS; j++) {
497 int i = NOBJECTS + 1 - j;
499 /* Always leave lamp where it's accessible aboveground */
500 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
503 game.oldloc = game.loc = game.newloc = LOC_BUILDING;
507 static bool traveleq(long a, long b)
508 /* Are two travel entries equal for purposes of skip after failed condition? */
510 return (travel[a].condtype == travel[b].condtype)
511 && (travel[a].condarg1 == travel[b].condarg1)
512 && (travel[a].condarg2 == travel[b].condarg2)
513 && (travel[a].desttype == travel[b].desttype)
514 && (travel[a].destval == travel[b].destval);
517 /* Given the current location in "game.loc", and a motion verb number in
518 * "motion", put the new location in "game.newloc". The current loc is saved
519 * in "game.oldloc" in case he wants to retreat. The current
520 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
521 * does, game.newloc will be limbo, and game.oldloc will be what killed
522 * him, so we need game.oldlc2, which is the last place he was
525 static void playermove( int motion)
527 int scratchloc, travel_entry = tkey[game.loc];
528 game.newloc = game.loc;
529 if (travel_entry == 0)
530 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
533 else if (motion == BACK) {
534 /* Handle "go back". Look for verb which goes from game.loc to
535 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
536 * te_tmp saves entry -> forced loc -> previous loc. */
537 motion = game.oldloc;
539 motion = game.oldlc2;
540 game.oldlc2 = game.oldloc;
541 game.oldloc = game.loc;
542 if (CNDBIT(game.loc, COND_NOBACK)) {
546 if (motion == game.loc) {
553 enum desttype_t desttype = travel[travel_entry].desttype;
554 scratchloc = travel[travel_entry].destval;
555 if (desttype != dest_goto || scratchloc != motion) {
556 if (desttype == dest_goto) {
557 if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
558 te_tmp = travel_entry;
560 if (!travel[travel_entry].stop) {
561 ++travel_entry; /* go to next travel entry for this location */
564 /* we've reached the end of travel entries for game.loc */
565 travel_entry = te_tmp;
566 if (travel_entry == 0) {
567 rspeak(NOT_CONNECTED);
572 motion = travel[travel_entry].motion;
573 travel_entry = tkey[game.loc];
574 break; /* fall through to ordinary travel */
576 } else if (motion == LOOK) {
577 /* Look. Can't give more detail. Pretend it wasn't dark
578 * (though it may now be dark) so he won't fall into a
579 * pit while staring into the gloom. */
581 rspeak(NO_MORE_DETAIL);
584 game.abbrev[game.loc] = 0;
586 } else if (motion == CAVE) {
587 /* Cave. Different messages depending on whether above ground. */
588 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
591 /* none of the specials */
592 game.oldlc2 = game.oldloc;
593 game.oldloc = game.loc;
596 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
597 * the beginning of the motion entries for here (game.loc). */
599 if (T_TERMINATE(travel[travel_entry]) ||
600 travel[travel_entry].motion == motion)
602 if (travel[travel_entry].stop) {
603 /* Couldn't find an entry matching the motion word passed
604 * in. Various messages depending on word given. */
616 rspeak(BAD_DIRECTION);
621 rspeak(UNSURE_FACING);
625 rspeak(NO_INOUT_HERE);
629 rspeak(NOTHING_HAPPENS);
642 /* (ESR) We've found a destination that goes with the motion verb.
643 * Next we need to check any conditional(s) on this destination, and
644 * possibly on following entries. */
646 for (;;) { /* L12 loop */
648 enum condtype_t condtype = travel[travel_entry].condtype;
649 long condarg1 = travel[travel_entry].condarg1;
650 long condarg2 = travel[travel_entry].condarg2;
651 if (condtype < cond_not) {
652 /* YAML N and [pct N] conditionals */
653 if (condtype == cond_goto || condtype == cond_pct) {
657 /* else fall through */
659 /* YAML [with OBJ] clause */
660 else if (TOTING(condarg1) ||
661 (condtype == cond_with && AT(condarg1)))
663 /* else fall through to check [not OBJ STATE] */
664 } else if (game.prop[condarg1] != condarg2)
667 /* We arrive here on conditional failure.
