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.
26 #define DIM(a) (sizeof(a)/sizeof(a[0]))
28 FILE *logfp = NULL, *rfp = NULL;
29 bool oldstyle = false;
33 // exclude from coverage analysis because it requires interactivity to test
34 static void sig_handler(int signo)
36 if (signo == SIGINT) {
47 * Adventure (rev 2: 20 treasures)
48 Here's what we think. *
49 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
50 * 15-treasure version (adventure) by Don Woods, April-June 1977
51 * 20-treasure version (rev 2) by Don Woods, August 1978
52 * Errata fixed: 78/12/25
53 * Revived 2017 as Open Adventure.
56 static bool do_command(void);
58 int main(int argc, char *argv[])
65 const char* opts = "l:or";
66 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
68 const char* opts = "l:o";
69 const char* usage = "Usage: %s [-l logfilename] [-o]\n";
71 while ((ch = getopt(argc, argv, opts)) != EOF) {
74 logfp = fopen(optarg, "w");
77 "advent: can't open logfile %s for write\n",
79 signal(SIGINT, sig_handler);
87 rfp = fopen(optarg, "r");
90 "advent: can't open save file %s for read\n",
92 signal(SIGINT, sig_handler);
99 " -l create a log file of your game named as specified'\n");
101 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
102 #ifndef ADVENT_NOSAVE
104 " -r restore from specified saved game file\n");
111 /* Initialize game variables */
112 long seedval = initialise();
114 /* Start-up, dwarf stuff */
115 make_zzword(game.zzword);
117 #ifndef ADVENT_NOSAVE
119 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
121 game.limit = NOVICELIMIT;
128 fprintf(logfp, "seed %ld\n", seedval);
130 /* interpret commands until EOF or interrupt */
135 /* show score and exit */
139 static bool fallback_handler(char *buf)
140 /* fallback handler for commands not handled by FORTRANish parser */
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.
148 // here we reconfigure any global game state that uses random numbers
149 make_zzword(game.zzword);
155 /* Check if this loc is eligible for any hints. If been here long
156 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
158 static void checkhints(void)
160 if (conditions[game.loc] >= game.conds) {
161 for (int hint = 0; hint < NHINTS; hint++) {
162 if (game.hinted[hint])
164 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
165 game.hintlc[hint] = -1;
167 /* Come here if he's been long enough at required loc(s) for some
169 if (game.hintlc[hint] >= hints[hint].turns) {
175 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
177 game.hintlc[hint] = 0;
180 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
184 if (HERE(SNAKE) && !HERE(BIRD))
186 game.hintlc[hint] = 0;
189 if (game.atloc[game.loc] == 0 &&
190 game.atloc[game.oldloc] == 0 &&
191 game.atloc[game.oldlc2] == 0 &&
194 game.hintlc[hint] = 0;
197 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
199 game.hintlc[hint] = 0;
206 game.hintlc[hint] = 0;
209 if (game.atloc[game.loc] == 0 &&
210 game.atloc[game.oldloc] == 0 &&
211 game.atloc[game.oldlc2] == 0)
215 i = atdwrf(game.loc);
217 game.hintlc[hint] = 0;
220 if (HERE(OGRE) && i == 0)
224 if (game.tally == 1 && game.prop[JADE] < 0)
226 game.hintlc[hint] = 0;
229 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
233 /* Fall through to hint display */
234 game.hintlc[hint] = 0;
235 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
237 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
238 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
239 if (game.hinted[hint] && game.limit > WARNTIME)
240 game.limit += WARNTIME * hints[hint].penalty;
246 static bool spotted_by_pirate(int i)
251 /* The pirate's spotted him. He leaves him alone once we've
252 * found chest. K counts if a treasure is here. If not, and
253 * tally=1 for an unseen chest, let the pirate be spotted. Note
254 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
255 * it to the troll, but in that case he's seen the chest
257 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
260 bool movechest = false, robplayer = false;
261 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
262 if (!objects[treasure].is_treasure)
264 /* Pirate won't take pyramid from plover room or dark
265 * room (too easy!). */
266 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
269 if (TOTING(treasure) || HERE(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 || game.loc == objects[EMERALD].plac))) {
301 if (AT(treasure) && game.fixed[treasure] == 0)
302 carry(treasure, game.loc);
303 if (TOTING(treasure))
304 drop(treasure, game.chloc);
312 static bool dwarfmove(void)
313 /* Dwarves move. Return true if player survives, false if he dies. */
315 int kk, stick, attack;
318 /* Dwarf stuff. See earlier comments for description of
319 * variables. Remember sixth dwarf is pirate and is thus
320 * very different except for motion rules. */
322 /* First off, don't let the dwarves follow him into a pit or
323 * a wall. Activate the whole mess the first time he gets as
324 * far as the hall of mists (loc 15). If game.newloc is
325 * forbidden to pirate (in particular, if it's beyond the
326 * troll bridge), bypass dwarf stuff. That way pirate can't
327 * steal return toll, and dwarves can't meet the bear. Also
328 * means dwarves won't follow him into dead end in maze, but
329 * c'est la vie. They'll wait for him outside the dead
331 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
334 /* Dwarf activity level ratchets up */
335 if (game.dflag == 0) {
336 if (INDEEP(game.loc))
341 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
342 * the 5 dwarves. If any of the survivors is at loc,
343 * replace him with the alternate. */
344 if (game.dflag == 1) {
345 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
348 for (int i = 1; i <= 2; i++) {
349 int j = 1 + randrange(NDWARVES - 1);
354 /* Alternate initial loc for dwarf, in case one of them
355 * starts out on top of the adventurer. */
356 for (int i = 1; i <= NDWARVES - 1; i++) {
357 if (game.dloc[i] == game.loc)
358 game.dloc[i] = DALTLC; //
359 game.odloc[i] = game.dloc[i];
366 /* Things are in full swing. Move each dwarf at random,
367 * except if he's seen us he sticks with us. Dwarves stay
368 * deep inside. If wandering at random, they don't back up
369 * unless there's no alternative. If they don't have to
370 * move, they attack. And, of course, dead dwarves don't do
371 * much of anything. */
375 for (int i = 1; i <= NDWARVES; i++) {
376 if (game.dloc[i] == 0)
378 /* Fill tk array with all the places this dwarf might go. */
380 kk = tkey[game.dloc[i]];
383 game.newloc = T_DESTINATION(travel[kk]);
384 /* Have we avoided a dwarf encounter? */
385 bool avoided = (SPECIAL(game.newloc) ||
386 !INDEEP(game.newloc) ||
387 game.newloc == game.odloc[i] ||
388 (j > 1 && game.newloc == tk[j - 1]) ||
390 game.newloc == game.dloc[i] ||
391 FORCED(game.newloc) ||
392 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
393 T_NODWARVES(travel[kk]));
395 tk[j++] = game.newloc;
399 (!travel[kk - 1].stop);
400 tk[j] = game.odloc[i];
403 j = 1 + randrange(j);
404 game.odloc[i] = game.dloc[i];
405 game.dloc[i] = tk[j];
406 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
409 game.dloc[i] = game.loc;
410 if (spotted_by_pirate(i))
412 /* This threatening little dwarf is in the room with him! */
414 if (game.odloc[i] == game.dloc[i]) {
416 if (game.knfloc >= 0)
417 game.knfloc = game.loc;
418 if (randrange(1000) < 95 * (game.dflag - 2))
423 /* Now we know what's happening. Let's tell the poor sucker about it.
424 * Note that various of the "knife" messages must have specific relative
425 * positions in the rspeak database. */
426 if (game.dtotal == 0)
428 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
434 rspeak(THROWN_KNIVES, attack);
435 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
437 rspeak(KNIFE_THROWN);
442 game.oldlc2 = game.loc;
446 /* "You're dead, Jim."
448 * If the current loc is zero, it means the clown got himself killed.
