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 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 Adventure.
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);
107 "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]);
109 " where -l creates a log file of your game named as specified'\n");
111 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
113 " -r indicates restoring from specified saved game file\n");
115 " -s indicates playing with command editing suppressed\n");
121 linenoiseHistorySetMaxLen(350);
123 /* Logical variables:
125 * game.closed says whether we're all the way closed
126 * game.closng says whether it's closing time yet
127 * game.clshnt says whether he's read the clue in the endgame
128 * game.lmwarn says whether he's been warned about lamp going dim
129 * game.novice says whether he asked for instructions at start-up
130 * game.panic says whether he's found out he's trapped in the cave
131 * game.wzdark says whether the loc he's leaving was dark */
133 /* Initialize our LCG PRNG with parameters tested against
134 * Knuth vol. 2. by the original authors */
137 game.lcg_m = 1048576;
139 long seedval = (long)rand();
142 /* Initialize game variables */
145 /* Start-up, dwarf stuff */
146 game.zzword = RNDVOC(3, 0);
147 game.newloc = LOC_START;
148 game.loc = LOC_START;
151 game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
152 if (game.novice)game.limit = 1000;
158 fprintf(logfp, "seed %ld\n", seedval);
160 /* interpret commands until EOF or interrupt */
162 if (!do_command(stdin))
165 /* show score and exit */
169 static bool fallback_handler(char *buf)
170 /* fallback handler for commands not handled by FORTRANish parser */
173 if (sscanf(buf, "seed %ld", &sv) == 1) {
175 printf("Seed set to %ld\n", sv);
176 // autogenerated, so don't charge user time for it.
178 // here we reconfigure any global game state that uses random numbers
179 game.zzword = RNDVOC(3, 0);
185 /* Check if this loc is eligible for any hints. If been here
186 * long enough, branch to help section (on later page). Hints
187 * all come back here eventually to finish the loop. Ignore
188 * "HINTS" < 4 (special stuff, see database notes).
190 static void checkhints(void)
192 if (COND[game.loc] >= game.conds) {
193 for (int hint = 1; hint <= HNTMAX; hint++) {
194 if (game.hinted[hint])
196 if (!CNDBIT(game.loc, hint + HBASE))
197 game.hintlc[hint] = -1;
199 /* Come here if he's been long enough at required loc(s) for some
201 if (game.hintlc[hint] >= HINTS[hint][1]) {
207 if (game.prop[GRATE] == 0 && !HERE(KEYS))
209 game.hintlc[hint] = 0;
212 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
216 if (HERE(SNAKE) && !HERE(BIRD))
218 game.hintlc[hint] = 0;
221 if (game.atloc[game.loc] == 0 &&
222 game.atloc[game.oldloc] == 0 &&
223 game.atloc[game.oldlc2] == 0 &&
226 game.hintlc[hint] = 0;
229 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
231 game.hintlc[hint] = 0;
238 game.hintlc[hint] = 0;
241 if (game.atloc[game.loc] == 0 &&
242 game.atloc[game.oldloc] == 0 &&
243 game.atloc[game.oldlc2] == 0)
247 i = ATDWRF(game.loc);
249 game.hintlc[hint] = 0;
252 if (HERE(OGRE) && i == 0)
256 if (game.tally == 1 && game.prop[JADE] < 0)
258 game.hintlc[hint] = 0;
261 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
265 /* Fall through to hint display */
266 game.hintlc[hint] = 0;
267 if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
269 SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
271 game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]);
272 if (game.hinted[hint] && game.limit > WARNTIME)
273 game.limit += WARNTIME * HINTS[hint][2];
279 static bool spotted_by_pirate(int i)
284 /* The pirate's spotted him. He leaves him alone once we've
285 * found chest. K counts if a treasure is here. If not, and
286 * tally=1 for an unseen chest, let the pirate be spotted. Note
287 * that game.place[CHEST] = NOWHERE might mean that he's thrown
288 * it to the troll, but in that case he's seen the chest
290 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
293 bool movechest = false, robplayer = false;
294 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
295 /* Pirate won't take pyramid from plover room or dark
296 * room (too easy!). */
297 if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
300 if (TOTING(treasure) || HERE(treasure))
