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;
50 extern void initialise();
51 extern void score(long);
52 extern int action(FILE *, long, long, long);
54 void sig_handler(int signo)
65 * Adventure (rev 2: 20 treasures)
67 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
68 * 15-treasure version (adventure) by Don Woods, April-June 1977
69 * 20-treasure version (rev 2) by Don Woods, August 1978
70 * Errata fixed: 78/12/25
71 * Revived 2017 as Open Advebture.
74 static bool do_command(FILE *);
76 int main(int argc, char *argv[])
82 while ((ch = getopt(argc, argv, "l:os")) != EOF) {
85 logfp = fopen(optarg, "w");
88 "advent: can't open logfile %s for write\n",
90 signal(SIGINT, sig_handler);
94 editline = prompt = false;
102 linenoiseHistorySetMaxLen(350);
104 /* Logical variables:
106 * game.closed says whether we're all the way closed
107 * game.closng says whether it's closing time yet
108 * game.clshnt says whether he's read the clue in the endgame
109 * game.lmwarn says whether he's been warned about lamp going dim
110 * game.novice says whether he asked for instructions at start-up
111 * game.panic says whether he's found out he's trapped in the cave
112 * game.wzdark says whether the loc he's leaving was dark */
114 /* Initialize our LCG PRNG with parameters tested against
115 * Knuth vol. 2. by the original authors */
118 game.lcg_m = 1048576;
120 long seedval = (long)rand();
123 /* Initialize game variables */
126 /* Start-up, dwarf stuff */
127 game.zzword=RNDVOC(3,0);
128 game.novice=YES(stdin, 65,1,0);
132 if (game.novice)game.limit=1000;
135 fprintf(logfp, "seed %ld\n", seedval);
137 /* interpret commands until EOF or interrupt */
139 if (!do_command(stdin))
142 /* show score and exit */
146 static bool fallback_handler(char *buf)
147 /* fallback handler for commands not handled by FORTRANish parser */
150 if (sscanf(buf, "seed %ld", &sv) == 1) {
152 printf("Seed set to %ld\n", sv);
153 // autogenerated, so don't charge user time for it.
155 // here we reconfigure any global game state that uses random numbers
156 game.zzword=RNDVOC(3,0);
162 /* Check if this loc is eligible for any hints. If been here
163 * long enough, branch to help section (on later page). Hints
164 * all come back here eventually to finish the loop. Ignore
165 * "HINTS" < 4 (special stuff, see database notes).
167 static void checkhints(FILE *cmdin)
169 if (COND[game.loc] >= game.conds) {
170 for (int hint=1; hint<=HNTMAX; hint++) {
171 if (game.hinted[hint])
173 if (!CNDBIT(game.loc,hint+HBASE))
174 game.hintlc[hint]= -1;
176 /* Come here if he's been long enough at required loc(s) for some
178 if (game.hintlc[hint] >= HINTS[hint][1])
186 if (game.prop[GRATE] == 0 && !HERE(KEYS))
191 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
195 if (HERE(SNAKE) && !HERE(BIRD))
200 if (game.atloc[game.loc] == 0 &&
201 game.atloc[game.oldloc] == 0 &&
202 game.atloc[game.oldlc2] == 0 &&
208 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
220 if (game.atloc[game.loc] == 0 &&
221 game.atloc[game.oldloc] == 0 &&
222 game.atloc[game.oldlc2] == 0)
231 if (HERE(OGRE) && i == 0)
235 if (game.tally == 1 && game.prop[JADE] < 0)
244 /* Fall through to hint display */
246 if (!YES(cmdin,HINTS[hint][3],0,54))
248 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
250 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
251 if (game.hinted[hint] && game.limit > 30)
252 game.limit=game.limit+30*HINTS[hint][2];
258 bool spotted_by_pirate(int i)
263 /* The pirate's spotted him. He leaves him alone once we've
264 * found chest. K counts if a treasure is here. If not, and
265 * tally=1 for an unseen chest, let the pirate be spotted.
