2 * There used to be a note that said this:
4 * The author - Don Woods - apologises for the style of the code; it
5 * is a result of running the original Fortran IV source through a
6 * home-brew Fortran-to-C converter.)
8 * Now that the code has been restructured into idiomatic C, the following
11 * ESR apologizes for the remaing gotos (now confined to two functions in this
12 * file - they used to be *everywhere*), and the offensive globals. Applying
13 * the Structured Program Theorem can be hard.
23 #include "linenoise/linenoise.h"
28 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
29 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
31 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
32 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
33 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
34 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
35 GRATE, HINT, INVENT, JADE, KEYS,
36 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
37 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
38 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
39 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
40 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
41 URN, VASE, VEND, VOLCAN, WATER;
42 long WD1, WD1X, WD2, WD2X;
45 bool oldstyle = false;
48 extern void initialise();
49 extern void score(long);
50 extern int action(FILE *, long, long, long);
52 void sig_handler(int signo)
63 * Adventure (rev 2: 20 treasures)
65 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
66 * 15-treasure version (adventure) by Don Woods, April-June 1977
67 * 20-treasure version (rev 2) by Don Woods, August 1978
68 * Errata fixed: 78/12/25
69 * Revived 2017 as Open Advebture.
72 static bool do_command(FILE *);
74 int main(int argc, char *argv[])
80 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
83 logfp = fopen(optarg, "w");
86 "advent: can't open logfile %s for write\n",
88 signal(SIGINT, sig_handler);
96 linenoiseHistorySetMaxLen(350);
100 * game.closed says whether we're all the way closed
101 * game.closng says whether it's closing time yet
102 * game.clshnt says whether he's read the clue in the endgame
103 * game.lmwarn says whether he's been warned about lamp going dim
104 * game.novice says whether he asked for instructions at start-up
105 * game.panic says whether he's found out he's trapped in the cave
106 * game.wzdark says whether the loc he's leaving was dark */
108 /* Initialize our LCG PRNG with parameters tested against
109 * Knuth vol. 2. by the original authors */
112 lcgstate.m = 1048576;
114 long seedval = (long)rand();
117 /* Initialize game variables */
121 /* Unlike earlier versions, adventure is no longer restartable. (This
122 * lets us get away with modifying things such as OBJSND(BIRD) without
123 * having to be able to undo the changes later.) If a "used" copy is
124 * rerun, we come here and tell the player to run a fresh copy. */
125 if (game.setup <= 0) {
130 /* Start-up, dwarf stuff */
132 game.zzword=RNDVOC(3,0);
133 game.novice=YES(stdin, 65,1,0);
137 if (game.novice)game.limit=1000;
140 fprintf(logfp, "seed %ld\n", seedval);
142 /* interpret commands ubtil EOF or interrupt */
144 if (!do_command(stdin))
147 /* show score and exit */
151 static bool fallback_handler(char *buf)
152 /* fallback handler for commands not handled by FORTRANish parser */
155 if (sscanf(buf, "seed %ld", &sv) == 1) {
157 printf("Seed set to %ld\n", sv);
158 // autogenerated, so don't charge user time for it.
160 // here we reconfigure any global game state that uses random numbers
161 game.zzword=RNDVOC(3,0);
167 static void dohint(FILE *cmdin, int hint)
168 /* Come here if he's been long enough at required loc(s) for some
177 if (game.prop[GRATE] == 0 && !HERE(KEYS))
182 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
186 if (HERE(SNAKE) && !HERE(BIRD))
191 if (game.atloc[game.loc] == 0 &&
192 game.atloc[game.oldloc] == 0 &&
193 game.atloc[game.oldlc2] == 0 &&
199 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
211 if (game.atloc[game.loc] == 0 &&
212 game.atloc[game.oldloc] == 0 &&
213 game.atloc[game.oldlc2] == 0)
222 if (HERE(OGRE) && i == 0)
226 if (game.tally == 1 && game.prop[JADE] < 0)
235 /* Fall through to hint display */
237 if (!YES(cmdin,HINTS[hint][3],0,54))
239 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
241 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
242 if (game.hinted[hint] && game.limit > 30)
243 game.limit=game.limit+30*HINTS[hint][2];
246 static bool dwarfmove(void)
247 /* Dwarves move. Return true if player survives, false if he dies. */
249 int kk, stick, attack;
252 /* Dwarf stuff. See earlier comments for description of
253 * variables. Remember sixth dwarf is pirate and is thus
254 * very different except for motion rules. */
256 /* First off, don't let the dwarves follow him into a pit or
257 * a wall. Activate the whole mess the first time he gets as
258 * far as the hall of mists (loc 15). If game.newloc is
259 * forbidden to pirate (in particular, if it's beyond the
260 * troll bridge), bypass dwarf stuff. That way pirate can't
261 * steal return toll, and dwarves can't meet the bear. Also
262 * means dwarves won't follow him into dead end in maze, but
263 * c'est la vie. They'll wait for him outside the dead
265 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
268 /* Dwarf activity level ratchets up */
269 if (game.dflag == 0) {
270 if (INDEEP(game.loc))
275 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
276 * the 5 dwarves. If any of the survivors is at loc,
277 * replace him with the alternate. */
278 if (game.dflag == 1) {
279 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
282 for (int i=1; i<=2; i++) {
283 int j=1+randrange(NDWARVES-1);
287 for (int i=1; i<=NDWARVES-1; i++) {
288 if (game.dloc[i] == game.loc)
290 game.odloc[i]=game.dloc[i];
297 /* Things are in full swing. Move each dwarf at random,
298 * except if he's seen us he sticks with us. Dwarves stay
299 * deep inside. If wandering at random, they don't back up
300 * unless there's no alternative. If they don't have to
301 * move, they attack. And, of course, dead dwarves don't do
302 * much of anything. */
306 for (int i=1; i<=NDWARVES; i++) {
308 if (game.dloc[i] == 0)
310 /* Fill TK array with all the places this dwarf might go. */
312 kk=KEY[game.dloc[i]];
315 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
316 /* Have we avoided a dwarf enciounter? */
317 bool avoided = (game.newloc > 300 ||
318 !INDEEP(game.newloc) ||
319 game.newloc == game.odloc[i] ||
320 (j > 1 && game.newloc == TK[j-1]) ||
322 game.newloc == game.dloc[i] ||
323 FORCED(game.newloc) ||
324 (i == PIRATE && CNDBIT(game.newloc,3)) ||
325 labs(TRAVEL[kk])/1000000 == 100);
327 TK[j++] = game.newloc;
336 game.odloc[i]=game.dloc[i];
338 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
339 if (!game.dseen[i]) continue;
340 game.dloc[i]=game.loc;
342 /* The pirate's spotted him. He leaves him alone once we've
343 * found chest. K counts if a treasure is here. If not, and
344 * tally=1 for an unseen chest, let the pirate be spotted.
345 * Note that game.place(CHEST)=0 might mean that he's thrown
346 * it to the troll, but in that case he's seen the chest
348 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
351 for (int j=MINTRS; j<=MAXTRS; j++) {
352 /* Pirate won't take pyramid from plover room or dark
353 * room (too easy!). */
354 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
360 if (game.place[CHEST] == 0) {
361 /* Install chest only once, to insure it is
362 * the last treasure in the list. */
363 MOVE(CHEST,game.chloc);
364 MOVE(MESSAG,game.chloc2);
367 for (int j=MINTRS; j<=MAXTRS; j++) {
368 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
369 if (AT(j) && game.fixed[j] == 0)
375 game.dloc[PIRATE]=game.chloc;
376 game.odloc[PIRATE]=game.chloc;
377 game.dseen[PIRATE]=false;
383 /* Force chest placement before player finds last treasure */
384 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
386 MOVE(CHEST,game.chloc);
387 MOVE(MESSAG,game.chloc2);
388 game.dloc[PIRATE]=game.chloc;
389 game.odloc[PIRATE]=game.chloc;
390 game.dseen[PIRATE]=false;
393 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
398 /* This threatening little dwarf is in the room with him! */
400 if (game.odloc[i] == game.dloc[i]) {
402 if (game.knfloc >= 0)
403 game.knfloc=game.loc;
404 if (randrange(1000) < 95*(game.dflag-2))
410 /* Now we know what's happening. Let's tell the poor sucker about it.
411 * Note that various of the "knife" messages must have specific relative
412 * positions in the RSPEAK database. */
413 if (game.dtotal == 0)
415 SETPRM(1,game.dtotal,0);
416 RSPEAK(4+1/game.dtotal);
419 if (game.dflag == 2)game.dflag=3;
422 if (attack > 1)k=250;
425 RSPEAK(k+1+2/(1+stick));
428 game.oldlc2=game.loc;
432 /* "You're dead, Jim."
434 * If the current loc is zero, it means the clown got himself killed.
435 * We'll allow this maxdie times. MAXDIE is automatically set based
436 * on the number of snide messages available. Each death results in
437 * a message (81, 83, etc.) which offers reincarnation; if accepted,
438 * this results in message 82, 84, etc. The last time, if he wants
439 * another chance, he gets a snide remark as we exit. When
440 * reincarnated, all objects being carried get dropped at game.oldlc2
441 * (presumably the last place prior to being killed) without change
442 * of props. the loop runs backwards to assure that the bird is
443 * dropped before the cage. (this kluge could be changed once we're
444 * sure all references to bird and cage are done by keywords.) The
445 * lamp is a special case (it wouldn't do to leave it in the cave).
446 * It is turned off and left outside the building (only if he was
447 * carrying it, of course). He himself is left inside the building
448 * (and heaven help him if he tries to xyzzy back into the cave
449 * without the lamp!). game.oldloc is zapped so he can't just
452 static void croak(FILE *cmdin)
453 /* Okay, he's dead. Let's get on with it. */
456 /* He died during closing time. No resurrection. Tally up a
463 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
465 if (game.numdie == MAXDIE)
471 for (int j=1; j<=NOBJECTS; j++) {
472 int i=NOBJECTS + 1 - j;
481 game.oldloc=game.loc;
485 /* Given the current location in "game.loc", and a motion verb number in
486 * "K", put the new location in "game.newloc". The current loc is saved
487 * in "game.oldloc" in case he wants to retreat. The current
488 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
489 * does, game.newloc will be limbo, and game.oldloc will be what killed
490 * him, so we need game.oldlc2, which is the last place he was
493 static bool playermove(FILE *cmdin, token_t verb, int motion)
495 int LL, K2, KK=KEY[game.loc];
496 game.newloc=game.loc;
501 else if (motion == BACK) {
502 /* Handle "go back". Look for verb which goes from game.loc to
503 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
504 * K2 saves entry -> forced loc -> previous loc. */
508 game.oldlc2=game.oldloc;
509 game.oldloc=game.loc;
511 if (motion == game.loc)K2=91;
512 if (CNDBIT(game.loc,4))K2=274;
515 LL=MOD((labs(TRAVEL[KK])/1000),1000);
518 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
521 if (TRAVEL[KK] >= 0) {
532 motion=MOD(labs(TRAVEL[KK]),1000);
534 break; /* fall through to ordinary travel */
541 else if (motion == LOOK) {
542 /* Look. Can't give more detail. Pretend it wasn't dark
543 * (though it may "now" be dark) so he won't fall into a
544 * pit while staring into the gloom. */
545 if (game.detail < 3)RSPEAK(15);
548 game.abbrev[game.loc]=0;
551 else if (motion == CAVE) {
552 /* Cave. Different messages depending on whether above ground. */
553 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
557 /* none of the specials */
558 game.oldlc2=game.oldloc;
559 game.oldloc=game.loc;
562 /* ordinary travel */
565 if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
567 if (TRAVEL[KK] < 0) {
568 /* Non-applicable motion. Various messages depending on
571 if (motion >= 43 && motion <= 50)spk=52;
572 if (motion == 29 || motion == 30)spk=52;
573 if (motion == 7 || motion == 36 || motion == 37)spk=10;
574 if (motion == 11 || motion == 19)spk=11;
575 if (verb == FIND || verb == INVENT)spk=59;
576 if (motion == 62 || motion == 65)spk=42;
577 if (motion == 17)spk=80;
587 motion=MOD(game.newloc,100);
588 if (game.newloc <= 300) {
589 if (game.newloc <= 100) {
590 if (game.newloc == 0 || PCT(game.newloc))
592 /* else fall through */
593 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
595 /* else fall through */
597 else if (game.prop[motion] != game.newloc/100-3)
601 if (TRAVEL[KK] < 0)BUG(25);
603 game.newloc=labs(TRAVEL[KK])/1000;
609 game.newloc=MOD(LL,1000);
610 if (game.newloc <= 300)
612 if (game.newloc <= 500) {
613 game.newloc=game.newloc-300;
617 /* Travel 301. Plover-alcove passage. Can carry only
618 * emerald. Note: travel table must include "useless"
619 * entries going through passage, which can never be used for
620 * actual motion, but can be spotted by "go back". */
621 game.newloc=99+100-game.loc;
622 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
624 game.newloc=game.loc;
628 /* Travel 302. Plover transport. Drop the emerald (only use
629 * special travel if toting it), so he's forced to use the
630 * plover-passage to get it out. Having dropped it, go back and
631 * pretend he wasn't carrying it after all. */
632 DROP(EMRALD,game.loc);
635 /* Travel 303. Troll bridge. Must be done only as special
636 * motion so that dwarves won't wander across and encounter
637 * the bear. (They won't follow the player there because
638 * that region is forbidden to the pirate.) If
639 * game.prop(TROLL)=1, he's crossed since paying, so step out
640 * and block him. (standard travel entries check for
641 * game.prop(TROLL)=0.) Special stuff for bear. */
642 if (game.prop[TROLL] == 1) {
646 MOVE(TROLL2+NOBJECTS,0);
647 MOVE(TROLL,PLAC[TROLL]);
648 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
650 game.newloc=game.loc;
653 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
654 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
655 if (!TOTING(BEAR)) return true;
659 DROP(BEAR,game.newloc);
660 game.fixed[BEAR]= -1;
662 game.oldlc2=game.newloc;
669 RSPEAK(game.newloc-500);
670 game.newloc=game.loc;
674 static bool do_command(FILE *cmdin)
676 long KQ, VERB, KK, V1, V2;
680 enum speechpart part;
682 /* Can't leave cave once it's closing (except by main office). */
683 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
685 game.newloc=game.loc;
686 if (!game.panic)game.clock2=15;
690 /* See if a dwarf has seen him and has come from where he
691 * wants to go. If so, the dwarf's blocking his way. If
692 * coming from place forbidden to pirate (dwarves rooted in
693 * place) let him get out (and attacked). */
694 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
695 for (i=1; i<=NDWARVES-1; i++) {
696 if (game.odloc[i] == game.newloc && game.dseen[i]) {
697 game.newloc=game.loc;
703 game.loc=game.newloc;
708 /* Describe the current location and (maybe) get next command. */
710 /* Print text for current loc. */
712 L2000: if (game.loc == 0)
714 char* msg = short_location_descriptions[game.loc];
715 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
716 msg=long_location_descriptions[game.loc];
717 if (!FORCED(game.loc) && DARK(game.loc)) {
718 /* The easiest way to get killed is to fall into a pit in
720 if (game.wzdark && PCT(35)) {
722 game.oldlc2 = game.loc;
726 msg=arbitrary_messages[16];
728 if (TOTING(BEAR))RSPEAK(141);
731 if (FORCED(game.loc)) {
734 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
736 /* Print out descriptions of objects at this location. If
737 * not closing and property value is negative, tally off
738 * another treasure. Rug is special case; once seen, its
739 * game.prop is 1 (dragon on it) till dragon is killed.
740 * Similarly for chain; game.prop is initially 1 (locked to
741 * bear). These hacks are because game.prop=0 is needed to
744 if (DARK(game.loc)) goto L2012;
745 ++game.abbrev[game.loc];
746 i=game.atloc[game.loc];
747 L2004: if (i == 0) goto L2012;
749 if (obj > NOBJECTS)obj=obj-NOBJECTS;
750 if (obj == STEPS && TOTING(NUGGET)) goto L2008;
751 if (game.prop[obj] >= 0) goto L2006;
752 if (game.closed) goto L2008;
754 if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
756 /* Note: There used to be a test here to see whether the player had blown it
757 * so badly that he could never ever see the remaining treasures, and if so
758 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
759 * things like killing the bird before the snake was gone (can never see
760 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
761 * bridge several times, using up all available treasures, breaking vase,
762 * using coins to buy batteries, etc., and eventually never be able to get
763 * across again. If bottle were left on far side, could then never get eggs
764 * or trident, and the effects propagate. So the whole thing was flushed.
765 * anyone who makes such a gross blunder isn't likely to find everything
766 * else anyway (so goes the rationalisation). */
767 L2006: KK=game.prop[obj];
768 if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
770 L2008: i=game.link[i];
777 /* Check if this loc is eligible for any hints. If been here long enough,
778 * branch to help section (on later page). Hints all come back here eventually
779 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
781 L2600: if (COND[game.loc] >= game.conds) {
782 for (int hint=1; hint<=HNTMAX; hint++) {
783 if (game.hinted[hint])
785 if (!CNDBIT(game.loc,hint+10))
786 game.hintlc[hint]= -1;
788 if (game.hintlc[hint] >= HINTS[hint][1])
793 /* If closing time, check for any objects being toted with
794 * game.prop < 0 and set the prop to -1-game.prop. This way
795 * objects won't be described until they've been picked up
796 * and put down separate from their respective piles. Don't
797 * tick game.clock1 unless well into cave (and not at Y2). */
799 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
801 for (i=1; i<=NOBJECTS; i++) {
802 if (TOTING(i) && game.prop[i] < 0)
803 game.prop[i] = -1-game.prop[i];
806 game.wzdark=DARK(game.loc);
807 if (game.knfloc > 0 && game.knfloc != game.loc)
810 /* This is where we get a new command from the user */
811 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
814 /* Every input, check "game.foobar" flag. If zero, nothing's
815 * going on. If pos, make neg. If neg, he skipped a word,
816 * so make it zero. */
817 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
819 if (game.turns == game.thresh) {
820 newspeak(turn_threshold_messages[game.trndex]);
821 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
824 if (game.trndex <= TRNVLS)
825 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
827 if (VERB == SAY && WD2 > 0)
833 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
836 /* Next few sections handle the closing of the cave. The
837 * cave closes "clock1" turns after the last treasure has
838 * been located (including the pirate's chest, which may of
839 * course never show up). Note that the treasures need not
840 * have been taken yet, just located. Hence clock1 must be
841 * large enough to get out of the cave (it only ticks while
842 * inside the cave). When it hits zero, we branch to 10000
843 * to start closing the cave, and then sit back and wait for
844 * him to try to get out. If he doesn't within clock2 turns,
845 * we close the cave; if he does try, we assume he panics,
846 * and give him a few additional turns to get frantic before
847 * we close. When clock2 hits zero, we branch to 11000 to
848 * transport him into the final puzzle. Note that the puzzle
849 * depends upon all sorts of random things. For instance,
850 * there must be no water or oil, since there are beanstalks
851 * which we don't want to be able to water, since the code
852 * can't handle it. Also, we can have no keys, since there
853 * is a grate (having moved the fixed object!) there
854 * separating him from all the treasures. Most of these
855 * problems arise from the use of negative prop numbers to
856 * suppress the object descriptions until he's actually moved
859 /* When the first warning comes, we lock the grate, destroy
860 * the bridge, kill all the dwarves (and the pirate), remove
861 * the troll and bear (unless dead), and set "closng" to
862 * true. Leave the dragon; too much trouble to move it.
863 * from now until clock2 runs out, he cannot unlock the
864 * grate, move to any location outside the cave, or create
865 * the bridge. Nor can he be resurrected if he dies. Note
866 * that the snake is already gone, since he got to the
867 * treasure accessible only via the hall of the mountain
868 * king. Also, he's been in giant room (to get eggs), so we
869 * can refer to it. Also also, he's gotten the pearl, so we
870 * know the bivalve is an oyster. *And*, the dwarves must
871 * have been activated, since we've found chest. */
872 if (game.clock1 == 0)
876 for (i=1; i<=NDWARVES; i++) {
881 MOVE(TROLL+NOBJECTS,0);
882 MOVE(TROLL2,PLAC[TROLL]);
883 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
885 if (game.prop[BEAR] != 3)DSTROY(BEAR);
894 } else if (game.clock1 < 0)
896 if (game.clock2 == 0) {
897 /* Once he's panicked, and clock2 has run out, we come here
898 * to set up the storage room. The room has two locs,
899 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
900 * place empty bottles, a nursery of plants, a bed of
901 * oysters, a pile of lamps, rods with stars, sleeping
902 * dwarves, and him. At the sw end we place grate over
903 * treasures, snake pit, covey of caged birds, more rods, and
904 * pillows. A mirror stretches across one wall. Many of the
905 * objects come from known locations and/or states (e.g. the
906 * snake is known to have been destroyed and needn't be
907 * carried away from its old "place"), making the various
908 * objects be handled differently. We also drop all other
909 * objects he might be carrying (lest he have some which
910 * could cause trouble, such as the keys). We describe the
911 * flash of light and trundle back. */
912 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
913 game.prop[PLANT]=PUT(PLANT,115,0);
914 game.prop[OYSTER]=PUT(OYSTER,115,0);
916 game.prop[LAMP]=PUT(LAMP,115,0);
917 game.prop[ROD]=PUT(ROD,115,0);
918 game.prop[DWARF]=PUT(DWARF,115,0);
922 /* Leave the grate with normal (non-negative) property.
927 game.prop[SNAKE]=PUT(SNAKE,116,1);
928 game.prop[BIRD]=PUT(BIRD,116,1);
929 game.prop[CAGE]=PUT(CAGE,116,0);
930 game.prop[ROD2]=PUT(ROD2,116,0);
931 game.prop[PILLOW]=PUT(PILLOW,116,0);
933 game.prop[MIRROR]=PUT(MIRROR,115,0);
934 game.fixed[MIRROR]=116;
936 for (int i=1; i<=NOBJECTS; i++) {
945 if (game.prop[LAMP] == 1)
948 /* Another way we can force an end to things is by having the
949 * lamp give out. When it gets close, we come here to warn
950 * him. First following ar, if the lamp and fresh batteries are
951 * here, in which case we replace the batteries and continue.
952 * Second is for other cases of lamp dying. 12400 is when it
953 * goes out. Even then, he can explore outside for a while
955 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
959 if (TOTING(BATTER))DROP(BATTER,game.loc);
960 game.limit=game.limit+2500;
962 } else if (game.limit == 0) {
965 if (HERE(LAMP))RSPEAK(184);
966 } else if (game.limit <= 30) {
967 if (!game.lmwarn && HERE(LAMP)) {
970 if (game.place[BATTER] == 0)spk=183;
971 if (game.prop[BATTER] == 1)spk=189;
976 if (LIQLOC(game.loc) == WATER)k=70;
979 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
983 if (V1 == ENTER && WD2 > 0) {
988 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
989 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
991 WD2=MAKEWD(16152118);
993 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
994 WD1=MAKEWD(301200308);
996 L2620: if (WD1 == MAKEWD(23051920)) {
998 if (game.iwest == 10)
1001 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1008 /* Gee, I don't understand. */
1009 if (fallback_handler(rawbuf))
1020 case 1: part=unknown; obj = KMOD; break;
1021 case 2: part=intransitive; VERB = KMOD; break;
1022 case 3: RSPEAK(KMOD); goto L2012;
1027 switch (action(cmdin, part, VERB, obj)) {
1028 case 2: return true;
1029 case 8: KMOD=NUL; goto L8;
1030 case 2000: goto L2000;
1031 case 2012: goto L2012;
1032 case 2600: goto L2600;
1033 case 2607: goto L2607;
1034 case 2630: goto L2630;
1036 /* Get second word for analysis. */
1042 /* Random intransitive verbs come here. Clear obj just in case
1043 * (see attack()). */
1049 /* Oh dear, he's disturbed the dwarves. */
1057 /* no fallthrough here */
1059 /* Figure out the new location */
1060 L8: if (playermove(cmdin, VERB, KMOD))