302 if (TOTING(treasure)) {
307 /* Force chest placement before player finds last treasure */
308 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
309 RSPEAK(PIRATE_SPOTTED);
312 /* Do things in this order (chest move before robbery) so chest is listed
313 * last at the maze location. */
315 MOVE(CHEST, game.chloc);
316 MOVE(MESSAG, game.chloc2);
317 game.dloc[PIRATE] = game.chloc;
318 game.odloc[PIRATE] = game.chloc;
319 game.dseen[PIRATE] = false;
321 /* You might get a hint of the pirate's presence even if the
322 * chest doesn't move... */
323 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
324 RSPEAK(PIRATE_RUSTLES);
327 RSPEAK(PIRATE_POUNCES);
328 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
329 if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
330 if (AT(treasure) && game.fixed[treasure] == 0)
331 CARRY(treasure, game.loc);
332 if (TOTING(treasure))
333 DROP(treasure, game.chloc);
341 static bool dwarfmove(void)
342 /* Dwarves move. Return true if player survives, false if he dies. */
344 int kk, stick, attack;
347 /* Dwarf stuff. See earlier comments for description of
348 * variables. Remember sixth dwarf is pirate and is thus
349 * very different except for motion rules. */
351 /* First off, don't let the dwarves follow him into a pit or
352 * a wall. Activate the whole mess the first time he gets as
353 * far as the hall of mists (loc 15). If game.newloc is
354 * forbidden to pirate (in particular, if it's beyond the
355 * troll bridge), bypass dwarf stuff. That way pirate can't
356 * steal return toll, and dwarves can't meet the bear. Also
357 * means dwarves won't follow him into dead end in maze, but
358 * c'est la vie. They'll wait for him outside the dead
360 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
363 /* Dwarf activity level ratchets up */
364 if (game.dflag == 0) {
365 if (INDEEP(game.loc))
370 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
371 * the 5 dwarves. If any of the survivors is at loc,
372 * replace him with the alternate. */
373 if (game.dflag == 1) {
374 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
377 for (int i = 1; i <= 2; i++) {
378 int j = 1 + randrange(NDWARVES - 1);
382 for (int i = 1; i <= NDWARVES - 1; i++) {
383 if (game.dloc[i] == game.loc)
384 game.dloc[i] = DALTLC;
385 game.odloc[i] = game.dloc[i];
392 /* Things are in full swing. Move each dwarf at random,
393 * except if he's seen us he sticks with us. Dwarves stay
394 * deep inside. If wandering at random, they don't back up
395 * unless there's no alternative. If they don't have to
396 * move, they attack. And, of course, dead dwarves don't do
397 * much of anything. */
401 for (int i = 1; i <= NDWARVES; i++) {
402 if (game.dloc[i] == 0)
404 /* Fill tk array with all the places this dwarf might go. */
406 kk = KEY[game.dloc[i]];
409 game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
410 /* Have we avoided a dwarf encounter? */
411 bool avoided = (SPECIAL(game.newloc) ||
412 !INDEEP(game.newloc) ||
413 game.newloc == game.odloc[i] ||
414 (j > 1 && game.newloc == tk[j - 1]) ||
416 game.newloc == game.dloc[i] ||
417 FORCED(game.newloc) ||
418 (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
419 labs(TRAVEL[kk]) / 1000000 == 100);
421 tk[j++] = game.newloc;
425 (TRAVEL[kk - 1] >= 0);
426 tk[j] = game.odloc[i];
429 j = 1 + randrange(j);
430 game.odloc[i] = game.dloc[i];
431 game.dloc[i] = tk[j];
432 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
433 if (!game.dseen[i]) continue;
434 game.dloc[i] = game.loc;
435 if (spotted_by_pirate(i))
437 /* This threatening little dwarf is in the room with him! */
439 if (game.odloc[i] == game.dloc[i]) {
441 if (game.knfloc >= 0)
442 game.knfloc = game.loc;
443 if (randrange(1000) < 95 * (game.dflag - 2))
448 /* Now we know what's happening. Let's tell the poor sucker about it.
449 * Note that various of the "knife" messages must have specific relative
450 * positions in the RSPEAK database. */
451 if (game.dtotal == 0)
453 SETPRM(1, game.dtotal, 0);
454 RSPEAK(DWARF_PACK + 1 / game.dtotal); /* FIXME: Arithmetic on message number */
457 if (game.dflag == 2)game.dflag = 3;
458 SETPRM(1, attack, 0);
460 if (attack > 1)k = THROWN_KNIVES;
463 RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */
466 game.oldlc2 = game.loc;
470 /* "You're dead, Jim."