668 * Skip to next non-matching destination */
669 long te_tmp = travel_entry;
671 if (travel[te_tmp].stop)
672 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
675 (traveleq(travel_entry, te_tmp));
676 travel_entry = te_tmp;
679 /* Found an eligible rule, now execute it */
680 enum desttype_t desttype = travel[travel_entry].desttype;
681 game.newloc = travel[travel_entry].destval;
682 if (desttype == dest_goto)
685 if (desttype == dest_speak) {
686 /* Execute a speak rule */
688 game.newloc = game.loc;
691 switch (game.newloc) {
693 /* Special travel 1. Plover-alcove passage. Can carry only
694 * emerald. Note: travel table must include "useless"
695 * entries going through passage, which can never be used
696 * for actual motion, but can be spotted by "go back". */
697 game.newloc = (game.loc == LOC_PLOVER)
700 if (game.holdng > 1 ||
701 (game.holdng == 1 && !TOTING(EMERALD))) {
702 game.newloc = game.loc;
707 /* Special travel 2. Plover transport. Drop the
708 * emerald (only use special travel if toting
709 * it), so he's forced to use the plover-passage
710 * to get it out. Having dropped it, go back and
711 * pretend he wasn't carrying it after all. */
712 drop(EMERALD, game.loc);
713 int te_tmp = travel_entry;
715 if (travel[te_tmp].stop)
716 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
719 (traveleq(travel_entry, te_tmp));
720 travel_entry = te_tmp;
721 continue; /* goto L12 */
723 /* Special travel 3. Troll bridge. Must be done
724 * only as special motion so that dwarves won't
725 * wander across and encounter the bear. (They
726 * won't follow the player there because that
727 * region is forbidden to the pirate.) If
728 * game.prop[TROLL]=TROLL_PAIDONCE, he's crossed
729 * since paying, so step out and block him.
730 * (standard travel entries check for
731 * game.prop[TROLL]=TROLL_UNPAID.) Special stuff
733 if (game.prop[TROLL] == TROLL_PAIDONCE) {
734 pspeak(TROLL, look, TROLL_PAIDONCE, true);
735 game.prop[TROLL] = TROLL_UNPAID;
736 move(TROLL2, LOC_NOWHERE);
737 move(TROLL2 + NOBJECTS, IS_FREE);
738 move(TROLL, objects[TROLL].plac);
739 move(TROLL + NOBJECTS, objects[TROLL].fixd);
741 game.newloc = game.loc;
744 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
745 if (game.prop[TROLL] == TROLL_UNPAID)
746 game.prop[TROLL] = TROLL_PAIDONCE;
749 state_change(CHASM, BRIDGE_WRECKED);
750 game.prop[TROLL] = TROLL_GONE;
751 drop(BEAR, game.newloc);
752 game.fixed[BEAR] = IS_FIXED;
753 game.prop[BEAR] = BEAR_DEAD;
754 game.oldlc2 = game.newloc;
758 default: // LCOV_EXCL_LINE
759 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
762 break; /* Leave L12 loop */
768 static bool closecheck(void)
769 /* Handle the closing of the cave. The cave closes "clock1" turns
770 * after the last treasure has been located (including the pirate's
771 * chest, which may of course never show up). Note that the
772 * treasures need not have been taken yet, just located. Hence
773 * clock1 must be large enough to get out of the cave (it only ticks
774 * while inside the cave). When it hits zero, we branch to 10000 to
775 * start closing the cave, and then sit back and wait for him to try
776 * to get out. If he doesn't within clock2 turns, we close the cave;
777 * if he does try, we assume he panics, and give him a few additional
778 * turns to get frantic before we close. When clock2 hits zero, we
779 * transport him into the final puzzle. Note that the puzzle depends
780 * upon all sorts of random things. For instance, there must be no
781 * water or oil, since there are beanstalks which we don't want to be
782 * able to water, since the code can't handle it. Also, we can have
783 * no keys, since there is a grate (having moved the fixed object!)
784 * there separating him from all the treasures. Most of these
785 * problems arise from the use of negative prop numbers to suppress
786 * the object descriptions until he's actually moved the objects. */
788 /* If a turn threshold has been met, apply penalties and tell
789 * the player about it. */
790 for (int i = 0; i < NTHRESHOLDS; ++i) {
791 if (game.turns == turn_thresholds[i].threshold + 1) {
792 game.trnluz += turn_thresholds[i].point_loss;
793 speak(turn_thresholds[i].message);
797 /* Don't tick game.clock1 unless well into cave (and not at Y2). */
798 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
801 /* When the first warning comes, we lock the grate, destroy
802 * the bridge, kill all the dwarves (and the pirate), remove
803 * the troll and bear (unless dead), and set "closng" to
804 * true. Leave the dragon; too much trouble to move it.
805 * from now until clock2 runs out, he cannot unlock the
806 * grate, move to any location outside the cave, or create
807 * the bridge. Nor can he be resurrected if he dies. Note
808 * that the snake is already gone, since he got to the
809 * treasure accessible only via the hall of the mountain
810 * king. Also, he's been in giant room (to get eggs), so we
811 * can refer to it. Also also, he's gotten the pearl, so we
812 * know the bivalve is an oyster. *And*, the dwarves must
813 * have been activated, since we've found chest. */
814 if (game.clock1 == 0) {
815 game.prop[GRATE] = GRATE_CLOSED;
816 game.prop[FISSURE] = UNBRIDGED;
817 for (int i = 1; i <= NDWARVES; i++) {
818 game.dseen[i] = false;
819 game.dloc[i] = LOC_NOWHERE;
821 move(TROLL, LOC_NOWHERE);
822 move(TROLL + NOBJECTS, IS_FREE);
823 move(TROLL2, objects[TROLL].plac);
824 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
826 if (game.prop[BEAR] != BEAR_DEAD)
828 game.prop[CHAIN] = CHAIN_HEAP;
829 game.fixed[CHAIN] = IS_FREE;
830 game.prop[AXE] = AXE_HERE;
831 game.fixed[AXE] = IS_FREE;
832 rspeak(CAVE_CLOSING);
836 } else if (game.clock1 < 0)
838 if (game.clock2 == 0) {
839 /* Once he's panicked, and clock2 has run out, we come here
840 * to set up the storage room. The room has two locs,
841 * hardwired as LOC_NE and LOC_SW. At the ne end, we
842 * place empty bottles, a nursery of plants, a bed of
843 * oysters, a pile of lamps, rods with stars, sleeping
844 * dwarves, and him. At the sw end we place grate over
845 * treasures, snake pit, covey of caged birds, more rods, and
846 * pillows. A mirror stretches across one wall. Many of the
847 * objects come from known locations and/or states (e.g. the
848 * snake is known to have been destroyed and needn't be
849 * carried away from its old "place"), making the various
850 * objects be handled differently. We also drop all other
851 * objects he might be carrying (lest he have some which
852 * could cause trouble, such as the keys). We describe the
853 * flash of light and trundle back. */
854 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
855 game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
856 game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
857 game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
858 game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
859 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
861 game.oldloc = LOC_NE;
862 game.newloc = LOC_NE;
863 /* Leave the grate with normal (non-negative) property.
865 put(GRATE, LOC_SW, 0);
866 put(SIGN, LOC_SW, 0);
867 game.prop[SIGN] = ENDGAME_SIGN;
868 game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
869 game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
870 game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
871 game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
872 game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
874 game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
875 game.fixed[MIRROR] = LOC_SW;
877 for (int i = 1; i <= NOBJECTS; i++) {
890 static void lampcheck(void)
891 /* Check game limit and lamp timers */
893 if (game.prop[LAMP] == LAMP_BRIGHT)
896 /* Another way we can force an end to things is by having the
897 * lamp give out. When it gets close, we come here to warn him.
898 * First following arm checks if the lamp and fresh batteries are
899 * here, in which case we replace the batteries and continue.
900 * Second is for other cases of lamp dying. Even after it goes
901 * out, he can explore outside for a while if desired. */
902 if (game.limit <= WARNTIME) {
903 if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
904 rspeak(REPLACE_BATTERIES);
905 game.prop[BATTERY] = DEAD_BATTERIES;
907 drop(BATTERY, game.loc);
908 game.limit += BATTERYLIFE;
910 } else if (!game.lmwarn && HERE(LAMP)) {
912 if (game.prop[BATTERY] == DEAD_BATTERIES)
913 rspeak(MISSING_BATTERIES);
914 else if (game.place[BATTERY] == LOC_NOWHERE)
917 rspeak(GET_BATTERIES);
920 if (game.limit == 0) {
922 game.prop[LAMP] = LAMP_DARK;
928 static void listobjects(void)
929 /* Print out descriptions of objects at this location. If
930 * not closing and property value is negative, tally off
931 * another treasure. Rug is special case; once seen, its
932 * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
933 * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
934 * bear). These hacks are because game.prop=0 is needed to
937 if (!DARK(game.loc)) {
938 ++game.abbrev[game.loc];
939 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
942 obj = obj - NOBJECTS;
943 if (obj == STEPS && TOTING(NUGGET))
945 if (game.prop[obj] < 0) {
948 game.prop[obj] = STATE_FOUND;
950 game.prop[RUG] = RUG_DRAGON;
952 game.prop[CHAIN] = CHAINING_BEAR;
954 /* Note: There used to be a test here to see whether the
955 * player had blown it so badly that he could never ever see
956 * the remaining treasures, and if so the lamp was zapped to
957 * 35 turns. But the tests were too simple-minded; things
958 * like killing the bird before the snake was gone (can never
959 * see jewelry), and doing it "right" was hopeless. E.G.,
960 * could cross troll bridge several times, using up all
961 * available treasures, breaking vase, using coins to buy
962 * batteries, etc., and eventually never be able to get
963 * across again. If bottle were left on far side, could then
964 * never get eggs or trident, and the effects propagate. So
965 * the whole thing was flushed. anyone who makes such a
966 * gross blunder isn't likely to find everything else anyway
967 * (so goes the rationalisation). */
969 int kk = game.prop[obj];
971 kk = (game.loc == game.fixed[STEPS])
974 pspeak(obj, look, kk, true);
979 static bool get_command_input(struct command_t *command)
981 char inputbuf[LINESIZE];
982 char word1[TOKLEN + 1];
983 char word2[TOKLEN + 1];
990 if (word_count(input) > 2) {
995 if (strcmp(input, "") != 0)
1000 strncpy(inputbuf, input, LINESIZE - 1);
1003 tokenize(inputbuf, command);
1005 packed_to_token(command->wd1, word1);
1006 packed_to_token(command->wd2, word2);
1007 get_vocab_metadata(word1, &(command->id1), &(command->type1));
1008 get_vocab_metadata(word2, &(command->id2), &(command->type2));
1013 static bool do_command()
1014 /* Get and execute a command */
1016 static struct command_t command;
1017 char word1[TOKLEN + 1];
1021 /* Can't leave cave once it's closing (except by main office). */
1022 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
1023 rspeak(EXIT_CLOSED);
1024 game.newloc = game.loc;
1026 game.clock2 = PANICTIME;
1030 /* See if a dwarf has seen him and has come from where he
1031 * wants to go. If so, the dwarf's blocking his way. If
1032 * coming from place forbidden to pirate (dwarves rooted in
1033 * place) let him get out (and attacked). */
1034 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
1035 for (size_t i = 1; i <= NDWARVES - 1; i++) {
1036 if (game.odloc[i] == game.newloc && game.dseen[i]) {
1037 game.newloc = game.loc;
1038 rspeak(DWARF_BLOCK);
1043 game.loc = game.newloc;
