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"
28 #define DIM(a) (sizeof(a)/sizeof(a[0]))
33 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
35 FILE *logfp = NULL, *rfp = NULL;
36 bool oldstyle = false;
40 static void sig_handler(int signo)
42 if (signo == SIGINT) {
52 * Adventure (rev 2: 20 treasures)
54 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
55 * 15-treasure version (adventure) by Don Woods, April-June 1977
56 * 20-treasure version (rev 2) by Don Woods, August 1978
57 * Errata fixed: 78/12/25
58 * Revived 2017 as Open Adventure.
61 static bool do_command(FILE *);
63 int main(int argc, char *argv[])
70 const char* opts = "l:or:s";
71 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
73 const char* opts = "l:os";
74 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
76 while ((ch = getopt(argc, argv, opts)) != EOF) {
79 logfp = fopen(optarg, "w");
82 "advent: can't open logfile %s for write\n",
84 signal(SIGINT, sig_handler);
88 editline = prompt = false;
92 rfp = fopen(optarg, "r");
95 "advent: can't open save file %s for read\n",
97 signal(SIGINT, sig_handler);
107 " -l create a log file of your game named as specified'\n");
109 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
110 #ifndef ADVENT_NOSAVE
112 " -r restore from specified saved game file\n");
115 " -s suppress command editing\n");
121 linenoiseHistorySetMaxLen(350);
123 /* Initialize our LCG PRNG with parameters tested against
124 * Knuth vol. 2. by the original authors */
127 game.lcg_m = 1048576;
129 long seedval = (long)rand();
132 /* Initialize game variables */
135 /* Start-up, dwarf stuff */
136 game.zzword = rndvoc(3, 0);
137 game.newloc = LOC_START;
138 game.loc = LOC_START;
139 game.limit = GAMELIMIT;
141 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
143 game.limit = NOVICELIMIT;
149 fprintf(logfp, "seed %ld\n", seedval);
151 /* interpret commands until EOF or interrupt */
153 if (!do_command(stdin))
156 /* show score and exit */
160 static bool fallback_handler(char *buf)
161 /* fallback handler for commands not handled by FORTRANish parser */
164 if (sscanf(buf, "seed %ld", &sv) == 1) {
166 printf("Seed set to %ld\n", sv);
167 // autogenerated, so don't charge user time for it.
169 // here we reconfigure any global game state that uses random numbers
170 game.zzword = rndvoc(3, 0);
176 /* Check if this loc is eligible for any hints. If been here long
177 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
179 static void checkhints(void)
181 if (conditions[game.loc] >= game.conds) {
182 for (int hint = 0; hint < NHINTS; hint++) {
183 if (game.hinted[hint])
185 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
186 game.hintlc[hint] = -1;
188 /* Come here if he's been long enough at required loc(s) for some
190 if (game.hintlc[hint] >= hints[hint].turns) {
196 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
198 game.hintlc[hint] = 0;
201 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
205 if (HERE(SNAKE) && !HERE(BIRD))
207 game.hintlc[hint] = 0;
210 if (game.atloc[game.loc] == 0 &&
211 game.atloc[game.oldloc] == 0 &&
212 game.atloc[game.oldlc2] == 0 &&
215 game.hintlc[hint] = 0;
218 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
220 game.hintlc[hint] = 0;
227 game.hintlc[hint] = 0;
230 if (game.atloc[game.loc] == 0 &&
231 game.atloc[game.oldloc] == 0 &&
232 game.atloc[game.oldlc2] == 0)
236 i = atdwrf(game.loc);
238 game.hintlc[hint] = 0;
241 if (HERE(OGRE) && i == 0)
245 if (game.tally == 1 && game.prop[JADE] < 0)
247 game.hintlc[hint] = 0;
250 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
254 /* Fall through to hint display */
255 game.hintlc[hint] = 0;
256 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
258 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
259 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
260 if (game.hinted[hint] && game.limit > WARNTIME)
261 game.limit += WARNTIME * hints[hint].penalty;
267 static bool spotted_by_pirate(int i)
272 /* The pirate's spotted him. He leaves him alone once we've
273 * found chest. K counts if a treasure is here. If not, and
274 * tally=1 for an unseen chest, let the pirate be spotted. Note
275 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
276 * it to the troll, but in that case he's seen the chest
278 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
281 bool movechest = false, robplayer = false;
282 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
283 if (!objects[treasure].is_treasure)
285 /* Pirate won't take pyramid from plover room or dark
286 * room (too easy!). */
287 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
290 if (TOTING(treasure) || HERE(treasure))
292 if (TOTING(treasure)) {
297 /* Force chest placement before player finds last treasure */
298 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
299 rspeak(PIRATE_SPOTTED);
302 /* Do things in this order (chest move before robbery) so chest is listed
303 * last at the maze location. */
305 move(CHEST, game.chloc);
306 move(MESSAG, game.chloc2);
307 game.dloc[PIRATE] = game.chloc;
308 game.odloc[PIRATE] = game.chloc;
309 game.dseen[PIRATE] = false;
311 /* You might get a hint of the pirate's presence even if the
312 * chest doesn't move... */
313 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
314 rspeak(PIRATE_RUSTLES);
317 rspeak(PIRATE_POUNCES);
318 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
319 if (!objects[treasure].is_treasure)
321 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
322 if (AT(treasure) && game.fixed[treasure] == 0)
323 carry(treasure, game.loc);
324 if (TOTING(treasure))
325 drop(treasure, game.chloc);
333 static bool dwarfmove(void)
334 /* Dwarves move. Return true if player survives, false if he dies. */
336 int kk, stick, attack;
339 /* Dwarf stuff. See earlier comments for description of
340 * variables. Remember sixth dwarf is pirate and is thus
341 * very different except for motion rules. */
343 /* First off, don't let the dwarves follow him into a pit or
344 * a wall. Activate the whole mess the first time he gets as
345 * far as the hall of mists (loc 15). If game.newloc is
346 * forbidden to pirate (in particular, if it's beyond the
347 * troll bridge), bypass dwarf stuff. That way pirate can't
348 * steal return toll, and dwarves can't meet the bear. Also
349 * means dwarves won't follow him into dead end in maze, but
350 * c'est la vie. They'll wait for him outside the dead
352 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
355 /* Dwarf activity level ratchets up */
356 if (game.dflag == 0) {
357 if (INDEEP(game.loc))
362 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
363 * the 5 dwarves. If any of the survivors is at loc,
364 * replace him with the alternate. */
365 if (game.dflag == 1) {
366 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
369 for (int i = 1; i <= 2; i++) {
370 int j = 1 + randrange(NDWARVES - 1);
374 for (int i = 1; i <= NDWARVES - 1; i++) {
375 if (game.dloc[i] == game.loc)
376 game.dloc[i] = DALTLC;
377 game.odloc[i] = game.dloc[i];
384 /* Things are in full swing. Move each dwarf at random,
385 * except if he's seen us he sticks with us. Dwarves stay
386 * deep inside. If wandering at random, they don't back up
387 * unless there's no alternative. If they don't have to
388 * move, they attack. And, of course, dead dwarves don't do
389 * much of anything. */
393 for (int i = 1; i <= NDWARVES; i++) {
394 if (game.dloc[i] == 0)
396 /* Fill tk array with all the places this dwarf might go. */
398 kk = tkey[game.dloc[i]];
401 game.newloc = T_DESTINATION(travel[kk]);
402 /* Have we avoided a dwarf encounter? */
403 bool avoided = (SPECIAL(game.newloc) ||
404 !INDEEP(game.newloc) ||
405 game.newloc == game.odloc[i] ||
406 (j > 1 && game.newloc == tk[j - 1]) ||
408 game.newloc == game.dloc[i] ||
409 FORCED(game.newloc) ||
410 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
411 T_NODWARVES(travel[kk]));
413 tk[j++] = game.newloc;
417 (!T_STOP(travel[kk - 1]));
418 tk[j] = game.odloc[i];
421 j = 1 + randrange(j);
422 game.odloc[i] = game.dloc[i];
423 game.dloc[i] = tk[j];
424 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
425 if (!game.dseen[i]) continue;
426 game.dloc[i] = game.loc;
427 if (spotted_by_pirate(i))
429 /* This threatening little dwarf is in the room with him! */
431 if (game.odloc[i] == game.dloc[i]) {
433 if (game.knfloc >= 0)
434 game.knfloc = game.loc;
435 if (randrange(1000) < 95 * (game.dflag - 2))
440 /* Now we know what's happening. Let's tell the poor sucker about it.
441 * Note that various of the "knife" messages must have specific relative
442 * positions in the rspeak database. */
443 if (game.dtotal == 0)
445 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
448 if (game.dflag == 2)game.dflag = 3;
450 rspeak(THROWN_KNIVES, attack);
451 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
453 rspeak(KNIFE_THROWN);
458 game.oldlc2 = game.loc;
462 /* "You're dead, Jim."
464 * If the current loc is zero, it means the clown got himself killed.
465 * We'll allow this maxdie times. NDEATHS is automatically set based
466 * on the number of snide messages available. Each death results in
467 * a message (81, 83, etc.) which offers reincarnation; if accepted,
468 * this results in message 82, 84, etc. The last time, if he wants
469 * another chance, he gets a snide remark as we exit. When
470 * reincarnated, all objects being carried get dropped at game.oldlc2
471 * (presumably the last place prior to being killed) without change
472 * of props. the loop runs backwards to assure that the bird is
473 * dropped before the cage. (this kluge could be changed once we're
474 * sure all references to bird and cage are done by keywords.) The
475 * lamp is a special case (it wouldn't do to leave it in the cave).
476 * It is turned off and left outside the building (only if he was
477 * carrying it, of course). He himself is left inside the building
478 * (and heaven help him if he tries to xyzzy back into the cave
479 * without the lamp!). game.oldloc is zapped so he can't just
482 static void croak(void)
483 /* Okay, he's dead. Let's get on with it. */
485 const char* query = obituaries[game.numdie].query;
486 const char* yes_response = obituaries[game.numdie].yes_response;
489 /* He died during closing time. No resurrection. Tally up a
491 rspeak(DEATH_CLOSING);
493 } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
496 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
498 game.prop[LAMP] = LAMP_DARK;
499 for (int j = 1; j <= NOBJECTS; j++) {
500 int i = NOBJECTS + 1 - j;
502 /* Always leave lamp where it's accessible aboveground */
503 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
506 game.loc = LOC_BUILDING;
507 game.oldloc = game.loc;
511 /* Given the current location in "game.loc", and a motion verb number in
512 * "motion", put the new location in "game.newloc". The current loc is saved
513 * in "game.oldloc" in case he wants to retreat. The current
514 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
515 * does, game.newloc will be limbo, and game.oldloc will be what killed
516 * him, so we need game.oldlc2, which is the last place he was
519 static bool playermove(token_t verb, int motion)
521 int scratchloc, k2, kk = tkey[game.loc];
522 game.newloc = game.loc;
524 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
527 else if (motion == BACK) {
528 /* Handle "go back". Look for verb which goes from game.loc to
529 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
530 * k2 saves entry -> forced loc -> previous loc. */
531 motion = game.oldloc;
533 motion = game.oldlc2;
534 game.oldlc2 = game.oldloc;
535 game.oldloc = game.loc;
537 if (motion == game.loc)k2 = FORGOT_PATH;
538 if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
541 scratchloc = T_DESTINATION(travel[kk]);
542 if (scratchloc != motion) {
543 if (!SPECIAL(scratchloc)) {
544 if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
547 if (!T_STOP(travel[kk])) {
548 ++kk; /* go to next travel entry for this location */
551 /* we've reached the end of travel entries for game.loc */
554 rspeak(NOT_CONNECTED);
559 motion = T_MOTION(travel[kk]);
561 break; /* fall through to ordinary travel */
567 } else if (motion == LOOK) {
568 /* Look. Can't give more detail. Pretend it wasn't dark
569 * (though it may now be dark) so he won't fall into a
570 * pit while staring into the gloom. */
572 rspeak(NO_MORE_DETAIL);
575 game.abbrev[game.loc] = 0;
577 } else if (motion == CAVE) {
578 /* Cave. Different messages depending on whether above ground. */
579 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
582 /* none of the specials */
583 game.oldlc2 = game.oldloc;
584 game.oldloc = game.loc;
587 /* Look for a way to fulfil the motion - kk indexes the beginning
588 * of the motion entries for here (game.loc). */
590 if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion)
592 if (T_STOP(travel[kk])) {
593 /* FIXME: Magic numbers! */
594 /* Couldn't find an entry matching the motion word passed
595 * in. Various messages depending on word given. */
596 int spk = CANT_APPLY;
597 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
598 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
599 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
600 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
601 if (verb == FIND || verb == INVENT)spk = NEARBY;
602 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
603 if (motion == 17)spk = WHICH_WAY;
609 scratchloc = T_HIGH(travel[kk]);
613 * (ESR) This special-travel loop may have to be repeated if it includes
614 * the plover passage. Same deal for any future cases where we need to
615 * block travel and then redo it once the blocking condition has been
618 for (;;) { /* L12 loop */
620 game.newloc = scratchloc / 1000;
621 motion = MOD(game.newloc, 100);
622 if (!SPECIAL(game.newloc)) {
623 if (game.newloc <= 100) {
624 if (game.newloc == 0 || PCT(game.newloc))
626 /* else fall through */
628 /* handles the YAML "with" clause */
629 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
631 /* else fall through */
632 } else if (game.prop[motion] != game.newloc / 100 - 3)
635 if (T_STOP(travel[kk]))
636 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
638 game.newloc = T_HIGH(travel[kk]);
640 (game.newloc == scratchloc);
641 scratchloc = game.newloc;
644 game.newloc = MOD(scratchloc, 1000);
645 if (!SPECIAL(game.newloc))
648 if (game.newloc > 500) {
649 /* Execute a speak rule */
650 rspeak(L_SPEAK(game.newloc));
651 game.newloc = game.loc;
654 game.newloc -= SPECIALBASE;
655 switch (game.newloc) {
657 /* Travel 301. Plover-alcove passage. Can carry only
658 * emerald. Note: travel table must include "useless"
659 * entries going through passage, which can never be used
660 * for actual motion, but can be spotted by "go back". */
661 /* FIXME: Arithmetic on location numbers */
662 game.newloc = 99 + 100 - game.loc;
663 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
664 game.newloc = game.loc;
669 /* Travel 302. Plover transport. Drop the
670 * emerald (only use special travel if toting
671 * it), so he's forced to use the plover-passage
672 * to get it out. Having dropped it, go back and
673 * pretend he wasn't carrying it after all. */
674 drop(EMERALD, game.loc);
676 if (T_STOP(travel[kk]))
677 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
679 game.newloc = T_HIGH(travel[kk]);
681 (game.newloc == scratchloc);
682 scratchloc = game.newloc;
683 continue; /* goto L12 */
685 /* Travel 303. Troll bridge. Must be done only
686 * as special motion so that dwarves won't wander
687 * across and encounter the bear. (They won't
688 * follow the player there because that region is
689 * forbidden to the pirate.) If
690 * game.prop(TROLL)=1, he's crossed since paying,
691 * so step out and block him. (standard travel
692 * entries check for game.prop(TROLL)=0.) Special
694 if (game.prop[TROLL] == 1) {
695 pspeak(TROLL,look, 1);
696 game.prop[TROLL] = 0;
698 move(TROLL2 + NOBJECTS, 0);
699 move(TROLL, objects[TROLL].plac);
700 move(TROLL + NOBJECTS, objects[TROLL].fixd);
702 game.newloc = game.loc;
705 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
706 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
707 if (!TOTING(BEAR)) return true;
708 rspeak(BRIDGE_COLLAPSE);
709 game.prop[CHASM] = 1;
710 game.prop[TROLL] = 2;
711 drop(BEAR, game.newloc);
712 game.fixed[BEAR] = -1;
714 game.oldlc2 = game.newloc;
719 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
722 break; /* Leave L12 loop */
728 static bool closecheck(void)
729 /* Handle the closing of the cave. The cave closes "clock1" turns
730 * after the last treasure has been located (including the pirate's
731 * chest, which may of course never show up). Note that the
732 * treasures need not have been taken yet, just located. Hence
733 * clock1 must be large enough to get out of the cave (it only ticks
734 * while inside the cave). When it hits zero, we branch to 10000 to
735 * start closing the cave, and then sit back and wait for him to try
736 * to get out. If he doesn't within clock2 turns, we close the cave;
737 * if he does try, we assume he panics, and give him a few additional
738 * turns to get frantic before we close. When clock2 hits zero, we
739 * transport him into the final puzzle. Note that the puzzle depends
740 * upon all sorts of random things. For instance, there must be no
741 * water or oil, since there are beanstalks which we don't want to be
742 * able to water, since the code can't handle it. Also, we can have
743 * no keys, since there is a grate (having moved the fixed object!)
744 * there separating him from all the treasures. Most of these
745 * problems arise from the use of negative prop numbers to suppress
746 * the object descriptions until he's actually moved the objects. */
748 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
751 /* When the first warning comes, we lock the grate, destroy
752 * the bridge, kill all the dwarves (and the pirate), remove
753 * the troll and bear (unless dead), and set "closng" to
754 * true. Leave the dragon; too much trouble to move it.
755 * from now until clock2 runs out, he cannot unlock the
756 * grate, move to any location outside the cave, or create
757 * the bridge. Nor can he be resurrected if he dies. Note
758 * that the snake is already gone, since he got to the
759 * treasure accessible only via the hall of the mountain
760 * king. Also, he's been in giant room (to get eggs), so we
761 * can refer to it. Also also, he's gotten the pearl, so we
762 * know the bivalve is an oyster. *And*, the dwarves must
763 * have been activated, since we've found chest. */
764 if (game.clock1 == 0) {
765 game.prop[GRATE] = GRATE_CLOSED;
766 game.prop[FISSURE] = 0;
767 for (int i = 1; i <= NDWARVES; i++) {
768 game.dseen[i] = false;
772 move(TROLL + NOBJECTS, 0);
773 move(TROLL2, objects[TROLL].plac);
774 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
776 if (game.prop[BEAR] != 3)DESTROY(BEAR);
777 game.prop[CHAIN] = 0;
778 game.fixed[CHAIN] = 0;
781 rspeak(CAVE_CLOSING);
785 } else if (game.clock1 < 0)
787 if (game.clock2 == 0) {
788 /* Once he's panicked, and clock2 has run out, we come here
789 * to set up the storage room. The room has two locs,
790 * hardwired as LOC_NE and LOC_SW. At the ne end, we
791 * place empty bottles, a nursery of plants, a bed of
792 * oysters, a pile of lamps, rods with stars, sleeping
793 * dwarves, and him. At the sw end we place grate over
794 * treasures, snake pit, covey of caged birds, more rods, and
795 * pillows. A mirror stretches across one wall. Many of the
796 * objects come from known locations and/or states (e.g. the
797 * snake is known to have been destroyed and needn't be
798 * carried away from its old "place"), making the various
799 * objects be handled differently. We also drop all other
800 * objects he might be carrying (lest he have some which
801 * could cause trouble, such as the keys). We describe the
802 * flash of light and trundle back. */
803 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
804 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
805 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
806 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
807 game.prop[ROD] = put(ROD, LOC_NE, 0);
808 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
810 game.oldloc = LOC_NE;
811 game.newloc = LOC_NE;
812 /* Leave the grate with normal (non-negative) property.
814 put(GRATE, LOC_SW, 0);
815 put(SIGN, LOC_SW, 0);
816 game.prop[SIGN] = ENDGAME_SIGN;
817 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
818 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
819 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
820 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
821 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
823 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
824 game.fixed[MIRROR] = LOC_SW;
826 for (int i = 1; i <= NOBJECTS; i++) {
839 static void lampcheck(void)
840 /* Check game limit and lamp timers */
842 if (game.prop[LAMP] == LAMP_BRIGHT)
845 /* Another way we can force an end to things is by having the
846 * lamp give out. When it gets close, we come here to warn him.
847 * First following arm checks if the lamp and fresh batteries are
848 * here, in which case we replace the batteries and continue.
849 * Second is for other cases of lamp dying. Eve after it goes
850 * out, he can explore outside for a while if desired. */
851 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
852 rspeak(REPLACE_BATTERIES);
853 game.prop[BATTERY] = DEAD_BATTERIES;
855 drop(BATTERY, game.loc);
856 game.limit += BATTERYLIFE;
858 } else if (game.limit == 0) {
860 game.prop[LAMP] = LAMP_DARK;
863 } else if (game.limit <= WARNTIME) {
864 if (!game.lmwarn && HERE(LAMP)) {
866 int spk = GET_BATTERIES;
867 if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
868 if (game.prop[BATTERY] == DEAD_BATTERIES)
869 spk = MISSING_BATTERIES;
875 static void listobjects(void)
876 /* Print out descriptions of objects at this location. If
877 * not closing and property value is negative, tally off
878 * another treasure. Rug is special case; once seen, its
879 * game.prop is 1 (dragon on it) till dragon is killed.
880 * Similarly for chain; game.prop is initially 1 (locked to
881 * bear). These hacks are because game.prop=0 is needed to
884 if (!DARK(game.loc)) {
885 ++game.abbrev[game.loc];
886 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
888 if (obj > NOBJECTS)obj = obj - NOBJECTS;
889 if (obj == STEPS && TOTING(NUGGET))
891 if (game.prop[obj] < 0) {
895 if (obj == RUG || obj == CHAIN)
898 /* Note: There used to be a test here to see whether the
899 * player had blown it so badly that he could never ever see
900 * the remaining treasures, and if so the lamp was zapped to
901 * 35 turns. But the tests were too simple-minded; things
902 * like killing the bird before the snake was gone (can never
903 * see jewelry), and doing it "right" was hopeless. E.G.,
904 * could cross troll bridge several times, using up all
905 * available treasures, breaking vase, using coins to buy
906 * batteries, etc., and eventually never be able to get
907 * across again. If bottle were left on far side, could then
908 * never get eggs or trident, and the effects propagate. So
909 * the whole thing was flushed. anyone who makes such a
910 * gross blunder isn't likely to find everything else anyway
911 * (so goes the rationalisation). */
913 int kk = game.prop[obj];
914 if (obj == STEPS && game.loc == game.fixed[STEPS])
916 pspeak(obj, look, kk);
921 static bool do_command(FILE *cmdin)
922 /* Get and execute a command */
927 static struct command_t command;
930 /* Can't leave cave once it's closing (except by main office). */
931 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
933 game.newloc = game.loc;
934 if (!game.panic)game.clock2 = PANICTIME;
938 /* See if a dwarf has seen him and has come from where he
939 * wants to go. If so, the dwarf's blocking his way. If
940 * coming from place forbidden to pirate (dwarves rooted in
941 * place) let him get out (and attacked). */
942 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
943 for (size_t i = 1; i <= NDWARVES - 1; i++) {
944 if (game.odloc[i] == game.newloc && game.dseen[i]) {
945 game.newloc = game.loc;
951 game.loc = game.newloc;
956 /* Describe the current location and (maybe) get next command. */
961 const char* msg = locations[game.loc].description.small;
962 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
963 msg = locations[game.loc].description.big;
964 if (!FORCED(game.loc) && DARK(game.loc)) {
965 /* The easiest way to get killed is to fall into a pit in
967 if (game.wzdark && PCT(35)) {
969 game.oldlc2 = game.loc;
971 continue; /* back to top of main interpreter loop */
973 msg = arbitrary_messages[PITCH_DARK];
975 if (TOTING(BEAR))rspeak(TAME_BEAR);
977 if (FORCED(game.loc)) {
978 if (playermove(command.verb, 1))
981 continue; /* back to top of main interpreter loop */
983 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
990 game.oldobj = command.obj;
996 /* If closing time, check for any objects being toted with
997 * game.prop < 0 and set the prop to -1-game.prop. This way
998 * objects won't be described until they've been picked up
999 * and put down separate from their respective piles. Don't
1000 * tick game.clock1 unless well into cave (and not at Y2). */
1002 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1003 pspeak(OYSTER, look, 1);
1004 for (size_t i = 1; i <= NOBJECTS; i++) {
1005 if (TOTING(i) && game.prop[i] < 0)
1006 game.prop[i] = -1 - game.prop[i];
1009 game.wzdark = DARK(game.loc);
1010 if (game.knfloc > 0 && game.knfloc != game.loc)
1013 /* This is where we get a new command from the user */
1014 if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
1017 /* Every input, check "game.foobar" flag. If zero, nothing's
1018 * going on. If pos, make neg. If neg, he skipped a word,
1019 * so make it zero. */
1021 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1024 /* If a turn threshold has been met, apply penalties and tell
1025 * the player about it. */
1026 for (int i = 0; i < NTHRESHOLDS; ++i)
1028 if (game.turns == turn_thresholds[i].threshold + 1)
1030 game.trnluz += turn_thresholds[i].point_loss;
1031 speak(turn_thresholds[i].message);
1035 if (command.verb == SAY && command.wd2 > 0)
1037 if (command.verb == SAY) {
1038 command.part = transitive;
1047 V1 = vocab(command.wd1, -1);
1048 V2 = vocab(command.wd2, -1);
1049 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1050 if (LIQLOC(game.loc) == WATER) {
1053 rspeak(WHERE_QUERY);
1057 if (V1 == ENTER && command.wd2 > 0) {
1058 command.wd1 = command.wd2;
1059 command.wd1x = command.wd2x;
1060 wordclear(&command.wd2);
1062 /* FIXME: Magic numbers */
1063 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1064 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1066 command.wd2 = MAKEWD(WORD_POUR);
1068 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1069 command.wd1 = MAKEWD(WORD_CATCH);
1072 if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
1074 if (game.iwest == 10)
1077 if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
1079 rspeak(GO_UNNEEDED);
1082 defn = vocab(command.wd1, -1);
1084 /* Gee, I don't understand. */
1085 if (fallback_handler(rawbuf))
1087 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1090 kmod = MOD(defn, 1000);
1091 switch (defn / 1000) {
1093 if (playermove(command.verb, kmod))
1096 continue; /* back to top of main interpreter loop */
1098 command.part = unknown;
1102 command.part = intransitive;
1103 command.verb = kmod;
1109 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1113 switch (action(cmdin, &command)) {
1117 playermove(command.verb, NUL);
1120 continue; /* back to top of main interpreter loop */
1130 /* Get second word for analysis. */
1131 command.wd1 = command.wd2;
1132 command.wd1x = command.wd2x;
1133 wordclear(&command.wd2);
1136 /* Random intransitive verbs come here. Clear obj just in case
1137 * (see attack()). */
1138 rspeak(DO_WHAT, command.wd1, command.wd1x);
1142 /* Oh dear, he's disturbed the dwarves. */
1143 rspeak(DWARVES_AWAKEN);
1146 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);