472 * If the current loc is zero, it means the clown got himself killed.
473 * We'll allow this maxdie times. maximum_deaths is automatically set based
474 * on the number of snide messages available. Each death results in
475 * a message (81, 83, etc.) which offers reincarnation; if accepted,
476 * this results in message 82, 84, etc. The last time, if he wants
477 * another chance, he gets a snide remark as we exit. When
478 * reincarnated, all objects being carried get dropped at game.oldlc2
479 * (presumably the last place prior to being killed) without change
480 * of props. the loop runs backwards to assure that the bird is
481 * dropped before the cage. (this kluge could be changed once we're
482 * sure all references to bird and cage are done by keywords.) The
483 * lamp is a special case (it wouldn't do to leave it in the cave).
484 * It is turned off and left outside the building (only if he was
485 * carrying it, of course). He himself is left inside the building
486 * (and heaven help him if he tries to xyzzy back into the cave
487 * without the lamp!). game.oldloc is zapped so he can't just
490 static void croak(void)
491 /* Okay, he's dead. Let's get on with it. */
493 const char* query = obituaries[game.numdie].query;
494 const char* yes_response = obituaries[game.numdie].yes_response;
497 /* He died during closing time. No resurrection. Tally up a
499 RSPEAK(DEATH_CLOSING);
502 else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
505 game.place[WATER] = game.place[OIL] = NOWHERE;
508 for (int j = 1; j <= NOBJECTS; j++) {
509 int i = NOBJECTS + 1 - j;
511 /* Always leave lamp where it's accessible aboveground */
512 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
515 game.loc = LOC_BUILDING;
516 game.oldloc = game.loc;
520 /* Given the current location in "game.loc", and a motion verb number in
521 * "motion", put the new location in "game.newloc". The current loc is saved
522 * in "game.oldloc" in case he wants to retreat. The current
523 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
524 * does, game.newloc will be limbo, and game.oldloc will be what killed
525 * him, so we need game.oldlc2, which is the last place he was
528 static bool playermove(token_t verb, int motion)
530 int scratchloc, k2, kk = KEY[game.loc];
531 game.newloc = game.loc;
533 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
536 else if (motion == BACK) {
537 /* Handle "go back". Look for verb which goes from game.loc to
538 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
539 * k2 saves entry -> forced loc -> previous loc. */
540 motion = game.oldloc;
542 motion = game.oldlc2;
543 game.oldlc2 = game.oldloc;
544 game.oldloc = game.loc;
546 if (motion == game.loc)k2 = FORGOT_PATH;
547 if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
550 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
551 if (scratchloc != motion) {
552 if (!SPECIAL(scratchloc)) {
553 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
556 if (TRAVEL[kk] >= 0) {
562 RSPEAK(NOT_CONNECTED);
567 motion = MOD(labs(TRAVEL[kk]), 1000);
569 break; /* fall through to ordinary travel */
575 } else if (motion == LOOK) {
576 /* Look. Can't give more detail. Pretend it wasn't dark
577 * (though it may now be dark) so he won't fall into a
578 * pit while staring into the gloom. */
580 RSPEAK(NO_MORE_DETAIL);
583 game.abbrev[game.loc] = 0;
585 } else if (motion == CAVE) {
586 /* Cave. Different messages depending on whether above ground. */
587 RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
590 /* none of the specials */
591 game.oldlc2 = game.oldloc;
592 game.oldloc = game.loc;
595 /* ordinary travel */
597 scratchloc = labs(TRAVEL[kk]);
598 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
600 if (TRAVEL[kk] < 0) {
601 /* FIXME: Magic numbers! */
602 /* Non-applicable motion. Various messages depending on
604 int spk = CANT_APPLY;
605 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
606 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
607 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
608 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
609 if (verb == FIND || verb == INVENT)spk = NEreplace;
610 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
611 if (motion == 17)spk = WHICH_WAY;
617 scratchloc = scratchloc / 1000;
621 * (ESR) This special-travel loop may have to be repeated if it includes
622 * the plover passage. Same deal for any future cases wgerw we beed to
623 * block travel and then redo it once the blocking condition has been
627 game.newloc = scratchloc / 1000;
628 motion = MOD(game.newloc, 100);
629 if (!SPECIAL(game.newloc)) {
630 if (game.newloc <= 100) {
631 if (game.newloc == 0 || PCT(game.newloc))
633 /* else fall through */
635 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
637 /* else fall through */
638 } else if (game.prop[motion] != game.newloc / 100 - 3)
643 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
645 game.newloc = labs(TRAVEL[kk]) / 1000;
647 (game.newloc == scratchloc);
648 scratchloc = game.newloc;
651 game.newloc = MOD(scratchloc, 1000);
652 if (!SPECIAL(game.newloc))
654 if (game.newloc <= 500) {
655 game.newloc = game.newloc - SPECIALBASE;
656 switch (game.newloc) {
658 /* Travel 301. Plover-alcove passage. Can carry only
659 * emerald. Note: travel table must include "useless"
660 * entries going through passage, which can never be used for
661 * actual motion, but can be spotted by "go back". */
662 /* FIXME: Arithmetic on location numbers */
663 game.newloc = 99 + 100 - game.loc;
664 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
665 game.newloc = game.loc;
670 /* Travel 302. Plover transport. Drop the emerald (only use
671 * special travel if toting it), so he's forced to use the
672 * plover-passage to get it out. Having dropped it, go back and
673 * pretend he wasn't carrying it after all. */
674 DROP(EMERALD, game.loc);
677 /* Travel 303. Troll bridge. Must be done only as special
678 * motion so that dwarves won't wander across and encounter
679 * the bear. (They won't follow the player there because
680 * that region is forbidden to the pirate.) If
681 * game.prop(TROLL)=1, he's crossed since paying, so step out
682 * and block him. (standard travel entries check for
683 * game.prop(TROLL)=0.) Special stuff for bear. */
684 if (game.prop[TROLL] == 1) {
686 game.prop[TROLL] = 0;
688 MOVE(TROLL2 + NOBJECTS, 0);
689 MOVE(TROLL, PLAC[TROLL]);
690 MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
692 game.newloc = game.loc;
695 game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
696 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
697 if (!TOTING(BEAR)) return true;
698 RSPEAK(BRIDGE_COLLAPSE);
699 game.prop[CHASM] = 1;
700 game.prop[TROLL] = 2;
701 DROP(BEAR, game.newloc);
702 game.fixed[BEAR] = -1;
704 game.oldlc2 = game.newloc;
708 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
712 /* FIXME: Arithmetic on location number, becoming a message number */
713 RSPEAK(game.newloc - 500);
714 game.newloc = game.loc;
718 static bool closecheck(void)
719 /* Handle the closing of the cave. The cave closes "clock1" turns
720 * after the last treasure has been located (including the pirate's
721 * chest, which may of course never show up). Note that the
722 * treasures need not have been taken yet, just located. Hence
723 * clock1 must be large enough to get out of the cave (it only ticks
724 * while inside the cave). When it hits zero, we branch to 10000 to
725 * start closing the cave, and then sit back and wait for him to try
726 * to get out. If he doesn't within clock2 turns, we close the cave;
727 * if he does try, we assume he panics, and give him a few additional
728 * turns to get frantic before we close. When clock2 hits zero, we
729 * branch to 11000 to transport him into the final puzzle. Note that
730 * the puzzle depends upon all sorts of random things. For instance,
731 * there must be no water or oil, since there are beanstalks which we
732 * don't want to be able to water, since the code can't handle it.
733 * Also, we can have no keys, since there is a grate (having moved
734 * the fixed object!) there separating him from all the treasures.
735 * Most of these problems arise from the use of negative prop numbers
736 * to suppress the object descriptions until he's actually moved the
739 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
742 /* When the first warning comes, we lock the grate, destroy
743 * the bridge, kill all the dwarves (and the pirate), remove
744 * the troll and bear (unless dead), and set "closng" to
745 * true. Leave the dragon; too much trouble to move it.
746 * from now until clock2 runs out, he cannot unlock the
747 * grate, move to any location outside the cave, or create
748 * the bridge. Nor can he be resurrected if he dies. Note
749 * that the snake is already gone, since he got to the
750 * treasure accessible only via the hall of the mountain
751 * king. Also, he's been in giant room (to get eggs), so we
752 * can refer to it. Also also, he's gotten the pearl, so we
753 * know the bivalve is an oyster. *And*, the dwarves must
754 * have been activated, since we've found chest. */
755 if (game.clock1 == 0) {
756 game.prop[GRATE] = 0;
757 game.prop[FISSURE] = 0;
758 for (int i = 1; i <= NDWARVES; i++) {
759 game.dseen[i] = false;
763 MOVE(TROLL + NOBJECTS, 0);
764 MOVE(TROLL2, PLAC[TROLL]);
765 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
767 if (game.prop[BEAR] != 3)DESTROY(BEAR);
768 game.prop[CHAIN] = 0;
769 game.fixed[CHAIN] = 0;
772 RSPEAK(CAVE_CLOSING);
776 } else if (game.clock1 < 0)
778 if (game.clock2 == 0) {
779 /* Once he's panicked, and clock2 has run out, we come here
780 * to set up the storage room. The room has two locs,
781 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
782 * place empty bottles, a nursery of plants, a bed of
783 * oysters, a pile of lamps, rods with stars, sleeping
784 * dwarves, and him. At the sw end we place grate over
785 * treasures, snake pit, covey of caged birds, more rods, and
786 * pillows. A mirror stretches across one wall. Many of the
787 * objects come from known locations and/or states (e.g. the
788 * snake is known to have been destroyed and needn't be
789 * carried away from its old "place"), making the various
790 * objects be handled differently. We also drop all other
791 * objects he might be carrying (lest he have some which
792 * could cause trouble, such as the keys). We describe the
793 * flash of light and trundle back. */
794 game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
795 game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
796 game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
798 game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
799 game.prop[ROD] = PUT(ROD, LOC_NE, 0);
800 game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
802 game.oldloc = LOC_NE;
803 game.newloc = LOC_NE;
804 /* Leave the grate with normal (non-negative) property.
806 PUT(GRATE, LOC_SW, 0);
807 PUT(SIGN, LOC_SW, 0);
809 game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
810 game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
811 game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
812 game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
813 game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
815 game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
816 game.fixed[MIRROR] = LOC_SW;
818 for (int i = 1; i <= NOBJECTS; i++) {
831 static void lampcheck(void)
832 /* Check game limit and lamp timers */
834 if (game.prop[LAMP] == 1)
837 /* Another way we can force an end to things is by having the
838 * lamp give out. When it gets close, we come here to warn
839 * him. First following ar, if the lamp and fresh batteries are
840 * here, in which case we replace the batteries and continue.
841 * Second is for other cases of lamp dying. 12400 is when it
842 * goes out. Even then, he can explore outside for a while
844 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
845 RSPEAK(REPLACE_BATTERIES);
846 game.prop[BATTERY] = 1;
848 DROP(BATTERY, game.loc);
849 game.limit = game.limit + 2500;
851 } else if (game.limit == 0) {
856 } else if (game.limit <= WARNTIME) {
857 if (!game.lmwarn && HERE(LAMP)) {
859 int spk = GET_BATTERIES;
860 if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
861 if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
867 static void listobjects(void)
868 /* Print out descriptions of objects at this location. If
869 * not closing and property value is negative, tally off
870 * another treasure. Rug is special case; once seen, its
871 * game.prop is 1 (dragon on it) till dragon is killed.
872 * Similarly for chain; game.prop is initially 1 (locked to
873 * bear). These hacks are because game.prop=0 is needed to
876 if (!DARK(game.loc)) {
877 ++game.abbrev[game.loc];
878 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
880 if (obj > NOBJECTS)obj = obj - NOBJECTS;
881 if (obj == STEPS && TOTING(NUGGET))
883 if (game.prop[obj] < 0) {
887 if (obj == RUG || obj == CHAIN)
890 /* Note: There used to be a test here to see whether the
891 * player had blown it so badly that he could never ever see
892 * the remaining treasures, and if so the lamp was zapped to
893 * 35 turns. But the tests were too simple-minded; things
894 * like killing the bird before the snake was gone (can never
895 * see jewelry), and doing it "right" was hopeless. E.G.,
896 * could cross troll bridge several times, using up all
897 * available treasures, breaking vase, using coins to buy
898 * batteries, etc., and eventually never be able to get
899 * across again. If bottle were left on far side, could then
900 * never get eggs or trident, and the effects propagate. So
901 * the whole thing was flushed. anyone who makes such a
902 * gross blunder isn't likely to find everything else anyway
903 * (so goes the rationalisation). */
905 int kk = game.prop[obj];
906 if (obj == STEPS && game.loc == game.fixed[STEPS])
913 static bool do_command(FILE *cmdin)
914 /* Get and execute a command */
916 long verb = 0, V1, V2;
920 enum speechpart part;
922 /* Can't leave cave once it's closing (except by main office). */
923 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
925 game.newloc = game.loc;
926 if (!game.panic)game.clock2 = PANICTIME;
930 /* See if a dwarf has seen him and has come from where he
931 * wants to go. If so, the dwarf's blocking his way. If
932 * coming from place forbidden to pirate (dwarves rooted in
933 * place) let him get out (and attacked). */
934 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
935 for (size_t i = 1; i <= NDWARVES - 1; i++) {
936 if (game.odloc[i] == game.newloc && game.dseen[i]) {
937 game.newloc = game.loc;
943 game.loc = game.newloc;
948 /* Describe the current location and (maybe) get next command. */
953 const char* msg = locations[game.loc].description.small;
954 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
955 msg = locations[game.loc].description.big;
956 if (!FORCED(game.loc) && DARK(game.loc)) {
957 /* The easiest way to get killed is to fall into a pit in
959 if (game.wzdark && PCT(35)) {
961 game.oldlc2 = game.loc;
963 continue; /* back to top of main interpreter loop */
965 msg = arbitrary_messages[PITCH_DARK];
967 if (TOTING(BEAR))RSPEAK(TAME_BEAR);
969 if (FORCED(game.loc)) {
970 if (playermove(verb, 1))
973 continue; /* back to top of main interpreter loop */
975 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
987 /* If closing time, check for any objects being toted with
988 * game.prop < 0 and set the prop to -1-game.prop. This way
989 * objects won't be described until they've been picked up
990 * and put down separate from their respective piles. Don't
991 * tick game.clock1 unless well into cave (and not at Y2). */
993 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
995 for (size_t i = 1; i <= NOBJECTS; i++) {
996 if (TOTING(i) && game.prop[i] < 0)
997 game.prop[i] = -1 - game.prop[i];
1000 game.wzdark = DARK(game.loc);
1001 if (game.knfloc > 0 && game.knfloc != game.loc)
1004 /* This is where we get a new command from the user */
1005 if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
1008 /* Every input, check "game.foobar" flag. If zero, nothing's
1009 * going on. If pos, make neg. If neg, he skipped a word,
1010 * so make it zero. */
1012 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1014 if (game.turns == game.thresh) {
1015 speak(turn_threshold_messages[game.trndex]);
1016 game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
1019 if (game.trndex <= TRNVLS)
1020 game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
1022 if (verb == SAY && WD2 > 0)
1034 V1 = VOCAB(WD1, -1);
1035 V2 = VOCAB(WD2, -1);
1036 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1037 if (LIQLOC(game.loc) == WATER) {
1040 RSPEAK(WHERE_QUERY);
1044 if (V1 == ENTER && WD2 > 0) {
1049 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1050 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1052 WD2 = MAKEWD(16152118);
1054 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1055 WD1 = MAKEWD(301200308);
1058 if (WD1 == MAKEWD(23051920)) {
1060 if (game.iwest == 10)
1063 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1065 RSPEAK(GO_UNNEEDED);
1068 defn = VOCAB(WD1, -1);
1070 /* Gee, I don't understand. */
1071 if (fallback_handler(rawbuf))
1073 SETPRM(1, WD1, WD1X);
1077 kmod = MOD(defn, 1000);
1078 switch (defn / 1000) {
1080 if (playermove(verb, kmod))
1083 continue; /* back to top of main interpreter loop */
1089 part = intransitive;
1096 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1100 switch (action(cmdin, part, verb, obj)) {
1104 playermove(verb, NUL);
1107 continue; /* back to top of main interpreter loop */
1117 /* Get second word for analysis. */
1123 /* Random intransitive verbs come here. Clear obj just in case
1124 * (see attack()). */
1125 SETPRM(1, WD1, WD1X);
1130 /* Oh dear, he's disturbed the dwarves. */
1131 RSPEAK(DWARVES_AWAKEN);
1134 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);