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.
24 #include "linenoise/linenoise.h"
27 #define DIM(a) (sizeof(a)/sizeof(a[0]))
29 FILE *logfp = NULL, *rfp = NULL;
30 bool oldstyle = false;
35 // exclude from coverage analysis because it requires interactivity to test
36 static void sig_handler(int signo)
38 if (signo == SIGINT) {
49 * Adventure (rev 2: 20 treasures)
50 Here's what we think. *
51 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
52 * 15-treasure version (adventure) by Don Woods, April-June 1977
53 * 20-treasure version (rev 2) by Don Woods, August 1978
54 * Errata fixed: 78/12/25
55 * Revived 2017 as Open Adventure.
58 static bool do_command(void);
60 int main(int argc, char *argv[])
67 const char* opts = "l:or:s";
68 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
70 const char* opts = "l:os";
71 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
73 while ((ch = getopt(argc, argv, opts)) != EOF) {
76 logfp = fopen(optarg, "w");
79 "advent: can't open logfile %s for write\n",
81 signal(SIGINT, sig_handler);
85 editline = prompt = false;
89 rfp = fopen(optarg, "r");
92 "advent: can't open save file %s for read\n",
94 signal(SIGINT, sig_handler);
104 " -l create a log file of your game named as specified'\n");
106 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
107 #ifndef ADVENT_NOSAVE
109 " -r restore from specified saved game file\n");
112 " -s suppress command editing\n");
118 linenoiseHistorySetMaxLen(350);
120 /* Initialize game variables */
121 long seedval = initialise();
123 /* Start-up, dwarf stuff */
124 make_zzword(game.zzword);
126 #ifndef ADVENT_NOSAVE
128 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
130 game.limit = NOVICELIMIT;
137 fprintf(logfp, "seed %ld\n", seedval);
139 /* interpret commands until EOF or interrupt */
144 /* show score and exit */
148 static bool fallback_handler(char *buf)
149 /* fallback handler for commands not handled by FORTRANish parser */
152 if (sscanf(buf, "seed %ld", &sv) == 1) {
154 printf("Seed set to %ld\n", sv);
155 // autogenerated, so don't charge user time for it.
157 // here we reconfigure any global game state that uses random numbers
158 make_zzword(game.zzword);
164 /* Check if this loc is eligible for any hints. If been here long
165 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
167 static void checkhints(void)
169 if (conditions[game.loc] >= game.conds) {
170 for (int hint = 0; hint < NHINTS; hint++) {
171 if (game.hinted[hint])
173 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
174 game.hintlc[hint] = -1;
176 /* Come here if he's been long enough at required loc(s) for some
178 if (game.hintlc[hint] >= hints[hint].turns) {
184 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
186 game.hintlc[hint] = 0;
189 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
193 if (HERE(SNAKE) && !HERE(BIRD))
195 game.hintlc[hint] = 0;
198 if (game.atloc[game.loc] == 0 &&
199 game.atloc[game.oldloc] == 0 &&
200 game.atloc[game.oldlc2] == 0 &&
203 game.hintlc[hint] = 0;
206 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
208 game.hintlc[hint] = 0;
215 game.hintlc[hint] = 0;
218 if (game.atloc[game.loc] == 0 &&
219 game.atloc[game.oldloc] == 0 &&
220 game.atloc[game.oldlc2] == 0)
224 i = atdwrf(game.loc);
226 game.hintlc[hint] = 0;
229 if (HERE(OGRE) && i == 0)
233 if (game.tally == 1 && game.prop[JADE] < 0)
235 game.hintlc[hint] = 0;
238 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
242 /* Fall through to hint display */
243 game.hintlc[hint] = 0;
244 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
246 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
247 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
248 if (game.hinted[hint] && game.limit > WARNTIME)
249 game.limit += WARNTIME * hints[hint].penalty;
255 static bool spotted_by_pirate(int i)
260 /* The pirate's spotted him. He leaves him alone once we've
261 * found chest. K counts if a treasure is here. If not, and
262 * tally=1 for an unseen chest, let the pirate be spotted. Note
263 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
264 * it to the troll, but in that case he's seen the chest
266 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
269 bool movechest = false, robplayer = false;
270 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
271 if (!objects[treasure].is_treasure)
273 /* Pirate won't take pyramid from plover room or dark
274 * room (too easy!). */
275 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
278 if (TOTING(treasure) || HERE(treasure))
280 if (TOTING(treasure)) {
285 /* Force chest placement before player finds last treasure */
286 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
287 rspeak(PIRATE_SPOTTED);
290 /* Do things in this order (chest move before robbery) so chest is listed
291 * last at the maze location. */
293 move(CHEST, game.chloc);
294 move(MESSAG, game.chloc2);
295 game.dloc[PIRATE] = game.chloc;
296 game.odloc[PIRATE] = game.chloc;
297 game.dseen[PIRATE] = false;
299 /* You might get a hint of the pirate's presence even if the
300 * chest doesn't move... */
301 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
302 rspeak(PIRATE_RUSTLES);
305 rspeak(PIRATE_POUNCES);
306 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
307 if (!objects[treasure].is_treasure)
309 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
310 if (AT(treasure) && game.fixed[treasure] == 0)
311 carry(treasure, game.loc);
312 if (TOTING(treasure))
313 drop(treasure, game.chloc);
321 static bool dwarfmove(void)
322 /* Dwarves move. Return true if player survives, false if he dies. */
324 int kk, stick, attack;
327 /* Dwarf stuff. See earlier comments for description of
328 * variables. Remember sixth dwarf is pirate and is thus
329 * very different except for motion rules. */
331 /* First off, don't let the dwarves follow him into a pit or
332 * a wall. Activate the whole mess the first time he gets as
333 * far as the hall of mists (loc 15). If game.newloc is
334 * forbidden to pirate (in particular, if it's beyond the
335 * troll bridge), bypass dwarf stuff. That way pirate can't
336 * steal return toll, and dwarves can't meet the bear. Also
337 * means dwarves won't follow him into dead end in maze, but
338 * c'est la vie. They'll wait for him outside the dead
340 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
343 /* Dwarf activity level ratchets up */
344 if (game.dflag == 0) {
345 if (INDEEP(game.loc))
350 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
351 * the 5 dwarves. If any of the survivors is at loc,
352 * replace him with the alternate. */
353 if (game.dflag == 1) {
354 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
357 for (int i = 1; i <= 2; i++) {
358 int j = 1 + randrange(NDWARVES - 1);
363 /* Alternate initial loc for dwarf, in case one of them
364 * starts out on top of the adventurer. */
365 for (int i = 1; i <= NDWARVES - 1; i++) {
366 if (game.dloc[i] == game.loc)
367 game.dloc[i] = DALTLC; //
368 game.odloc[i] = game.dloc[i];
375 /* Things are in full swing. Move each dwarf at random,
376 * except if he's seen us he sticks with us. Dwarves stay
377 * deep inside. If wandering at random, they don't back up
378 * unless there's no alternative. If they don't have to
379 * move, they attack. And, of course, dead dwarves don't do
380 * much of anything. */
384 for (int i = 1; i <= NDWARVES; i++) {
385 if (game.dloc[i] == 0)
387 /* Fill tk array with all the places this dwarf might go. */
389 kk = tkey[game.dloc[i]];
392 game.newloc = T_DESTINATION(travel[kk]);
393 /* Have we avoided a dwarf encounter? */
394 bool avoided = (SPECIAL(game.newloc) ||
395 !INDEEP(game.newloc) ||
396 game.newloc == game.odloc[i] ||
397 (j > 1 && game.newloc == tk[j - 1]) ||
399 game.newloc == game.dloc[i] ||
400 FORCED(game.newloc) ||
401 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
402 T_NODWARVES(travel[kk]));
404 tk[j++] = game.newloc;
408 (!travel[kk - 1].stop);
409 tk[j] = game.odloc[i];
412 j = 1 + randrange(j);
413 game.odloc[i] = game.dloc[i];
414 game.dloc[i] = tk[j];
415 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
418 game.dloc[i] = game.loc;
419 if (spotted_by_pirate(i))
421 /* This threatening little dwarf is in the room with him! */
423 if (game.odloc[i] == game.dloc[i]) {
425 if (game.knfloc >= 0)
426 game.knfloc = game.loc;
427 if (randrange(1000) < 95 * (game.dflag - 2))
432 /* Now we know what's happening. Let's tell the poor sucker about it.
433 * Note that various of the "knife" messages must have specific relative
434 * positions in the rspeak database. */
435 if (game.dtotal == 0)
437 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
443 rspeak(THROWN_KNIVES, attack);
444 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
446 rspeak(KNIFE_THROWN);
451 game.oldlc2 = game.loc;
455 /* "You're dead, Jim."
457 * If the current loc is zero, it means the clown got himself killed.
458 * We'll allow this maxdie times. NDEATHS is automatically set based
459 * on the number of snide messages available. Each death results in
460 * a message (obituaries[n]) which offers reincarnation; if accepted,
461 * this results in message obituaries[0], obituaries[2], etc. The
462 * last time, if he wants another chance, he gets a snide remark as
463 * we exit. When reincarnated, all objects being carried get dropped
464 * at game.oldlc2 (presumably the last place prior to being killed)
465 * without change of props. The loop runs backwards to assure that
466 * the bird is dropped before the cage. (This kluge could be changed
467 * once we're sure all references to bird and cage are done by
468 * keywords.) The lamp is a special case (it wouldn't do to leave it
469 * in the cave). It is turned off and left outside the building (only
470 * if he was carrying it, of course). He himself is left inside the
471 * building (and heaven help him if he tries to xyzzy back into the
472 * cave without the lamp!). game.oldloc is zapped so he can't just
475 static void croak(void)
476 /* Okay, he's dead. Let's get on with it. */
478 const char* query = obituaries[game.numdie].query;
479 const char* yes_response = obituaries[game.numdie].yes_response;
482 /* He died during closing time. No resurrection. Tally up a
484 rspeak(DEATH_CLOSING);
486 } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
489 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
491 game.prop[LAMP] = LAMP_DARK;
492 for (int j = 1; j <= NOBJECTS; j++) {
493 int i = NOBJECTS + 1 - j;
495 /* Always leave lamp where it's accessible aboveground */
496 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
499 game.loc = LOC_BUILDING;
500 game.oldloc = game.loc;
504 /* Given the current location in "game.loc", and a motion verb number in
505 * "motion", put the new location in "game.newloc". The current loc is saved
506 * in "game.oldloc" in case he wants to retreat. The current
507 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
508 * does, game.newloc will be limbo, and game.oldloc will be what killed
509 * him, so we need game.oldlc2, which is the last place he was
512 static bool playermove( int motion)
514 int scratchloc, travel_entry = tkey[game.loc];
515 game.newloc = game.loc;
516 if (travel_entry == 0)
517 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
520 else if (motion == BACK) {
521 /* Handle "go back". Look for verb which goes from game.loc to
522 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
523 * te_tmp saves entry -> forced loc -> previous loc. */
524 motion = game.oldloc;
526 motion = game.oldlc2;
527 game.oldlc2 = game.oldloc;
528 game.oldloc = game.loc;
530 if (motion == game.loc)
532 if (CNDBIT(game.loc, COND_NOBACK))
537 scratchloc = T_DESTINATION(travel[travel_entry]);
538 if (scratchloc != motion) {
539 if (!SPECIAL(scratchloc)) {
540 if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
541 te_tmp = travel_entry;
543 if (!travel[travel_entry].stop) {
544 ++travel_entry; /* go to next travel entry for this location */
547 /* we've reached the end of travel entries for game.loc */
548 travel_entry = te_tmp;
549 if (travel_entry == 0) {
550 rspeak(NOT_CONNECTED);
555 motion = travel[travel_entry].motion;
556 travel_entry = tkey[game.loc];
557 break; /* fall through to ordinary travel */
563 } else if (motion == LOOK) {
564 /* Look. Can't give more detail. Pretend it wasn't dark
565 * (though it may now be dark) so he won't fall into a
566 * pit while staring into the gloom. */
568 rspeak(NO_MORE_DETAIL);
571 game.abbrev[game.loc] = 0;
573 } else if (motion == CAVE) {
574 /* Cave. Different messages depending on whether above ground. */
575 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
578 /* none of the specials */
579 game.oldlc2 = game.oldloc;
580 game.oldloc = game.loc;
583 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
584 * the beginning of the motion entries for here (game.loc). */
586 if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
588 if (travel[travel_entry].stop) {
589 /* Couldn't find an entry matching the motion word passed
590 * in. Various messages depending on word given. */
591 int spk = CANT_APPLY;
592 if (motion >= EAST && motion <= NW)
594 if (motion == UP || motion == DOWN)
596 if (motion == FORWARD || motion == LEFT || motion == RIGHT)
598 if (motion == OUTSIDE || motion == INSIDE)
600 if (motion == XYZZY || motion == PLUGH)
601 spk = NOTHING_HAPPENS;
610 /* (ESR) We've found a destination that goes with the motion verb.
611 * Next we need to check any conditional(s) on this destination, and
612 * possibly on following entries. */
613 /* FIXME: Magic numbers related to move opcodes */
615 for (;;) { /* L12 loop */
617 long cond = T_CONDITION(travel[travel_entry]);
618 long arg = MOD(cond, 100);
619 if (!SPECIAL(cond)) {
620 /* YAML N and [pct N] conditionals */
622 if (cond == 0 || PCT(cond))
624 /* else fall through */
626 /* YAML [with OBJ] clause */
627 if (TOTING(arg) || (cond > 200 && AT(arg)))
629 /* else fall through to check [not OBJ STATE] */
630 } else if (game.prop[arg] != cond / 100 - 3)
633 /* We arrive here on conditional failure.
634 * Skip to next non-matching destination */
635 long te_tmp = travel_entry;
637 if (travel[te_tmp].stop)
638 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
641 (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
642 travel_entry = te_tmp;
645 /* Found an eligible rule, now execute it */
646 game.newloc = T_DESTINATION(travel[travel_entry]);
647 if (!SPECIAL(game.newloc))
650 if (game.newloc > 500) {
651 /* Execute a speak rule */
652 rspeak(L_SPEAK(game.newloc));
653 game.newloc = game.loc;
656 game.newloc -= SPECIALBASE;
657 switch (game.newloc) {
659 /* Travel 301. Plover-alcove passage. Can carry only
660 * emerald. Note: travel table must include "useless"
661 * entries going through passage, which can never be used
662 * for actual motion, but can be spotted by "go back". */
663 /* FIXME: Arithmetic on location numbers */
664 game.newloc = 99 + 100 - game.loc;
665 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
666 game.newloc = game.loc;
671 /* Travel 302. Plover transport. Drop the
672 * emerald (only use special travel if toting
673 * it), so he's forced to use the plover-passage
674 * to get it out. Having dropped it, go back and
675 * pretend he wasn't carrying it after all. */
676 drop(EMERALD, game.loc);
677 int te_tmp = travel_entry;
679 if (travel[te_tmp].stop)
680 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
683 (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
684 travel_entry = te_tmp;
685 continue; /* goto L12 */
687 /* Travel 303. Troll bridge. Must be done only
688 * as special motion so that dwarves won't wander
689 * across and encounter the bear. (They won't
690 * follow the player there because that region is
691 * forbidden to the pirate.) If
692 * game.prop(TROLL)=1, he's crossed since paying,
693 * so step out and block him. (standard travel
694 * entries check for game.prop(TROLL)=0.) Special
696 if (game.prop[TROLL] == TROLL_PAIDONCE) {
697 pspeak(TROLL, look, TROLL_PAIDONCE);
698 game.prop[TROLL] = 0;
700 move(TROLL2 + NOBJECTS, 0);
701 move(TROLL, objects[TROLL].plac);
702 move(TROLL + NOBJECTS, objects[TROLL].fixd);
704 game.newloc = game.loc;
707 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
708 if (game.prop[TROLL] == TROLL_UNPAID)
709 game.prop[TROLL] = TROLL_PAIDONCE;
712 rspeak(BRIDGE_COLLAPSE);
713 game.prop[CHASM] = BRIDGE_WRECKED;
714 game.prop[TROLL] = TROLL_GONE;
715 drop(BEAR, game.newloc);
716 game.fixed[BEAR] = -1;
717 game.prop[BEAR] = BEAR_DEAD;
718 game.oldlc2 = game.newloc;
723 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
726 break; /* Leave L12 loop */
732 static bool closecheck(void)
733 /* Handle the closing of the cave. The cave closes "clock1" turns
734 * after the last treasure has been located (including the pirate's
735 * chest, which may of course never show up). Note that the
736 * treasures need not have been taken yet, just located. Hence
737 * clock1 must be large enough to get out of the cave (it only ticks
738 * while inside the cave). When it hits zero, we branch to 10000 to
739 * start closing the cave, and then sit back and wait for him to try
740 * to get out. If he doesn't within clock2 turns, we close the cave;
741 * if he does try, we assume he panics, and give him a few additional
742 * turns to get frantic before we close. When clock2 hits zero, we
743 * transport him into the final puzzle. Note that the puzzle depends
744 * upon all sorts of random things. For instance, there must be no
745 * water or oil, since there are beanstalks which we don't want to be
746 * able to water, since the code can't handle it. Also, we can have
747 * no keys, since there is a grate (having moved the fixed object!)
748 * there separating him from all the treasures. Most of these
749 * problems arise from the use of negative prop numbers to suppress
750 * the object descriptions until he's actually moved the objects. */
752 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
755 /* When the first warning comes, we lock the grate, destroy
756 * the bridge, kill all the dwarves (and the pirate), remove
757 * the troll and bear (unless dead), and set "closng" to
758 * true. Leave the dragon; too much trouble to move it.
759 * from now until clock2 runs out, he cannot unlock the
760 * grate, move to any location outside the cave, or create
761 * the bridge. Nor can he be resurrected if he dies. Note
762 * that the snake is already gone, since he got to the
763 * treasure accessible only via the hall of the mountain
764 * king. Also, he's been in giant room (to get eggs), so we
765 * can refer to it. Also also, he's gotten the pearl, so we
766 * know the bivalve is an oyster. *And*, the dwarves must
767 * have been activated, since we've found chest. */
768 if (game.clock1 == 0) {
769 game.prop[GRATE] = GRATE_CLOSED;
770 game.prop[FISSURE] = UNBRIDGED;
771 for (int i = 1; i <= NDWARVES; i++) {
772 game.dseen[i] = false;
776 move(TROLL + NOBJECTS, 0);
777 move(TROLL2, objects[TROLL].plac);
778 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
780 if (game.prop[BEAR] != BEAR_DEAD)
782 game.prop[CHAIN] = 0;
783 game.fixed[CHAIN] = 0;
786 rspeak(CAVE_CLOSING);
790 } else if (game.clock1 < 0)
792 if (game.clock2 == 0) {
793 /* Once he's panicked, and clock2 has run out, we come here
794 * to set up the storage room. The room has two locs,
795 * hardwired as LOC_NE and LOC_SW. At the ne end, we
796 * place empty bottles, a nursery of plants, a bed of
797 * oysters, a pile of lamps, rods with stars, sleeping
798 * dwarves, and him. At the sw end we place grate over
799 * treasures, snake pit, covey of caged birds, more rods, and
800 * pillows. A mirror stretches across one wall. Many of the
801 * objects come from known locations and/or states (e.g. the
802 * snake is known to have been destroyed and needn't be
803 * carried away from its old "place"), making the various
804 * objects be handled differently. We also drop all other
805 * objects he might be carrying (lest he have some which
806 * could cause trouble, such as the keys). We describe the
807 * flash of light and trundle back. */
808 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
809 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
810 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
811 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
812 game.prop[ROD] = put(ROD, LOC_NE, 0);
813 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
815 game.oldloc = LOC_NE;
816 game.newloc = LOC_NE;
817 /* Leave the grate with normal (non-negative) property.
819 put(GRATE, LOC_SW, 0);
820 put(SIGN, LOC_SW, 0);
821 game.prop[SIGN] = ENDGAME_SIGN;
822 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
823 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
824 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
825 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
826 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
828 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
829 game.fixed[MIRROR] = LOC_SW;
831 for (int i = 1; i <= NOBJECTS; i++) {
844 static void lampcheck(void)
845 /* Check game limit and lamp timers */
847 if (game.prop[LAMP] == LAMP_BRIGHT)
850 /* Another way we can force an end to things is by having the
851 * lamp give out. When it gets close, we come here to warn him.
852 * First following arm checks if the lamp and fresh batteries are
853 * here, in which case we replace the batteries and continue.
854 * Second is for other cases of lamp dying. Eve after it goes
855 * out, he can explore outside for a while if desired. */
856 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
857 rspeak(REPLACE_BATTERIES);
858 game.prop[BATTERY] = DEAD_BATTERIES;
860 drop(BATTERY, game.loc);
861 game.limit += BATTERYLIFE;
863 } else if (game.limit == 0) {
865 game.prop[LAMP] = LAMP_DARK;
868 } else if (game.limit <= WARNTIME) {
869 if (!game.lmwarn && HERE(LAMP)) {
871 int spk = GET_BATTERIES;
872 if (game.place[BATTERY] == LOC_NOWHERE)
874 if (game.prop[BATTERY] == DEAD_BATTERIES)
875 spk = MISSING_BATTERIES;
881 static void listobjects(void)
882 /* Print out descriptions of objects at this location. If
883 * not closing and property value is negative, tally off
884 * another treasure. Rug is special case; once seen, its
885 * game.prop is 1 (dragon on it) till dragon is killed.
886 * Similarly for chain; game.prop is initially 1 (locked to
887 * bear). These hacks are because game.prop=0 is needed to
890 if (!DARK(game.loc)) {
891 ++game.abbrev[game.loc];
892 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
895 obj = obj - NOBJECTS;
896 if (obj == STEPS && TOTING(NUGGET))
898 if (game.prop[obj] < 0) {
902 if (obj == RUG || obj == CHAIN)
905 /* Note: There used to be a test here to see whether the
906 * player had blown it so badly that he could never ever see
907 * the remaining treasures, and if so the lamp was zapped to
908 * 35 turns. But the tests were too simple-minded; things
909 * like killing the bird before the snake was gone (can never
910 * see jewelry), and doing it "right" was hopeless. E.G.,
911 * could cross troll bridge several times, using up all
912 * available treasures, breaking vase, using coins to buy
913 * batteries, etc., and eventually never be able to get
914 * across again. If bottle were left on far side, could then
915 * never get eggs or trident, and the effects propagate. So
916 * the whole thing was flushed. anyone who makes such a
917 * gross blunder isn't likely to find everything else anyway
918 * (so goes the rationalisation). */
920 int kk = game.prop[obj];
921 if (obj == STEPS && game.loc == game.fixed[STEPS])
923 pspeak(obj, look, kk);
928 static bool do_command()
929 /* Get and execute a command */
934 static struct command_t command;
937 /* Can't leave cave once it's closing (except by main office). */
938 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
940 game.newloc = game.loc;
942 game.clock2 = PANICTIME;
946 /* See if a dwarf has seen him and has come from where he
947 * wants to go. If so, the dwarf's blocking his way. If
948 * coming from place forbidden to pirate (dwarves rooted in
949 * place) let him get out (and attacked). */
950 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
951 for (size_t i = 1; i <= NDWARVES - 1; i++) {
952 if (game.odloc[i] == game.newloc && game.dseen[i]) {
953 game.newloc = game.loc;
959 game.loc = game.newloc;
964 /* Describe the current location and (maybe) get next command. */
969 const char* msg = locations[game.loc].description.small;
970 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
971 msg = locations[game.loc].description.big;
972 if (!FORCED(game.loc) && DARK(game.loc)) {
973 /* The easiest way to get killed is to fall into a pit in
975 if (game.wzdark && PCT(35)) {
977 game.oldlc2 = game.loc;
979 continue; /* back to top of main interpreter loop */
981 msg = arbitrary_messages[PITCH_DARK];
986 if (FORCED(game.loc)) {
987 if (playermove(HERE))
990 continue; /* back to top of main interpreter loop */
992 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
999 game.oldobj = command.obj;
1005 /* If closing time, check for any objects being toted with
1006 * game.prop < 0 and set the prop to -1-game.prop. This way
1007 * objects won't be described until they've been picked up
1008 * and put down separate from their respective piles. Don't
1009 * tick game.clock1 unless well into cave (and not at Y2). */
1011 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1012 pspeak(OYSTER, look, 1);
1013 for (size_t i = 1; i <= NOBJECTS; i++) {
1014 if (TOTING(i) && game.prop[i] < 0)
1015 game.prop[i] = -1 - game.prop[i];
1018 game.wzdark = DARK(game.loc);
1019 if (game.knfloc > 0 && game.knfloc != game.loc)
1022 /* This is where we get a new command from the user */
1024 char inputbuf[LINESIZE];
1027 input = get_input();
1030 if (word_count(input) > 2) {
1034 if (strcmp(input, "") != 0)
1038 strncpy(inputbuf, input, LINESIZE - 1);
1039 linenoiseFree(input);
1042 tokenize(inputbuf, tokens);
1043 command.wd1 = tokens[0];
1044 command.wd1x = tokens[1];
1045 command.wd2 = tokens[2];
1046 command.wd2x = tokens[3];
1048 /* Every input, check "game.foobar" flag. If zero, nothing's
1049 * going on. If pos, make neg. If neg, he skipped a word,
1050 * so make it zero. */
1052 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1055 /* If a turn threshold has been met, apply penalties and tell
1056 * the player about it. */
1057 for (int i = 0; i < NTHRESHOLDS; ++i) {
1058 if (game.turns == turn_thresholds[i].threshold + 1) {
1059 game.trnluz += turn_thresholds[i].point_loss;
1060 speak(turn_thresholds[i].message);
1064 if (command.verb == SAY && command.wd2 > 0)
1066 if (command.verb == SAY) {
1067 command.part = transitive;
1078 packed_to_token(command.wd1, word1);
1079 packed_to_token(command.wd2, word2);
1080 V1 = get_vocab_id(word1);
1081 V2 = get_vocab_id(word2);
1082 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1083 if (LIQLOC(game.loc) == WATER) {
1086 rspeak(WHERE_QUERY);
1090 if (V1 == ENTER && command.wd2 > 0) {
1091 command.wd1 = command.wd2;
1092 command.wd1x = command.wd2x;
1093 wordclear(&command.wd2);
1095 /* FIXME: Magic numbers related to vocabulary */
1096 if (!((V1 != PROMOTE_WORD(WATER) && V1 != PROMOTE_WORD(OIL)) ||
1097 (V2 != PROMOTE_WORD(PLANT) && V2 != PROMOTE_WORD(DOOR)))) {
1098 if (AT(DEMOTE_WORD(V2)))
1099 command.wd2 = token_to_packed("POUR");
1101 if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
1102 command.wd1 = token_to_packed("CATCH");
1105 if (wordeq(command.wd1, token_to_packed("WEST"))) {
1107 if (game.iwest == 10)
1110 if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
1112 rspeak(GO_UNNEEDED);
1115 packed_to_token(command.wd1, word1);
1116 defn = get_vocab_id(word1);
1118 /* Gee, I don't understand. */
1119 if (fallback_handler(inputbuf))
1121 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1124 /* FIXME: magic numbers related to vocabulary */
1125 kmod = MOD(defn, 1000);
1126 switch (defn / 1000) {
1128 if (playermove(kmod))
1131 continue; /* back to top of main interpreter loop */
1133 command.part = unknown;
1137 command.part = intransitive;
1138 command.verb = kmod;
1141 rspeak(specials[kmod].message);
1144 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1148 switch (action(&command)) {
1155 continue; /* back to top of main interpreter loop */
1165 /* Get second word for analysis. */
1166 command.wd1 = command.wd2;
1167 command.wd1x = command.wd2x;
1168 wordclear(&command.wd2);
1171 /* Random intransitive verbs come here. Clear obj just in case
1172 * (see attack()). */
1173 rspeak(DO_WHAT, command.wd1, command.wd1x);
1177 /* Oh dear, he's disturbed the dwarves. */
1178 rspeak(DWARVES_AWAKEN);
1181 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE