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.
24 #include "linenoise/linenoise.h"
29 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
30 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
32 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
33 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
34 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
35 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
36 GRATE, HINT, INVENT, JADE, KEYS,
37 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
38 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
39 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
40 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
41 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
42 URN, VASE, VEND, VOLCAN, WATER;
43 long WD1, WD1X, WD2, WD2X;
46 bool oldstyle = false;
51 extern void initialise();
52 extern void score(long);
53 extern int action(FILE *, long, long, long);
55 void sig_handler(int signo)
66 * Adventure (rev 2: 20 treasures)
68 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
69 * 15-treasure version (adventure) by Don Woods, April-June 1977
70 * 20-treasure version (rev 2) by Don Woods, August 1978
71 * Errata fixed: 78/12/25
72 * Revived 2017 as Open Advebture.
75 static bool do_command(FILE *);
77 int main(int argc, char *argv[])
83 while ((ch = getopt(argc, argv, "l:os")) != EOF) {
86 logfp = fopen(optarg, "w");
89 "advent: can't open logfile %s for write\n",
91 signal(SIGINT, sig_handler);
95 editline = prompt = false;
103 linenoiseHistorySetMaxLen(350);
105 /* Logical variables:
107 * game.closed says whether we're all the way closed
108 * game.closng says whether it's closing time yet
109 * game.clshnt says whether he's read the clue in the endgame
110 * game.lmwarn says whether he's been warned about lamp going dim
111 * game.novice says whether he asked for instructions at start-up
112 * game.panic says whether he's found out he's trapped in the cave
113 * game.wzdark says whether the loc he's leaving was dark */
115 /* Initialize our LCG PRNG with parameters tested against
116 * Knuth vol. 2. by the original authors */
119 lcgstate.m = 1048576;
121 long seedval = (long)rand();
124 /* Initialize game variables */
127 /* Start-up, dwarf stuff */
128 game.zzword=RNDVOC(3,0);
129 game.novice=YES(stdin, 65,1,0);
133 if (game.novice)game.limit=1000;
136 fprintf(logfp, "seed %ld\n", seedval);
138 /* interpret commands until EOF or interrupt */
140 if (!do_command(stdin))
143 /* show score and exit */
147 static bool fallback_handler(char *buf)
148 /* fallback handler for commands not handled by FORTRANish parser */
151 if (sscanf(buf, "seed %ld", &sv) == 1) {
153 printf("Seed set to %ld\n", sv);
154 // autogenerated, so don't charge user time for it.
156 // here we reconfigure any global game state that uses random numbers
157 game.zzword=RNDVOC(3,0);
163 /* Check if this loc is eligible for any hints. If been here
164 * long enough, branch to help section (on later page). Hints
165 * all come back here eventually to finish the loop. Ignore
166 * "HINTS" < 4 (special stuff, see database notes).
168 static void checkhints(FILE *cmdin)
170 if (COND[game.loc] >= game.conds) {
171 for (int hint=1; hint<=HNTMAX; hint++) {
172 if (game.hinted[hint])
174 if (!CNDBIT(game.loc,hint+HBASE))
175 game.hintlc[hint]= -1;
177 /* Come here if he's been long enough at required loc(s) for some
179 if (game.hintlc[hint] >= HINTS[hint][1])
187 if (game.prop[GRATE] == 0 && !HERE(KEYS))
192 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
196 if (HERE(SNAKE) && !HERE(BIRD))
201 if (game.atloc[game.loc] == 0 &&
202 game.atloc[game.oldloc] == 0 &&
203 game.atloc[game.oldlc2] == 0 &&
209 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
221 if (game.atloc[game.loc] == 0 &&
222 game.atloc[game.oldloc] == 0 &&
223 game.atloc[game.oldlc2] == 0)
232 if (HERE(OGRE) && i == 0)
236 if (game.tally == 1 && game.prop[JADE] < 0)
245 /* Fall through to hint display */
247 if (!YES(cmdin,HINTS[hint][3],0,54))
249 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
251 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
252 if (game.hinted[hint] && game.limit > 30)
253 game.limit=game.limit+30*HINTS[hint][2];
259 bool spotted_by_pirate(int i)
264 /* The pirate's spotted him. He leaves him alone once we've
265 * found chest. K counts if a treasure is here. If not, and
266 * tally=1 for an unseen chest, let the pirate be spotted.
