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"
28 #define DIM(a) (sizeof(a)/sizeof(a[0]))
30 /* Abstract out the encoding of words in the travel array. Gives us
31 * some hope of getting to a less cryptic representation than we
32 * inherited from FORTRAN, someday. To understand these, read the
33 * encoding description for travel.
35 #define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000)
36 #define T_NODWARVES(entry) labs(entry) / 1000000 == 100
37 #define T_MOTION(entry) MOD(labs(entry), 1000)
38 #define L_SPEAK(loc) ((loc) - 500)
39 #define T_TERMINATE(entry) (T_MOTION(entry) == 1)
40 #define T_STOP(entry) ((entry) < 0)
45 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
47 FILE *logfp = NULL, *rfp = NULL;
48 bool oldstyle = false;
52 static void sig_handler(int signo)
54 if (signo == SIGINT) {
64 * Adventure (rev 2: 20 treasures)
66 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
67 * 15-treasure version (adventure) by Don Woods, April-June 1977
68 * 20-treasure version (rev 2) by Don Woods, August 1978
69 * Errata fixed: 78/12/25
70 * Revived 2017 as Open Adventure.
73 static bool do_command(FILE *);
75 int main(int argc, char *argv[])
82 const char* opts = "l:or:s";
83 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
85 const char* opts = "l:os";
86 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
88 while ((ch = getopt(argc, argv, opts)) != EOF) {
91 logfp = fopen(optarg, "w");
94 "advent: can't open logfile %s for write\n",
96 signal(SIGINT, sig_handler);
100 editline = prompt = false;
102 #ifndef ADVENT_NOSAVE
104 rfp = fopen(optarg, "r");
107 "advent: can't open save file %s for read\n",
109 signal(SIGINT, sig_handler);
119 " -l create a log file of your game named as specified'\n");
121 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
122 #ifndef ADVENT_NOSAVE
124 " -r restore from specified saved game file\n");
127 " -s suppress command editing\n");
133 linenoiseHistorySetMaxLen(350);
135 /* Initialize our LCG PRNG with parameters tested against
136 * Knuth vol. 2. by the original authors */
139 game.lcg_m = 1048576;
141 long seedval = (long)rand();
144 /* Initialize game variables */
147 /* Start-up, dwarf stuff */
148 game.zzword = rndvoc(3, 0);
149 game.newloc = LOC_START;
150 game.loc = LOC_START;
151 game.limit = GAMELIMIT;
153 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
155 game.limit = NOVICELIMIT;
161 fprintf(logfp, "seed %ld\n", seedval);
163 /* interpret commands until EOF or interrupt */
165 if (!do_command(stdin))
168 /* show score and exit */
172 static bool fallback_handler(char *buf)
173 /* fallback handler for commands not handled by FORTRANish parser */
176 if (sscanf(buf, "seed %ld", &sv) == 1) {
178 printf("Seed set to %ld\n", sv);
179 // autogenerated, so don't charge user time for it.
