*
* The author - Don Woods - apologises for the style of the code; it
* is a result of running the original Fortran IV source through a
- * home-brew Fortran-to-C converter.)
+ * home-brew Fortran-to-C converter.
*
- * Now that the code has been restructured into idiomatic C, the following
- * is more appropriate:
+ * Now that the code has been restructured into something much closer
+ * to idiomatic C, the following is more appropriate:
*
- * ESR apologizes for the remaing gotos (now confined to two functions in this
- * file - they used to be *everywhere*), and the offensive globals. Applying
- * the Structured Program Theorem can be hard.
+ * ESR apologizes for the remaing gotos (now confined to one function
+ * in this file - there used to be over 350 of them, *everywhere*).
+ * Applying the Structured Program Theorem can be hard.
*/
+
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <getopt.h>
#include <signal.h>
-#include <time.h>
+#include <string.h>
+#include <ctype.h>
#include "advent.h"
-#include "database.h"
-#include "linenoise/linenoise.h"
-
-struct game_t game;
-
-long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
-char rawbuf[LINESIZE], INLINE[LINESIZE+1];
-
-long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
- BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
- CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
- GRATE, HINT, INVENT, JADE, KEYS,
- KNIFE, LAMP, LOCK, LOOK, MAGZIN,
- MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
- PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
- RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
- STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
- URN, VASE, VEND, VOLCAN, WATER;
-long K, SPK, WD1, WD1X, WD2, WD2X;
-
-FILE *logfp;
-bool oldstyle = false;
-lcg_state lcgstate;
-
-extern void initialise();
-extern void score(long);
-extern int action(FILE *, long, long, long);
-
-void sig_handler(int signo)
+#include "dungeon.h"
+
+#define DIM(a) (sizeof(a)/sizeof(a[0]))
+
+// LCOV_EXCL_START
+// exclude from coverage analysis because it requires interactivity to test
+static void sig_handler(int signo)
{
- if (signo == SIGINT)
- if (logfp != NULL)
- fflush(logfp);
- exit(0);
+ if (signo == SIGINT) {
+ if (settings.logfp != NULL)
+ fflush(settings.logfp);
+ }
+ exit(EXIT_FAILURE);
}
+// LCOV_EXCL_STOP
/*
* MAIN PROGRAM
*
* Adventure (rev 2: 20 treasures)
- *
* History: Original idea & 5-treasure version (adventures) by Willie Crowther
* 15-treasure version (adventure) by Don Woods, April-June 1977
* 20-treasure version (rev 2) by Don Woods, August 1978
* Errata fixed: 78/12/25
- * Revived 2017 as Open Advebture.
+ * Revived 2017 as Open Adventure.
*/
-static bool do_command(FILE *);
+static bool do_command(void);
int main(int argc, char *argv[])
{
int ch;
-
-/* Options. */
-
- while ((ch = getopt(argc, argv, "l:o")) != EOF) {
- switch (ch) {
-case 'l':
- logfp = fopen(optarg, "w");
- if (logfp == NULL)
- fprintf(stderr,
- "advent: can't open logfile %s for write\n",
- optarg);
- signal(SIGINT, sig_handler);
- break;
- case 'o':
- oldstyle = true;
- break;
- }
- }
- linenoiseHistorySetMaxLen(350);
-
- /* Logical variables:
- *
- * game.closed says whether we're all the way closed
- * game.closng says whether it's closing time yet
- * game.clshnt says whether he's read the clue in the endgame
- * game.lmwarn says whether he's been warned about lamp going dim
- * game.novice says whether he asked for instructions at start-up
- * game.panic says whether he's found out he's trapped in the cave
- * game.wzdark says whether the loc he's leaving was dark */
-
- /* Initialize our LCG PRNG with parameters tested against
- * Knuth vol. 2. by the original authors */
- lcgstate.a = 1093;
- lcgstate.c = 221587;
- lcgstate.m = 1048576;
- srand(time(NULL));
- long seedval = (long)rand();
- set_seed(seedval);
+ /* Options. */
+
+#ifndef ADVENT_NOSAVE
+ const char* opts = "l:or:";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
+ FILE *rfp = NULL;
+#else
+ const char* opts = "l:o";
+ const char* usage = "Usage: %s [-l logfilename] [-o]\n";
+#endif
+ while ((ch = getopt(argc, argv, opts)) != EOF) {
+ switch (ch) {
+ case 'l':
+ settings.logfp = fopen(optarg, "w");
+ if (settings.logfp == NULL)
+ fprintf(stderr,
+ "advent: can't open logfile %s for write\n",
+ optarg);
+ signal(SIGINT, sig_handler);
+ break;
+ case 'o':
+ settings.oldstyle = true;
+ settings.prompt = false;
+ break;
+#ifndef ADVENT_NOSAVE
+ case 'r':
+ rfp = fopen(optarg, "r");
+ if (rfp == NULL)
+ fprintf(stderr,
+ "advent: can't open save file %s for read\n",
+ optarg);
+ signal(SIGINT, sig_handler);
+ break;
+#endif
+ default:
+ fprintf(stderr,
+ usage, argv[0]);
+ fprintf(stderr,
+ " -l create a log file of your game named as specified'\n");
+ fprintf(stderr,
+ " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
+#ifndef ADVENT_NOSAVE
+ fprintf(stderr,
+ " -r restore from specified saved game file\n");
+#endif
+ exit(EXIT_FAILURE);
+ break;
+ }
+ }
/* Initialize game variables */
- if (!game.setup)
- initialise();
-
- /* Unlike earlier versions, adventure is no longer restartable. (This
- * lets us get away with modifying things such as OBJSND(BIRD) without
- * having to be able to undo the changes later.) If a "used" copy is
- * rerun, we come here and tell the player to run a fresh copy. */
- if (game.setup <= 0) {
- RSPEAK(201);
- exit(0);
- }
+ long seedval = initialise();
- /* Start-up, dwarf stuff */
- game.setup= -1;
- game.zzword=RNDVOC(3,0);
- game.novice=YES(stdin, 65,1,0);
- game.newloc=1;
- game.loc=1;
- game.limit=330;
- if (game.novice)game.limit=1000;
+#ifndef ADVENT_NOSAVE
+ if (!rfp) {
+ game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ if (game.novice)
+ game.limit = NOVICELIMIT;
+ } else {
+ restore(rfp);
+ }
+#else
+ game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ if (game.novice)
+ game.limit = NOVICELIMIT;
+#endif
- if (logfp)
- fprintf(logfp, "seed %ld\n", seedval);
+ if (settings.logfp)
+ fprintf(settings.logfp, "seed %ld\n", seedval);
- /* interpret commands ubtil EOF or interrupt */
+ /* interpret commands until EOF or interrupt */
for (;;) {
- if (!do_command(stdin))
- break;
+ if (!do_command())
+ break;
}
/* show score and exit */
- score(1);
+ terminate(quitgame);
}
-static bool fallback_handler(char *buf)
+static bool fallback_handler(struct command_t command)
/* fallback handler for commands not handled by FORTRANish parser */
{
long sv;
+ char buf[LINESIZE];
+ sprintf(buf, "%s %s", command.raw1, command.raw2);
+
if (sscanf(buf, "seed %ld", &sv) == 1) {
- set_seed(sv);
- printf("Seed set to %ld\n", sv);
- // autogenerated, so don't charge user time for it.
- --game.turns;
- // here we reconfigure any global game state that uses random numbers
- game.zzword=RNDVOC(3,0);
- return true;
+ set_seed(sv);
+ printf("Seed set to %ld\n", sv);
+ // autogenerated, so don't charge user time for it.
+ --game.turns;
+ return true;
}
return false;
}
-static void dohint(FILE *cmdin, int hint)
-/* Come here if he's been long enough at required loc(s) for some
- * unused hint. */
+/* Check if this loc is eligible for any hints. If been here long
+ * enough, display. Ignore "HINTS" < 4 (special stuff, see database
+ * notes). */
+static void checkhints(void)
{
- int i;
-
- switch (hint-1)
- {
- case 0:
- /* cave */
- if (game.prop[GRATE] == 0 && !HERE(KEYS))
- break;
- game.hintlc[hint]=0;
- return;
- case 1: /* bird */
- if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
- break;
- return;
- case 2: /* snake */
- if (HERE(SNAKE) && !HERE(BIRD))
- break;
- game.hintlc[hint]=0;
- return;
- case 3: /* maze */
- if (game.atloc[game.loc] == 0 &&
- game.atloc[game.oldloc] == 0 &&
- game.atloc[game.oldlc2] == 0 &&
- game.holdng > 1)
- break;
- game.hintlc[hint]=0;
- return;
- case 4: /* dark */
- if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
- break;
- game.hintlc[hint]=0;
- return;
- case 5: /* witt */
- break;
- case 6: /* urn */
- if (game.dflag == 0)
- break;
- game.hintlc[hint]=0;
- return;
- case 7: /* woods */
- if (game.atloc[game.loc] == 0 &&
- game.atloc[game.oldloc] == 0 &&
- game.atloc[game.oldlc2] == 0)
- break;
- return;
- case 8: /* ogre */
- i=ATDWRF(game.loc);
- if (i < 0) {
- game.hintlc[hint]=0;
- return;
- }
- if (HERE(OGRE) && i == 0)
- break;
- return;
- case 9: /* jade */
- if (game.tally == 1 && game.prop[JADE] < 0)
- break;
- game.hintlc[hint]=0;
- return;
- default:
- BUG(27);
- break;
+ if (conditions[game.loc] >= game.conds) {
+ for (int hint = 0; hint < NHINTS; hint++) {
+ if (game.hinted[hint])
+ continue;
+ if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
+ game.hintlc[hint] = -1;
+ ++game.hintlc[hint];
+ /* Come here if he's been long enough at required loc(s) for some
+ * unused hint. */
+ if (game.hintlc[hint] >= hints[hint].turns) {
+ int i;
+
+ switch (hint) {
+ case 0:
+ /* cave */
+ if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ case 1: /* bird */
+ if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
+ break;
+ return;
+ case 2: /* snake */
+ if (HERE(SNAKE) && !HERE(BIRD))
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ case 3: /* maze */
+ if (game.atloc[game.loc] == NO_OBJECT &&
+ game.atloc[game.oldloc] == NO_OBJECT &&
+ game.atloc[game.oldlc2] == NO_OBJECT &&
+ game.holdng > 1)
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ case 4: /* dark */
+ if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ case 5: /* witt */
+ break;
+ case 6: /* urn */
+ if (game.dflag == 0)
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ case 7: /* woods */
+ if (game.atloc[game.loc] == NO_OBJECT &&
+ game.atloc[game.oldloc] == NO_OBJECT &&
+ game.atloc[game.oldlc2] == NO_OBJECT)
+ break;
+ return;
+ case 8: /* ogre */
+ i = atdwrf(game.loc);
+ if (i < 0) {
+ game.hintlc[hint] = 0;
+ return;
+ }
+ if (HERE(OGRE) && i == 0)
+ break;
+ return;
+ case 9: /* jade */
+ if (game.tally == 1 && game.prop[JADE] < 0)
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ default:
+ BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ break;
+ }
+
+ /* Fall through to hint display */
+ game.hintlc[hint] = 0;
+ if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+ return;
+ rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
+ game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
+ if (game.hinted[hint] && game.limit > WARNTIME)
+ game.limit += WARNTIME * hints[hint].penalty;
+ }
+ }
}
-
- /* Fall through to hint display */
- game.hintlc[hint]=0;
- if (!YES(cmdin,HINTS[hint][3],0,54))
- return;
- SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
- RSPEAK(261);
- game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
- if (game.hinted[hint] && game.limit > 30)
- game.limit=game.limit+30*HINTS[hint][2];
+}
+
+static bool spotted_by_pirate(int i)
+{
+ if (i != PIRATE)
+ return false;
+
+ /* The pirate's spotted him. Pirate leaves him alone once we've
+ * found chest. K counts if a treasure is here. If not, and
+ * tally=1 for an unseen chest, let the pirate be spotted. Note
+ * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
+ * it to the troll, but in that case he's seen the chest
+ * (game.prop[CHEST] == STATE_FOUND). */
+ if (game.loc == game.chloc ||
+ game.prop[CHEST] != STATE_NOTFOUND)
+ return true;
+ int snarfed = 0;
+ bool movechest = false, robplayer = false;
+ for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+ if (!objects[treasure].is_treasure)
+ continue;
+ /* Pirate won't take pyramid from plover room or dark
+ * room (too easy!). */
+ if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
+ game.loc == objects[EMERALD].plac)) {
+ continue;
+ }
+ if (TOTING(treasure) ||
+ HERE(treasure))
+ ++snarfed;
+ if (TOTING(treasure)) {
+ movechest = true;
+ robplayer = true;
+ }
+ }
+ /* Force chest placement before player finds last treasure */
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
+ rspeak(PIRATE_SPOTTED);
+ movechest = true;
+ }
+ /* Do things in this order (chest move before robbery) so chest is listed
+ * last at the maze location. */
+ if (movechest) {
+ move(CHEST, game.chloc);
+ move(MESSAG, game.chloc2);
+ game.dloc[PIRATE] = game.chloc;
+ game.odloc[PIRATE] = game.chloc;
+ game.dseen[PIRATE] = false;
+ } else {
+ /* You might get a hint of the pirate's presence even if the
+ * chest doesn't move... */
+ if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+ rspeak(PIRATE_RUSTLES);
+ }
+ if (robplayer) {
+ rspeak(PIRATE_POUNCES);
+ for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+ if (!objects[treasure].is_treasure)
+ continue;
+ if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
+ game.loc == objects[EMERALD].plac))) {
+ if (AT(treasure) && game.fixed[treasure] == IS_FREE)
+ carry(treasure, game.loc);
+ if (TOTING(treasure))
+ drop(treasure, game.chloc);
+ }
+ }
+ }
+
+ return true;
}
static bool dwarfmove(void)
/* Dwarves move. Return true if player survives, false if he dies. */
{
int kk, stick, attack;
- long TK[21];
+ long tk[21];
- /* Dwarf stuff. See earlier comments for description of
+ /* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus
* very different except for motion rules. */
- /* First off, don't let the dwarves follow him into a pit or
- * a wall. Activate the whole mess the first time he gets as
- * far as the hall of mists (loc 15). If game.newloc is
- * forbidden to pirate (in particular, if it's beyond the
+ /* First off, don't let the dwarves follow him into a pit or a
+ * wall. Activate the whole mess the first time he gets as far
+ * as the Hall of Mists (what INDEEP() tests). If game.newloc
+ * is forbidden to pirate (in particular, if it's beyond the
* troll bridge), bypass dwarf stuff. That way pirate can't
* steal return toll, and dwarves can't meet the bear. Also
* means dwarves won't follow him into dead end in maze, but
- * c'est la vie. They'll wait for him outside the dead
- * end. */
- if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
- return true;
+ * c'est la vie. They'll wait for him outside the dead end. */
+ if (game.loc == LOC_NOWHERE ||
+ FORCED(game.loc) ||
+ CNDBIT(game.newloc, COND_NOARRR))
+ return true;
/* Dwarf activity level ratchets up */
if (game.dflag == 0) {
- if (INDEEP(game.loc))
- game.dflag=1;
- return true;
+ if (INDEEP(game.loc))
+ game.dflag = 1;
+ return true;
}
/* When we encounter the first dwarf, we kill 0, 1, or 2 of
- * the 5 dwarves. If any of the survivors is at loc,
+ * the 5 dwarves. If any of the survivors is at game.loc,
* replace him with the alternate. */
if (game.dflag == 1) {
- if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
- return true;
- game.dflag=2;
- for (int i=1; i<=2; i++) {
- int j=1+randrange(NDWARVES-1);
- if (PCT(50))
- game.dloc[j]=0;
- }
- for (int i=1; i<=NDWARVES-1; i++) {
- if (game.dloc[i] == game.loc)
- game.dloc[i]=DALTLC;
- game.odloc[i]=game.dloc[i];
- }
- RSPEAK(3);
- DROP(AXE,game.loc);
- return true;
+ if (!INDEEP(game.loc) ||
+ (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
+ PCT(85))))
+ return true;
+ game.dflag = 2;
+ for (int i = 1; i <= 2; i++) {
+ int j = 1 + randrange(NDWARVES - 1);
+ if (PCT(50))
+ game.dloc[j] = 0;
+ }
+
+ /* Alternate initial loc for dwarf, in case one of them
+ * starts out on top of the adventurer. */
+ for (int i = 1; i <= NDWARVES - 1; i++) {
+ if (game.dloc[i] == game.loc)
+ game.dloc[i] = DALTLC; //
+ game.odloc[i] = game.dloc[i];
+ }
+ rspeak(DWARF_RAN);
+ drop(AXE, game.loc);
+ return true;
}
/* Things are in full swing. Move each dwarf at random,
* unless there's no alternative. If they don't have to
* move, they attack. And, of course, dead dwarves don't do
* much of anything. */
- game.dtotal=0;
- attack=0;
- stick=0;
- for (int i=1; i<=NDWARVES; i++) {
- int k;
- if (game.dloc[i] == 0)
- continue;
- /* Fill TK array with all the places this dwarf might go. */
- int j=1;
- kk=KEY[game.dloc[i]];
- if (kk != 0)
- do {
- game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
- /* Have we avoided a dwarf enciounter? */
- bool avoided = (game.newloc > 300 ||
- !INDEEP(game.newloc) ||
- game.newloc == game.odloc[i] ||
- (j > 1 && game.newloc == TK[j-1]) ||
- j >= 20 ||
- game.newloc == game.dloc[i] ||
- FORCED(game.newloc) ||
- (i == PIRATE && CNDBIT(game.newloc,3)) ||
- labs(TRAVEL[kk])/1000000 == 100);
- if (!avoided) {
- TK[j++] = game.newloc;
- }
- ++kk;
- } while
- (TRAVEL[kk-1] >= 0);
- TK[j]=game.odloc[i];
- if (j >= 2)
- --j;
- j=1+randrange(j);
- game.odloc[i]=game.dloc[i];
- game.dloc[i]=TK[j];
- game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
- if (!game.dseen[i]) continue;
- game.dloc[i]=game.loc;
- if (i == PIRATE) {
- /* The pirate's spotted him. He leaves him alone once we've
- * found chest. K counts if a treasure is here. If not, and
- * tally=1 for an unseen chest, let the pirate be spotted.
- * Note that game.place(CHEST)=0 might mean that he's thrown
- * it to the troll, but in that case he's seen the chest
- * (game.prop=0). */
- if (game.loc == game.chloc || game.prop[CHEST] >= 0)
- continue;
- k=0;
- for (int j=MINTRS; j<=MAXTRS; j++) {
- /* Pirate won't take pyramid from plover room or dark
- * room (too easy!). */
- if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
- if (HERE(j))
- k=1;
- continue;
- }
- if (TOTING(j)) {
- if (game.place[CHEST] == 0) {
- /* Install chest only once, to insure it is
- * the last treasure in the list. */
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- }
- RSPEAK(128);
- for (int j=MINTRS; j<=MAXTRS; j++) {
- if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
- if (AT(j) && game.fixed[j] == 0)
- CARRY(j,game.loc);
- if (TOTING(j))
- DROP(j,game.chloc);
- }
- }
- game.dloc[PIRATE]=game.chloc;
- game.odloc[PIRATE]=game.chloc;
- game.dseen[PIRATE]=false;
- goto jumpout;
- }
- if (HERE(j))
- k=1;
- }
- /* Force chest placement before player finds last treasure */
- if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
- RSPEAK(186);
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- game.dloc[PIRATE]=game.chloc;
- game.odloc[PIRATE]=game.chloc;
- game.dseen[PIRATE]=false;
- continue;
- }
- if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
- RSPEAK(127);
- continue;
- }
-
- /* This threatening little dwarf is in the room with him! */
- ++game.dtotal;
- if (game.odloc[i] == game.dloc[i]) {
- ++attack;
- if (game.knfloc >= 0)
- game.knfloc=game.loc;
- if (randrange(1000) < 95*(game.dflag-2))
- ++stick;
- }
- jumpout:;
+ game.dtotal = 0;
+ attack = 0;
+ stick = 0;
+ for (int i = 1; i <= NDWARVES; i++) {
+ if (game.dloc[i] == 0)
+ continue;
+ /* Fill tk array with all the places this dwarf might go. */
+ unsigned int j = 1;
+ kk = tkey[game.dloc[i]];
+ if (kk != 0)
+ do {
+ enum desttype_t desttype = travel[kk].desttype;
+ game.newloc = travel[kk].destval;
+ /* Have we avoided a dwarf encounter? */
+ if (desttype != dest_goto)
+ continue;
+ else if (!INDEEP(game.newloc))
+ continue;
+ else if (game.newloc == game.odloc[i])
+ continue;
+ else if (j > 1 && game.newloc == tk[j - 1])
+ continue;
+ else if (j >= DIM(tk) - 1)
+ /* This can't actually happen. */
+ continue; // LCOV_EXCL_LINE
+ else if (game.newloc == game.dloc[i])
+ continue;
+ else if (FORCED(game.newloc))
+ continue;
+ else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
+ continue;
+ else if (travel[kk].nodwarves)
+ continue;
+ tk[j++] = game.newloc;
+ } while
+ (!travel[kk++].stop);
+ tk[j] = game.odloc[i];
+ if (j >= 2)
+ --j;
+ j = 1 + randrange(j);
+ game.odloc[i] = game.dloc[i];
+ game.dloc[i] = tk[j];
+ game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
+ (game.dloc[i] == game.loc ||
+ game.odloc[i] == game.loc);
+ if (!game.dseen[i])
+ continue;
+ game.dloc[i] = game.loc;
+ if (spotted_by_pirate(i))
+ continue;
+ /* This threatening little dwarf is in the room with him! */
+ ++game.dtotal;
+ if (game.odloc[i] == game.dloc[i]) {
+ ++attack;
+ if (game.knfloc >= 0)
+ game.knfloc = game.loc;
+ if (randrange(1000) < 95 * (game.dflag - 2))
+ ++stick;
+ }
}
- /* Now we know what's happening. Let's tell the poor sucker about it.
- * Note that various of the "knife" messages must have specific relative
- * positions in the RSPEAK database. */
+ /* Now we know what's happening. Let's tell the poor sucker about it. */
if (game.dtotal == 0)
- return true;
- SETPRM(1,game.dtotal,0);
- RSPEAK(4+1/game.dtotal);
+ return true;
+ rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
if (attack == 0)
- return true;
- if (game.dflag == 2)game.dflag=3;
- SETPRM(1,attack,0);
- K=6;
- if (attack > 1)K=250;
- RSPEAK(K);
- SETPRM(1,stick,0);
- RSPEAK(K+1+2/(1+stick));
+ return true;
+ if (game.dflag == 2)
+ game.dflag = 3;
+ if (attack > 1) {
+ rspeak(THROWN_KNIVES, attack);
+ rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
+ } else {
+ rspeak(KNIFE_THROWN);
+ rspeak(MISSES_YOU);
+ }
if (stick == 0)
- return true;
- game.oldlc2=game.loc;
+ return true;
+ game.oldlc2 = game.loc;
return false;
}
/* "You're dead, Jim."
*
* If the current loc is zero, it means the clown got himself killed.
- * We'll allow this maxdie times. MAXDIE is automatically set based
+ * We'll allow this maxdie times. NDEATHS is automatically set based
* on the number of snide messages available. Each death results in
- * a message (81, 83, etc.) which offers reincarnation; if accepted,
- * this results in message 82, 84, etc. The last time, if he wants
- * another chance, he gets a snide remark as we exit. When
- * reincarnated, all objects being carried get dropped at game.oldlc2
- * (presumably the last place prior to being killed) without change
- * of props. the loop runs backwards to assure that the bird is
- * dropped before the cage. (this kluge could be changed once we're
- * sure all references to bird and cage are done by keywords.) The
- * lamp is a special case (it wouldn't do to leave it in the cave).
- * It is turned off and left outside the building (only if he was
- * carrying it, of course). He himself is left inside the building
- * (and heaven help him if he tries to xyzzy back into the cave
- * without the lamp!). game.oldloc is zapped so he can't just
+ * a message (obituaries[n]) which offers reincarnation; if accepted,
+ * this results in message obituaries[0], obituaries[2], etc. The
+ * last time, if he wants another chance, he gets a snide remark as
+ * we exit. When reincarnated, all objects being carried get dropped
+ * at game.oldlc2 (presumably the last place prior to being killed)
+ * without change of props. The loop runs backwards to assure that
+ * the bird is dropped before the cage. (This kluge could be changed
+ * once we're sure all references to bird and cage are done by
+ * keywords.) The lamp is a special case (it wouldn't do to leave it
+ * in the cave). It is turned off and left outside the building (only
+ * if he was carrying it, of course). He himself is left inside the
+ * building (and heaven help him if he tries to xyzzy back into the
+ * cave without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */
-static void croak(FILE *cmdin)
+static void croak(void)
/* Okay, he's dead. Let's get on with it. */
{
+ const char* query = obituaries[game.numdie].query;
+ const char* yes_response = obituaries[game.numdie].yes_response;
+ ++game.numdie;
if (game.closng) {
- /* He died during closing time. No resurrection. Tally up a
- * death and exit. */
- RSPEAK(131);
- ++game.numdie;
- score(0);
- } else {
- ++game.numdie;
- if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
- score(0);
- if (game.numdie == MAXDIE)
- score(0);
- game.place[WATER]=0;
- game.place[OIL]=0;
- if (TOTING(LAMP))
- game.prop[LAMP]=0;
- for (int j=1; j<=NOBJECTS; j++) {
- int i=NOBJECTS + 1 - j;
- if (TOTING(i)) {
- int k=game.oldlc2;
- if (i == LAMP)
- k=1;
- DROP(i,k);
- }
- }
- game.loc=3;
- game.oldloc=game.loc;
+ /* He died during closing time. No resurrection. Tally up a
+ * death and exit. */
+ rspeak(DEATH_CLOSING);
+ terminate(endgame);
+ } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN])
+ || game.numdie == NDEATHS)
+ terminate(endgame);
+ else {
+ game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
+ if (TOTING(LAMP))
+ game.prop[LAMP] = LAMP_DARK;
+ for (int j = 1; j <= NOBJECTS; j++) {
+ int i = NOBJECTS + 1 - j;
+ if (TOTING(i)) {
+ /* Always leave lamp where it's accessible aboveground */
+ drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
+ }
+ }
+ game.oldloc = game.loc = game.newloc = LOC_BUILDING;
}
}
+static bool traveleq(long a, long b)
+/* Are two travel entries equal for purposes of skip after failed condition? */
+{
+ return (travel[a].condtype == travel[b].condtype)
+ && (travel[a].condarg1 == travel[b].condarg1)
+ && (travel[a].condarg2 == travel[b].condarg2)
+ && (travel[a].desttype == travel[b].desttype)
+ && (travel[a].destval == travel[b].destval);
+}
+
/* Given the current location in "game.loc", and a motion verb number in
- * "K", put the new location in "game.newloc". The current loc is saved
+ * "motion", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* does, game.newloc will be limbo, and game.oldloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-static bool playermove(FILE *cmdin, token_t verb)
+static void playermove( int motion)
{
- int LL, K2, KK=KEY[game.loc];
- game.newloc=game.loc;
- if (KK == 0)
- BUG(26);
- if (K == NUL)
- return true;
- else if (K == BACK) {
- /* Handle "go back". Look for verb which goes from game.loc to
- * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
- * K2 saves entry -> forced loc -> previous loc. */
- K=game.oldloc;
- if (FORCED(K))
- K=game.oldlc2;
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
- K2=0;
- if (K == game.loc)K2=91;
- if (CNDBIT(game.loc,4))K2=274;
- if (K2 == 0) {
- for (;;) {
- LL=MOD((labs(TRAVEL[KK])/1000),1000);
- if (LL != K) {
- if (LL <= 300) {
- if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
- K2=KK;
- }
- if (TRAVEL[KK] >= 0) {
- ++KK;
- continue;
- }
- KK=K2;
- if (KK == 0) {
- RSPEAK(140);
- return true;
- }
- }
-
- K=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[game.loc];
- break; /* fall through to ordinary travel */
- }
- } else {
- RSPEAK(K2);
- return true;
- }
+ int scratchloc, travel_entry = tkey[game.loc];
+ game.newloc = game.loc;
+ if (travel_entry == 0)
+ BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
+ if (motion == NUL)
+ return;
+ else if (motion == BACK) {
+ /* Handle "go back". Look for verb which goes from game.loc to
+ * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
+ * te_tmp saves entry -> forced loc -> previous loc. */
+ motion = game.oldloc;
+ if (FORCED(motion))
+ motion = game.oldlc2;
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
+ if (CNDBIT(game.loc, COND_NOBACK)) {
+ rspeak(TWIST_TURN);
+ return;
+ }
+ if (motion == game.loc) {
+ rspeak(FORGOT_PATH);
+ return;
+ }
+
+ int te_tmp = 0;
+ for (;;) {
+ enum desttype_t desttype = travel[travel_entry].desttype;
+ scratchloc = travel[travel_entry].destval;
+ if (desttype != dest_goto || scratchloc != motion) {
+ if (desttype == dest_goto) {
+ if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
+ te_tmp = travel_entry;
+ }
+ if (!travel[travel_entry].stop) {
+ ++travel_entry; /* go to next travel entry for this location */
+ continue;
+ }
+ /* we've reached the end of travel entries for game.loc */
+ travel_entry = te_tmp;
+ if (travel_entry == 0) {
+ rspeak(NOT_CONNECTED);
+ return;
+ }
+ }
+
+ motion = travel[travel_entry].motion;
+ travel_entry = tkey[game.loc];
+ break; /* fall through to ordinary travel */
+ }
+ } else if (motion == LOOK) {
+ /* Look. Can't give more detail. Pretend it wasn't dark
+ * (though it may now be dark) so he won't fall into a
+ * pit while staring into the gloom. */
+ if (game.detail < 3)
+ rspeak(NO_MORE_DETAIL);
+ ++game.detail;
+ game.wzdark = false;
+ game.abbrev[game.loc] = 0;
+ return;
+ } else if (motion == CAVE) {
+ /* Cave. Different messages depending on whether above ground. */
+ rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
+ return;
+ } else {
+ /* none of the specials */
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
}
- else if (K == LOOK) {
- /* Look. Can't give more detail. Pretend it wasn't dark
- * (though it may "now" be dark) so he won't fall into a
- * pit while staring into the gloom. */
- if (game.detail < 3)RSPEAK(15);
- ++game.detail;
- game.wzdark=false;
- game.abbrev[game.loc]=0;
- return true;
+
+ /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
+ * the beginning of the motion entries for here (game.loc). */
+ for (;;) {
+ if (T_TERMINATE(travel[travel_entry]) ||
+ travel[travel_entry].motion == motion)
+ break;
+ if (travel[travel_entry].stop) {
+ /* Couldn't find an entry matching the motion word passed
+ * in. Various messages depending on word given. */
+ switch (motion) {
+ case EAST:
+ case WEST:
+ case SOUTH:
+ case NORTH:
+ case NE:
+ case NW:
+ case SW:
+ case SE:
+ case UP:
+ case DOWN:
+ rspeak(BAD_DIRECTION);
+ break;
+ case FORWARD:
+ case LEFT:
+ case RIGHT:
+ rspeak(UNSURE_FACING);
+ break;
+ case OUTSIDE:
+ case INSIDE:
+ rspeak(NO_INOUT_HERE);
+ break;
+ case XYZZY:
+ case PLUGH:
+ rspeak(NOTHING_HAPPENS);
+ break;
+ case CRAWL:
+ rspeak(WHICH_WAY);
+ break;
+ default:
+ rspeak(CANT_APPLY);
+ }
+ return;
+ }
+ ++travel_entry;
}
- else if (K == CAVE) {
- /* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
- return true;
+
+ /* (ESR) We've found a destination that goes with the motion verb.
+ * Next we need to check any conditional(s) on this destination, and
+ * possibly on following entries. */
+ do {
+ for (;;) { /* L12 loop */
+ for (;;) {
+ enum condtype_t condtype = travel[travel_entry].condtype;
+ long condarg1 = travel[travel_entry].condarg1;
+ long condarg2 = travel[travel_entry].condarg2;
+ if (condtype < cond_not) {
+ /* YAML N and [pct N] conditionals */
+ if (condtype == cond_goto || condtype == cond_pct) {
+ if (condarg1 == 0 ||
+ PCT(condarg1))
+ break;
+ /* else fall through */
+ }
+ /* YAML [with OBJ] clause */
+ else if (TOTING(condarg1) ||
+ (condtype == cond_with && AT(condarg1)))
+ break;
+ /* else fall through to check [not OBJ STATE] */
+ } else if (game.prop[condarg1] != condarg2)
+ break;
+
+ /* We arrive here on conditional failure.
+ * Skip to next non-matching destination */
+ long te_tmp = travel_entry;
+ do {
+ if (travel[te_tmp].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++te_tmp;
+ } while
+ (traveleq(travel_entry, te_tmp));
+ travel_entry = te_tmp;
+ }
+
+ /* Found an eligible rule, now execute it */
+ enum desttype_t desttype = travel[travel_entry].desttype;
+ game.newloc = travel[travel_entry].destval;
+ if (desttype == dest_goto)
+ return;
+
+ if (desttype == dest_speak) {
+ /* Execute a speak rule */
+ rspeak(game.newloc);
+ game.newloc = game.loc;
+ return;
+ } else {
+ switch (game.newloc) {
+ case 1:
+ /* Special travel 1. Plover-alcove passage. Can carry only
+ * emerald. Note: travel table must include "useless"
+ * entries going through passage, which can never be used
+ * for actual motion, but can be spotted by "go back". */
+ game.newloc = (game.loc == LOC_PLOVER)
+ ? LOC_ALCOVE
+ : LOC_PLOVER;
+ if (game.holdng > 1 ||
+ (game.holdng == 1 && !TOTING(EMERALD))) {
+ game.newloc = game.loc;
+ rspeak(MUST_DROP);
+ }
+ return;
+ case 2:
+ /* Special travel 2. Plover transport. Drop the
+ * emerald (only use special travel if toting
+ * it), so he's forced to use the plover-passage
+ * to get it out. Having dropped it, go back and
+ * pretend he wasn't carrying it after all. */
+ drop(EMERALD, game.loc);
+ int te_tmp = travel_entry;
+ do {
+ if (travel[te_tmp].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++te_tmp;
+ } while
+ (traveleq(travel_entry, te_tmp));
+ travel_entry = te_tmp;
+ continue; /* goto L12 */
+ case 3:
+ /* Special travel 3. Troll bridge. Must be done
+ * only as special motion so that dwarves won't
+ * wander across and encounter the bear. (They
+ * won't follow the player there because that
+ * region is forbidden to the pirate.) If
+ * game.prop[TROLL]=TROLL_PAIDONCE, he's crossed
+ * since paying, so step out and block him.
+ * (standard travel entries check for
+ * game.prop[TROLL]=TROLL_UNPAID.) Special stuff
+ * for bear. */
+ if (game.prop[TROLL] == TROLL_PAIDONCE) {
+ pspeak(TROLL, look, TROLL_PAIDONCE, true);
+ game.prop[TROLL] = TROLL_UNPAID;
+ move(TROLL2, LOC_NOWHERE);
+ move(TROLL2 + NOBJECTS, IS_FREE);
+ move(TROLL, objects[TROLL].plac);
+ move(TROLL + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
+ game.newloc = game.loc;
+ return;
+ } else {
+ game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
+ if (game.prop[TROLL] == TROLL_UNPAID)
+ game.prop[TROLL] = TROLL_PAIDONCE;
+ if (!TOTING(BEAR))
+ return;
+ state_change(CHASM, BRIDGE_WRECKED);
+ game.prop[TROLL] = TROLL_GONE;
+ drop(BEAR, game.newloc);
+ game.fixed[BEAR] = IS_FIXED;
+ game.prop[BEAR] = BEAR_DEAD;
+ game.oldlc2 = game.newloc;
+ croak();
+ return;
+ }
+ default:
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ }
+ }
+ break; /* Leave L12 loop */
+ }
+ } while
+ (false);
+}
+
+static bool closecheck(void)
+/* Handle the closing of the cave. The cave closes "clock1" turns
+ * after the last treasure has been located (including the pirate's
+ * chest, which may of course never show up). Note that the
+ * treasures need not have been taken yet, just located. Hence
+ * clock1 must be large enough to get out of the cave (it only ticks
+ * while inside the cave). When it hits zero, we branch to 10000 to
+ * start closing the cave, and then sit back and wait for him to try
+ * to get out. If he doesn't within clock2 turns, we close the cave;
+ * if he does try, we assume he panics, and give him a few additional
+ * turns to get frantic before we close. When clock2 hits zero, we
+ * transport him into the final puzzle. Note that the puzzle depends
+ * upon all sorts of random things. For instance, there must be no
+ * water or oil, since there are beanstalks which we don't want to be
+ * able to water, since the code can't handle it. Also, we can have
+ * no keys, since there is a grate (having moved the fixed object!)
+ * there separating him from all the treasures. Most of these
+ * problems arise from the use of negative prop numbers to suppress
+ * the object descriptions until he's actually moved the objects. */
+{
+ /* If a turn threshold has been met, apply penalties and tell
+ * the player about it. */
+ for (int i = 0; i < NTHRESHOLDS; ++i) {
+ if (game.turns == turn_thresholds[i].threshold + 1) {
+ game.trnluz += turn_thresholds[i].point_loss;
+ speak(turn_thresholds[i].message);
+ }
}
- else {
- /* none of the specials */
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
+
+ /* Don't tick game.clock1 unless well into cave (and not at Y2). */
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
+ --game.clock1;
+
+ /* When the first warning comes, we lock the grate, destroy
+ * the bridge, kill all the dwarves (and the pirate), remove
+ * the troll and bear (unless dead), and set "closng" to
+ * true. Leave the dragon; too much trouble to move it.
+ * from now until clock2 runs out, he cannot unlock the
+ * grate, move to any location outside the cave, or create
+ * the bridge. Nor can he be resurrected if he dies. Note
+ * that the snake is already gone, since he got to the
+ * treasure accessible only via the hall of the mountain
+ * king. Also, he's been in giant room (to get eggs), so we
+ * can refer to it. Also also, he's gotten the pearl, so we
+ * know the bivalve is an oyster. *And*, the dwarves must
+ * have been activated, since we've found chest. */
+ if (game.clock1 == 0) {
+ game.prop[GRATE] = GRATE_CLOSED;
+ game.prop[FISSURE] = UNBRIDGED;
+ for (int i = 1; i <= NDWARVES; i++) {
+ game.dseen[i] = false;
+ game.dloc[i] = LOC_NOWHERE;
+ }
+ move(TROLL, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, IS_FREE);
+ move(TROLL2, objects[TROLL].plac);
+ move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
+ if (game.prop[BEAR] != BEAR_DEAD)
+ DESTROY(BEAR);
+ game.prop[CHAIN] = CHAIN_HEAP;
+ game.fixed[CHAIN] = IS_FREE;
+ game.prop[AXE] = AXE_HERE;
+ game.fixed[AXE] = IS_FREE;
+ rspeak(CAVE_CLOSING);
+ game.clock1 = -1;
+ game.closng = true;
+ return true;
+ } else if (game.clock1 < 0)
+ --game.clock2;
+ if (game.clock2 == 0) {
+ /* Once he's panicked, and clock2 has run out, we come here
+ * to set up the storage room. The room has two locs,
+ * hardwired as LOC_NE and LOC_SW. At the ne end, we
+ * place empty bottles, a nursery of plants, a bed of
+ * oysters, a pile of lamps, rods with stars, sleeping
+ * dwarves, and him. At the sw end we place grate over
+ * treasures, snake pit, covey of caged birds, more rods, and
+ * pillows. A mirror stretches across one wall. Many of the
+ * objects come from known locations and/or states (e.g. the
+ * snake is known to have been destroyed and needn't be
+ * carried away from its old "place"), making the various
+ * objects be handled differently. We also drop all other
+ * objects he might be carrying (lest he have some which
+ * could cause trouble, such as the keys). We describe the
+ * flash of light and trundle back. */
+ game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
+ game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
+ game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
+ game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
+ game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
+ game.prop[DWARF] = put(DWARF, LOC_NE, 0);
+ game.loc = LOC_NE;
+ game.oldloc = LOC_NE;
+ game.newloc = LOC_NE;
+ /* Leave the grate with normal (non-negative) property.
+ * Reuse sign. */
+ put(GRATE, LOC_SW, 0);
+ put(SIGN, LOC_SW, 0);
+ game.prop[SIGN] = ENDGAME_SIGN;
+ game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
+ game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
+ game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
+ game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
+ game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
+
+ game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
+ game.fixed[MIRROR] = LOC_SW;
+
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i))
+ DESTROY(i);
+ }
+
+ rspeak(CAVE_CLOSED);
+ game.closed = true;
+ return true;
}
- /* ordinary travel */
- for (;;) {
- LL=labs(TRAVEL[KK]);
- if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
- break;
- if (TRAVEL[KK] < 0) {
- /* Non-applicable motion. Various messages depending on
- * word given. */
- SPK=12;
- if (K >= 43 && K <= 50)SPK=52;
- if (K == 29 || K == 30)SPK=52;
- if (K == 7 || K == 36 || K == 37)SPK=10;
- if (K == 11 || K == 19)SPK=11;
- if (verb == FIND || verb == INVENT)SPK=59;
- if (K == 62 || K == 65)SPK=42;
- if (K == 17)SPK=80;
- RSPEAK(SPK);
- return true;
- }
- ++KK;
+ return false;
+}
+
+static void lampcheck(void)
+/* Check game limit and lamp timers */
+{
+ if (game.prop[LAMP] == LAMP_BRIGHT)
+ --game.limit;
+
+ /* Another way we can force an end to things is by having the
+ * lamp give out. When it gets close, we come here to warn him.
+ * First following arm checks if the lamp and fresh batteries are
+ * here, in which case we replace the batteries and continue.
+ * Second is for other cases of lamp dying. Even after it goes
+ * out, he can explore outside for a while if desired. */
+ if (game.limit <= WARNTIME) {
+ if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
+ rspeak(REPLACE_BATTERIES);
+ game.prop[BATTERY] = DEAD_BATTERIES;
+ if (TOTING(BATTERY))
+ drop(BATTERY, game.loc);
+ game.limit += BATTERYLIFE;
+ game.lmwarn = false;
+ } else if (!game.lmwarn && HERE(LAMP)) {
+ game.lmwarn = true;
+ if (game.prop[BATTERY] == DEAD_BATTERIES)
+ rspeak(MISSING_BATTERIES);
+ else if (game.place[BATTERY] == LOC_NOWHERE)
+ rspeak(LAMP_DIM);
+ else
+ rspeak(GET_BATTERIES);
+ }
}
- LL=LL/1000;
-
-L11:
- game.newloc=LL/1000;
- K=MOD(game.newloc,100);
- if (game.newloc <= 300) {
- if (game.newloc <= 100)
- goto L14;
- if (TOTING(K) || (game.newloc > 200 && AT(K)))
- goto L16;
- goto L12;
+ if (game.limit == 0) {
+ game.limit = -1;
+ game.prop[LAMP] = LAMP_DARK;
+ if (HERE(LAMP))
+ rspeak(LAMP_OUT);
}
- if (game.prop[K] != game.newloc/100-3)
- goto L16;
-L12:
- do {
- if (TRAVEL[KK] < 0)BUG(25);
- ++KK;
- game.newloc=labs(TRAVEL[KK])/1000;
- } while
- (game.newloc == LL);
- LL=game.newloc;
- goto L11;
-
-L14:
- if (game.newloc != 0 && !PCT(game.newloc))
- goto L12;
-L16:
- game.newloc=MOD(LL,1000);
- if (game.newloc <= 300) return true;
- if (game.newloc <= 500) {
- game.newloc=game.newloc-300;
- switch (game.newloc)
- {
- case 1:
- /* Travel 301. Plover-alcove passage. Can carry only
- * emerald. Note: travel table must include "useless"
- * entries going through passage, which can never be used for
- * actual motion, but can be spotted by "go back". */
- game.newloc=99+100-game.loc;
- if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
- return true;
- game.newloc=game.loc;
- RSPEAK(117);
- return true;
- case 2:
- /* Travel 302. Plover transport. Drop the emerald (only use
- * special travel if toting it), so he's forced to use the
- * plover-passage to get it out. Having dropped it, go back and
- * pretend he wasn't carrying it after all. */
- DROP(EMRALD,game.loc);
- goto L12;
- case 3:
- /* Travel 303. Troll bridge. Must be done only as special
- * motion so that dwarves won't wander across and encounter
- * the bear. (They won't follow the player there because
- * that region is forbidden to the pirate.) If
- * game.prop(TROLL)=1, he's crossed since paying, so step out
- * and block him. (standard travel entries check for
- * game.prop(TROLL)=0.) Special stuff for bear. */
- if (game.prop[TROLL] == 1) {
- PSPEAK(TROLL,1);
- game.prop[TROLL]=0;
- MOVE(TROLL2,0);
- MOVE(TROLL2+NOBJECTS,0);
- MOVE(TROLL,PLAC[TROLL]);
- MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- game.newloc=game.loc;
- return true;
- } else {
- game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
- if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
- if (!TOTING(BEAR)) return true;
- RSPEAK(162);
- game.prop[CHASM]=1;
- game.prop[TROLL]=2;
- DROP(BEAR,game.newloc);
- game.fixed[BEAR]= -1;
- game.prop[BEAR]=3;
- game.oldlc2=game.newloc;
- croak(cmdin);
- return false;
- }
- }
- BUG(20);
+}
+
+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 RUG_DRAGON (dragon on it) till dragon is killed.
+ * Similarly for chain; game.prop is initially CHAINING_BEAR (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] = STATE_FOUND;
+ if (obj == RUG)
+ game.prop[RUG] = RUG_DRAGON;
+ if (obj == CHAIN)
+ game.prop[CHAIN] = CHAINING_BEAR;
+ --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)
+ kk = (game.loc == game.fixed[STEPS])
+ ? STEPS_UP
+ : STEPS_DOWN;
+ pspeak(obj, look, kk, true);
+ }
+ }
+}
+
+static bool get_command_input(struct command_t *command)
+{
+ char inputbuf[LINESIZE];
+ char word1[TOKLEN + 1];
+ char word2[TOKLEN + 1];
+ char* input;
+
+ for (;;) {
+ input = get_input();
+ if (input == NULL)
+ return false;
+ if (word_count(input) > 2) {
+ rspeak(TWO_WORDS);
+ free(input);
+ continue;
+ }
+ if (strcmp(input, "") != 0)
+ break;
+ free(input);
}
- RSPEAK(game.newloc-500);
- game.newloc=game.loc;
+
+ strncpy(inputbuf, input, LINESIZE - 1);
+ free(input);
+
+ tokenize(inputbuf, command);
+
+ packed_to_token(command->wd1, word1);
+ packed_to_token(command->wd2, word2);
+ get_vocab_metadata(word1, &(command->id1), &(command->type1));
+ get_vocab_metadata(word2, &(command->id2), &(command->type2));
+
return true;
}
-static bool do_command(FILE *cmdin)
+static bool do_command()
+/* Get and execute a command */
{
- long KQ, VERB, KK, V1, V2;
- long obj, i;
- static long IGO = 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(130);
- 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,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);
- KK=STEXT[game.loc];
- if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
- KK=LTEXT[game.loc];
- if (!FORCED(game.loc) && DARK(0)) {
- /* 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;
- }
- KK=RTEXT[16];
- }
- if (TOTING(BEAR))RSPEAK(141);
- SPEAK(KK);
- K=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(0)) 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;
-
-L2009: K=54;
-L2010: SPK=K;
-L2011: RSPEAK(SPK);
-
-L2012: VERB=0;
- game.oldobj=obj;
- obj=0;
-
-/* Check if this loc is eligible for any hints. If been here long enough,
- * branch to help section (on later page). Hints all come back here eventually
- * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
- */
-L2600: if (COND[game.loc] >= game.conds) {
- for (int hint=1; hint<=HNTMAX; hint++) {
- if (game.hinted[hint])
- continue;
- if (!CNDBIT(game.loc,hint+10))
- game.hintlc[hint]= -1;
- ++game.hintlc[hint];
- if (game.hintlc[hint] >= HINTS[hint][1])
- dohint(cmdin, hint);
- }
- }
-
- /* 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). */
-L2603: 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(0);
- 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) {
- SPEAK(TTEXT[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) goto L4090;
- if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
- --game.clock1;
- if (game.clock1 == 0) goto L10000;
- if (game.clock1 < 0)
- --game.clock2;
- if (game.clock2 == 0) goto L11000;
- if (game.prop[LAMP] == 1)
- --game.limit;
-
- /* Another way we can force an end to things is by having the
- * lamp give out. When it gets close, we come here to warn
- * him. First following ar, if the lamp and fresh batteries are
- * here, in which case we replace the batteries and continue.
- * Second is for other cases of lamp dying. 12400 is when it
- * goes out. Even then, he can explore outside for a while
- * if desired. */
- if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
- {
- RSPEAK(188);
- game.prop[BATTER]=1;
- if (TOTING(BATTER))DROP(BATTER,game.loc);
- game.limit=game.limit+2500;
- game.lmwarn=false;
- } else if (game.limit == 0) {
- game.limit= -1;
- game.prop[LAMP]=0;
- if (HERE(LAMP))RSPEAK(184);
- } else if (game.limit <= 30) {
- if (game.lmwarn || !HERE(LAMP)) goto L19999;
- game.lmwarn=true;
- SPK=187;
- if (game.place[BATTER] == 0)SPK=183;
- if (game.prop[BATTER] == 1)SPK=189;
- RSPEAK(SPK);
- }
-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)) goto L2010;
- if (V1 == ENTER && WD2 > 0) goto L2800;
- if ((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
- 1000+DOOR)) goto L2610;
- {long x = V2-1000; if (AT(x))WD2=MAKEWD(16152118);}
-L2610: 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)
- goto L3000;
- K=MOD(i,1000);
- KQ=i/1000+1;
- switch (KQ-1)
- {
- case 0: goto L8;
- case 1: goto L5000;
- case 2: goto L4000;
- case 3: goto L2010;
- }
- BUG(22);
-
- /* Get second word for analysis. */
-L2800: WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
-
- /* Gee, I don't understand. */
-L3000: SETPRM(1,WD1,WD1X);
- if (fallback_handler(rawbuf))
- return true;
- RSPEAK(254);
- goto L2600;
-
-/* Verb and object analysis moved to separate module. */
-
-L4000: part=intransitive; VERB=K; goto Laction;
-L4090: part=transitive; goto Laction;
-L5000: part=unknown; obj = K;
-Laction:
- switch (action(cmdin, part, VERB, obj)) {
- case 2: return true;
- case 8: goto L8;
- case 2000: goto L2000;
- case 2009: goto L2009;
- case 2010: goto L2010;
- case 2011: goto L2011;
- case 2012: goto L2012;
- case 2600: goto L2600;
- case 2607: goto L2607;
- case 2630: goto L2630;
- case 2800: goto L2800;
- case 8000: goto L8000;
- case 18999: goto L18999;
- case 19000: goto L19000;
- }
- BUG(99);
-
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
-L8000: SETPRM(1,WD1,WD1X);
- RSPEAK(257);
- obj=0;
- goto L2600;
-
-
- /* Figure out the new location */
-L8: if (playermove(cmdin, VERB))
- return true;
- else
- goto L2000;
-
-/* Cave closing and scoring */
-
-/* These sections handle the closing of the cave. The cave closes "clock1"
- * turns after the last treasure has been located (including the pirate's
- * chest, which may of course never show up). Note that the treasures need not
- * have been taken yet, just located. Hence clock1 must be large enough to get
- * out of the cave (it only ticks while inside the cave). When it hits zero,
- * we branch to 10000 to start closing the cave, and then sit back and wait for
- * him to try to get out. If he doesn't within clock2 turns, we close the
- * cave; if he does try, we assume he panics, and give him a few additional
- * turns to get frantic before we close. When clock2 hits zero, we branch to
- * 11000 to transport him into the final puzzle. Note that the puzzle depends
- * upon all sorts of random things. For instance, there must be no water or
- * oil, since there are beanstalks which we don't want to be able to water,
- * since the code can't handle it. Also, we can have no keys, since there is a
- * grate (having moved the fixed object!) there separating him from all the
- * treasures. Most of these problems arise from the use of negative prop
- * numbers to suppress the object descriptions until he's actually moved the
- * objects. */
-
-/* When the first warning comes, we lock the grate, destroy the bridge, kill
- * all the dwarves (and the pirate), remove the troll and bear (unless dead),
- * and set "closng" to true. Leave the dragon; too much trouble to move it.
- * from now until clock2 runs out, he cannot unlock the grate, move to any
- * location outside the cave, or create the bridge. Nor can he be
- * resurrected if he dies. Note that the snake is already gone, since he got
- * to the treasure accessible only via the hall of the mountain king. Also, he's
- * been in giant room (to get eggs), so we can refer to it. Also also, he's
- * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
- * must have been activated, since we've found chest. */
-
-L10000: game.prop[GRATE]=0;
- game.prop[FISSUR]=0;
- for (i=1; i<=NDWARVES; i++) {
- game.dseen[i]=false;
- game.dloc[i]=0;
- }
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- if (game.prop[BEAR] != 3)DSTROY(BEAR);
- game.prop[CHAIN]=0;
- game.fixed[CHAIN]=0;
- game.prop[AXE]=0;
- game.fixed[AXE]=0;
- RSPEAK(129);
- game.clock1= -1;
- game.closng=true;
- goto L19999;
-
-/* Once he's panicked, and clock2 has run out, we come here to set up the
- * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
- * At the ne end, we place empty bottles, a nursery of plants, a bed of
- * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
- * the sw end we place grate over treasures, snake pit, covey of caged birds,
- * more rods, and pillows. A mirror stretches across one wall. Many of the
- * objects come from known locations and/or states (e.g. the snake is known to
- * have been destroyed and needn't be carried away from its old "place"),
- * making the various objects be handled differently. We also drop all other
- * objects he might be carrying (lest he have some which could cause trouble,
- * such as the keys). We describe the flash of light and trundle back. */
-
-L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
- game.prop[PLANT]=PUT(PLANT,115,0);
- game.prop[OYSTER]=PUT(OYSTER,115,0);
- OBJTXT[OYSTER]=3;
- game.prop[LAMP]=PUT(LAMP,115,0);
- game.prop[ROD]=PUT(ROD,115,0);
- game.prop[DWARF]=PUT(DWARF,115,0);
- game.loc=115;
- game.oldloc=115;
- game.newloc=115;
-
-/* Leave the grate with normal (non-negative) property. Reuse sign. */
-
- PUT(GRATE,116,0);
- PUT(SIGN,116,0);
- ++OBJTXT[SIGN];
- game.prop[SNAKE]=PUT(SNAKE,116,1);
- game.prop[BIRD]=PUT(BIRD,116,1);
- game.prop[CAGE]=PUT(CAGE,116,0);
- game.prop[ROD2]=PUT(ROD2,116,0);
- game.prop[PILLOW]=PUT(PILLOW,116,0);
-
- game.prop[MIRROR]=PUT(MIRROR,115,0);
- game.fixed[MIRROR]=116;
-
- for (int i=1; i<=NOBJECTS; i++) {
- if (TOTING(i))
- DSTROY(i);
- }
-
- RSPEAK(132);
- game.closed=true;
- return true;
-
-/* Oh dear, he's disturbed the dwarves. */
-
-L18999: RSPEAK(SPK);
-L19000: RSPEAK(136);
- score(0);
- return true;
+ static struct command_t command;
+ char word1[TOKLEN + 1];
+
+ command.verb = 0;
+
+ /* 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 = PANICTIME;
+ 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, COND_NOARRR)) {
+ for (size_t 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();
+
+ /* Describe the current location and (maybe) get next command. */
+
+ for (;;) {
+ if (game.loc == 0)
+ croak();
+ const 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();
+ continue; /* back to top of main interpreter loop */
+ }
+ msg = arbitrary_messages[PITCH_DARK];
+ }
+ if (TOTING(BEAR))
+ rspeak(TAME_BEAR);
+ speak(msg);
+ if (FORCED(game.loc)) {
+ playermove(HERE);
+ return true;
+ }
+ if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
+ rspeak(SAYS_PLUGH);
+
+ listobjects();
+
+Lclearobj:
+ game.oldobj = command.obj;
+
+ checkhints();
+
+ /* If closing time, check for any objects being toted with
+ * game.prop < 0 and stash them. This way objects won't be
+ * described until they've been picked up and put down
+ * separate from their respective piles. */
+ if (game.closed) {
+ if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
+ pspeak(OYSTER, look, 1, true);
+ for (size_t i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i) && game.prop[i] < 0)
+ game.prop[i] = STASHED(i);
+ }
+ }
+ game.wzdark = DARK(game.loc);
+ if (game.knfloc > 0 && game.knfloc != game.loc)
+ game.knfloc = 0;
+
+ // Get command input from user
+ if (!get_command_input(&command))
+ return false;
+
+Lclosecheck:
+ ++game.turns;
+
+ if (closecheck()) {
+ if (game.closed)
+ return true;
+ } else
+ lampcheck();
+
+ if (command.id1 == ENTER && (command.id2 == STREAM ||
+ command.id2 == WATER)) {
+ if (LIQLOC(game.loc) == WATER)
+ rspeak(FEET_WET);
+ else
+ rspeak(WHERE_QUERY);
+
+ goto Lclearobj;
+ }
+ if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
+ command.id1 = command.id2;
+ command.type1 = command.type2;
+ strncpy(command.raw1, command.raw2, LINESIZE - 1);
+ command.id2 = WORD_EMPTY;
+ command.type2 = NO_WORD_TYPE;
+ strncpy(command.raw2, "", LINESIZE - 1);
+ } else {
+ if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
+ if (AT(command.id2))
+ {
+ command.id2 = POUR;
+ command.type2 = ACTION;
+ strncpy(command.raw2, "POUR", LINESIZE - 1);
+ command.wd2 = token_to_packed("POUR");
+ }
+ }
+ if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
+ {
+ command.id1 = CARRY;
+ command.type1 = ACTION;
+ strncpy(command.raw2, "CATCH", LINESIZE - 1);
+ command.wd1 = token_to_packed("CATCH");
+ }
+ }
+Lookup:
+ if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
+ if (++game.iwest == 10)
+ rspeak(W_IS_WEST);
+ }
+ if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
+ if (++game.igo == 10)
+ rspeak(GO_UNNEEDED);
+ }
+ packed_to_token(command.wd1, word1);
+ long defn;
+ enum wordtype type;
+ get_vocab_metadata(word1, &defn, &type);
+ if (command.id1 == WORD_NOT_FOUND) {
+ if (fallback_handler(command))
+ continue;
+ /* Gee, I don't understand. */
+ sspeak(DONT_KNOW, command.raw1);
+ goto Lclearobj;
+ }
+ switch (type) {
+ case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
+ case MOTION:
+ playermove(command.id1);
+ return true;
+ case OBJECT:
+ command.part = unknown;
+ command.obj = command.id1;
+ break;
+ case ACTION:
+ command.part = intransitive;
+ command.verb = defn;
+ break;
+ case SPECIAL:
+ speak(specials[command.id1].message);
+ goto Lclearobj;
+ default:
+ BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
+ }
+
+ switch (action(&command)) {
+ case GO_TERMINATE:
+ return true;
+ case GO_MOVE:
+ playermove(NUL);
+ return true;
+ case GO_TOP:
+ continue; /* back to top of main interpreter loop */
+ case GO_CHECKFOO:
+ goto Lclosecheck;
+ case GO_LOOKUP:
+ goto Lookup;
+ case GO_WORD2:
+ /* Get second word for analysis. */
+ command.id1 = command.id2;
+ command.type1 = command.type2;
+ strncpy(command.raw1, command.raw2, LINESIZE - 1);
+ command.wd1 = command.wd2;
+ command.id2 = WORD_EMPTY;
+ command.type2 = NO_WORD_TYPE;
+ command.raw2[0] = '\0';
+ wordclear(&command.wd2);
+ goto Lookup;
+ case GO_UNKNOWN:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ command.raw1[0] = toupper(command.raw1[0]);
+ sspeak(DO_WHAT, command.raw1);
+ command.obj = 0;
+ // Fallthrough
+ case GO_CHECKHINT: // Fallthrough
+ case GO_CLEAROBJ:
+ goto Lclearobj;
+ case GO_DWARFWAKE:
+ /* Oh dear, he's disturbed the dwarves. */
+ rspeak(DWARVES_AWAKEN);
+ terminate(endgame);
+ default:
+ BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
+ }
+ }
}
+
+/* end */