267 * Note that game.place[CHEST]=0 might mean that he's thrown
268 * it to the troll, but in that case he's seen the chest
270 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
273 for (int j=MINTRS; j<=MAXTRS; j++) {
274 /* Pirate won't take pyramid from plover room or dark
275 * room (too easy!). */
276 if (j==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
280 if (game.place[CHEST] == 0) {
281 /* Install chest only once, to insure it is
282 * the last treasure in the list. */
283 MOVE(CHEST,game.chloc);
284 MOVE(MESSAG,game.chloc2);
287 for (int j=MINTRS; j<=MAXTRS; j++) {
288 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
289 if (AT(j) && game.fixed[j] == 0)
295 game.dloc[PIRATE]=game.chloc;
296 game.odloc[PIRATE]=game.chloc;
297 game.dseen[PIRATE]=false;
303 /* Force chest placement before player finds last treasure */
304 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
306 MOVE(CHEST,game.chloc);
307 MOVE(MESSAG,game.chloc2);
308 game.dloc[PIRATE]=game.chloc;
309 game.odloc[PIRATE]=game.chloc;
310 game.dseen[PIRATE]=false;
313 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
318 static bool dwarfmove(void)
319 /* Dwarves move. Return true if player survives, false if he dies. */
321 int kk, stick, attack;
324 /* Dwarf stuff. See earlier comments for description of
325 * variables. Remember sixth dwarf is pirate and is thus
326 * very different except for motion rules. */
328 /* First off, don't let the dwarves follow him into a pit or
329 * a wall. Activate the whole mess the first time he gets as
330 * far as the hall of mists (loc 15). If game.newloc is
331 * forbidden to pirate (in particular, if it's beyond the
332 * troll bridge), bypass dwarf stuff. That way pirate can't
333 * steal return toll, and dwarves can't meet the bear. Also
334 * means dwarves won't follow him into dead end in maze, but
335 * c'est la vie. They'll wait for him outside the dead
337 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR))
340 /* Dwarf activity level ratchets up */
341 if (game.dflag == 0) {
342 if (INDEEP(game.loc))
347 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
348 * the 5 dwarves. If any of the survivors is at loc,
349 * replace him with the alternate. */
350 if (game.dflag == 1) {
351 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85))))
354 for (int i=1; i<=2; i++) {
355 int j=1+randrange(NDWARVES-1);
359 for (int i=1; i<=NDWARVES-1; i++) {
360 if (game.dloc[i] == game.loc)
362 game.odloc[i]=game.dloc[i];
369 /* Things are in full swing. Move each dwarf at random,
370 * except if he's seen us he sticks with us. Dwarves stay
371 * deep inside. If wandering at random, they don't back up
372 * unless there's no alternative. If they don't have to
373 * move, they attack. And, of course, dead dwarves don't do
374 * much of anything. */
378 for (int i=1; i<=NDWARVES; i++) {
379 if (game.dloc[i] == 0)
381 /* Fill tk array with all the places this dwarf might go. */
383 kk=KEY[game.dloc[i]];
386 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
387 /* Have we avoided a dwarf encounter? */
388 bool avoided = (SPECIAL(game.newloc) ||
389 !INDEEP(game.newloc) ||
390 game.newloc == game.odloc[i] ||
391 (j > 1 && game.newloc == tk[j-1]) ||
393 game.newloc == game.dloc[i] ||
394 FORCED(game.newloc) ||
395 (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
396 labs(TRAVEL[kk])/1000000 == 100);
398 tk[j++] = game.newloc;
407 game.odloc[i]=game.dloc[i];
409 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
410 if (!game.dseen[i]) continue;
411 game.dloc[i]=game.loc;
412 if (spotted_by_pirate(i))
414 /* This threatening little dwarf is in the room with him! */
416 if (game.odloc[i] == game.dloc[i]) {
418 if (game.knfloc >= 0)
419 game.knfloc=game.loc;
420 if (randrange(1000) < 95*(game.dflag-2))
425 /* Now we know what's happening. Let's tell the poor sucker about it.
426 * Note that various of the "knife" messages must have specific relative
427 * positions in the RSPEAK database. */
428 if (game.dtotal == 0)
430 SETPRM(1,game.dtotal,0);
431 RSPEAK(4+1/game.dtotal);
434 if (game.dflag == 2)game.dflag=3;
437 if (attack > 1)k=250;
440 RSPEAK(k+1+2/(1+stick));
443 game.oldlc2=game.loc;
447 /* "You're dead, Jim."