181 // here we reconfigure any global game state that uses random numbers
182 game.zzword = rndvoc(3, 0);
188 /* Check if this loc is eligible for any hints. If been here long
189 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
191 static void checkhints(void)
193 if (conditions[game.loc] >= game.conds) {
194 for (int hint = 0; hint < NHINTS; hint++) {
195 if (game.hinted[hint])
197 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
198 game.hintlc[hint] = -1;
200 /* Come here if he's been long enough at required loc(s) for some
202 if (game.hintlc[hint] >= hints[hint].turns) {
208 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
210 game.hintlc[hint] = 0;
213 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
217 if (HERE(SNAKE) && !HERE(BIRD))
219 game.hintlc[hint] = 0;
222 if (game.atloc[game.loc] == 0 &&
223 game.atloc[game.oldloc] == 0 &&
224 game.atloc[game.oldlc2] == 0 &&
227 game.hintlc[hint] = 0;
230 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
232 game.hintlc[hint] = 0;
239 game.hintlc[hint] = 0;
242 if (game.atloc[game.loc] == 0 &&
243 game.atloc[game.oldloc] == 0 &&
244 game.atloc[game.oldlc2] == 0)
248 i = atdwrf(game.loc);
250 game.hintlc[hint] = 0;
253 if (HERE(OGRE) && i == 0)
257 if (game.tally == 1 && game.prop[JADE] < 0)
259 game.hintlc[hint] = 0;
262 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
266 /* Fall through to hint display */
267 game.hintlc[hint] = 0;
268 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
270 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
271 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
272 if (game.hinted[hint] && game.limit > WARNTIME)
273 game.limit += WARNTIME * hints[hint].penalty;
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] = LOC_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 = 1; treasure <= NOBJECTS; treasure++) {
295 if (!objects[treasure].is_treasure)
297 /* Pirate won't take pyramid from plover room or dark
298 * room (too easy!). */
299 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
302 if (TOTING(treasure) || HERE(treasure))
304 if (TOTING(treasure)) {
309 /* Force chest placement before player finds last treasure */
310 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
311 rspeak(PIRATE_SPOTTED);
314 /* Do things in this order (chest move before robbery) so chest is listed
315 * last at the maze location. */
317 move(CHEST, game.chloc);
318 move(MESSAG, game.chloc2);
319 game.dloc[PIRATE] = game.chloc;
320 game.odloc[PIRATE] = game.chloc;
321 game.dseen[PIRATE] = false;
323 /* You might get a hint of the pirate's presence even if the
324 * chest doesn't move... */
325 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
326 rspeak(PIRATE_RUSTLES);
329 rspeak(PIRATE_POUNCES);
330 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
331 if (!objects[treasure].is_treasure)
333 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
334 if (AT(treasure) && game.fixed[treasure] == 0)
335 carry(treasure, game.loc);
336 if (TOTING(treasure))
337 drop(treasure, game.chloc);
345 static bool dwarfmove(void)
346 /* Dwarves move. Return true if player survives, false if he dies. */
348 int kk, stick, attack;
351 /* Dwarf stuff. See earlier comments for description of
352 * variables. Remember sixth dwarf is pirate and is thus
353 * very different except for motion rules. */
355 /* First off, don't let the dwarves follow him into a pit or
356 * a wall. Activate the whole mess the first time he gets as
357 * far as the hall of mists (loc 15). If game.newloc is
358 * forbidden to pirate (in particular, if it's beyond the
359 * troll bridge), bypass dwarf stuff. That way pirate can't
360 * steal return toll, and dwarves can't meet the bear. Also
361 * means dwarves won't follow him into dead end in maze, but
362 * c'est la vie. They'll wait for him outside the dead
364 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
367 /* Dwarf activity level ratchets up */
368 if (game.dflag == 0) {
369 if (INDEEP(game.loc))
374 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
375 * the 5 dwarves. If any of the survivors is at loc,
376 * replace him with the alternate. */
377 if (game.dflag == 1) {
378 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
381 for (int i = 1; i <= 2; i++) {
382 int j = 1 + randrange(NDWARVES - 1);
386 for (int i = 1; i <= NDWARVES - 1; i++) {
387 if (game.dloc[i] == game.loc)
388 game.dloc[i] = DALTLC;
389 game.odloc[i] = game.dloc[i];
396 /* Things are in full swing. Move each dwarf at random,
397 * except if he's seen us he sticks with us. Dwarves stay
398 * deep inside. If wandering at random, they don't back up
399 * unless there's no alternative. If they don't have to
400 * move, they attack. And, of course, dead dwarves don't do
401 * much of anything. */
405 for (int i = 1; i <= NDWARVES; i++) {
406 if (game.dloc[i] == 0)
408 /* Fill tk array with all the places this dwarf might go. */
410 kk = tkey[game.dloc[i]];
413 game.newloc = T_DESTINATION(travel[kk]);
414 /* Have we avoided a dwarf encounter? */
415 bool avoided = (SPECIAL(game.newloc) ||
416 !INDEEP(game.newloc) ||
417 game.newloc == game.odloc[i] ||
418 (j > 1 && game.newloc == tk[j - 1]) ||
420 game.newloc == game.dloc[i] ||
421 FORCED(game.newloc) ||
422 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
423 T_NODWARVES(travel[kk]));
425 tk[j++] = game.newloc;
429 (!T_STOP(travel[kk - 1]));
430 tk[j] = game.odloc[i];
433 j = 1 + randrange(j);
434 game.odloc[i] = game.dloc[i];
435 game.dloc[i] = tk[j];
436 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
437 if (!game.dseen[i]) continue;
438 game.dloc[i] = game.loc;
439 if (spotted_by_pirate(i))
441 /* This threatening little dwarf is in the room with him! */
443 if (game.odloc[i] == game.dloc[i]) {
445 if (game.knfloc >= 0)
446 game.knfloc = game.loc;
447 if (randrange(1000) < 95 * (game.dflag - 2))
452 /* Now we know what's happening. Let's tell the poor sucker about it.
453 * Note that various of the "knife" messages must have specific relative
454 * positions in the rspeak database. */
455 if (game.dtotal == 0)
457 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
460 if (game.dflag == 2)game.dflag = 3;
462 rspeak(THROWN_KNIVES, attack);
463 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
465 rspeak(KNIFE_THROWN);
470 game.oldlc2 = game.loc;
474 /* "You're dead, Jim."
476 * If the current loc is zero, it means the clown got himself killed.
477 * We'll allow this maxdie times. NDEATHS is automatically set based
478 * on the number of snide messages available. Each death results in
479 * a message (81, 83, etc.) which offers reincarnation; if accepted,
480 * this results in message 82, 84, etc. The last time, if he wants
481 * another chance, he gets a snide remark as we exit. When
482 * reincarnated, all objects being carried get dropped at game.oldlc2
483 * (presumably the last place prior to being killed) without change
484 * of props. the loop runs backwards to assure that the bird is
485 * dropped before the cage. (this kluge could be changed once we're
486 * sure all references to bird and cage are done by keywords.) The
487 * lamp is a special case (it wouldn't do to leave it in the cave).
488 * It is turned off and left outside the building (only if he was
489 * carrying it, of course). He himself is left inside the building
490 * (and heaven help him if he tries to xyzzy back into the cave
491 * without the lamp!). game.oldloc is zapped so he can't just
494 static void croak(void)
495 /* Okay, he's dead. Let's get on with it. */
497 const char* query = obituaries[game.numdie].query;
498 const char* yes_response = obituaries[game.numdie].yes_response;
501 /* He died during closing time. No resurrection. Tally up a
503 rspeak(DEATH_CLOSING);
505 } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
508 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
510 game.prop[LAMP] = LAMP_DARK;
511 for (int j = 1; j <= NOBJECTS; j++) {
512 int i = NOBJECTS + 1 - j;
514 /* Always leave lamp where it's accessible aboveground */
515 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
518 game.loc = LOC_BUILDING;
519 game.oldloc = game.loc;
523 /* Given the current location in "game.loc", and a motion verb number in
524 * "motion", put the new location in "game.newloc". The current loc is saved
525 * in "game.oldloc" in case he wants to retreat. The current
526 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
527 * does, game.newloc will be limbo, and game.oldloc will be what killed
528 * him, so we need game.oldlc2, which is the last place he was
531 static bool playermove(token_t verb, int motion)
533 int scratchloc, k2, kk = tkey[game.loc];
534 game.newloc = game.loc;
536 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
539 else if (motion == BACK) {
540 /* Handle "go back". Look for verb which goes from game.loc to
541 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
542 * k2 saves entry -> forced loc -> previous loc. */
543 motion = game.oldloc;
545 motion = game.oldlc2;
546 game.oldlc2 = game.oldloc;
547 game.oldloc = game.loc;
549 if (motion == game.loc)k2 = FORGOT_PATH;
550 if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
553 scratchloc = T_DESTINATION(travel[kk]);
554 if (scratchloc != motion) {
555 if (!SPECIAL(scratchloc)) {
556 if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
559 if (!T_STOP(travel[kk])) {
560 ++kk; /* go to next travel entry for this location */
563 /* we've reached the end of travel entries for game.loc */
566 rspeak(NOT_CONNECTED);
571 motion = T_MOTION(travel[kk]);
573 break; /* fall through to ordinary travel */
579 } else if (motion == LOOK) {
580 /* Look. Can't give more detail. Pretend it wasn't dark
581 * (though it may now be dark) so he won't fall into a
582 * pit while staring into the gloom. */
584 rspeak(NO_MORE_DETAIL);
587 game.abbrev[game.loc] = 0;
589 } else if (motion == CAVE) {
590 /* Cave. Different messages depending on whether above ground. */
591 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
594 /* none of the specials */
595 game.oldlc2 = game.oldloc;
596 game.oldloc = game.loc;
599 /* Look for a way to fulfil the motion - kk indexes the beginning
600 * of the motion entries for here (game.loc). */
602 if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion)
604 if (T_STOP(travel[kk])) {
605 /* FIXME: Magic numbers! */
606 /* Couldn't find an entry matching the motion word passed
607 * in. Various messages depending on word given. */
608 int spk = CANT_APPLY;
609 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
610 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
611 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
612 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
613 if (verb == FIND || verb == INVENT)spk = NEARBY;
614 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
615 if (motion == 17)spk = WHICH_WAY;
621 scratchloc = labs(travel[kk]) / 1000;
625 * (ESR) This special-travel loop may have to be repeated if it includes
626 * the plover passage. Same deal for any future cases where we need to
627 * block travel and then redo it once the blocking condition has been
630 for (;;) { /* L12 loop */
632 game.newloc = scratchloc / 1000;
633 motion = MOD(game.newloc, 100);
634 if (!SPECIAL(game.newloc)) {
635 if (game.newloc <= 100) {
636 if (game.newloc == 0 || PCT(game.newloc))
638 /* else fall through */
640 /* handles the YAML "with" clause */
641 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
643 /* else fall through */
644 } else if (game.prop[motion] != game.newloc / 100 - 3)
647 if (T_STOP(travel[kk]))
648 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
650 game.newloc = labs(travel[kk]) / 1000;
652 (game.newloc == scratchloc);
653 scratchloc = game.newloc;
656 game.newloc = MOD(scratchloc, 1000);
657 if (!SPECIAL(game.newloc))
660 if (game.newloc > 500) {
661 /* Execute a speak rule */
662 rspeak(L_SPEAK(game.newloc));
663 game.newloc = game.loc;
666 game.newloc -= SPECIALBASE;
667 switch (game.newloc) {
669 /* Travel 301. Plover-alcove passage. Can carry only
670 * emerald. Note: travel table must include "useless"
671 * entries going through passage, which can never be used
672 * for actual motion, but can be spotted by "go back". */
673 /* FIXME: Arithmetic on location numbers */
674 game.newloc = 99 + 100 - game.loc;
675 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
676 game.newloc = game.loc;
681 /* Travel 302. Plover transport. Drop the
682 * emerald (only use special travel if toting
683 * it), so he's forced to use the plover-passage
684 * to get it out. Having dropped it, go back and
685 * pretend he wasn't carrying it after all. */
686 drop(EMERALD, game.loc);
688 if (T_STOP(travel[kk]))
689 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
691 game.newloc = labs(travel[kk]) / 1000;
693 (game.newloc == scratchloc);
694 scratchloc = game.newloc;
695 continue; /* goto L12 */
697 /* Travel 303. Troll bridge. Must be done only
698 * as special motion so that dwarves won't wander
699 * across and encounter the bear. (They won't
700 * follow the player there because that region is
701 * forbidden to the pirate.) If
702 * game.prop(TROLL)=1, he's crossed since paying,
703 * so step out and block him. (standard travel
704 * entries check for game.prop(TROLL)=0.) Special
706 if (game.prop[TROLL] == 1) {
707 pspeak(TROLL,look, 1);
708 game.prop[TROLL] = 0;
710 move(TROLL2 + NOBJECTS, 0);
711 move(TROLL, objects[TROLL].plac);
712 move(TROLL + NOBJECTS, objects[TROLL].fixd);
714 game.newloc = game.loc;
717 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
718 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
719 if (!TOTING(BEAR)) return true;
720 rspeak(BRIDGE_COLLAPSE);
721 game.prop[CHASM] = 1;
722 game.prop[TROLL] = 2;
723 drop(BEAR, game.newloc);
724 game.fixed[BEAR] = -1;
726 game.oldlc2 = game.newloc;
731 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