449 * We'll allow this maxdie times. NDEATHS is automatically set based
450 * on the number of snide messages available. Each death results in
451 * a message (obituaries[n]) which offers reincarnation; if accepted,
452 * this results in message obituaries[0], obituaries[2], etc. The
453 * last time, if he wants another chance, he gets a snide remark as
454 * we exit. When reincarnated, all objects being carried get dropped
455 * at game.oldlc2 (presumably the last place prior to being killed)
456 * without change of props. The loop runs backwards to assure that
457 * the bird is dropped before the cage. (This kluge could be changed
458 * once we're sure all references to bird and cage are done by
459 * keywords.) The lamp is a special case (it wouldn't do to leave it
460 * in the cave). It is turned off and left outside the building (only
461 * if he was carrying it, of course). He himself is left inside the
462 * building (and heaven help him if he tries to xyzzy back into the
463 * cave without the lamp!). game.oldloc is zapped so he can't just
466 static void croak(void)
467 /* Okay, he's dead. Let's get on with it. */
469 const char* query = obituaries[game.numdie].query;
470 const char* yes_response = obituaries[game.numdie].yes_response;
473 /* He died during closing time. No resurrection. Tally up a
475 rspeak(DEATH_CLOSING);
477 } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
480 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
482 game.prop[LAMP] = LAMP_DARK;
483 for (int j = 1; j <= NOBJECTS; j++) {
484 int i = NOBJECTS + 1 - j;
486 /* Always leave lamp where it's accessible aboveground */
487 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
490 game.loc = LOC_BUILDING;
491 game.oldloc = game.loc;
495 /* Given the current location in "game.loc", and a motion verb number in
496 * "motion", put the new location in "game.newloc". The current loc is saved
497 * in "game.oldloc" in case he wants to retreat. The current
498 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
499 * does, game.newloc will be limbo, and game.oldloc will be what killed
500 * him, so we need game.oldlc2, which is the last place he was
503 static bool playermove( int motion)
505 int scratchloc, travel_entry = tkey[game.loc];
506 game.newloc = game.loc;
507 if (travel_entry == 0)
508 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
511 else if (motion == BACK) {
512 /* Handle "go back". Look for verb which goes from game.loc to
513 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
514 * te_tmp saves entry -> forced loc -> previous loc. */
515 motion = game.oldloc;
517 motion = game.oldlc2;
518 game.oldlc2 = game.oldloc;
519 game.oldloc = game.loc;
521 if (motion == game.loc)
523 if (CNDBIT(game.loc, COND_NOBACK))
528 scratchloc = T_DESTINATION(travel[travel_entry]);
529 if (scratchloc != motion) {
530 if (!SPECIAL(scratchloc)) {
531 if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
532 te_tmp = travel_entry;
534 if (!travel[travel_entry].stop) {
535 ++travel_entry; /* go to next travel entry for this location */
538 /* we've reached the end of travel entries for game.loc */
539 travel_entry = te_tmp;
540 if (travel_entry == 0) {
541 rspeak(NOT_CONNECTED);
546 motion = travel[travel_entry].motion;
547 travel_entry = tkey[game.loc];
548 break; /* fall through to ordinary travel */
554 } else if (motion == LOOK) {
555 /* Look. Can't give more detail. Pretend it wasn't dark
556 * (though it may now be dark) so he won't fall into a
557 * pit while staring into the gloom. */
559 rspeak(NO_MORE_DETAIL);
562 game.abbrev[game.loc] = 0;
564 } else if (motion == CAVE) {
565 /* Cave. Different messages depending on whether above ground. */
566 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
569 /* none of the specials */
570 game.oldlc2 = game.oldloc;
571 game.oldloc = game.loc;
574 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
575 * the beginning of the motion entries for here (game.loc). */
577 if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
579 if (travel[travel_entry].stop) {
580 /* Couldn't find an entry matching the motion word passed
581 * in. Various messages depending on word given. */
582 int spk = CANT_APPLY;
583 if (motion >= EAST && motion <= NW)
585 if (motion == UP || motion == DOWN)
587 if (motion == FORWARD || motion == LEFT || motion == RIGHT)
589 if (motion == OUTSIDE || motion == INSIDE)
591 if (motion == XYZZY || motion == PLUGH)
592 spk = NOTHING_HAPPENS;
601 /* (ESR) We've found a destination that goes with the motion verb.
602 * Next we need to check any conditional(s) on this destination, and
603 * possibly on following entries. */
604 /* FIXME: Magic numbers related to move opcodes */
606 for (;;) { /* L12 loop */
608 long cond = T_CONDITION(travel[travel_entry]);
609 long arg = MOD(cond, 100);
610 if (!SPECIAL(cond)) {
611 /* YAML N and [pct N] conditionals */
613 if (cond == 0 || PCT(cond))
615 /* else fall through */
617 /* YAML [with OBJ] clause */
618 if (TOTING(arg) || (cond > 200 && AT(arg)))
620 /* else fall through to check [not OBJ STATE] */
621 } else if (game.prop[arg] != cond / 100 - 3)
624 /* We arrive here on conditional failure.
625 * Skip to next non-matching destination */
626 long te_tmp = travel_entry;
628 if (travel[te_tmp].stop)
629 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
632 (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
633 travel_entry = te_tmp;
636 /* Found an eligible rule, now execute it */
637 game.newloc = T_DESTINATION(travel[travel_entry]);
638 if (!SPECIAL(game.newloc))
641 if (game.newloc > 500) {
642 /* Execute a speak rule */
643 rspeak(L_SPEAK(game.newloc));
644 game.newloc = game.loc;
647 game.newloc -= SPECIALBASE;
648 switch (game.newloc) {
650 /* Travel 301. Plover-alcove passage. Can carry only
651 * emerald. Note: travel table must include "useless"
652 * entries going through passage, which can never be used
653 * for actual motion, but can be spotted by "go back". */
654 /* FIXME: Arithmetic on location numbers */
655 game.newloc = 99 + 100 - game.loc;
656 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
657 game.newloc = game.loc;
662 /* Travel 302. Plover transport. Drop the
663 * emerald (only use special travel if toting
664 * it), so he's forced to use the plover-passage
665 * to get it out. Having dropped it, go back and
666 * pretend he wasn't carrying it after all. */
667 drop(EMERALD, game.loc);
668 int te_tmp = travel_entry;
670 if (travel[te_tmp].stop)
671 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
674 (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
675 travel_entry = te_tmp;
676 continue; /* goto L12 */
678 /* Travel 303. Troll bridge. Must be done only
679 * as special motion so that dwarves won't wander
680 * across and encounter the bear. (They won't
681 * follow the player there because that region is
682 * forbidden to the pirate.) If
683 * game.prop(TROLL)=1, he's crossed since paying,
684 * so step out and block him. (standard travel
685 * entries check for game.prop(TROLL)=0.) Special
687 if (game.prop[TROLL] == TROLL_PAIDONCE) {
688 pspeak(TROLL, look, TROLL_PAIDONCE);
689 game.prop[TROLL] = 0;
691 move(TROLL2 + NOBJECTS, 0);
692 move(TROLL, objects[TROLL].plac);
693 move(TROLL + NOBJECTS, objects[TROLL].fixd);
695 game.newloc = game.loc;
698 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
699 if (game.prop[TROLL] == TROLL_UNPAID)
700 game.prop[TROLL] = TROLL_PAIDONCE;
703 rspeak(BRIDGE_COLLAPSE);
704 game.prop[CHASM] = BRIDGE_WRECKED;
705 game.prop[TROLL] = TROLL_GONE;
706 drop(BEAR, game.newloc);
707 game.fixed[BEAR] = -1;
708 game.prop[BEAR] = BEAR_DEAD;
709 game.oldlc2 = game.newloc;
714 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
717 break; /* Leave L12 loop */
723 static bool closecheck(void)
724 /* Handle the closing of the cave. The cave closes "clock1" turns
725 * after the last treasure has been located (including the pirate's
726 * chest, which may of course never show up). Note that the
727 * treasures need not have been taken yet, just located. Hence
728 * clock1 must be large enough to get out of the cave (it only ticks
729 * while inside the cave). When it hits zero, we branch to 10000 to
730 * start closing the cave, and then sit back and wait for him to try
731 * to get out. If he doesn't within clock2 turns, we close the cave;
732 * if he does try, we assume he panics, and give him a few additional
733 * turns to get frantic before we close. When clock2 hits zero, we
734 * transport him into the final puzzle. Note that the puzzle depends
735 * upon all sorts of random things. For instance, there must be no
736 * water or oil, since there are beanstalks which we don't want to be
737 * able to water, since the code can't handle it. Also, we can have
738 * no keys, since there is a grate (having moved the fixed object!)
739 * there separating him from all the treasures. Most of these
740 * problems arise from the use of negative prop numbers to suppress
741 * the object descriptions until he's actually moved the objects. */
743 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
746 /* When the first warning comes, we lock the grate, destroy
747 * the bridge, kill all the dwarves (and the pirate), remove
748 * the troll and bear (unless dead), and set "closng" to
749 * true. Leave the dragon; too much trouble to move it.
750 * from now until clock2 runs out, he cannot unlock the
751 * grate, move to any location outside the cave, or create
752 * the bridge. Nor can he be resurrected if he dies. Note
753 * that the snake is already gone, since he got to the
754 * treasure accessible only via the hall of the mountain
755 * king. Also, he's been in giant room (to get eggs), so we
756 * can refer to it. Also also, he's gotten the pearl, so we
757 * know the bivalve is an oyster. *And*, the dwarves must
758 * have been activated, since we've found chest. */
759 if (game.clock1 == 0) {
760 game.prop[GRATE] = GRATE_CLOSED;
761 game.prop[FISSURE] = UNBRIDGED;
762 for (int i = 1; i <= NDWARVES; i++) {
763 game.dseen[i] = false;
767 move(TROLL + NOBJECTS, 0);
768 move(TROLL2, objects[TROLL].plac);
769 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
771 if (game.prop[BEAR] != BEAR_DEAD)
773 game.prop[CHAIN] = 0;
774 game.fixed[CHAIN] = 0;
777 rspeak(CAVE_CLOSING);
781 } else if (game.clock1 < 0)
783 if (game.clock2 == 0) {
784 /* Once he's panicked, and clock2 has run out, we come here
785 * to set up the storage room. The room has two locs,
786 * hardwired as LOC_NE and LOC_SW. At the ne end, we
787 * place empty bottles, a nursery of plants, a bed of
788 * oysters, a pile of lamps, rods with stars, sleeping
789 * dwarves, and him. At the sw end we place grate over
790 * treasures, snake pit, covey of caged birds, more rods, and
791 * pillows. A mirror stretches across one wall. Many of the
792 * objects come from known locations and/or states (e.g. the
793 * snake is known to have been destroyed and needn't be
794 * carried away from its old "place"), making the various
795 * objects be handled differently. We also drop all other
796 * objects he might be carrying (lest he have some which
797 * could cause trouble, such as the keys). We describe the
798 * flash of light and trundle back. */
799 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
800 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
801 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
802 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
803 game.prop[ROD] = put(ROD, LOC_NE, 0);
804 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
806 game.oldloc = LOC_NE;
807 game.newloc = LOC_NE;
808 /* Leave the grate with normal (non-negative) property.
810 put(GRATE, LOC_SW, 0);
811 put(SIGN, LOC_SW, 0);
812 game.prop[SIGN] = ENDGAME_SIGN;
813 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
814 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
815 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
816 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
817 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
819 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
820 game.fixed[MIRROR] = LOC_SW;
822 for (int i = 1; i <= NOBJECTS; i++) {
835 static void lampcheck(void)
836 /* Check game limit and lamp timers */
838 if (game.prop[LAMP] == LAMP_BRIGHT)
841 /* Another way we can force an end to things is by having the
842 * lamp give out. When it gets close, we come here to warn him.
843 * First following arm checks if the lamp and fresh batteries are
844 * here, in which case we replace the batteries and continue.
845 * Second is for other cases of lamp dying. Eve after it goes
846 * out, he can explore outside for a while if desired. */
847 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
848 rspeak(REPLACE_BATTERIES);
849 game.prop[BATTERY] = DEAD_BATTERIES;
851 drop(BATTERY, game.loc);
852 game.limit += BATTERYLIFE;
854 } else if (game.limit == 0) {
856 game.prop[LAMP] = LAMP_DARK;
859 } else if (game.limit <= WARNTIME) {
860 if (!game.lmwarn && HERE(LAMP)) {
862 int spk = GET_BATTERIES;
863 if (game.place[BATTERY] == LOC_NOWHERE)
865 if (game.prop[BATTERY] == DEAD_BATTERIES)
866 spk = MISSING_BATTERIES;
872 static void listobjects(void)
873 /* Print out descriptions of objects at this location. If
874 * not closing and property value is negative, tally off
875 * another treasure. Rug is special case; once seen, its
876 * game.prop is 1 (dragon on it) till dragon is killed.
877 * Similarly for chain; game.prop is initially 1 (locked to
878 * bear). These hacks are because game.prop=0 is needed to
881 if (!DARK(game.loc)) {
882 ++game.abbrev[game.loc];
883 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
886 obj = obj - NOBJECTS;
887 if (obj == STEPS && TOTING(NUGGET))
889 if (game.prop[obj] < 0) {
893 if (obj == RUG || obj == CHAIN)
896 /* Note: There used to be a test here to see whether the
897 * player had blown it so badly that he could never ever see
898 * the remaining treasures, and if so the lamp was zapped to
899 * 35 turns. But the tests were too simple-minded; things
900 * like killing the bird before the snake was gone (can never
901 * see jewelry), and doing it "right" was hopeless. E.G.,
902 * could cross troll bridge several times, using up all
903 * available treasures, breaking vase, using coins to buy
904 * batteries, etc., and eventually never be able to get
905 * across again. If bottle were left on far side, could then
906 * never get eggs or trident, and the effects propagate. So
907 * the whole thing was flushed. anyone who makes such a
908 * gross blunder isn't likely to find everything else anyway
909 * (so goes the rationalisation). */
911 int kk = game.prop[obj];
912 if (obj == STEPS && game.loc == game.fixed[STEPS])
914 pspeak(obj, look, kk);
919 static bool do_command()
920 /* Get and execute a command */
925 static struct command_t command;
928 /* Can't leave cave once it's closing (except by main office). */
929 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
931 game.newloc = game.loc;
933 game.clock2 = PANICTIME;
937 /* See if a dwarf has seen him and has come from where he
938 * wants to go. If so, the dwarf's blocking his way. If
939 * coming from place forbidden to pirate (dwarves rooted in
940 * place) let him get out (and attacked). */
941 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
942 for (size_t i = 1; i <= NDWARVES - 1; i++) {
943 if (game.odloc[i] == game.newloc && game.dseen[i]) {
944 game.newloc = game.loc;
950 game.loc = game.newloc;
955 /* Describe the current location and (maybe) get next command. */
960 const char* msg = locations[game.loc].description.small;
961 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
962 msg = locations[game.loc].description.big;
963 if (!FORCED(game.loc) && DARK(game.loc)) {
964 /* The easiest way to get killed is to fall into a pit in
966 if (game.wzdark && PCT(35)) {
968 game.oldlc2 = game.loc;
970 continue; /* back to top of main interpreter loop */
972 msg = arbitrary_messages[PITCH_DARK];
977 if (FORCED(game.loc)) {
978 if (playermove(HERE))
981 continue; /* back to top of main interpreter loop */
983 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
990 game.oldobj = command.obj;
996 /* If closing time, check for any objects being toted with
997 * game.prop < 0 and set the prop to -1-game.prop. This way
998 * objects won't be described until they've been picked up
999 * and put down separate from their respective piles. Don't
1000 * tick game.clock1 unless well into cave (and not at Y2). */
1002 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1003 pspeak(OYSTER, look, 1);
1004 for (size_t i = 1; i <= NOBJECTS; i++) {
1005 if (TOTING(i) && game.prop[i] < 0)
1006 game.prop[i] = -1 - game.prop[i];
1009 game.wzdark = DARK(game.loc);
1010 if (game.knfloc > 0 && game.knfloc != game.loc)
1013 /* This is where we get a new command from the user */
1015 char inputbuf[LINESIZE];
1018 input = get_input();
1021 if (word_count(input) > 2) {
1025 if (strcmp(input, "") != 0)
1029 strncpy(inputbuf, input, LINESIZE - 1);
1033 tokenize(inputbuf, tokens);
1034 command.wd1 = tokens[0];
1035 command.wd1x = tokens[1];
1036 command.wd2 = tokens[2];
1037 command.wd2x = tokens[3];
1039 /* Every input, check "game.foobar" flag. If zero, nothing's
1040 * going on. If pos, make neg. If neg, he skipped a word,
1041 * so make it zero. */
1043 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1046 /* If a turn threshold has been met, apply penalties and tell
1047 * the player about it. */
1048 for (int i = 0; i < NTHRESHOLDS; ++i) {
1049 if (game.turns == turn_thresholds[i].threshold + 1) {
1050 game.trnluz += turn_thresholds[i].point_loss;
1051 speak(turn_thresholds[i].message);
1055 if (command.verb == SAY && command.wd2 > 0)
1057 if (command.verb == SAY) {
1058 command.part = transitive;
1069 packed_to_token(command.wd1, word1);
1070 packed_to_token(command.wd2, word2);
1071 V1 = get_vocab_id(word1);
1072 V2 = get_vocab_id(word2);
1073 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1074 if (LIQLOC(game.loc) == WATER) {
1077 rspeak(WHERE_QUERY);
1081 if (V1 == ENTER && command.wd2 > 0) {
1082 command.wd1 = command.wd2;
1083 command.wd1x = command.wd2x;
1084 wordclear(&command.wd2);
1086 /* FIXME: Magic numbers related to vocabulary */
1087 if (!((V1 != PROMOTE_WORD(WATER) && V1 != PROMOTE_WORD(OIL)) ||
1088 (V2 != PROMOTE_WORD(PLANT) && V2 != PROMOTE_WORD(DOOR)))) {
1089 if (AT(DEMOTE_WORD(V2)))
1090 command.wd2 = token_to_packed("POUR");
1092 if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
1093 command.wd1 = token_to_packed("CATCH");
1096 if (wordeq(command.wd1, token_to_packed("WEST"))) {
1098 if (game.iwest == 10)
1101 if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
1103 rspeak(GO_UNNEEDED);
1106 packed_to_token(command.wd1, word1);
1107 defn = get_vocab_id(word1);
1109 /* Gee, I don't understand. */
1110 if (fallback_handler(inputbuf))
1112 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1115 /* FIXME: magic numbers related to vocabulary */
1116 kmod = MOD(defn, 1000);
1117 switch (defn / 1000) {
1119 if (playermove(kmod))
1122 continue; /* back to top of main interpreter loop */
1124 command.part = unknown;
1128 command.part = intransitive;
1129 command.verb = kmod;
1132 rspeak(specials[kmod].message);
1135 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1139 switch (action(&command)) {
1146 continue; /* back to top of main interpreter loop */
1156 /* Get second word for analysis. */
1157 command.wd1 = command.wd2;
1158 command.wd1x = command.wd2x;
1159 wordclear(&command.wd2);
1162 /* Random intransitive verbs come here. Clear obj just in case
1163 * (see attack()). */
1164 rspeak(DO_WHAT, command.wd1, command.wd1x);
1168 /* Oh dear, he's disturbed the dwarves. */
1169 rspeak(DWARVES_AWAKEN);
1172 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE