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 idiomatic C, the following
11 * ESR apologizes for the remaing gotos (now confined to two functions in this
12 * file - they used to be *everywhere*), and the offensive globals. Applying
13 * the Structured Program Theorem can be hard.
23 #include "linenoise/linenoise.h"
28 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
29 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
31 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
32 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
33 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
34 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
35 GRATE, HINT, INVENT, JADE, KEYS,
36 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
37 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
38 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
39 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
40 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
41 URN, VASE, VEND, VOLCAN, WATER;
42 long WD1, WD1X, WD2, WD2X;
45 bool oldstyle = false;
48 extern void initialise();
49 extern void score(long);
50 extern int action(FILE *, long, long, long);
52 void sig_handler(int signo)
63 * Adventure (rev 2: 20 treasures)
65 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
66 * 15-treasure version (adventure) by Don Woods, April-June 1977
67 * 20-treasure version (rev 2) by Don Woods, August 1978
68 * Errata fixed: 78/12/25
69 * Revived 2017 as Open Advebture.
72 static bool do_command(FILE *);
74 int main(int argc, char *argv[])
80 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
83 logfp = fopen(optarg, "w");
86 "advent: can't open logfile %s for write\n",
88 signal(SIGINT, sig_handler);
96 linenoiseHistorySetMaxLen(350);
100 * game.closed says whether we're all the way closed
101 * game.closng says whether it's closing time yet
102 * game.clshnt says whether he's read the clue in the endgame
103 * game.lmwarn says whether he's been warned about lamp going dim
104 * game.novice says whether he asked for instructions at start-up
105 * game.panic says whether he's found out he's trapped in the cave
106 * game.wzdark says whether the loc he's leaving was dark */
108 /* Initialize our LCG PRNG with parameters tested against
109 * Knuth vol. 2. by the original authors */
112 lcgstate.m = 1048576;
114 long seedval = (long)rand();
117 /* Initialize game variables */
121 /* Unlike earlier versions, adventure is no longer restartable. (This
122 * lets us get away with modifying things such as OBJSND(BIRD) without
123 * having to be able to undo the changes later.) If a "used" copy is
124 * rerun, we come here and tell the player to run a fresh copy. */
125 if (game.setup <= 0) {
130 /* Start-up, dwarf stuff */
132 game.zzword=RNDVOC(3,0);
133 game.novice=YES(stdin, 65,1,0);
137 if (game.novice)game.limit=1000;
140 fprintf(logfp, "seed %ld\n", seedval);
142 /* interpret commands ubtil EOF or interrupt */
144 if (!do_command(stdin))
147 /* show score and exit */
151 static bool fallback_handler(char *buf)
152 /* fallback handler for commands not handled by FORTRANish parser */
155 if (sscanf(buf, "seed %ld", &sv) == 1) {
157 printf("Seed set to %ld\n", sv);
158 // autogenerated, so don't charge user time for it.
160 // here we reconfigure any global game state that uses random numbers
161 game.zzword=RNDVOC(3,0);
167 static void dohint(FILE *cmdin, int hint)
168 /* Come here if he's been long enough at required loc(s) for some
177 if (game.prop[GRATE] == 0 && !HERE(KEYS))
182 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
186 if (HERE(SNAKE) && !HERE(BIRD))
191 if (game.atloc[game.loc] == 0 &&
192 game.atloc[game.oldloc] == 0 &&
193 game.atloc[game.oldlc2] == 0 &&
199 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
211 if (game.atloc[game.loc] == 0 &&
212 game.atloc[game.oldloc] == 0 &&
213 game.atloc[game.oldlc2] == 0)
222 if (HERE(OGRE) && i == 0)
226 if (game.tally == 1 && game.prop[JADE] < 0)
235 /* Fall through to hint display */
237 if (!YES(cmdin,HINTS[hint][3],0,54))
239 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
241 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
242 if (game.hinted[hint] && game.limit > 30)
243 game.limit=game.limit+30*HINTS[hint][2];
246 static bool dwarfmove(void)
247 /* Dwarves move. Return true if player survives, false if he dies. */
249 int kk, stick, attack;
252 /* Dwarf stuff. See earlier comments for description of
253 * variables. Remember sixth dwarf is pirate and is thus
254 * very different except for motion rules. */
256 /* First off, don't let the dwarves follow him into a pit or
257 * a wall. Activate the whole mess the first time he gets as
258 * far as the hall of mists (loc 15). If game.newloc is
259 * forbidden to pirate (in particular, if it's beyond the
260 * troll bridge), bypass dwarf stuff. That way pirate can't
261 * steal return toll, and dwarves can't meet the bear. Also
262 * means dwarves won't follow him into dead end in maze, but
263 * c'est la vie. They'll wait for him outside the dead
265 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
268 /* Dwarf activity level ratchets up */
269 if (game.dflag == 0) {
270 if (INDEEP(game.loc))
275 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
276 * the 5 dwarves. If any of the survivors is at loc,
277 * replace him with the alternate. */
278 if (game.dflag == 1) {
279 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
282 for (int i=1; i<=2; i++) {
283 int j=1+randrange(NDWARVES-1);
287 for (int i=1; i<=NDWARVES-1; i++) {
288 if (game.dloc[i] == game.loc)
290 game.odloc[i]=game.dloc[i];
297 /* Things are in full swing. Move each dwarf at random,
298 * except if he's seen us he sticks with us. Dwarves stay
299 * deep inside. If wandering at random, they don't back up
300 * unless there's no alternative. If they don't have to
301 * move, they attack. And, of course, dead dwarves don't do
302 * much of anything. */
306 for (int i=1; i<=NDWARVES; i++) {
308 if (game.dloc[i] == 0)
310 /* Fill TK array with all the places this dwarf might go. */
312 kk=KEY[game.dloc[i]];
315 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
316 /* Have we avoided a dwarf enciounter? */
317 bool avoided = (game.newloc > 300 ||
318 !INDEEP(game.newloc) ||
319 game.newloc == game.odloc[i] ||
320 (j > 1 && game.newloc == TK[j-1]) ||
322 game.newloc == game.dloc[i] ||
323 FORCED(game.newloc) ||
324 (i == PIRATE && CNDBIT(game.newloc,3)) ||
325 labs(TRAVEL[kk])/1000000 == 100);
327 TK[j++] = game.newloc;
336 game.odloc[i]=game.dloc[i];
338 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
339 if (!game.dseen[i]) continue;
340 game.dloc[i]=game.loc;
342 /* The pirate's spotted him. He leaves him alone once we've
343 * found chest. K counts if a treasure is here. If not, and
344 * tally=1 for an unseen chest, let the pirate be spotted.
345 * Note that game.place(CHEST)=0 might mean that he's thrown
346 * it to the troll, but in that case he's seen the chest
348 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
351 for (int j=MINTRS; j<=MAXTRS; j++) {
352 /* Pirate won't take pyramid from plover room or dark
353 * room (too easy!). */
354 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
360 if (game.place[CHEST] == 0) {
361 /* Install chest only once, to insure it is
362 * the last treasure in the list. */
363 MOVE(CHEST,game.chloc);
364 MOVE(MESSAG,game.chloc2);
367 for (int j=MINTRS; j<=MAXTRS; j++) {
368 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
369 if (AT(j) && game.fixed[j] == 0)
375 game.dloc[PIRATE]=game.chloc;
376 game.odloc[PIRATE]=game.chloc;
377 game.dseen[PIRATE]=false;
383 /* Force chest placement before player finds last treasure */
384 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
386 MOVE(CHEST,game.chloc);
387 MOVE(MESSAG,game.chloc2);
388 game.dloc[PIRATE]=game.chloc;
389 game.odloc[PIRATE]=game.chloc;
390 game.dseen[PIRATE]=false;
393 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
398 /* This threatening little dwarf is in the room with him! */
400 if (game.odloc[i] == game.dloc[i]) {
402 if (game.knfloc >= 0)
403 game.knfloc=game.loc;
404 if (randrange(1000) < 95*(game.dflag-2))
410 /* Now we know what's happening. Let's tell the poor sucker about it.
411 * Note that various of the "knife" messages must have specific relative
412 * positions in the RSPEAK database. */
413 if (game.dtotal == 0)
415 SETPRM(1,game.dtotal,0);
416 RSPEAK(4+1/game.dtotal);
419 if (game.dflag == 2)game.dflag=3;
422 if (attack > 1)k=250;
425 RSPEAK(k+1+2/(1+stick));
428 game.oldlc2=game.loc;
432 /* "You're dead, Jim."
434 * If the current loc is zero, it means the clown got himself killed.
435 * We'll allow this maxdie times. MAXDIE is automatically set based
436 * on the number of snide messages available. Each death results in
437 * a message (81, 83, etc.) which offers reincarnation; if accepted,
438 * this results in message 82, 84, etc. The last time, if he wants
439 * another chance, he gets a snide remark as we exit. When
440 * reincarnated, all objects being carried get dropped at game.oldlc2
441 * (presumably the last place prior to being killed) without change
442 * of props. the loop runs backwards to assure that the bird is
443 * dropped before the cage. (this kluge could be changed once we're
444 * sure all references to bird and cage are done by keywords.) The
445 * lamp is a special case (it wouldn't do to leave it in the cave).
446 * It is turned off and left outside the building (only if he was
447 * carrying it, of course). He himself is left inside the building
448 * (and heaven help him if he tries to xyzzy back into the cave
449 * without the lamp!). game.oldloc is zapped so he can't just
452 static void croak(FILE *cmdin)
453 /* Okay, he's dead. Let's get on with it. */
456 /* He died during closing time. No resurrection. Tally up a
463 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
465 if (game.numdie == MAXDIE)
471 for (int j=1; j<=NOBJECTS; j++) {
472 int i=NOBJECTS + 1 - j;
481 game.oldloc=game.loc;
485 /* Given the current location in "game.loc", and a motion verb number in
486 * "K", put the new location in "game.newloc". The current loc is saved
487 * in "game.oldloc" in case he wants to retreat. The current
488 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
489 * does, game.newloc will be limbo, and game.oldloc will be what killed
490 * him, so we need game.oldlc2, which is the last place he was
493 static bool playermove(FILE *cmdin, token_t verb, int motion)
495 int LL, K2, KK=KEY[game.loc];
496 game.newloc=game.loc;
501 else if (motion == BACK) {
502 /* Handle "go back". Look for verb which goes from game.loc to
503 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
504 * K2 saves entry -> forced loc -> previous loc. */
508 game.oldlc2=game.oldloc;
509 game.oldloc=game.loc;
511 if (motion == game.loc)K2=91;
512 if (CNDBIT(game.loc,4))K2=274;
515 LL=MOD((labs(TRAVEL[KK])/1000),1000);
518 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
521 if (TRAVEL[KK] >= 0) {
532 motion=MOD(labs(TRAVEL[KK]),1000);
534 break; /* fall through to ordinary travel */
541 else if (motion == LOOK) {
542 /* Look. Can't give more detail. Pretend it wasn't dark
543 * (though it may "now" be dark) so he won't fall into a
544 * pit while staring into the gloom. */
545 if (game.detail < 3)RSPEAK(15);
548 game.abbrev[game.loc]=0;
551 else if (motion == CAVE) {
552 /* Cave. Different messages depending on whether above ground. */
553 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
557 /* none of the specials */
558 game.oldlc2=game.oldloc;
559 game.oldloc=game.loc;
562 /* ordinary travel */
565 if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
567 if (TRAVEL[KK] < 0) {
568 /* Non-applicable motion. Various messages depending on
571 if (motion >= 43 && motion <= 50)spk=52;
572 if (motion == 29 || motion == 30)spk=52;
573 if (motion == 7 || motion == 36 || motion == 37)spk=10;
574 if (motion == 11 || motion == 19)spk=11;
575 if (verb == FIND || verb == INVENT)spk=59;
576 if (motion == 62 || motion == 65)spk=42;
577 if (motion == 17)spk=80;
587 motion=MOD(game.newloc,100);
588 if (game.newloc <= 300) {
589 if (game.newloc <= 100) {
590 if (game.newloc == 0 || PCT(game.newloc))
592 /* else fall through */
593 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
595 /* else fall through */
597 else if (game.prop[motion] != game.newloc/100-3)
601 if (TRAVEL[KK] < 0)BUG(25);
603 game.newloc=labs(TRAVEL[KK])/1000;
609 game.newloc=MOD(LL,1000);
610 if (game.newloc <= 300)
612 if (game.newloc <= 500) {
613 game.newloc=game.newloc-300;
617 /* Travel 301. Plover-alcove passage. Can carry only
618 * emerald. Note: travel table must include "useless"
619 * entries going through passage, which can never be used for
620 * actual motion, but can be spotted by "go back". */
621 game.newloc=99+100-game.loc;
622 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
624 game.newloc=game.loc;
628 /* Travel 302. Plover transport. Drop the emerald (only use
629 * special travel if toting it), so he's forced to use the
630 * plover-passage to get it out. Having dropped it, go back and
631 * pretend he wasn't carrying it after all. */
632 DROP(EMRALD,game.loc);
635 /* Travel 303. Troll bridge. Must be done only as special
636 * motion so that dwarves won't wander across and encounter
637 * the bear. (They won't follow the player there because
638 * that region is forbidden to the pirate.) If
639 * game.prop(TROLL)=1, he's crossed since paying, so step out
640 * and block him. (standard travel entries check for
641 * game.prop(TROLL)=0.) Special stuff for bear. */
642 if (game.prop[TROLL] == 1) {
646 MOVE(TROLL2+NOBJECTS,0);
647 MOVE(TROLL,PLAC[TROLL]);
648 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
650 game.newloc=game.loc;
653 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
654 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
655 if (!TOTING(BEAR)) return true;
659 DROP(BEAR,game.newloc);
660 game.fixed[BEAR]= -1;
662 game.oldlc2=game.newloc;
669 RSPEAK(game.newloc-500);
670 game.newloc=game.loc;
674 static bool closecheck(void)
675 /* Handle the closing of the cave. The cave closes "clock1" turns
676 * after the last treasure has been located (including the pirate's
677 * chest, which may of course never show up). Note that the
678 * treasures need not have been taken yet, just located. Hence
679 * clock1 must be large enough to get out of the cave (it only ticks
680 * while inside the cave). When it hits zero, we branch to 10000 to
681 * start closing the cave, and then sit back and wait for him to try
682 * to get out. If he doesn't within clock2 turns, we close the cave;
683 * if he does try, we assume he panics, and give him a few additional
684 * turns to get frantic before we close. When clock2 hits zero, we
685 * branch to 11000 to transport him into the final puzzle. Note that
686 * the puzzle depends upon all sorts of random things. For instance,
687 * there must be no water or oil, since there are beanstalks which we
688 * don't want to be able to water, since the code can't handle it.
689 * Also, we can have no keys, since there is a grate (having moved
690 * the fixed object!) there separating him from all the treasures.
691 * Most of these problems arise from the use of negative prop numbers
692 * to suppress the object descriptions until he's actually moved the
695 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
699 /* When the first warning comes, we lock the grate, destroy
700 * the bridge, kill all the dwarves (and the pirate), remove
701 * the troll and bear (unless dead), and set "closng" to
702 * true. Leave the dragon; too much trouble to move it.
703 * from now until clock2 runs out, he cannot unlock the
704 * grate, move to any location outside the cave, or create
705 * the bridge. Nor can he be resurrected if he dies. Note
706 * that the snake is already gone, since he got to the
707 * treasure accessible only via the hall of the mountain
708 * king. Also, he's been in giant room (to get eggs), so we
709 * can refer to it. Also also, he's gotten the pearl, so we
710 * know the bivalve is an oyster. *And*, the dwarves must
711 * have been activated, since we've found chest. */
712 if (game.clock1 == 0)
716 for (int i=1; i<=NDWARVES; i++) {
721 MOVE(TROLL+NOBJECTS,0);
722 MOVE(TROLL2,PLAC[TROLL]);
723 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
725 if (game.prop[BEAR] != 3)DSTROY(BEAR);
734 } else if (game.clock1 < 0)
736 if (game.clock2 == 0) {
737 /* Once he's panicked, and clock2 has run out, we come here
738 * to set up the storage room. The room has two locs,
739 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
740 * place empty bottles, a nursery of plants, a bed of
741 * oysters, a pile of lamps, rods with stars, sleeping
742 * dwarves, and him. At the sw end we place grate over
743 * treasures, snake pit, covey of caged birds, more rods, and
744 * pillows. A mirror stretches across one wall. Many of the
745 * objects come from known locations and/or states (e.g. the
746 * snake is known to have been destroyed and needn't be
747 * carried away from its old "place"), making the various
748 * objects be handled differently. We also drop all other
749 * objects he might be carrying (lest he have some which
750 * could cause trouble, such as the keys). We describe the
751 * flash of light and trundle back. */
752 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
753 game.prop[PLANT]=PUT(PLANT,115,0);
754 game.prop[OYSTER]=PUT(OYSTER,115,0);
756 game.prop[LAMP]=PUT(LAMP,115,0);
757 game.prop[ROD]=PUT(ROD,115,0);
758 game.prop[DWARF]=PUT(DWARF,115,0);
762 /* Leave the grate with normal (non-negative) property.
767 game.prop[SNAKE]=PUT(SNAKE,116,1);
768 game.prop[BIRD]=PUT(BIRD,116,1);
769 game.prop[CAGE]=PUT(CAGE,116,0);
770 game.prop[ROD2]=PUT(ROD2,116,0);
771 game.prop[PILLOW]=PUT(PILLOW,116,0);
773 game.prop[MIRROR]=PUT(MIRROR,115,0);
774 game.fixed[MIRROR]=116;
776 for (int i=1; i<=NOBJECTS; i++) {
790 static bool do_command(FILE *cmdin)
792 long KQ, VERB, KK, V1, V2;
796 enum speechpart part;
798 /* Can't leave cave once it's closing (except by main office). */
799 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
801 game.newloc=game.loc;
802 if (!game.panic)game.clock2=15;
806 /* See if a dwarf has seen him and has come from where he
807 * wants to go. If so, the dwarf's blocking his way. If
808 * coming from place forbidden to pirate (dwarves rooted in
809 * place) let him get out (and attacked). */
810 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
811 for (i=1; i<=NDWARVES-1; i++) {
812 if (game.odloc[i] == game.newloc && game.dseen[i]) {
813 game.newloc=game.loc;
819 game.loc=game.newloc;
824 /* Describe the current location and (maybe) get next command. */
826 /* Print text for current loc. */
831 char* msg = short_location_descriptions[game.loc];
832 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
833 msg=long_location_descriptions[game.loc];
834 if (!FORCED(game.loc) && DARK(game.loc)) {
835 /* The easiest way to get killed is to fall into a pit in
837 if (game.wzdark && PCT(35)) {
839 game.oldlc2 = game.loc;
843 msg=arbitrary_messages[16];
845 if (TOTING(BEAR))RSPEAK(141);
848 if (FORCED(game.loc)) {
851 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
853 /* Print out descriptions of objects at this location. If
854 * not closing and property value is negative, tally off
855 * another treasure. Rug is special case; once seen, its
856 * game.prop is 1 (dragon on it) till dragon is killed.
857 * Similarly for chain; game.prop is initially 1 (locked to
858 * bear). These hacks are because game.prop=0 is needed to
861 if (DARK(game.loc)) goto L2012;
862 ++game.abbrev[game.loc];
863 i=game.atloc[game.loc];
868 if (obj > NOBJECTS)obj=obj-NOBJECTS;
869 if (obj == STEPS && TOTING(NUGGET)) goto L2008;
870 if (game.prop[obj] >= 0) goto L2006;
871 if (game.closed) goto L2008;
873 if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
875 /* Note: There used to be a test here to see whether the player had blown it
876 * so badly that he could never ever see the remaining treasures, and if so
877 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
878 * things like killing the bird before the snake was gone (can never see
879 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
880 * bridge several times, using up all available treasures, breaking vase,
881 * using coins to buy batteries, etc., and eventually never be able to get
882 * across again. If bottle were left on far side, could then never get eggs
883 * or trident, and the effects propagate. So the whole thing was flushed.
884 * anyone who makes such a gross blunder isn't likely to find everything
885 * else anyway (so goes the rationalisation). */
886 L2006: KK=game.prop[obj];
887 if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
889 L2008: i=game.link[i];
896 /* Check if this loc is eligible for any hints. If been here
897 * long enough, branch to help section (on later page). Hints
898 * all come back here eventually to finish the loop. Ignore
899 * "HINTS" < 4 (special stuff, see database notes).
901 L2600: if (COND[game.loc] >= game.conds) {
902 for (int hint=1; hint<=HNTMAX; hint++) {
903 if (game.hinted[hint])
905 if (!CNDBIT(game.loc,hint+10))
906 game.hintlc[hint]= -1;
908 if (game.hintlc[hint] >= HINTS[hint][1])
913 /* If closing time, check for any objects being toted with
914 * game.prop < 0 and set the prop to -1-game.prop. This way
915 * objects won't be described until they've been picked up
916 * and put down separate from their respective piles. Don't
917 * tick game.clock1 unless well into cave (and not at Y2). */
919 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
921 for (i=1; i<=NOBJECTS; i++) {
922 if (TOTING(i) && game.prop[i] < 0)
923 game.prop[i] = -1-game.prop[i];
926 game.wzdark=DARK(game.loc);
927 if (game.knfloc > 0 && game.knfloc != game.loc)
930 /* This is where we get a new command from the user */
931 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
934 /* Every input, check "game.foobar" flag. If zero, nothing's
935 * going on. If pos, make neg. If neg, he skipped a word,
936 * so make it zero. */
938 game.foobar=(game.foobar>0 ? -game.foobar : 0);
940 if (game.turns == game.thresh) {
941 newspeak(turn_threshold_messages[game.trndex]);
942 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
945 if (game.trndex <= TRNVLS)
946 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
948 if (VERB == SAY && WD2 > 0)
960 if (game.prop[LAMP] == 1)
963 /* Another way we can force an end to things is by having the
964 * lamp give out. When it gets close, we come here to warn
965 * him. First following ar, if the lamp and fresh batteries are
966 * here, in which case we replace the batteries and continue.
967 * Second is for other cases of lamp dying. 12400 is when it
968 * goes out. Even then, he can explore outside for a while
970 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
974 if (TOTING(BATTER))DROP(BATTER,game.loc);
975 game.limit=game.limit+2500;
977 } else if (game.limit == 0) {
980 if (HERE(LAMP))RSPEAK(184);
981 } else if (game.limit <= 30) {
982 if (!game.lmwarn && HERE(LAMP)) {
985 if (game.place[BATTER] == 0)spk=183;
986 if (game.prop[BATTER] == 1)spk=189;
992 if (LIQLOC(game.loc) == WATER)k=70;
995 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
999 if (V1 == ENTER && WD2 > 0) {
1004 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
1005 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
1007 WD2=MAKEWD(16152118);
1009 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
1010 WD1=MAKEWD(301200308);
1013 if (WD1 == MAKEWD(23051920)) {
1015 if (game.iwest == 10)
1018 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1025 /* Gee, I don't understand. */
1026 if (fallback_handler(rawbuf))
1037 case 1: part=unknown; obj = KMOD; break;
1038 case 2: part=intransitive; VERB = KMOD; break;
1039 case 3: RSPEAK(KMOD); goto L2012;
1044 switch (action(cmdin, part, VERB, obj)) {
1045 case 2: return true;
1046 case 8: KMOD=NUL; goto L8;
1047 case 2000: goto L2000;
1048 case 2012: goto L2012;
1049 case 2600: goto L2600;
1050 case 2607: goto L2607;
1051 case 2630: goto L2630;
1053 /* Get second word for analysis. */
1059 /* Random intransitive verbs come here. Clear obj just in case
1060 * (see attack()). */
1066 /* Oh dear, he's disturbed the dwarves. */
1074 /* no fallthrough here */
1076 /* Figure out the new location */
1077 L8: if (playermove(cmdin, VERB, KMOD))