266 * Note that game.place[CHEST]=0 might mean that he's thrown
267 * it to the troll, but in that case he's seen the chest
269 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
272 bool movechest = false, robplayer = false;
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])) {
279 if (TOTING(j) || HERE(j))
286 /* Force chest placement before player finds last treasure */
287 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
291 /* Do things in this order (chest move before robbery) so chest is listed
292 * last at the maze location. */
294 MOVE(CHEST,game.chloc);
295 MOVE(MESSAG,game.chloc2);
296 game.dloc[PIRATE]=game.chloc;
297 game.odloc[PIRATE]=game.chloc;
298 game.dseen[PIRATE]=false;
300 /* You might get a hint of the pirate's presence even if the
301 * chest doesn't move... */
302 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
307 for (int j=MINTRS; j<=MAXTRS; j++) {
308 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
309 if (AT(j) && game.fixed[j] == 0)
320 static bool dwarfmove(void)
321 /* Dwarves move. Return true if player survives, false if he dies. */
323 int kk, stick, attack;
326 /* Dwarf stuff. See earlier comments for description of
327 * variables. Remember sixth dwarf is pirate and is thus
328 * very different except for motion rules. */
330 /* First off, don't let the dwarves follow him into a pit or
331 * a wall. Activate the whole mess the first time he gets as
332 * far as the hall of mists (loc 15). If game.newloc is
333 * forbidden to pirate (in particular, if it's beyond the
334 * troll bridge), bypass dwarf stuff. That way pirate can't
335 * steal return toll, and dwarves can't meet the bear. Also
336 * means dwarves won't follow him into dead end in maze, but
337 * c'est la vie. They'll wait for him outside the dead
339 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR))
342 /* Dwarf activity level ratchets up */
343 if (game.dflag == 0) {
344 if (INDEEP(game.loc))
349 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
350 * the 5 dwarves. If any of the survivors is at loc,
351 * replace him with the alternate. */
352 if (game.dflag == 1) {
353 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85))))
356 for (int i=1; i<=2; i++) {
357 int j=1+randrange(NDWARVES-1);
361 for (int i=1; i<=NDWARVES-1; i++) {
362 if (game.dloc[i] == game.loc)
364 game.odloc[i]=game.dloc[i];
371 /* Things are in full swing. Move each dwarf at random,
372 * except if he's seen us he sticks with us. Dwarves stay
373 * deep inside. If wandering at random, they don't back up
374 * unless there's no alternative. If they don't have to
375 * move, they attack. And, of course, dead dwarves don't do
376 * much of anything. */
380 for (int i=1; i<=NDWARVES; i++) {
381 if (game.dloc[i] == 0)
383 /* Fill tk array with all the places this dwarf might go. */
385 kk=KEY[game.dloc[i]];
388 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
389 /* Have we avoided a dwarf encounter? */
390 bool avoided = (SPECIAL(game.newloc) ||
391 !INDEEP(game.newloc) ||
392 game.newloc == game.odloc[i] ||
393 (j > 1 && game.newloc == tk[j-1]) ||
395 game.newloc == game.dloc[i] ||
396 FORCED(game.newloc) ||
397 (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
398 labs(TRAVEL[kk])/1000000 == 100);
400 tk[j++] = game.newloc;
409 game.odloc[i]=game.dloc[i];
411 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
412 if (!game.dseen[i]) continue;
413 game.dloc[i]=game.loc;
414 if (spotted_by_pirate(i))
416 /* This threatening little dwarf is in the room with him! */
418 if (game.odloc[i] == game.dloc[i]) {
420 if (game.knfloc >= 0)
421 game.knfloc=game.loc;
422 if (randrange(1000) < 95*(game.dflag-2))
427 /* Now we know what's happening. Let's tell the poor sucker about it.
428 * Note that various of the "knife" messages must have specific relative
429 * positions in the RSPEAK database. */
430 if (game.dtotal == 0)
432 SETPRM(1,game.dtotal,0);
433 RSPEAK(4+1/game.dtotal);
436 if (game.dflag == 2)game.dflag=3;
439 if (attack > 1)k=250;
442 RSPEAK(k+1+2/(1+stick));
445 game.oldlc2=game.loc;
449 /* "You're dead, Jim."
451 * If the current loc is zero, it means the clown got himself killed.
452 * We'll allow this maxdie times. MAXDIE is automatically set based
453 * on the number of snide messages available. Each death results in
454 * a message (81, 83, etc.) which offers reincarnation; if accepted,
455 * this results in message 82, 84, etc. The last time, if he wants
456 * another chance, he gets a snide remark as we exit. When
457 * reincarnated, all objects being carried get dropped at game.oldlc2
458 * (presumably the last place prior to being killed) without change
459 * of props. the loop runs backwards to assure that the bird is
460 * dropped before the cage. (this kluge could be changed once we're
461 * sure all references to bird and cage are done by keywords.) The
462 * lamp is a special case (it wouldn't do to leave it in the cave).
463 * It is turned off and left outside the building (only if he was
464 * carrying it, of course). He himself is left inside the building
465 * (and heaven help him if he tries to xyzzy back into the cave
466 * without the lamp!). game.oldloc is zapped so he can't just
469 static void croak(FILE *cmdin)
470 /* Okay, he's dead. Let's get on with it. */
474 /* He died during closing time. No resurrection. Tally up a
479 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
481 if (game.numdie == MAXDIE)
487 for (int j=1; j<=NOBJECTS; j++) {
488 int i=NOBJECTS + 1 - j;
490 /* Always leave lamp where it's accessible aboveground */
491 DROP(i, (i == LAMP) ? 1 : game.oldlc2);
495 game.oldloc=game.loc;
499 /* Given the current location in "game.loc", and a motion verb number in
500 * "K", put the new location in "game.newloc". The current loc is saved
501 * in "game.oldloc" in case he wants to retreat. The current
502 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
503 * does, game.newloc will be limbo, and game.oldloc will be what killed
504 * him, so we need game.oldlc2, which is the last place he was
507 static bool playermove(FILE *cmdin, token_t verb, int motion)
509 int scratchloc, k2, kk=KEY[game.loc];
510 game.newloc=game.loc;
515 else if (motion == BACK) {
516 /* Handle "go back". Look for verb which goes from game.loc to
517 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
518 * k2 saves entry -> forced loc -> previous loc. */
522 game.oldlc2=game.oldloc;
523 game.oldloc=game.loc;
525 if (motion == game.loc)k2=91;
526 if (CNDBIT(game.loc,NOBACK))k2=274;
529 scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
530 if (scratchloc != motion) {
531 if (!SPECIAL(scratchloc)) {
532 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
535 if (TRAVEL[kk] >= 0) {
546 motion=MOD(labs(TRAVEL[kk]),1000);
548 break; /* fall through to ordinary travel */
555 else if (motion == LOOK) {
556 /* Look. Can't give more detail. Pretend it wasn't dark
557 * (though it may "now" be dark) so he won't fall into a
558 * pit while staring into the gloom. */
559 if (game.detail < 3)RSPEAK(15);
562 game.abbrev[game.loc]=0;
565 else if (motion == CAVE) {
566 /* Cave. Different messages depending on whether above ground. */
567 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
571 /* none of the specials */
572 game.oldlc2=game.oldloc;
573 game.oldloc=game.loc;
576 /* ordinary travel */
578 scratchloc=labs(TRAVEL[kk]);
579 if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
581 if (TRAVEL[kk] < 0) {
582 /* Non-applicable motion. Various messages depending on
585 if (motion >= 43 && motion <= 50)spk=52;
586 if (motion == 29 || motion == 30)spk=52;
587 if (motion == 7 || motion == 36 || motion == 37)spk=10;
588 if (motion == 11 || motion == 19)spk=11;
589 if (verb == FIND || verb == INVENT)spk=59;
590 if (motion == 62 || motion == 65)spk=42;
591 if (motion == 17)spk=80;
597 scratchloc=scratchloc/1000;
601 * (ESR) This special-travel loop may have to be repeated if it includes
602 * the plover passage. Same deal for any future cases wgerw we beed to
603 * block travel and then redo it once the blocking condition has been