1048 /* Describe the current location and (maybe) get next command. */
1053 const char* msg = locations[game.loc].description.small;
1054 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
1056 msg = locations[game.loc].description.big;
1057 if (!FORCED(game.loc) && DARK(game.loc)) {
1058 /* The easiest way to get killed is to fall into a pit in
1059 * pitch darkness. */
1060 if (game.wzdark && PCT(35)) {
1062 game.oldlc2 = game.loc;
1064 continue; /* back to top of main interpreter loop */
1066 msg = arbitrary_messages[PITCH_DARK];
1071 if (FORCED(game.loc)) {
1075 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1081 game.oldobj = command.obj;
1085 /* If closing time, check for any objects being toted with
1086 * game.prop < 0 and stash them. This way objects won't be
1087 * described until they've been picked up and put down
1088 * separate from their respective piles. */
1090 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1091 pspeak(OYSTER, look, 1, true);
1092 for (size_t i = 1; i <= NOBJECTS; i++) {
1093 if (TOTING(i) && game.prop[i] < 0)
1094 game.prop[i] = STASHED(i);
1097 game.wzdark = DARK(game.loc);
1098 if (game.knfloc > 0 && game.knfloc != game.loc)
1101 // Get command input from user
1102 if (!get_command_input(&command))
1113 if (command.id1 == ENTER && (command.id2 == STREAM ||
1114 command.id2 == WATER)) {
1115 if (LIQLOC(game.loc) == WATER)
1118 rspeak(WHERE_QUERY);
1122 if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
1123 command.id1 = command.id2;
1124 command.type1 = command.type2;
1125 strncpy(command.raw1, command.raw2, LINESIZE - 1);
1126 command.id2 = WORD_EMPTY;
1127 command.type2 = NO_WORD_TYPE;
1128 strncpy(command.raw2, "", LINESIZE - 1);
1130 if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
1131 if (AT(command.id2)) {
1133 command.type2 = ACTION;
1134 strncpy(command.raw2, "POUR", LINESIZE - 1);
1135 command.wd2 = token_to_packed("POUR");
1138 if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD)) {
1139 command.id1 = CARRY;
1140 command.type1 = ACTION;
1141 strncpy(command.raw2, "CATCH", LINESIZE - 1);
1142 command.wd1 = token_to_packed("CATCH");
1146 if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
1147 if (++game.iwest == 10)
1150 if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
1151 if (++game.igo == 10)
1152 rspeak(GO_UNNEEDED);
1154 packed_to_token(command.wd1, word1);
1157 get_vocab_metadata(word1, &defn, &type);
1158 if (command.id1 == WORD_NOT_FOUND) {
1159 if (fallback_handler(command))
1161 /* Gee, I don't understand. */
1162 sspeak(DONT_KNOW, command.raw1);
1166 case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
1168 playermove(command.id1);
1171 command.part = unknown;
1172 command.obj = command.id1;
1175 command.part = intransitive;
1176 command.verb = defn;
1179 speak(specials[command.id1].message);
1181 default: // LCOV_EXCL_LINE
1182 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1185 switch (action(&command)) {
1192 continue; /* back to top of main interpreter loop */
1196 /* Get second word for analysis. */
1197 command.id1 = command.id2;
1198 command.type1 = command.type2;
1199 strncpy(command.raw1, command.raw2, LINESIZE - 1);
1200 command.wd1 = command.wd2;
1201 command.id2 = WORD_EMPTY;
1202 command.type2 = NO_WORD_TYPE;
1203 command.raw2[0] = '\0';
1204 wordclear(&command.wd2);
1207 /* Random intransitive verbs come here. Clear obj just in case
1208 * (see attack()). */
1209 command.raw1[0] = toupper(command.raw1[0]);
1210 sspeak(DO_WHAT, command.raw1);
1213 case GO_CHECKHINT: // Fallthrough
1217 /* Oh dear, he's disturbed the dwarves. */
1218 rspeak(DWARVES_AWAKEN);
1220 default: // LCOV_EXCL_LINE
1221 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE