+ } else if (game.limit == 0) {
+ game.limit= -1;
+ game.prop[LAMP]=0;
+ if (HERE(LAMP))
+ RSPEAK(LAMP_OUT);
+ } else if (game.limit <= 30) {
+ if (!game.lmwarn && HERE(LAMP)) {
+ game.lmwarn=true;
+ int spk=GET_BATTERIES;
+ if (game.place[BATTER] == 0)spk=LAMP_DIM;
+ if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES;
+ RSPEAK(spk);
+ }
+ }
+}
+
+static void listobjects(void)
+/* 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)) {
+ ++game.abbrev[game.loc];
+ for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
+ long obj=i;
+ if (obj > NOBJECTS)obj=obj-NOBJECTS;
+ if (obj == STEPS && TOTING(NUGGET))
+ continue;
+ if (game.prop[obj] < 0) {
+ if (game.closed)
+ continue;
+ 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). */
+ }
+ int kk=game.prop[obj];
+ if (obj == STEPS && game.loc == game.fixed[STEPS])
+ kk=1;
+ PSPEAK(obj,kk);
+ }
+ }
+}
+
+static bool do_command(FILE *cmdin)
+/* Get and execute a command */
+{
+ long kq, verb, V1, V2;
+ long i, k, kmod;
+ static long igo = 0;
+ static long obj = 0;
+ enum speechpart part;
+
+ /* Can't leave cave once it's closing (except by main office). */
+ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
+ RSPEAK(EXIT_CLOSED);
+ game.newloc=game.loc;
+ if (!game.panic)game.clock2=15;
+ game.panic=true;
+ }
+
+ /* 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,NOARRR)) {
+ for (i=1; i<=NDWARVES-1; i++) {
+ if (game.odloc[i] == game.newloc && game.dseen[i]) {
+ game.newloc=game.loc;
+ RSPEAK(DWARF_BLOCK);
+ break;
+ }
+ }
+ }
+ game.loc=game.newloc;
+
+ if (!dwarfmove())
+ croak(cmdin);
+
+ /* Describe the current location and (maybe) get next command. */
+
+ for (;;) {
+ if (game.loc == 0)
+ croak(cmdin);
+ char* msg = locations[game.loc].description.small;
+ if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
+ msg=locations[game.loc].description.big;
+ 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(PIT_FALL);
+ game.oldlc2 = game.loc;
+ croak(cmdin);
+ continue; /* back to top of main interpreter loop */
+ }
+ msg=arbitrary_messages[PITCH_DARK];
+ }
+ if (TOTING(BEAR))RSPEAK(TAME_BEAR);
+ newspeak(msg);
+ if (FORCED(game.loc)) {
+ if (playermove(cmdin, verb, 1))
+ return true;
+ else
+ continue; /* back to top of main interpreter loop */
+ }
+ if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
+
+ listobjects();
+
+ 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
+ lampcheck();
+
+ k=WHERE_QUERY;
+ if (LIQLOC(game.loc) == WATER)k=FEET_WET;
+ 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(W_IS_WEST);
+ }
+ if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (++igo == 10)
+ RSPEAK(GO_UNNEEDED);
+ }
+ L2630:
+ i=VOCAB(WD1,-1);
+ if (i == -1) {
+ /* Gee, I don't understand. */
+ if (fallback_handler(rawbuf))
+ continue;
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(DONT_KNOW);
+ goto L2600;
+ }
+ kmod=MOD(i,1000);
+ kq=i/1000+1;
+ switch (kq-1)
+ {
+ case 0:
+ if (playermove(cmdin, verb, kmod))
+ return true;
+ else
+ continue; /* back to top of main interpreter loop */
+ 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 GO_TERMINATE:
+ return true;
+ case GO_MOVE:
+ playermove(cmdin, verb, NUL);
+ return true;
+ case GO_TOP: continue; /* back to top of main interpreter loop */
+ case GO_CLEAROBJ: goto L2012;
+ case GO_CHECKHINT: goto L2600;
+ case GO_CHECKFOO: goto L2607;
+ case GO_LOOKUP: goto L2630;
+ case GO_WORD2:
+ /* Get second word for analysis. */
+ WD1=WD2;
+ WD1X=WD2X;
+ WD2=0;
+ goto L2620;
+ case GO_UNKNOWN:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(DO_WHAT);
+ obj=0;
+ goto L2600;
+ case GO_DWARFWAKE:
+ /* Oh dear, he's disturbed the dwarves. */
+ RSPEAK(DWARVES_AWAKEN);
+ score(endgame);
+ return true;
+ default:
+ BUG(99);
+ }
+ }