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)
44 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
46 FILE *logfp = NULL, *rfp = NULL;
47 bool oldstyle = false;
51 static void sig_handler(int signo)
53 if (signo == SIGINT) {
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 Adventure.
72 static bool do_command(FILE *);
74 int main(int argc, char *argv[])
81 const char* opts = "l:or:s";
82 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
84 const char* opts = "l:os";
85 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
87 while ((ch = getopt(argc, argv, opts)) != EOF) {
90 logfp = fopen(optarg, "w");
93 "advent: can't open logfile %s for write\n",
95 signal(SIGINT, sig_handler);
99 editline = prompt = false;
101 #ifndef ADVENT_NOSAVE
103 rfp = fopen(optarg, "r");
106 "advent: can't open save file %s for read\n",
108 signal(SIGINT, sig_handler);
118 " -l create a log file of your game named as specified'\n");
120 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
121 #ifndef ADVENT_NOSAVE
123 " -r restore from specified saved game file\n");
126 " -s suppress command editing\n");
132 linenoiseHistorySetMaxLen(350);
134 /* Initialize our LCG PRNG with parameters tested against
135 * Knuth vol. 2. by the original authors */
138 game.lcg_m = 1048576;
140 long seedval = (long)rand();
143 /* Initialize game variables */
146 /* Start-up, dwarf stuff */
147 game.zzword = rndvoc(3, 0);
148 game.newloc = LOC_START;
149 game.loc = LOC_START;
150 game.limit = GAMELIMIT;
152 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
154 game.limit = NOVICELIMIT;
160 fprintf(logfp, "seed %ld\n", seedval);
162 /* interpret commands until EOF or interrupt */
164 if (!do_command(stdin))
167 /* show score and exit */
171 static bool fallback_handler(char *buf)
172 /* fallback handler for commands not handled by FORTRANish parser */
175 if (sscanf(buf, "seed %ld", &sv) == 1) {
177 printf("Seed set to %ld\n", sv);
178 // autogenerated, so don't charge user time for it.
180 // here we reconfigure any global game state that uses random numbers
181 game.zzword = rndvoc(3, 0);
187 /* Check if this loc is eligible for any hints. If been here long
188 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
190 static void checkhints(void)
192 if (conditions[game.loc] >= game.conds) {
193 for (int hint = 0; hint < NHINTS; hint++) {
194 if (game.hinted[hint])
196 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
197 game.hintlc[hint] = -1;
199 /* Come here if he's been long enough at required loc(s) for some
201 if (game.hintlc[hint] >= hints[hint].turns) {
207 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
209 game.hintlc[hint] = 0;
212 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
216 if (HERE(SNAKE) && !HERE(BIRD))
218 game.hintlc[hint] = 0;
221 if (game.atloc[game.loc] == 0 &&
222 game.atloc[game.oldloc] == 0 &&
223 game.atloc[game.oldlc2] == 0 &&
226 game.hintlc[hint] = 0;
229 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
231 game.hintlc[hint] = 0;
238 game.hintlc[hint] = 0;
241 if (game.atloc[game.loc] == 0 &&
242 game.atloc[game.oldloc] == 0 &&
243 game.atloc[game.oldlc2] == 0)
247 i = atdwrf(game.loc);
249 game.hintlc[hint] = 0;
252 if (HERE(OGRE) && i == 0)
256 if (game.tally == 1 && game.prop[JADE] < 0)
258 game.hintlc[hint] = 0;
261 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
265 /* Fall through to hint display */
266 game.hintlc[hint] = 0;
267 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
269 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
270 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
271 if (game.hinted[hint] && game.limit > WARNTIME)
272 game.limit += WARNTIME * hints[hint].penalty;
278 static bool spotted_by_pirate(int i)
283 /* The pirate's spotted him. He leaves him alone once we've
284 * found chest. K counts if a treasure is here. If not, and
285 * tally=1 for an unseen chest, let the pirate be spotted. Note
286 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
287 * it to the troll, but in that case he's seen the chest
289 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
292 bool movechest = false, robplayer = false;