607 game.newloc=scratchloc/1000;
608 motion=MOD(game.newloc,100);
609 if (!SPECIAL(game.newloc)) {
610 if (game.newloc <= 100) {
611 if (game.newloc == 0 || PCT(game.newloc))
613 /* else fall through */
614 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
616 /* else fall through */
618 else if (game.prop[motion] != game.newloc/100-3)
621 if (TRAVEL[kk] < 0)BUG(25);
623 game.newloc=labs(TRAVEL[kk])/1000;
625 (game.newloc == scratchloc);
626 scratchloc=game.newloc;
629 game.newloc=MOD(scratchloc,1000);
630 if (!SPECIAL(game.newloc))
632 if (game.newloc <= 500) {
633 game.newloc=game.newloc-SPECIALBASE;
637 /* Travel 301. Plover-alcove passage. Can carry only
638 * emerald. Note: travel table must include "useless"
639 * entries going through passage, which can never be used for
640 * actual motion, but can be spotted by "go back". */
641 game.newloc=99+100-game.loc;
642 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
644 game.newloc=game.loc;
648 /* Travel 302. Plover transport. Drop the emerald (only use
649 * special travel if toting it), so he's forced to use the
650 * plover-passage to get it out. Having dropped it, go back and
651 * pretend he wasn't carrying it after all. */
652 DROP(EMRALD,game.loc);
654 if (TRAVEL[kk] < 0)BUG(25);
656 game.newloc=labs(TRAVEL[kk])/1000;
658 (game.newloc == scratchloc);
659 continue; /* back to top of do/while loop */
661 /* Travel 303. Troll bridge. Must be done only as special
662 * motion so that dwarves won't wander across and encounter
663 * the bear. (They won't follow the player there because
664 * that region is forbidden to the pirate.) If
665 * game.prop(TROLL)=1, he's crossed since paying, so step out
666 * and block him. (standard travel entries check for
667 * game.prop(TROLL)=0.) Special stuff for bear. */
668 if (game.prop[TROLL] == 1) {
672 MOVE(TROLL2+NOBJECTS,0);
673 MOVE(TROLL,PLAC[TROLL]);
674 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
676 game.newloc=game.loc;
679 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
680 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
681 if (!TOTING(BEAR)) return true;
685 DROP(BEAR,game.newloc);
686 game.fixed[BEAR]= -1;
688 game.oldlc2=game.newloc;
697 RSPEAK(game.newloc-500);
698 game.newloc=game.loc;
702 static bool closecheck(void)
703 /* Handle the closing of the cave. The cave closes "clock1" turns
704 * after the last treasure has been located (including the pirate's
705 * chest, which may of course never show up). Note that the
706 * treasures need not have been taken yet, just located. Hence
707 * clock1 must be large enough to get out of the cave (it only ticks
708 * while inside the cave). When it hits zero, we branch to 10000 to
709 * start closing the cave, and then sit back and wait for him to try
710 * to get out. If he doesn't within clock2 turns, we close the cave;
711 * if he does try, we assume he panics, and give him a few additional
712 * turns to get frantic before we close. When clock2 hits zero, we
713 * branch to 11000 to transport him into the final puzzle. Note that
714 * the puzzle depends upon all sorts of random things. For instance,
715 * there must be no water or oil, since there are beanstalks which we
716 * don't want to be able to water, since the code can't handle it.
717 * Also, we can have no keys, since there is a grate (having moved
718 * the fixed object!) there separating him from all the treasures.
719 * Most of these problems arise from the use of negative prop numbers
720 * to suppress the object descriptions until he's actually moved the
723 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
726 /* When the first warning comes, we lock the grate, destroy
727 * the bridge, kill all the dwarves (and the pirate), remove
728 * the troll and bear (unless dead), and set "closng" to
729 * true. Leave the dragon; too much trouble to move it.
730 * from now until clock2 runs out, he cannot unlock the
731 * grate, move to any location outside the cave, or create
732 * the bridge. Nor can he be resurrected if he dies. Note
733 * that the snake is already gone, since he got to the
734 * treasure accessible only via the hall of the mountain
735 * king. Also, he's been in giant room (to get eggs), so we
736 * can refer to it. Also also, he's gotten the pearl, so we
737 * know the bivalve is an oyster. *And*, the dwarves must
738 * have been activated, since we've found chest. */
739 if (game.clock1 == 0)
743 for (int i=1; i<=NDWARVES; i++) {
748 MOVE(TROLL+NOBJECTS,0);
749 MOVE(TROLL2,PLAC[TROLL]);
750 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
752 if (game.prop[BEAR] != 3)DSTROY(BEAR);
761 } else if (game.clock1 < 0)
763 if (game.clock2 == 0) {
764 /* Once he's panicked, and clock2 has run out, we come here
765 * to set up the storage room. The room has two locs,
766 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
767 * place empty bottles, a nursery of plants, a bed of
768 * oysters, a pile of lamps, rods with stars, sleeping
769 * dwarves, and him. At the sw end we place grate over
770 * treasures, snake pit, covey of caged birds, more rods, and
771 * pillows. A mirror stretches across one wall. Many of the
772 * objects come from known locations and/or states (e.g. the
773 * snake is known to have been destroyed and needn't be
774 * carried away from its old "place"), making the various
775 * objects be handled differently. We also drop all other
776 * objects he might be carrying (lest he have some which
777 * could cause trouble, such as the keys). We describe the
778 * flash of light and trundle back. */
779 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
780 game.prop[PLANT]=PUT(PLANT,115,0);
781 game.prop[OYSTER]=PUT(OYSTER,115,0);
783 game.prop[LAMP]=PUT(LAMP,115,0);
784 game.prop[ROD]=PUT(ROD,115,0);
785 game.prop[DWARF]=PUT(DWARF,115,0);
789 /* Leave the grate with normal (non-negative) property.
794 game.prop[SNAKE]=PUT(SNAKE,116,1);
795 game.prop[BIRD]=PUT(BIRD,116,1);
796 game.prop[CAGE]=PUT(CAGE,116,0);
797 game.prop[ROD2]=PUT(ROD2,116,0);
798 game.prop[PILLOW]=PUT(PILLOW,116,0);
800 game.prop[MIRROR]=PUT(MIRROR,115,0);
801 game.fixed[MIRROR]=116;
803 for (int i=1; i<=NOBJECTS; i++) {
816 static void lampcheck(void)
817 /* Check game limit and lamp timers */
819 if (game.prop[LAMP] == 1)
822 /* Another way we can force an end to things is by having the
823 * lamp give out. When it gets close, we come here to warn
824 * him. First following ar, if the lamp and fresh batteries are
825 * here, in which case we replace the batteries and continue.
826 * Second is for other cases of lamp dying. 12400 is when it
827 * goes out. Even then, he can explore outside for a while
829 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
834 DROP(BATTER,game.loc);
835 game.limit=game.limit+2500;
837 } else if (game.limit == 0) {
842 } else if (game.limit <= 30) {
843 if (!game.lmwarn && HERE(LAMP)) {
846 if (game.place[BATTER] == 0)spk=183;
847 if (game.prop[BATTER] == 1)spk=189;
853 static void listobjects(void)
854 /* Print out descriptions of objects at this location. If
855 * not closing and property value is negative, tally off
856 * another treasure. Rug is special case; once seen, its
857 * game.prop is 1 (dragon on it) till dragon is killed.
858 * Similarly for chain; game.prop is initially 1 (locked to
859 * bear). These hacks are because game.prop=0 is needed to
862 if (!DARK(game.loc)) {
863 ++game.abbrev[game.loc];
864 for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
866 if (obj > NOBJECTS)obj=obj-NOBJECTS;
867 if (obj == STEPS && TOTING(NUGGET))
869 if (game.prop[obj] < 0) {
873 if (obj == RUG || obj == CHAIN)
876 /* Note: There used to be a test here to see whether the
877 * player had blown it so badly that he could never ever see
878 * the remaining treasures, and if so the lamp was zapped to
879 * 35 turns. But the tests were too simple-minded; things
880 * like killing the bird before the snake was gone (can never
881 * see jewelry), and doing it "right" was hopeless. E.G.,
882 * could cross troll bridge several times, using up all
883 * available treasures, breaking vase, using coins to buy
884 * batteries, etc., and eventually never be able to get
885 * across again. If bottle were left on far side, could then
886 * never get eggs or trident, and the effects propagate. So
887 * the whole thing was flushed. anyone who makes such a
888 * gross blunder isn't likely to find everything else anyway
889 * (so goes the rationalisation). */
891 int kk=game.prop[obj];
892 if (obj == STEPS && game.loc == game.fixed[STEPS])
899 static bool do_command(FILE *cmdin)
900 /* Get and execute a command */
902 long KQ, verb, V1, V2;
906 enum speechpart part;
908 /* Can't leave cave once it's closing (except by main office). */
909 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
911 game.newloc=game.loc;
912 if (!game.panic)game.clock2=15;
916 /* See if a dwarf has seen him and has come from where he
917 * wants to go. If so, the dwarf's blocking his way. If
918 * coming from place forbidden to pirate (dwarves rooted in
919 * place) let him get out (and attacked). */
920 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) {
921 for (i=1; i<=NDWARVES-1; i++) {
922 if (game.odloc[i] == game.newloc && game.dseen[i]) {
923 game.newloc=game.loc;
929 game.loc=game.newloc;
934 /* Describe the current location and (maybe) get next command. */
939 char* msg = short_location_descriptions[game.loc];
940 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
941 msg=long_location_descriptions[game.loc];
942 if (!FORCED(game.loc) && DARK(game.loc)) {
943 /* The easiest way to get killed is to fall into a pit in
945 if (game.wzdark && PCT(35)) {
947 game.oldlc2 = game.loc;
949 continue; /* back to top of main interpreter loop */
951 msg=arbitrary_messages[16];
953 if (TOTING(BEAR))RSPEAK(141);
955 if (FORCED(game.loc)) {
956 if (playermove(cmdin, verb, 1))
959 continue; /* back to top of main interpreter loop */
961 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
973 /* If closing time, check for any objects being toted with
974 * game.prop < 0 and set the prop to -1-game.prop. This way
975 * objects won't be described until they've been picked up
976 * and put down separate from their respective piles. Don't
977 * tick game.clock1 unless well into cave (and not at Y2). */
979 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
981 for (i=1; i<=NOBJECTS; i++) {
982 if (TOTING(i) && game.prop[i] < 0)
983 game.prop[i] = -1-game.prop[i];
986 game.wzdark=DARK(game.loc);
987 if (game.knfloc > 0 && game.knfloc != game.loc)
990 /* This is where we get a new command from the user */
991 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
994 /* Every input, check "game.foobar" flag. If zero, nothing's
995 * going on. If pos, make neg. If neg, he skipped a word,
996 * so make it zero. */
998 game.foobar=(game.foobar>0 ? -game.foobar : 0);
1000 if (game.turns == game.thresh) {
1001 newspeak(turn_threshold_messages[game.trndex]);
1002 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
1005 if (game.trndex <= TRNVLS)
1006 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
1008 if (verb == SAY && WD2 > 0)
1021 if (LIQLOC(game.loc) == WATER)k=70;
1024 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
1028 if (V1 == ENTER && WD2 > 0) {
1033 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
1034 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
1036 WD2=MAKEWD(16152118);
1038 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
1039 WD1=MAKEWD(301200308);
1042 if (WD1 == MAKEWD(23051920)) {
1044 if (game.iwest == 10)
1047 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1054 /* Gee, I don't understand. */
1055 if (fallback_handler(rawbuf))
1066 if (playermove(cmdin, verb, KMOD))
1069 continue; /* back to top of main interpreter loop */
1070 case 1: part=unknown; obj = KMOD; break;
1071 case 2: part=intransitive; verb = KMOD; break;
1072 case 3: RSPEAK(KMOD); goto L2012;
1077 switch (action(cmdin, part, verb, obj)) {
1081 playermove(cmdin, verb, NUL);
1083 case GO_TOP: continue; /* back to top of main interpreter loop */
1084 case GO_CLEAROBJ: goto L2012;
1085 case GO_CHECKHINT: goto L2600;
1086 case GO_CHECKFOO: goto L2607;
1087 case GO_LOOKUP: goto L2630;
1089 /* Get second word for analysis. */
1095 /* Random intransitive verbs come here. Clear obj just in case
1096 * (see attack()). */
1102 /* Oh dear, he's disturbed the dwarves. */