+ /* See if a dwarf has seen him and has come from where he
+ * wants to go. If so, the dwarf's blocking his way. If
+ * coming from place forbidden to pirate (dwarves rooted in
+ * place) let him get out (and attacked). */
+ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
+ for (i=1; i<=NDWARVES-1; i++) {
+ if (game.odloc[i] == game.newloc && game.dseen[i]) {
+ game.newloc=game.loc;
+ RSPEAK(2);
+ break;
+ }
+ }
+ }
+ game.loc=game.newloc;
+
+ if (!dwarfmove())
+ croak(cmdin);
+
+ /* Describe the current location and (maybe) get next command. */
+
+ /* Print text for current loc. */
+
+L2000:
+ if (game.loc == 0)
+ croak(cmdin);
+ char* msg = short_location_descriptions[game.loc];
+ if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
+ msg=long_location_descriptions[game.loc];
+ if (!FORCED(game.loc) && DARK(game.loc)) {
+ /* The easiest way to get killed is to fall into a pit in
+ * pitch darkness. */
+ if (game.wzdark && PCT(35)) {
+ RSPEAK(23);
+ game.oldlc2 = game.loc;
+ croak(cmdin);
+ goto L2000;
+ }
+ msg=arbitrary_messages[16];
+ }
+ if (TOTING(BEAR))RSPEAK(141);
+ newspeak(msg);
+ KMOD=1;
+ if (FORCED(game.loc)) {
+ goto L8;
+ }
+ if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
+
+ /* Print out descriptions of objects at this location. If
+ * not closing and property value is negative, tally off
+ * another treasure. Rug is special case; once seen, its
+ * game.prop is 1 (dragon on it) till dragon is killed.
+ * Similarly for chain; game.prop is initially 1 (locked to
+ * bear). These hacks are because game.prop=0 is needed to
+ * get full score. */
+
+ if (DARK(game.loc)) goto L2012;
+ ++game.abbrev[game.loc];
+ i=game.atloc[game.loc];
+L2004:
+ if (i == 0)
+ goto L2012;
+ obj=i;
+ if (obj > NOBJECTS)obj=obj-NOBJECTS;
+ if (obj == STEPS && TOTING(NUGGET)) goto L2008;
+ if (game.prop[obj] >= 0) goto L2006;
+ if (game.closed) goto L2008;
+ game.prop[obj]=0;
+ if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
+ --game.tally;
+ /* Note: There used to be a test here to see whether the player had blown it
+ * so badly that he could never ever see the remaining treasures, and if so
+ * the lamp was zapped to 35 turns. But the tests were too simple-minded;
+ * things like killing the bird before the snake was gone (can never see
+ * jewelry), and doing it "right" was hopeless. E.G., could cross troll
+ * bridge several times, using up all available treasures, breaking vase,
+ * using coins to buy batteries, etc., and eventually never be able to get
+ * across again. If bottle were left on far side, could then never get eggs
+ * or trident, and the effects propagate. So the whole thing was flushed.
+ * anyone who makes such a gross blunder isn't likely to find everything
+ * else anyway (so goes the rationalisation). */
+L2006:
+ KK=game.prop[obj];
+ if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
+ PSPEAK(obj,KK);
+L2008:
+ i=game.link[i];
+ goto L2004;
+
+L2012:
+ VERB=0;
+ game.oldobj=obj;
+ obj=0;
+
+L2600:
+ checkhints(cmdin);
+
+ /* If closing time, check for any objects being toted with
+ * game.prop < 0 and set the prop to -1-game.prop. This way
+ * objects won't be described until they've been picked up
+ * and put down separate from their respective piles. Don't
+ * tick game.clock1 unless well into cave (and not at Y2). */
+ if (game.closed) {
+ if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
+ PSPEAK(OYSTER,1);
+ for (i=1; i<=NOBJECTS; i++) {
+ if (TOTING(i) && game.prop[i] < 0)
+ game.prop[i] = -1-game.prop[i];
+ }
+ }
+ game.wzdark=DARK(game.loc);
+ if (game.knfloc > 0 && game.knfloc != game.loc)
+ game.knfloc=0;
+
+ /* This is where we get a new command from the user */
+ if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
+ return false;
+
+ /* Every input, check "game.foobar" flag. If zero, nothing's
+ * going on. If pos, make neg. If neg, he skipped a word,
+ * so make it zero. */
+L2607:
+ game.foobar=(game.foobar>0 ? -game.foobar : 0);
+ ++game.turns;
+ if (game.turns == game.thresh) {
+ newspeak(turn_threshold_messages[game.trndex]);
+ game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
+ ++game.trndex;
+ game.thresh = -1;
+ if (game.trndex <= TRNVLS)
+ game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
+ }
+ if (VERB == SAY && WD2 > 0)
+ VERB=0;
+ if (VERB == SAY) {
+ part=transitive;
+ goto Laction;
+ }
+ if (closecheck())
+ if (game.closed)
+ return true;
+ else
+ goto L19999;
+
+ lampcheck();
+
+L19999:
+ k=43;
+ if (LIQLOC(game.loc) == WATER)k=70;
+ V1=VOCAB(WD1,-1);
+ V2=VOCAB(WD2,-1);
+ if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
+ RSPEAK(k);
+ goto L2012;
+ }
+ if (V1 == ENTER && WD2 > 0) {
+ WD1=WD2;
+ WD1X=WD2X;
+ WD2=0;
+ } else {
+ if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
+ (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
+ if (AT(V2-1000))
+ WD2=MAKEWD(16152118);
+ }
+ if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
+ WD1=MAKEWD(301200308);
+ }
+L2620:
+ if (WD1 == MAKEWD(23051920)) {
+ ++game.iwest;
+ if (game.iwest == 10)
+ RSPEAK(17);
+ }
+ if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (++igo == 10)
+ RSPEAK(276);
+ }
+L2630:
+ i=VOCAB(WD1,-1);
+ if (i == -1) {
+ /* Gee, I don't understand. */
+ if (fallback_handler(rawbuf))
+ return true;
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(254);
+ goto L2600;
+ }
+ KMOD=MOD(i,1000);
+ KQ=i/1000+1;
+ switch (KQ-1)
+ {
+ case 0: goto L8;
+ case 1: part=unknown; obj = KMOD; break;
+ case 2: part=intransitive; VERB = KMOD; break;
+ case 3: RSPEAK(KMOD); goto L2012;
+ default: BUG(22);
+ }
+
+Laction:
+ switch (action(cmdin, part, VERB, obj)) {
+ case 2: return true;
+ case 8: KMOD=NUL; goto L8;
+ case 2000: goto L2000;
+ case 2012: goto L2012;
+ case 2600: goto L2600;
+ case 2607: goto L2607;
+ case 2630: goto L2630;
+ case 2800:
+ /* Get second word for analysis. */
+ WD1=WD2;
+ WD1X=WD2X;
+ WD2=0;
+ goto L2620;
+ case 8000:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(257);
+ obj=0;
+ goto L2600;
+ case 19000:
+ /* Oh dear, he's disturbed the dwarves. */
+ RSPEAK(136);