449 * If the current loc is zero, it means the clown got himself killed.
450 * We'll allow this maxdie times. MAXDIE is automatically set based
451 * on the number of snide messages available. Each death results in
452 * a message (81, 83, etc.) which offers reincarnation; if accepted,
453 * this results in message 82, 84, etc. The last time, if he wants
454 * another chance, he gets a snide remark as we exit. When
455 * reincarnated, all objects being carried get dropped at game.oldlc2
456 * (presumably the last place prior to being killed) without change
457 * of props. the loop runs backwards to assure that the bird is
458 * dropped before the cage. (this kluge could be changed once we're
459 * sure all references to bird and cage are done by keywords.) The
460 * lamp is a special case (it wouldn't do to leave it in the cave).
461 * It is turned off and left outside the building (only if he was
462 * carrying it, of course). He himself is left inside the building
463 * (and heaven help him if he tries to xyzzy back into the cave
464 * without the lamp!). game.oldloc is zapped so he can't just
467 static void croak(FILE *cmdin)
468 /* Okay, he's dead. Let's get on with it. */
472 /* He died during closing time. No resurrection. Tally up a
477 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
479 if (game.numdie == MAXDIE)
485 for (int j=1; j<=NOBJECTS; j++) {
486 int i=NOBJECTS + 1 - j;
488 /* Always leave lamp where it's accessible aboveground */
489 DROP(i, (i == LAMP) ? 1 : game.oldlc2);
493 game.oldloc=game.loc;
497 /* Given the current location in "game.loc", and a motion verb number in
498 * "K", put the new location in "game.newloc". The current loc is saved
499 * in "game.oldloc" in case he wants to retreat. The current
500 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
501 * does, game.newloc will be limbo, and game.oldloc will be what killed
502 * him, so we need game.oldlc2, which is the last place he was
505 static bool playermove(FILE *cmdin, token_t verb, int motion)
507 int scratchloc, k2, kk=KEY[game.loc];
508 game.newloc=game.loc;
513 else if (motion == BACK) {
514 /* Handle "go back". Look for verb which goes from game.loc to
515 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
516 * k2 saves entry -> forced loc -> previous loc. */
520 game.oldlc2=game.oldloc;
521 game.oldloc=game.loc;
523 if (motion == game.loc)k2=91;
524 if (CNDBIT(game.loc,NOBACK))k2=274;
527 scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
528 if (scratchloc != motion) {
529 if (!SPECIAL(scratchloc)) {
530 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
533 if (TRAVEL[kk] >= 0) {
544 motion=MOD(labs(TRAVEL[kk]),1000);
546 break; /* fall through to ordinary travel */
553 else if (motion == LOOK) {
554 /* Look. Can't give more detail. Pretend it wasn't dark
555 * (though it may "now" be dark) so he won't fall into a
556 * pit while staring into the gloom. */
557 if (game.detail < 3)RSPEAK(15);
560 game.abbrev[game.loc]=0;
563 else if (motion == CAVE) {
564 /* Cave. Different messages depending on whether above ground. */
565 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
569 /* none of the specials */
570 game.oldlc2=game.oldloc;
571 game.oldloc=game.loc;
574 /* ordinary travel */
576 scratchloc=labs(TRAVEL[kk]);
577 if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
579 if (TRAVEL[kk] < 0) {
580 /* Non-applicable motion. Various messages depending on
583 if (motion >= 43 && motion <= 50)spk=52;
584 if (motion == 29 || motion == 30)spk=52;
585 if (motion == 7 || motion == 36 || motion == 37)spk=10;
586 if (motion == 11 || motion == 19)spk=11;
587 if (verb == FIND || verb == INVENT)spk=59;
588 if (motion == 62 || motion == 65)spk=42;
589 if (motion == 17)spk=80;
595 scratchloc=scratchloc/1000;
599 * (ESR) This special-travel loop may have to be repeated if it includes
600 * the plover passage. Same deal for any future cases wgerw we beed to
601 * block travel and then redo it once the blocking condition has been
605 game.newloc=scratchloc/1000;
606 motion=MOD(game.newloc,100);
607 if (!SPECIAL(game.newloc)) {
608 if (game.newloc <= 100) {
609 if (game.newloc == 0 || PCT(game.newloc))
611 /* else fall through */
612 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
614 /* else fall through */
616 else if (game.prop[motion] != game.newloc/100-3)
619 if (TRAVEL[kk] < 0)BUG(25);
621 game.newloc=labs(TRAVEL[kk])/1000;
623 (game.newloc == scratchloc);
624 scratchloc=game.newloc;
627 game.newloc=MOD(scratchloc,1000);
628 if (!SPECIAL(game.newloc))
630 if (game.newloc <= 500) {
631 game.newloc=game.newloc-SPECIALBASE;
635 /* Travel 301. Plover-alcove passage. Can carry only
636 * emerald. Note: travel table must include "useless"
637 * entries going through passage, which can never be used for
638 * actual motion, but can be spotted by "go back". */
639 game.newloc=99+100-game.loc;
640 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
642 game.newloc=game.loc;
646 /* Travel 302. Plover transport. Drop the emerald (only use
647 * special travel if toting it), so he's forced to use the
648 * plover-passage to get it out. Having dropped it, go back and
649 * pretend he wasn't carrying it after all. */
650 DROP(EMRALD,game.loc);
652 if (TRAVEL[kk] < 0)BUG(25);
654 game.newloc=labs(TRAVEL[kk])/1000;
656 (game.newloc == scratchloc);
657 continue; /* back to top of do/while loop */
659 /* Travel 303. Troll bridge. Must be done only as special
660 * motion so that dwarves won't wander across and encounter
661 * the bear. (They won't follow the player there because
662 * that region is forbidden to the pirate.) If
663 * game.prop(TROLL)=1, he's crossed since paying, so step out
664 * and block him. (standard travel entries check for
665 * game.prop(TROLL)=0.) Special stuff for bear. */
666 if (game.prop[TROLL] == 1) {
670 MOVE(TROLL2+NOBJECTS,0);
671 MOVE(TROLL,PLAC[TROLL]);
672 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
674 game.newloc=game.loc;
677 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
678 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
679 if (!TOTING(BEAR)) return true;
683 DROP(BEAR,game.newloc);
684 game.fixed[BEAR]= -1;
686 game.oldlc2=game.newloc;
695 RSPEAK(game.newloc-500);
696 game.newloc=game.loc;
700 static bool closecheck(void)
701 /* Handle the closing of the cave. The cave closes "clock1" turns
702 * after the last treasure has been located (including the pirate's
703 * chest, which may of course never show up). Note that the
704 * treasures need not have been taken yet, just located. Hence
705 * clock1 must be large enough to get out of the cave (it only ticks
706 * while inside the cave). When it hits zero, we branch to 10000 to
707 * start closing the cave, and then sit back and wait for him to try
708 * to get out. If he doesn't within clock2 turns, we close the cave;
709 * if he does try, we assume he panics, and give him a few additional
710 * turns to get frantic before we close. When clock2 hits zero, we
711 * branch to 11000 to transport him into the final puzzle. Note that
712 * the puzzle depends upon all sorts of random things. For instance,
713 * there must be no water or oil, since there are beanstalks which we
714 * don't want to be able to water, since the code can't handle it.
715 * Also, we can have no keys, since there is a grate (having moved
716 * the fixed object!) there separating him from all the treasures.
717 * Most of these problems arise from the use of negative prop numbers
718 * to suppress the object descriptions until he's actually moved the
721 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
724 /* When the first warning comes, we lock the grate, destroy
725 * the bridge, kill all the dwarves (and the pirate), remove
726 * the troll and bear (unless dead), and set "closng" to
727 * true. Leave the dragon; too much trouble to move it.
728 * from now until clock2 runs out, he cannot unlock the
729 * grate, move to any location outside the cave, or create
730 * the bridge. Nor can he be resurrected if he dies. Note
731 * that the snake is already gone, since he got to the
732 * treasure accessible only via the hall of the mountain
733 * king. Also, he's been in giant room (to get eggs), so we
734 * can refer to it. Also also, he's gotten the pearl, so we
735 * know the bivalve is an oyster. *And*, the dwarves must
736 * have been activated, since we've found chest. */
737 if (game.clock1 == 0)
741 for (int i=1; i<=NDWARVES; i++) {
746 MOVE(TROLL+NOBJECTS,0);
747 MOVE(TROLL2,PLAC[TROLL]);
748 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
750 if (game.prop[BEAR] != 3)DSTROY(BEAR);
759 } else if (game.clock1 < 0)
761 if (game.clock2 == 0) {
762 /* Once he's panicked, and clock2 has run out, we come here
763 * to set up the storage room. The room has two locs,
764 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
765 * place empty bottles, a nursery of plants, a bed of
766 * oysters, a pile of lamps, rods with stars, sleeping
767 * dwarves, and him. At the sw end we place grate over
768 * treasures, snake pit, covey of caged birds, more rods, and
769 * pillows. A mirror stretches across one wall. Many of the
770 * objects come from known locations and/or states (e.g. the
771 * snake is known to have been destroyed and needn't be
772 * carried away from its old "place"), making the various
773 * objects be handled differently. We also drop all other
774 * objects he might be carrying (lest he have some which
775 * could cause trouble, such as the keys). We describe the
776 * flash of light and trundle back. */
777 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
778 game.prop[PLANT]=PUT(PLANT,115,0);
779 game.prop[OYSTER]=PUT(OYSTER,115,0);
781 game.prop[LAMP]=PUT(LAMP,115,0);
782 game.prop[ROD]=PUT(ROD,115,0);
783 game.prop[DWARF]=PUT(DWARF,115,0);
787 /* Leave the grate with normal (non-negative) property.
792 game.prop[SNAKE]=PUT(SNAKE,116,1);
793 game.prop[BIRD]=PUT(BIRD,116,1);
794 game.prop[CAGE]=PUT(CAGE,116,0);
795 game.prop[ROD2]=PUT(ROD2,116,0);
796 game.prop[PILLOW]=PUT(PILLOW,116,0);
798 game.prop[MIRROR]=PUT(MIRROR,115,0);
799 game.fixed[MIRROR]=116;
801 for (int i=1; i<=NOBJECTS; i++) {
814 static void lampcheck(void)
815 /* Check game limit and lamp timers */
817 if (game.prop[LAMP] == 1)
820 /* Another way we can force an end to things is by having the
821 * lamp give out. When it gets close, we come here to warn
822 * him. First following ar, if the lamp and fresh batteries are
823 * here, in which case we replace the batteries and continue.
824 * Second is for other cases of lamp dying. 12400 is when it
825 * goes out. Even then, he can explore outside for a while
827 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
832 DROP(BATTER,game.loc);
833 game.limit=game.limit+2500;
835 } else if (game.limit == 0) {
840 } else if (game.limit <= 30) {
841 if (!game.lmwarn && HERE(LAMP)) {
844 if (game.place[BATTER] == 0)spk=183;
845 if (game.prop[BATTER] == 1)spk=189;
851 static void listobjects(void)
852 /* Print out descriptions of objects at this location. If
853 * not closing and property value is negative, tally off
854 * another treasure. Rug is special case; once seen, its
855 * game.prop is 1 (dragon on it) till dragon is killed.
856 * Similarly for chain; game.prop is initially 1 (locked to
857 * bear). These hacks are because game.prop=0 is needed to
860 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 KQ, verb, 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=15;
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 (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 char* msg = short_location_descriptions[game.loc];
939 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
940 msg=long_location_descriptions[game.loc];
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[16];
952 if (TOTING(BEAR))RSPEAK(141);
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(7);
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 (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 newspeak(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)
1020 if (LIQLOC(game.loc) == WATER)k=70;
1023 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
1027 if (V1 == ENTER && WD2 > 0) {
1032 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
1033 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
1035 WD2=MAKEWD(16152118);
1037 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
1038 WD1=MAKEWD(301200308);
1041 if (WD1 == MAKEWD(23051920)) {
1043 if (game.iwest == 10)
1046 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1053 /* Gee, I don't understand. */
1054 if (fallback_handler(rawbuf))
1065 if (playermove(cmdin, verb, KMOD))
1068 continue; /* back to top of main interpreter loop */
1069 case 1: part=unknown; obj = KMOD; break;
1070 case 2: part=intransitive; verb = KMOD; break;
1071 case 3: RSPEAK(KMOD); goto L2012;
1076 switch (action(cmdin, part, verb, obj)) {
1080 playermove(cmdin, verb, NUL);
1082 case GO_TOP: continue; /* back to top of main interpreter loop */
1083 case GO_CLEAROBJ: goto L2012;
1084 case GO_CHECKHINT: goto L2600;
1085 case GO_CHECKFOO: goto L2607;
1086 case GO_LOOKUP: goto L2630;
1088 /* Get second word for analysis. */
1094 /* Random intransitive verbs come here. Clear obj just in case
1095 * (see attack()). */
1101 /* Oh dear, he's disturbed the dwarves. */