2 * There used to be a note that said this:
4 * The author - Don Woods - apologises for the style of the code; it
5 * is a result of running the original Fortran IV source through a
6 * home-brew Fortran-to-C converter.
8 * Now that the code has been restructured into something much closer
9 * to idiomatic C, the following is more appropriate:
11 * ESR apologizes for the remaing gotos (now confined to one function
12 * in this file - there used to be over 350 of them, *everywhere*),
13 * and for the offensive globals. Applying the Structured Program
14 * Theorem can be hard.
16 #define DEFINE_GLOBALS_FROM_INCLUDES
25 #include "linenoise/linenoise.h"
30 long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
31 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
33 long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
34 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
35 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
36 EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
37 GRATE, HINT, INVENT, JADE, KEYS,
38 KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
39 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
40 PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
41 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
42 STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
43 URN, VASE, VEND, VOLCANO, WATER;
44 long WD1, WD1X, WD2, WD2X;
46 FILE *logfp = NULL, *rfp = NULL;
47 bool oldstyle = false;
51 static void sig_handler(int signo)
53 if (signo == SIGINT) {
63 * Adventure (rev 2: 20 treasures)
65 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
66 * 15-treasure version (adventure) by Don Woods, April-June 1977
67 * 20-treasure version (rev 2) by Don Woods, August 1978
68 * Errata fixed: 78/12/25
69 * Revived 2017 as Open Adventure.
72 static bool do_command(FILE *);
74 int main(int argc, char *argv[])
81 char* opts = "l:or:s";
82 char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
85 char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
87 while ((ch = getopt(argc, argv, opts)) != EOF) {
90 logfp = fopen(optarg, "w");
93 "advent: can't open logfile %s for write\n",
95 signal(SIGINT, sig_handler);
99 editline = prompt = false;
101 #ifndef ADVENT_NOSAVE
103 rfp = fopen(optarg, "r");
106 "advent: can't open save file %s for read\n",
108 signal(SIGINT, sig_handler);
118 " where -l creates a log file of your game named as specified'\n");
120 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
121 #ifndef ADVENT_NOSAVE
123 " -r indicates restoring from specified saved game file\n");
126 " -s indicates playing with command editing suppressed\n");
132 linenoiseHistorySetMaxLen(350);
134 /* Logical variables:
136 * game.closed says whether we're all the way closed
137 * game.closng says whether it's closing time yet
138 * game.clshnt says whether he's read the clue in the endgame
139 * game.lmwarn says whether he's been warned about lamp going dim
140 * game.novice says whether he asked for instructions at start-up
141 * game.panic says whether he's found out he's trapped in the cave
142 * game.wzdark says whether the loc he's leaving was dark */
144 /* Initialize our LCG PRNG with parameters tested against
145 * Knuth vol. 2. by the original authors */
148 game.lcg_m = 1048576;
150 long seedval = (long)rand();
153 /* Initialize game variables */
156 /* Start-up, dwarf stuff */
157 game.zzword = RNDVOC(3, 0);
158 game.newloc = LOC_START;
159 game.loc = LOC_START;
162 game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
163 if (game.novice)game.limit = 1000;
169 fprintf(logfp, "seed %ld\n", seedval);
171 /* interpret commands until EOF or interrupt */
173 if (!do_command(stdin))
176 /* show score and exit */
180 static bool fallback_handler(char *buf)
181 /* fallback handler for commands not handled by FORTRANish parser */
184 if (sscanf(buf, "seed %ld", &sv) == 1) {
186 printf("Seed set to %ld\n", sv);
187 // autogenerated, so don't charge user time for it.
189 // here we reconfigure any global game state that uses random numbers
190 game.zzword = RNDVOC(3, 0);
196 /* Check if this loc is eligible for any hints. If been here
197 * long enough, branch to help section (on later page). Hints
198 * all come back here eventually to finish the loop. Ignore
199 * "HINTS" < 4 (special stuff, see database notes).
201 static void checkhints(void)
203 if (COND[game.loc] >= game.conds) {
204 for (int hint = 1; hint <= HNTMAX; hint++) {
205 if (game.hinted[hint])
207 if (!CNDBIT(game.loc, hint + HBASE))
208 game.hintlc[hint] = -1;
210 /* Come here if he's been long enough at required loc(s) for some
212 if (game.hintlc[hint] >= HINTS[hint][1]) {
218 if (game.prop[GRATE] == 0 && !HERE(KEYS))
220 game.hintlc[hint] = 0;
223 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
227 if (HERE(SNAKE) && !HERE(BIRD))
229 game.hintlc[hint] = 0;
232 if (game.atloc[game.loc] == 0 &&
233 game.atloc[game.oldloc] == 0 &&
234 game.atloc[game.oldlc2] == 0 &&
237 game.hintlc[hint] = 0;
240 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
242 game.hintlc[hint] = 0;
249 game.hintlc[hint] = 0;
252 if (game.atloc[game.loc] == 0 &&
253 game.atloc[game.oldloc] == 0 &&
254 game.atloc[game.oldlc2] == 0)
258 i = ATDWRF(game.loc);
260 game.hintlc[hint] = 0;
263 if (HERE(OGRE) && i == 0)
267 if (game.tally == 1 && game.prop[JADE] < 0)
269 game.hintlc[hint] = 0;
272 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
276 /* Fall through to hint display */
277 game.hintlc[hint] = 0;
278 if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
280 SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
282 game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]);
283 if (game.hinted[hint] && game.limit > WARNTIME)
284 game.limit += WARNTIME * HINTS[hint][2];
290 static bool spotted_by_pirate(int i)
295 /* The pirate's spotted him. He leaves him alone once we've
296 * found chest. K counts if a treasure is here. If not, and
297 * tally=1 for an unseen chest, let the pirate be spotted. Note
298 * that game.place[CHEST] = NOWHERE might mean that he's thrown
299 * it to the troll, but in that case he's seen the chest
301 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
304 bool movechest = false, robplayer = false;
305 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
306 /* Pirate won't take pyramid from plover room or dark
307 * room (too easy!). */
308 if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
311 if (TOTING(treasure) || HERE(treasure))
313 if (TOTING(treasure)) {
318 /* Force chest placement before player finds last treasure */
319 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
320 RSPEAK(PIRATE_SPOTTED);
323 /* Do things in this order (chest move before robbery) so chest is listed
324 * last at the maze location. */
326 MOVE(CHEST, game.chloc);
327 MOVE(MESSAG, game.chloc2);
328 game.dloc[PIRATE] = game.chloc;
329 game.odloc[PIRATE] = game.chloc;
330 game.dseen[PIRATE] = false;
332 /* You might get a hint of the pirate's presence even if the
333 * chest doesn't move... */
334 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
335 RSPEAK(PIRATE_RUSTLES);
338 RSPEAK(PIRATE_POUNCES);
339 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
340 if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
341 if (AT(treasure) && game.fixed[treasure] == 0)
342 CARRY(treasure, game.loc);
343 if (TOTING(treasure))
344 DROP(treasure, game.chloc);
352 static bool dwarfmove(void)
353 /* Dwarves move. Return true if player survives, false if he dies. */
355 int kk, stick, attack;
358 /* Dwarf stuff. See earlier comments for description of
359 * variables. Remember sixth dwarf is pirate and is thus
360 * very different except for motion rules. */
362 /* First off, don't let the dwarves follow him into a pit or
363 * a wall. Activate the whole mess the first time he gets as
364 * far as the hall of mists (loc 15). If game.newloc is
365 * forbidden to pirate (in particular, if it's beyond the
366 * troll bridge), bypass dwarf stuff. That way pirate can't
367 * steal return toll, and dwarves can't meet the bear. Also
368 * means dwarves won't follow him into dead end in maze, but
369 * c'est la vie. They'll wait for him outside the dead
371 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
374 /* Dwarf activity level ratchets up */
375 if (game.dflag == 0) {
376 if (INDEEP(game.loc))
381 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
382 * the 5 dwarves. If any of the survivors is at loc,
383 * replace him with the alternate. */
384 if (game.dflag == 1) {
385 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
388 for (int i = 1; i <= 2; i++) {
389 int j = 1 + randrange(NDWARVES - 1);
393 for (int i = 1; i <= NDWARVES - 1; i++) {
394 if (game.dloc[i] == game.loc)
395 game.dloc[i] = DALTLC;
396 game.odloc[i] = game.dloc[i];
403 /* Things are in full swing. Move each dwarf at random,
404 * except if he's seen us he sticks with us. Dwarves stay
405 * deep inside. If wandering at random, they don't back up
406 * unless there's no alternative. If they don't have to
407 * move, they attack. And, of course, dead dwarves don't do
408 * much of anything. */
412 for (int i = 1; i <= NDWARVES; i++) {
413 if (game.dloc[i] == 0)
415 /* Fill tk array with all the places this dwarf might go. */
417 kk = KEY[game.dloc[i]];
420 game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
421 /* Have we avoided a dwarf encounter? */
422 bool avoided = (SPECIAL(game.newloc) ||
423 !INDEEP(game.newloc) ||
424 game.newloc == game.odloc[i] ||
425 (j > 1 && game.newloc == tk[j - 1]) ||
427 game.newloc == game.dloc[i] ||
428 FORCED(game.newloc) ||
429 (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
430 labs(TRAVEL[kk]) / 1000000 == 100);
432 tk[j++] = game.newloc;
436 (TRAVEL[kk - 1] >= 0);
437 tk[j] = game.odloc[i];
440 j = 1 + randrange(j);
441 game.odloc[i] = game.dloc[i];
442 game.dloc[i] = tk[j];
443 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
444 if (!game.dseen[i]) continue;
445 game.dloc[i] = game.loc;
446 if (spotted_by_pirate(i))
448 /* This threatening little dwarf is in the room with him! */
450 if (game.odloc[i] == game.dloc[i]) {
452 if (game.knfloc >= 0)
453 game.knfloc = game.loc;
454 if (randrange(1000) < 95 * (game.dflag - 2))
459 /* Now we know what's happening. Let's tell the poor sucker about it.
460 * Note that various of the "knife" messages must have specific relative
461 * positions in the RSPEAK database. */
462 if (game.dtotal == 0)
464 SETPRM(1, game.dtotal, 0);
465 RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
468 if (game.dflag == 2)game.dflag = 3;
469 SETPRM(1, attack, 0);
471 if (attack > 1)k = THROWN_KNIVES;
474 RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */
477 game.oldlc2 = game.loc;
481 /* "You're dead, Jim."
483 * If the current loc is zero, it means the clown got himself killed.
484 * We'll allow this maxdie times. maximum_deaths is automatically set based
485 * on the number of snide messages available. Each death results in
486 * a message (81, 83, etc.) which offers reincarnation; if accepted,
487 * this results in message 82, 84, etc. The last time, if he wants
488 * another chance, he gets a snide remark as we exit. When
489 * reincarnated, all objects being carried get dropped at game.oldlc2
490 * (presumably the last place prior to being killed) without change
491 * of props. the loop runs backwards to assure that the bird is
492 * dropped before the cage. (this kluge could be changed once we're
493 * sure all references to bird and cage are done by keywords.) The
494 * lamp is a special case (it wouldn't do to leave it in the cave).
495 * It is turned off and left outside the building (only if he was
496 * carrying it, of course). He himself is left inside the building
497 * (and heaven help him if he tries to xyzzy back into the cave
498 * without the lamp!). game.oldloc is zapped so he can't just
501 static void croak(void)
502 /* Okay, he's dead. Let's get on with it. */
504 const char* query = obituaries[game.numdie].query;
505 const char* yes_response = obituaries[game.numdie].yes_response;
508 /* He died during closing time. No resurrection. Tally up a
510 RSPEAK(DEATH_CLOSING);
512 } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
515 game.place[WATER] = game.place[OIL] = NOWHERE;
518 for (int j = 1; j <= NOBJECTS; j++) {
519 int i = NOBJECTS + 1 - j;
521 /* Always leave lamp where it's accessible aboveground */
522 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
525 game.loc = LOC_BUILDING;
526 game.oldloc = game.loc;
530 /* Given the current location in "game.loc", and a motion verb number in
531 * "motion", put the new location in "game.newloc". The current loc is saved
532 * in "game.oldloc" in case he wants to retreat. The current
533 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
534 * does, game.newloc will be limbo, and game.oldloc will be what killed
535 * him, so we need game.oldlc2, which is the last place he was
538 static bool playermove(token_t verb, int motion)
540 int scratchloc, k2, kk = KEY[game.loc];
541 game.newloc = game.loc;
543 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
546 else if (motion == BACK) {
547 /* Handle "go back". Look for verb which goes from game.loc to
548 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
549 * k2 saves entry -> forced loc -> previous loc. */
550 motion = game.oldloc;
552 motion = game.oldlc2;
553 game.oldlc2 = game.oldloc;
554 game.oldloc = game.loc;
556 if (motion == game.loc)k2 = FORGOT_PATH;
557 if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
560 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
561 if (scratchloc != motion) {
562 if (!SPECIAL(scratchloc)) {
563 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
566 if (TRAVEL[kk] >= 0) {
572 RSPEAK(NOT_CONNECTED);
577 motion = MOD(labs(TRAVEL[kk]), 1000);
579 break; /* fall through to ordinary travel */
585 } else if (motion == LOOK) {
586 /* Look. Can't give more detail. Pretend it wasn't dark
587 * (though it may now be dark) so he won't fall into a
588 * pit while staring into the gloom. */
590 RSPEAK(NO_MORE_DETAIL);
593 game.abbrev[game.loc] = 0;
595 } else if (motion == CAVE) {
596 /* Cave. Different messages depending on whether above ground. */
597 RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
600 /* none of the specials */
601 game.oldlc2 = game.oldloc;
602 game.oldloc = game.loc;
605 /* ordinary travel */
607 scratchloc = labs(TRAVEL[kk]);
608 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
610 if (TRAVEL[kk] < 0) {
611 /* FIXME: Magic numbers! */
612 /* Non-applicable motion. Various messages depending on
614 int spk = CANT_APPLY;
615 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
616 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
617 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
618 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
619 if (verb == FIND || verb == INVENT)spk = NEARBY;
620 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
621 if (motion == 17)spk = WHICH_WAY;
627 scratchloc = scratchloc / 1000;
631 * (ESR) This special-travel loop may have to be repeated if it includes
632 * the plover passage. Same deal for any future cases where we need to
633 * block travel and then redo it once the blocking condition has been
636 for (;;) { /* L12 loop */
638 game.newloc = scratchloc / 1000;
639 motion = MOD(game.newloc, 100);
640 if (!SPECIAL(game.newloc)) {
641 if (game.newloc <= 100) {
642 if (game.newloc == 0 || PCT(game.newloc))
644 /* else fall through */
646 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
648 /* else fall through */
649 } else if (game.prop[motion] != game.newloc / 100 - 3)
653 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
655 game.newloc = labs(TRAVEL[kk]) / 1000;
657 (game.newloc == scratchloc);
658 scratchloc = game.newloc;
661 game.newloc = MOD(scratchloc, 1000);
662 if (!SPECIAL(game.newloc))
664 if (game.newloc <= 500) {
665 game.newloc -= SPECIALBASE;
666 switch (game.newloc) {
668 /* Travel 301. Plover-alcove passage. Can carry only
669 * emerald. Note: travel table must include "useless"
670 * entries going through passage, which can never be used for
671 * actual motion, but can be spotted by "go back". */
672 /* FIXME: Arithmetic on location numbers */
673 game.newloc = 99 + 100 - game.loc;
674 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
675 game.newloc = game.loc;
680 /* Travel 302. Plover transport. Drop the emerald (only use
681 * special travel if toting it), so he's forced to use the
682 * plover-passage to get it out. Having dropped it, go back and
683 * pretend he wasn't carrying it after all. */
684 DROP(EMERALD, game.loc);
687 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
689 game.newloc = labs(TRAVEL[kk]) / 1000;
691 (game.newloc == scratchloc);
692 scratchloc = game.newloc;
693 continue; /* goto L12 */
695 /* Travel 303. Troll bridge. Must be done only as special
696 * motion so that dwarves won't wander across and encounter
697 * the bear. (They won't follow the player there because
698 * that region is forbidden to the pirate.) If
699 * game.prop(TROLL)=1, he's crossed since paying, so step out
700 * and block him. (standard travel entries check for
701 * game.prop(TROLL)=0.) Special stuff for bear. */
702 if (game.prop[TROLL] == 1) {
704 game.prop[TROLL] = 0;
706 MOVE(TROLL2 + NOBJECTS, 0);
707 MOVE(TROLL, PLAC[TROLL]);
708 MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
710 game.newloc = game.loc;
713 game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
714 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
715 if (!TOTING(BEAR)) return true;
716 RSPEAK(BRIDGE_COLLAPSE);
717 game.prop[CHASM] = 1;
718 game.prop[TROLL] = 2;
719 DROP(BEAR, game.newloc);
720 game.fixed[BEAR] = -1;
722 game.oldlc2 = game.newloc;
727 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
729 break; /* Leave L12 loop */
733 /* FIXME: Arithmetic on location number, becoming a message number */
734 RSPEAK(game.newloc - 500);
735 game.newloc = game.loc;
739 static bool closecheck(void)
740 /* Handle the closing of the cave. The cave closes "clock1" turns
741 * after the last treasure has been located (including the pirate's
742 * chest, which may of course never show up). Note that the
743 * treasures need not have been taken yet, just located. Hence
744 * clock1 must be large enough to get out of the cave (it only ticks
745 * while inside the cave). When it hits zero, we branch to 10000 to
746 * start closing the cave, and then sit back and wait for him to try
747 * to get out. If he doesn't within clock2 turns, we close the cave;
748 * if he does try, we assume he panics, and give him a few additional
749 * turns to get frantic before we close. When clock2 hits zero, we
750 * branch to 11000 to transport him into the final puzzle. Note that
751 * the puzzle depends upon all sorts of random things. For instance,
752 * there must be no water or oil, since there are beanstalks which we
753 * don't want to be able to water, since the code can't handle it.
754 * Also, we can have no keys, since there is a grate (having moved
755 * the fixed object!) there separating him from all the treasures.
756 * Most of these problems arise from the use of negative prop numbers
757 * to suppress the object descriptions until he's actually moved the
760 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
763 /* When the first warning comes, we lock the grate, destroy
764 * the bridge, kill all the dwarves (and the pirate), remove
765 * the troll and bear (unless dead), and set "closng" to
766 * true. Leave the dragon; too much trouble to move it.
767 * from now until clock2 runs out, he cannot unlock the
768 * grate, move to any location outside the cave, or create
769 * the bridge. Nor can he be resurrected if he dies. Note
770 * that the snake is already gone, since he got to the
771 * treasure accessible only via the hall of the mountain
772 * king. Also, he's been in giant room (to get eggs), so we
773 * can refer to it. Also also, he's gotten the pearl, so we
774 * know the bivalve is an oyster. *And*, the dwarves must
775 * have been activated, since we've found chest. */
776 if (game.clock1 == 0) {
777 game.prop[GRATE] = 0;
778 game.prop[FISSURE] = 0;
779 for (int i = 1; i <= NDWARVES; i++) {
780 game.dseen[i] = false;
784 MOVE(TROLL + NOBJECTS, 0);
785 MOVE(TROLL2, PLAC[TROLL]);
786 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
788 if (game.prop[BEAR] != 3)DESTROY(BEAR);
789 game.prop[CHAIN] = 0;
790 game.fixed[CHAIN] = 0;
793 RSPEAK(CAVE_CLOSING);
797 } else if (game.clock1 < 0)
799 if (game.clock2 == 0) {
800 /* Once he's panicked, and clock2 has run out, we come here
801 * to set up the storage room. The room has two locs,
802 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
803 * place empty bottles, a nursery of plants, a bed of
804 * oysters, a pile of lamps, rods with stars, sleeping
805 * dwarves, and him. At the sw end we place grate over
806 * treasures, snake pit, covey of caged birds, more rods, and
807 * pillows. A mirror stretches across one wall. Many of the
808 * objects come from known locations and/or states (e.g. the
809 * snake is known to have been destroyed and needn't be
810 * carried away from its old "place"), making the various
811 * objects be handled differently. We also drop all other
812 * objects he might be carrying (lest he have some which
813 * could cause trouble, such as the keys). We describe the
814 * flash of light and trundle back. */
815 game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
816 game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
817 game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
819 game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
820 game.prop[ROD] = PUT(ROD, LOC_NE, 0);
821 game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
823 game.oldloc = LOC_NE;
824 game.newloc = LOC_NE;
825 /* Leave the grate with normal (non-negative) property.
827 PUT(GRATE, LOC_SW, 0);
828 PUT(SIGN, LOC_SW, 0);
830 game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
831 game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
832 game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
833 game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
834 game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
836 game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
837 game.fixed[MIRROR] = LOC_SW;
839 for (int i = 1; i <= NOBJECTS; i++) {
852 static void lampcheck(void)
853 /* Check game limit and lamp timers */
855 if (game.prop[LAMP] == 1)
858 /* Another way we can force an end to things is by having the
859 * lamp give out. When it gets close, we come here to warn
860 * him. First following ar, if the lamp and fresh batteries are
861 * here, in which case we replace the batteries and continue.
862 * Second is for other cases of lamp dying. 12400 is when it
863 * goes out. Even then, he can explore outside for a while
865 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
866 RSPEAK(REPLACE_BATTERIES);
867 game.prop[BATTERY] = 1;
869 DROP(BATTERY, game.loc);
870 game.limit += BATTERYLIFE;
872 } else if (game.limit == 0) {
877 } else if (game.limit <= WARNTIME) {
878 if (!game.lmwarn && HERE(LAMP)) {
880 int spk = GET_BATTERIES;
881 if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
882 if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
888 static void listobjects(void)
889 /* Print out descriptions of objects at this location. If
890 * not closing and property value is negative, tally off
891 * another treasure. Rug is special case; once seen, its
892 * game.prop is 1 (dragon on it) till dragon is killed.
893 * Similarly for chain; game.prop is initially 1 (locked to
894 * bear). These hacks are because game.prop=0 is needed to
897 if (!DARK(game.loc)) {
898 ++game.abbrev[game.loc];
899 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
901 if (obj > NOBJECTS)obj = obj - NOBJECTS;
902 if (obj == STEPS && TOTING(NUGGET))
904 if (game.prop[obj] < 0) {
908 if (obj == RUG || obj == CHAIN)
911 /* Note: There used to be a test here to see whether the
912 * player had blown it so badly that he could never ever see
913 * the remaining treasures, and if so the lamp was zapped to
914 * 35 turns. But the tests were too simple-minded; things
915 * like killing the bird before the snake was gone (can never
916 * see jewelry), and doing it "right" was hopeless. E.G.,
917 * could cross troll bridge several times, using up all
918 * available treasures, breaking vase, using coins to buy
919 * batteries, etc., and eventually never be able to get
920 * across again. If bottle were left on far side, could then
921 * never get eggs or trident, and the effects propagate. So
922 * the whole thing was flushed. anyone who makes such a
923 * gross blunder isn't likely to find everything else anyway
924 * (so goes the rationalisation). */
926 int kk = game.prop[obj];
927 if (obj == STEPS && game.loc == game.fixed[STEPS])
934 static bool do_command(FILE *cmdin)
935 /* Get and execute a command */
937 long verb = 0, V1, V2;
941 enum speechpart part;
943 /* Can't leave cave once it's closing (except by main office). */
944 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
946 game.newloc = game.loc;
947 if (!game.panic)game.clock2 = PANICTIME;
951 /* See if a dwarf has seen him and has come from where he
952 * wants to go. If so, the dwarf's blocking his way. If
953 * coming from place forbidden to pirate (dwarves rooted in
954 * place) let him get out (and attacked). */
955 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
956 for (size_t i = 1; i <= NDWARVES - 1; i++) {
957 if (game.odloc[i] == game.newloc && game.dseen[i]) {
958 game.newloc = game.loc;
964 game.loc = game.newloc;
969 /* Describe the current location and (maybe) get next command. */
974 const char* msg = locations[game.loc].description.small;
975 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
976 msg = locations[game.loc].description.big;
977 if (!FORCED(game.loc) && DARK(game.loc)) {
978 /* The easiest way to get killed is to fall into a pit in
980 if (game.wzdark && PCT(35)) {
982 game.oldlc2 = game.loc;
984 continue; /* back to top of main interpreter loop */
986 msg = arbitrary_messages[PITCH_DARK];
988 if (TOTING(BEAR))RSPEAK(TAME_BEAR);
990 if (FORCED(game.loc)) {
991 if (playermove(verb, 1))
994 continue; /* back to top of main interpreter loop */
996 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1009 /* If closing time, check for any objects being toted with
1010 * game.prop < 0 and set the prop to -1-game.prop. This way
1011 * objects won't be described until they've been picked up
1012 * and put down separate from their respective piles. Don't
1013 * tick game.clock1 unless well into cave (and not at Y2). */
1015 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1017 for (size_t i = 1; i <= NOBJECTS; i++) {
1018 if (TOTING(i) && game.prop[i] < 0)
1019 game.prop[i] = -1 - game.prop[i];
1022 game.wzdark = DARK(game.loc);
1023 if (game.knfloc > 0 && game.knfloc != game.loc)
1026 /* This is where we get a new command from the user */
1027 if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
1030 /* Every input, check "game.foobar" flag. If zero, nothing's
1031 * going on. If pos, make neg. If neg, he skipped a word,
1032 * so make it zero. */
1034 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1036 if (game.turns == game.thresh) {
1037 speak(turn_threshold_messages[game.trndex]);
1038 game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
1041 if (game.trndex <= TRNVLS)
1042 game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
1044 if (verb == SAY && WD2 > 0)
1056 V1 = VOCAB(WD1, -1);
1057 V2 = VOCAB(WD2, -1);
1058 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1059 if (LIQLOC(game.loc) == WATER) {
1062 RSPEAK(WHERE_QUERY);
1066 if (V1 == ENTER && WD2 > 0) {
1071 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1072 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1074 WD2 = MAKEWD(16152118);
1076 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1077 WD1 = MAKEWD(301200308);
1080 if (WD1 == MAKEWD(23051920)) {
1082 if (game.iwest == 10)
1085 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1087 RSPEAK(GO_UNNEEDED);
1090 defn = VOCAB(WD1, -1);
1092 /* Gee, I don't understand. */
1093 if (fallback_handler(rawbuf))
1095 SETPRM(1, WD1, WD1X);
1099 kmod = MOD(defn, 1000);
1100 switch (defn / 1000) {
1102 if (playermove(verb, kmod))
1105 continue; /* back to top of main interpreter loop */
1111 part = intransitive;
1118 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1122 switch (action(cmdin, part, verb, obj)) {
1126 playermove(verb, NUL);
1129 continue; /* back to top of main interpreter loop */
1139 /* Get second word for analysis. */
1145 /* Random intransitive verbs come here. Clear obj just in case
1146 * (see attack()). */
1147 SETPRM(1, WD1, WD1X);
1152 /* Oh dear, he's disturbed the dwarves. */
1153 RSPEAK(DWARVES_AWAKEN);
1156 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);