293 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
294 if (!objects[treasure].is_treasure)
296 /* Pirate won't take pyramid from plover room or dark
297 * room (too easy!). */
298 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
301 if (TOTING(treasure) || HERE(treasure))
303 if (TOTING(treasure)) {
308 /* Force chest placement before player finds last treasure */
309 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
310 rspeak(PIRATE_SPOTTED);
313 /* Do things in this order (chest move before robbery) so chest is listed
314 * last at the maze location. */
316 move(CHEST, game.chloc);
317 move(MESSAG, game.chloc2);
318 game.dloc[PIRATE] = game.chloc;
319 game.odloc[PIRATE] = game.chloc;
320 game.dseen[PIRATE] = false;
322 /* You might get a hint of the pirate's presence even if the
323 * chest doesn't move... */
324 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
325 rspeak(PIRATE_RUSTLES);
328 rspeak(PIRATE_POUNCES);
329 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
330 if (!objects[treasure].is_treasure)
332 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
333 if (AT(treasure) && game.fixed[treasure] == 0)
334 carry(treasure, game.loc);
335 if (TOTING(treasure))
336 drop(treasure, game.chloc);
344 static bool dwarfmove(void)
345 /* Dwarves move. Return true if player survives, false if he dies. */
347 int kk, stick, attack;
350 /* Dwarf stuff. See earlier comments for description of
351 * variables. Remember sixth dwarf is pirate and is thus
352 * very different except for motion rules. */
354 /* First off, don't let the dwarves follow him into a pit or
355 * a wall. Activate the whole mess the first time he gets as
356 * far as the hall of mists (loc 15). If game.newloc is
357 * forbidden to pirate (in particular, if it's beyond the
358 * troll bridge), bypass dwarf stuff. That way pirate can't
359 * steal return toll, and dwarves can't meet the bear. Also
360 * means dwarves won't follow him into dead end in maze, but
361 * c'est la vie. They'll wait for him outside the dead
363 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
366 /* Dwarf activity level ratchets up */
367 if (game.dflag == 0) {
368 if (INDEEP(game.loc))
373 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
374 * the 5 dwarves. If any of the survivors is at loc,
375 * replace him with the alternate. */
376 if (game.dflag == 1) {
377 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
380 for (int i = 1; i <= 2; i++) {
381 int j = 1 + randrange(NDWARVES - 1);
385 for (int i = 1; i <= NDWARVES - 1; i++) {
386 if (game.dloc[i] == game.loc)
387 game.dloc[i] = DALTLC;
388 game.odloc[i] = game.dloc[i];
395 /* Things are in full swing. Move each dwarf at random,
396 * except if he's seen us he sticks with us. Dwarves stay
397 * deep inside. If wandering at random, they don't back up
398 * unless there's no alternative. If they don't have to
399 * move, they attack. And, of course, dead dwarves don't do
400 * much of anything. */
404 for (int i = 1; i <= NDWARVES; i++) {
405 if (game.dloc[i] == 0)
407 /* Fill tk array with all the places this dwarf might go. */
409 kk = TKEY[game.dloc[i]];
412 game.newloc = T_DESTINATION(TRAVEL[kk]);
413 /* Have we avoided a dwarf encounter? */
414 bool avoided = (SPECIAL(game.newloc) ||
415 !INDEEP(game.newloc) ||
416 game.newloc == game.odloc[i] ||
417 (j > 1 && game.newloc == tk[j - 1]) ||
419 game.newloc == game.dloc[i] ||
420 FORCED(game.newloc) ||
421 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
422 T_NODWARVES(TRAVEL[kk]));
424 tk[j++] = game.newloc;
428 (TRAVEL[kk - 1] >= 0);
429 tk[j] = game.odloc[i];
432 j = 1 + randrange(j);
433 game.odloc[i] = game.dloc[i];
434 game.dloc[i] = tk[j];
435 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
436 if (!game.dseen[i]) continue;
437 game.dloc[i] = game.loc;
438 if (spotted_by_pirate(i))
440 /* This threatening little dwarf is in the room with him! */
442 if (game.odloc[i] == game.dloc[i]) {
444 if (game.knfloc >= 0)
445 game.knfloc = game.loc;
446 if (randrange(1000) < 95 * (game.dflag - 2))
451 /* Now we know what's happening. Let's tell the poor sucker about it.
452 * Note that various of the "knife" messages must have specific relative
453 * positions in the rspeak database. */
454 if (game.dtotal == 0)
456 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
459 if (game.dflag == 2)game.dflag = 3;
461 rspeak(THROWN_KNIVES, attack);
462 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
464 rspeak(KNIFE_THROWN);
469 game.oldlc2 = game.loc;
473 /* "You're dead, Jim."
475 * If the current loc is zero, it means the clown got himself killed.
476 * We'll allow this maxdie times. NDEATHS is automatically set based
477 * on the number of snide messages available. Each death results in
478 * a message (81, 83, etc.) which offers reincarnation; if accepted,
479 * this results in message 82, 84, etc. The last time, if he wants
480 * another chance, he gets a snide remark as we exit. When
481 * reincarnated, all objects being carried get dropped at game.oldlc2
482 * (presumably the last place prior to being killed) without change
483 * of props. the loop runs backwards to assure that the bird is
484 * dropped before the cage. (this kluge could be changed once we're
485 * sure all references to bird and cage are done by keywords.) The
486 * lamp is a special case (it wouldn't do to leave it in the cave).
487 * It is turned off and left outside the building (only if he was
488 * carrying it, of course). He himself is left inside the building
489 * (and heaven help him if he tries to xyzzy back into the cave
490 * without the lamp!). game.oldloc is zapped so he can't just
493 static void croak(void)
494 /* Okay, he's dead. Let's get on with it. */
496 const char* query = obituaries[game.numdie].query;
497 const char* yes_response = obituaries[game.numdie].yes_response;
500 /* He died during closing time. No resurrection. Tally up a
502 rspeak(DEATH_CLOSING);
504 } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
507 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
509 game.prop[LAMP] = LAMP_DARK;
510 for (int j = 1; j <= NOBJECTS; j++) {
511 int i = NOBJECTS + 1 - j;
513 /* Always leave lamp where it's accessible aboveground */
514 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
517 game.loc = LOC_BUILDING;
518 game.oldloc = game.loc;
522 /* Given the current location in "game.loc", and a motion verb number in
523 * "motion", put the new location in "game.newloc". The current loc is saved
524 * in "game.oldloc" in case he wants to retreat. The current
525 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
526 * does, game.newloc will be limbo, and game.oldloc will be what killed
527 * him, so we need game.oldlc2, which is the last place he was
530 static bool playermove(token_t verb, int motion)
532 int scratchloc, k2, kk = TKEY[game.loc];
533 game.newloc = game.loc;
535 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
538 else if (motion == BACK) {
539 /* Handle "go back". Look for verb which goes from game.loc to
540 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
541 * k2 saves entry -> forced loc -> previous loc. */
542 motion = game.oldloc;
544 motion = game.oldlc2;
545 game.oldlc2 = game.oldloc;
546 game.oldloc = game.loc;
548 if (motion == game.loc)k2 = FORGOT_PATH;
549 if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
552 scratchloc = T_DESTINATION(TRAVEL[kk]);
553 if (scratchloc != motion) {
554 if (!SPECIAL(scratchloc)) {
555 if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion)
558 if (TRAVEL[kk] >= 0) {
559 ++kk; /* go to next travel entry for this location */
562 /* we've reached the end of travel entries for game.loc */
565 rspeak(NOT_CONNECTED);
570 motion = T_MOTION(TRAVEL[kk]);
572 break; /* fall through to ordinary travel */
578 } else if (motion == LOOK) {
579 /* Look. Can't give more detail. Pretend it wasn't dark
580 * (though it may now be dark) so he won't fall into a
581 * pit while staring into the gloom. */
583 rspeak(NO_MORE_DETAIL);
586 game.abbrev[game.loc] = 0;
588 } else if (motion == CAVE) {
589 /* Cave. Different messages depending on whether above ground. */
590 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
593 /* none of the specials */
594 game.oldlc2 = game.oldloc;
595 game.oldloc = game.loc;
598 /* Look for a way to fulfil the motion - kk indexes the beginning
599 * of the motion entries for here (game.loc). */
601 if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion)
603 if (TRAVEL[kk] < 0) {
604 /* FIXME: Magic numbers! */
605 /* Couldn't find an entry matching the motion word passed
606 * in. Various messages depending on word given. */
607 int spk = CANT_APPLY;
608 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
609 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
610 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
611 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
612 if (verb == FIND || verb == INVENT)spk = NEARBY;
613 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
614 if (motion == 17)spk = WHICH_WAY;
620 scratchloc = labs(TRAVEL[kk]) / 1000;
624 * (ESR) This special-travel loop may have to be repeated if it includes
625 * the plover passage. Same deal for any future cases where we need to
626 * block travel and then redo it once the blocking condition has been
629 for (;;) { /* L12 loop */
631 game.newloc = scratchloc / 1000;
632 motion = MOD(game.newloc, 100);
633 if (!SPECIAL(game.newloc)) {
634 if (game.newloc <= 100) {
635 if (game.newloc == 0 || PCT(game.newloc))
637 /* else fall through */
639 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
641 /* else fall through */
642 } else if (game.prop[motion] != game.newloc / 100 - 3)
646 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
648 game.newloc = labs(TRAVEL[kk]) / 1000;
650 (game.newloc == scratchloc);
651 scratchloc = game.newloc;
654 game.newloc = MOD(scratchloc, 1000);
655 if (!SPECIAL(game.newloc))
657 if (game.newloc <= 500) {
658 game.newloc -= SPECIALBASE;
659 switch (game.newloc) {
661 /* Travel 301. Plover-alcove passage. Can carry only
662 * emerald. Note: travel table must include "useless"
663 * entries going through passage, which can never be used for
664 * actual motion, but can be spotted by "go back". */
665 /* FIXME: Arithmetic on location numbers */
666 game.newloc = 99 + 100 - game.loc;
667 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
668 game.newloc = game.loc;
673 /* Travel 302. Plover transport. Drop the emerald (only use
674 * special travel if toting it), so he's forced to use the
675 * plover-passage to get it out. Having dropped it, go back and
676 * pretend he wasn't carrying it after all. */
677 drop(EMERALD, game.loc);
680 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
682 game.newloc = labs(TRAVEL[kk]) / 1000;
684 (game.newloc == scratchloc);
685 scratchloc = game.newloc;
686 continue; /* goto L12 */
688 /* Travel 303. Troll bridge. Must be done only as special
689 * motion so that dwarves won't wander across and encounter
690 * the bear. (They won't follow the player there because
691 * that region is forbidden to the pirate.) If
692 * game.prop(TROLL)=1, he's crossed since paying, so step out
693 * and block him. (standard travel entries check for
694 * game.prop(TROLL)=0.) Special stuff for bear. */
695 if (game.prop[TROLL] == 1) {
696 pspeak(TROLL,look, 1);
697 game.prop[TROLL] = 0;
699 move(TROLL2 + NOBJECTS, 0);
700 move(TROLL, objects[TROLL].plac);
701 move(TROLL + NOBJECTS, objects[TROLL].fixd);
703 game.newloc = game.loc;
706 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
707 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
708 if (!TOTING(BEAR)) return true;
709 rspeak(BRIDGE_COLLAPSE);
710 game.prop[CHASM] = 1;
711 game.prop[TROLL] = 2;
712 drop(BEAR, game.newloc);
713 game.fixed[BEAR] = -1;
715 game.oldlc2 = game.newloc;
720 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
722 break; /* Leave L12 loop */
727 /* Execute a speak rule */
728 rspeak(L_SPEAK(game.newloc));
729 game.newloc = game.loc;
733 static bool closecheck(void)
734 /* Handle the closing of the cave. The cave closes "clock1" turns
735 * after the last treasure has been located (including the pirate's
736 * chest, which may of course never show up). Note that the
737 * treasures need not have been taken yet, just located. Hence
738 * clock1 must be large enough to get out of the cave (it only ticks
739 * while inside the cave). When it hits zero, we branch to 10000 to
740 * start closing the cave, and then sit back and wait for him to try
741 * to get out. If he doesn't within clock2 turns, we close the cave;
742 * if he does try, we assume he panics, and give him a few additional
743 * turns to get frantic before we close. When clock2 hits zero, we
744 * branch to 11000 to transport him into the final puzzle. Note that
745 * the puzzle depends upon all sorts of random things. For instance,
746 * there must be no water or oil, since there are beanstalks which we
747 * don't want to be able to water, since the code can't handle it.
748 * Also, we can have no keys, since there is a grate (having moved
749 * the fixed object!) there separating him from all the treasures.
750 * Most of these problems arise from the use of negative prop numbers
751 * to suppress the object descriptions until he's actually moved the
754 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
757 /* When the first warning comes, we lock the grate, destroy
758 * the bridge, kill all the dwarves (and the pirate), remove
759 * the troll and bear (unless dead), and set "closng" to
760 * true. Leave the dragon; too much trouble to move it.
761 * from now until clock2 runs out, he cannot unlock the
762 * grate, move to any location outside the cave, or create
763 * the bridge. Nor can he be resurrected if he dies. Note
764 * that the snake is already gone, since he got to the
765 * treasure accessible only via the hall of the mountain
766 * king. Also, he's been in giant room (to get eggs), so we
767 * can refer to it. Also also, he's gotten the pearl, so we
768 * know the bivalve is an oyster. *And*, the dwarves must
769 * have been activated, since we've found chest. */
770 if (game.clock1 == 0) {
771 game.prop[GRATE] = GRATE_CLOSED;
772 game.prop[FISSURE] = 0;
773 for (int i = 1; i <= NDWARVES; i++) {
774 game.dseen[i] = false;
778 move(TROLL + NOBJECTS, 0);
779 move(TROLL2, objects[TROLL].plac);
780 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
782 if (game.prop[BEAR] != 3)DESTROY(BEAR);
783 game.prop[CHAIN] = 0;
784 game.fixed[CHAIN] = 0;
787 rspeak(CAVE_CLOSING);
791 } else if (game.clock1 < 0)
793 if (game.clock2 == 0) {
794 /* Once he's panicked, and clock2 has run out, we come here
795 * to set up the storage room. The room has two locs,
796 * hardwired as LOC_NE and LOC_SW. At the ne end, we
797 * place empty bottles, a nursery of plants, a bed of
798 * oysters, a pile of lamps, rods with stars, sleeping
799 * dwarves, and him. At the sw end we place grate over
800 * treasures, snake pit, covey of caged birds, more rods, and
801 * pillows. A mirror stretches across one wall. Many of the
802 * objects come from known locations and/or states (e.g. the
803 * snake is known to have been destroyed and needn't be
804 * carried away from its old "place"), making the various
805 * objects be handled differently. We also drop all other
806 * objects he might be carrying (lest he have some which
807 * could cause trouble, such as the keys). We describe the
808 * flash of light and trundle back. */
809 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
810 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
811 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
812 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
813 game.prop[ROD] = put(ROD, LOC_NE, 0);
814 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
816 game.oldloc = LOC_NE;
817 game.newloc = LOC_NE;
818 /* Leave the grate with normal (non-negative) property.
820 put(GRATE, LOC_SW, 0);
821 put(SIGN, LOC_SW, 0);
822 game.prop[SIGN] = ENDGAME_SIGN;
823 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
824 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
825 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
826 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
827 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
829 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
830 game.fixed[MIRROR] = LOC_SW;
832 for (int i = 1; i <= NOBJECTS; i++) {
845 static void lampcheck(void)
846 /* Check game limit and lamp timers */
848 if (game.prop[LAMP] == LAMP_BRIGHT)
851 /* Another way we can force an end to things is by having the
852 * lamp give out. When it gets close, we come here to warn him.
853 * First following arm checks if the lamp and fresh batteries are
854 * here, in which case we replace the batteries and continue.
855 * Second is for other cases of lamp dying. Eve after it goes
856 * out, he can explore outside for a while if desired. */
857 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
858 rspeak(REPLACE_BATTERIES);
859 game.prop[BATTERY] = DEAD_BATTERIES;
861 drop(BATTERY, game.loc);
862 game.limit += BATTERYLIFE;
864 } else if (game.limit == 0) {
866 game.prop[LAMP] = LAMP_DARK;
869 } else if (game.limit <= WARNTIME) {
870 if (!game.lmwarn && HERE(LAMP)) {
872 int spk = GET_BATTERIES;
873 if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
874 if (game.prop[BATTERY] == DEAD_BATTERIES)
875 spk = MISSING_BATTERIES;
881 static void listobjects(void)
882 /* Print out descriptions of objects at this location. If
883 * not closing and property value is negative, tally off
884 * another treasure. Rug is special case; once seen, its
885 * game.prop is 1 (dragon on it) till dragon is killed.
886 * Similarly for chain; game.prop is initially 1 (locked to
887 * bear). These hacks are because game.prop=0 is needed to
890 if (!DARK(game.loc)) {
891 ++game.abbrev[game.loc];
892 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
894 if (obj > NOBJECTS)obj = obj - NOBJECTS;
895 if (obj == STEPS && TOTING(NUGGET))
897 if (game.prop[obj] < 0) {
901 if (obj == RUG || obj == CHAIN)
904 /* Note: There used to be a test here to see whether the
905 * player had blown it so badly that he could never ever see
906 * the remaining treasures, and if so the lamp was zapped to
907 * 35 turns. But the tests were too simple-minded; things
908 * like killing the bird before the snake was gone (can never
909 * see jewelry), and doing it "right" was hopeless. E.G.,
910 * could cross troll bridge several times, using up all
911 * available treasures, breaking vase, using coins to buy
912 * batteries, etc., and eventually never be able to get
913 * across again. If bottle were left on far side, could then
914 * never get eggs or trident, and the effects propagate. So
915 * the whole thing was flushed. anyone who makes such a
916 * gross blunder isn't likely to find everything else anyway
917 * (so goes the rationalisation). */
919 int kk = game.prop[obj];
920 if (obj == STEPS && game.loc == game.fixed[STEPS])
922 pspeak(obj, look, kk);
927 static bool do_command(FILE *cmdin)
928 /* Get and execute a command */
933 static struct command_t command;
936 /* Can't leave cave once it's closing (except by main office). */
937 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
939 game.newloc = game.loc;
940 if (!game.panic)game.clock2 = PANICTIME;
944 /* See if a dwarf has seen him and has come from where he
945 * wants to go. If so, the dwarf's blocking his way. If
946 * coming from place forbidden to pirate (dwarves rooted in
947 * place) let him get out (and attacked). */
948 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
949 for (size_t i = 1; i <= NDWARVES - 1; i++) {
950 if (game.odloc[i] == game.newloc && game.dseen[i]) {
951 game.newloc = game.loc;
957 game.loc = game.newloc;
962 /* Describe the current location and (maybe) get next command. */
967 const char* msg = locations[game.loc].description.small;
968 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
969 msg = locations[game.loc].description.big;
970 if (!FORCED(game.loc) && DARK(game.loc)) {
971 /* The easiest way to get killed is to fall into a pit in
973 if (game.wzdark && PCT(35)) {
975 game.oldlc2 = game.loc;
977 continue; /* back to top of main interpreter loop */
979 msg = arbitrary_messages[PITCH_DARK];
981 if (TOTING(BEAR))rspeak(TAME_BEAR);
983 if (FORCED(game.loc)) {
984 if (playermove(command.verb, 1))
987 continue; /* back to top of main interpreter loop */
989 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
996 game.oldobj = command.obj;
1002 /* If closing time, check for any objects being toted with
1003 * game.prop < 0 and set the prop to -1-game.prop. This way
1004 * objects won't be described until they've been picked up
1005 * and put down separate from their respective piles. Don't
1006 * tick game.clock1 unless well into cave (and not at Y2). */
1008 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1009 pspeak(OYSTER, look, 1);
1010 for (size_t i = 1; i <= NOBJECTS; i++) {
1011 if (TOTING(i) && game.prop[i] < 0)
1012 game.prop[i] = -1 - game.prop[i];
1015 game.wzdark = DARK(game.loc);
1016 if (game.knfloc > 0 && game.knfloc != game.loc)
1019 /* This is where we get a new command from the user */
1020 if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
1023 /* Every input, check "game.foobar" flag. If zero, nothing's
1024 * going on. If pos, make neg. If neg, he skipped a word,
1025 * so make it zero. */
1027 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1030 /* If a turn threshold has been met, apply penalties and tell
1031 * the player about it. */
1032 for (int i = 0; i < NTHRESHOLDS; ++i)
1034 if (game.turns == turn_thresholds[i].threshold + 1)
1036 game.trnluz += turn_thresholds[i].point_loss;
1037 speak(turn_thresholds[i].message);
1041 if (command.verb == SAY && command.wd2 > 0)
1043 if (command.verb == SAY) {
1044 command.part = transitive;
1053 V1 = vocab(command.wd1, -1);
1054 V2 = vocab(command.wd2, -1);
1055 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1056 if (LIQLOC(game.loc) == WATER) {
1059 rspeak(WHERE_QUERY);
1063 if (V1 == ENTER && command.wd2 > 0) {
1064 command.wd1 = command.wd2;
1065 command.wd1x = command.wd2x;
1066 wordclear(&command.wd2);
1068 /* FIXME: Magic numbers */
1069 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1070 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1072 command.wd2 = MAKEWD(WORD_POUR);
1074 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1075 command.wd1 = MAKEWD(WORD_CATCH);
1078 if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
1080 if (game.iwest == 10)
1083 if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
1085 rspeak(GO_UNNEEDED);
1088 defn = vocab(command.wd1, -1);
1090 /* Gee, I don't understand. */
1091 if (fallback_handler(rawbuf))
1093 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1096 kmod = MOD(defn, 1000);
1097 switch (defn / 1000) {
1099 if (playermove(command.verb, kmod))
1102 continue; /* back to top of main interpreter loop */
1104 command.part = unknown;
1108 command.part = intransitive;
1109 command.verb = kmod;
1115 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1119 switch (action(cmdin, &command)) {
1123 playermove(command.verb, NUL);
1126 continue; /* back to top of main interpreter loop */
1136 /* Get second word for analysis. */
1137 command.wd1 = command.wd2;
1138 command.wd1x = command.wd2x;
1139 wordclear(&command.wd2);
1142 /* Random intransitive verbs come here. Clear obj just in case
1143 * (see attack()). */
1144 rspeak(DO_WHAT, command.wd1, command.wd1x);
1148 /* Oh dear, he's disturbed the dwarves. */
1149 rspeak(DWARVES_AWAKEN);
1152 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);