734 break; /* Leave L12 loop */
740 static bool closecheck(void)
741 /* Handle the closing of the cave. The cave closes "clock1" turns
742 * after the last treasure has been located (including the pirate's
743 * chest, which may of course never show up). Note that the
744 * treasures need not have been taken yet, just located. Hence
745 * clock1 must be large enough to get out of the cave (it only ticks
746 * while inside the cave). When it hits zero, we branch to 10000 to
747 * start closing the cave, and then sit back and wait for him to try
748 * to get out. If he doesn't within clock2 turns, we close the cave;
749 * if he does try, we assume he panics, and give him a few additional
750 * turns to get frantic before we close. When clock2 hits zero, we
751 * branch to 11000 to transport him into the final puzzle. Note that
752 * the puzzle depends upon all sorts of random things. For instance,
753 * there must be no water or oil, since there are beanstalks which we
754 * don't want to be able to water, since the code can't handle it.
755 * Also, we can have no keys, since there is a grate (having moved
756 * the fixed object!) there separating him from all the treasures.
757 * Most of these problems arise from the use of negative prop numbers
758 * to suppress the object descriptions until he's actually moved the
761 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
764 /* When the first warning comes, we lock the grate, destroy
765 * the bridge, kill all the dwarves (and the pirate), remove
766 * the troll and bear (unless dead), and set "closng" to
767 * true. Leave the dragon; too much trouble to move it.
768 * from now until clock2 runs out, he cannot unlock the
769 * grate, move to any location outside the cave, or create
770 * the bridge. Nor can he be resurrected if he dies. Note
771 * that the snake is already gone, since he got to the
772 * treasure accessible only via the hall of the mountain
773 * king. Also, he's been in giant room (to get eggs), so we
774 * can refer to it. Also also, he's gotten the pearl, so we
775 * know the bivalve is an oyster. *And*, the dwarves must
776 * have been activated, since we've found chest. */
777 if (game.clock1 == 0) {
778 game.prop[GRATE] = GRATE_CLOSED;
779 game.prop[FISSURE] = 0;
780 for (int i = 1; i <= NDWARVES; i++) {
781 game.dseen[i] = false;
785 move(TROLL + NOBJECTS, 0);
786 move(TROLL2, objects[TROLL].plac);
787 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
789 if (game.prop[BEAR] != 3)DESTROY(BEAR);
790 game.prop[CHAIN] = 0;
791 game.fixed[CHAIN] = 0;
794 rspeak(CAVE_CLOSING);
798 } else if (game.clock1 < 0)
800 if (game.clock2 == 0) {
801 /* Once he's panicked, and clock2 has run out, we come here
802 * to set up the storage room. The room has two locs,
803 * hardwired as LOC_NE and LOC_SW. At the ne end, we
804 * place empty bottles, a nursery of plants, a bed of
805 * oysters, a pile of lamps, rods with stars, sleeping
806 * dwarves, and him. At the sw end we place grate over
807 * treasures, snake pit, covey of caged birds, more rods, and
808 * pillows. A mirror stretches across one wall. Many of the
809 * objects come from known locations and/or states (e.g. the
810 * snake is known to have been destroyed and needn't be
811 * carried away from its old "place"), making the various
812 * objects be handled differently. We also drop all other
813 * objects he might be carrying (lest he have some which
814 * could cause trouble, such as the keys). We describe the
815 * flash of light and trundle back. */
816 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
817 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
818 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
819 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
820 game.prop[ROD] = put(ROD, LOC_NE, 0);
821 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
823 game.oldloc = LOC_NE;
824 game.newloc = LOC_NE;
825 /* Leave the grate with normal (non-negative) property.
827 put(GRATE, LOC_SW, 0);
828 put(SIGN, LOC_SW, 0);
829 game.prop[SIGN] = ENDGAME_SIGN;
830 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
831 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
832 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
833 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
834 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
836 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
837 game.fixed[MIRROR] = LOC_SW;
839 for (int i = 1; i <= NOBJECTS; i++) {
852 static void lampcheck(void)
853 /* Check game limit and lamp timers */
855 if (game.prop[LAMP] == LAMP_BRIGHT)
858 /* Another way we can force an end to things is by having the
859 * lamp give out. When it gets close, we come here to warn him.
860 * First following arm checks if the lamp and fresh batteries are
861 * here, in which case we replace the batteries and continue.
862 * Second is for other cases of lamp dying. Eve after it goes
863 * out, he can explore outside for a while if desired. */
864 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
865 rspeak(REPLACE_BATTERIES);
866 game.prop[BATTERY] = DEAD_BATTERIES;
868 drop(BATTERY, game.loc);
869 game.limit += BATTERYLIFE;
871 } else if (game.limit == 0) {
873 game.prop[LAMP] = LAMP_DARK;
876 } else if (game.limit <= WARNTIME) {
877 if (!game.lmwarn && HERE(LAMP)) {
879 int spk = GET_BATTERIES;
880 if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
881 if (game.prop[BATTERY] == DEAD_BATTERIES)
882 spk = MISSING_BATTERIES;
888 static void listobjects(void)
889 /* Print out descriptions of objects at this location. If
890 * not closing and property value is negative, tally off
891 * another treasure. Rug is special case; once seen, its
892 * game.prop is 1 (dragon on it) till dragon is killed.
893 * Similarly for chain; game.prop is initially 1 (locked to
894 * bear). These hacks are because game.prop=0 is needed to
897 if (!DARK(game.loc)) {
898 ++game.abbrev[game.loc];
899 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
901 if (obj > NOBJECTS)obj = obj - NOBJECTS;
902 if (obj == STEPS && TOTING(NUGGET))
904 if (game.prop[obj] < 0) {
908 if (obj == RUG || obj == CHAIN)
911 /* Note: There used to be a test here to see whether the
912 * player had blown it so badly that he could never ever see
913 * the remaining treasures, and if so the lamp was zapped to
914 * 35 turns. But the tests were too simple-minded; things
915 * like killing the bird before the snake was gone (can never
916 * see jewelry), and doing it "right" was hopeless. E.G.,
917 * could cross troll bridge several times, using up all
918 * available treasures, breaking vase, using coins to buy
919 * batteries, etc., and eventually never be able to get
920 * across again. If bottle were left on far side, could then
921 * never get eggs or trident, and the effects propagate. So
922 * the whole thing was flushed. anyone who makes such a
923 * gross blunder isn't likely to find everything else anyway
924 * (so goes the rationalisation). */
926 int kk = game.prop[obj];
927 if (obj == STEPS && game.loc == game.fixed[STEPS])
929 pspeak(obj, look, kk);
934 static bool do_command(FILE *cmdin)
935 /* Get and execute a command */
940 static struct command_t command;
943 /* Can't leave cave once it's closing (except by main office). */
944 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
946 game.newloc = game.loc;
947 if (!game.panic)game.clock2 = PANICTIME;
951 /* See if a dwarf has seen him and has come from where he
952 * wants to go. If so, the dwarf's blocking his way. If
953 * coming from place forbidden to pirate (dwarves rooted in
954 * place) let him get out (and attacked). */
955 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
956 for (size_t i = 1; i <= NDWARVES - 1; i++) {
957 if (game.odloc[i] == game.newloc && game.dseen[i]) {
958 game.newloc = game.loc;
964 game.loc = game.newloc;
969 /* Describe the current location and (maybe) get next command. */
974 const char* msg = locations[game.loc].description.small;
975 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
976 msg = locations[game.loc].description.big;
977 if (!FORCED(game.loc) && DARK(game.loc)) {
978 /* The easiest way to get killed is to fall into a pit in
980 if (game.wzdark && PCT(35)) {
982 game.oldlc2 = game.loc;
984 continue; /* back to top of main interpreter loop */
986 msg = arbitrary_messages[PITCH_DARK];
988 if (TOTING(BEAR))rspeak(TAME_BEAR);
990 if (FORCED(game.loc)) {
991 if (playermove(command.verb, 1))
994 continue; /* back to top of main interpreter loop */
996 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1003 game.oldobj = command.obj;
1009 /* If closing time, check for any objects being toted with
1010 * game.prop < 0 and set the prop to -1-game.prop. This way
1011 * objects won't be described until they've been picked up
1012 * and put down separate from their respective piles. Don't
1013 * tick game.clock1 unless well into cave (and not at Y2). */
1015 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1016 pspeak(OYSTER, look, 1);
1017 for (size_t i = 1; i <= NOBJECTS; i++) {
1018 if (TOTING(i) && game.prop[i] < 0)
1019 game.prop[i] = -1 - game.prop[i];
1022 game.wzdark = DARK(game.loc);
1023 if (game.knfloc > 0 && game.knfloc != game.loc)
1026 /* This is where we get a new command from the user */
1027 if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
1030 /* Every input, check "game.foobar" flag. If zero, nothing's
1031 * going on. If pos, make neg. If neg, he skipped a word,
1032 * so make it zero. */
1034 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1037 /* If a turn threshold has been met, apply penalties and tell
1038 * the player about it. */
1039 for (int i = 0; i < NTHRESHOLDS; ++i)
1041 if (game.turns == turn_thresholds[i].threshold + 1)
1043 game.trnluz += turn_thresholds[i].point_loss;
1044 speak(turn_thresholds[i].message);
1048 if (command.verb == SAY && command.wd2 > 0)
1050 if (command.verb == SAY) {
1051 command.part = transitive;
1060 V1 = vocab(command.wd1, -1);
1061 V2 = vocab(command.wd2, -1);
1062 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1063 if (LIQLOC(game.loc) == WATER) {
1066 rspeak(WHERE_QUERY);
1070 if (V1 == ENTER && command.wd2 > 0) {
1071 command.wd1 = command.wd2;
1072 command.wd1x = command.wd2x;
1073 wordclear(&command.wd2);
1075 /* FIXME: Magic numbers */
1076 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1077 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1079 command.wd2 = MAKEWD(WORD_POUR);
1081 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1082 command.wd1 = MAKEWD(WORD_CATCH);
1085 if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
1087 if (game.iwest == 10)
1090 if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
1092 rspeak(GO_UNNEEDED);
1095 defn = vocab(command.wd1, -1);
1097 /* Gee, I don't understand. */
1098 if (fallback_handler(rawbuf))
1100 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1103 kmod = MOD(defn, 1000);
1104 switch (defn / 1000) {
1106 if (playermove(command.verb, kmod))
1109 continue; /* back to top of main interpreter loop */
1111 command.part = unknown;
1115 command.part = intransitive;
1116 command.verb = kmod;
1122 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1126 switch (action(cmdin, &command)) {
1130 playermove(command.verb, NUL);
1133 continue; /* back to top of main interpreter loop */
1143 /* Get second word for analysis. */
1144 command.wd1 = command.wd2;
1145 command.wd1x = command.wd2x;
1146 wordclear(&command.wd2);
1149 /* Random intransitive verbs come here. Clear obj just in case
1150 * (see attack()). */
1151 rspeak(DO_WHAT, command.wd1, command.wd1x);
1155 /* Oh dear, he's disturbed the dwarves. */
1156 rspeak(DWARVES_AWAKEN);
1159 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);