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, BATTER, BEAR, BIRD, BLOOD,
34 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
35 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
36 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
37 GRATE, HINT, INVENT, JADE, KEYS,
38 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
39 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
40 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
41 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
42 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
43 URN, VASE, VEND, VOLCAN, WATER;
44 long WD1, WD1X, WD2, WD2X;
47 bool oldstyle = false;
51 extern void initialise();
52 extern void score(long);
53 extern int action(FILE *, long, long, long);
55 void sig_handler(int signo)
66 * Adventure (rev 2: 20 treasures)
68 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
69 * 15-treasure version (adventure) by Don Woods, April-June 1977
70 * 20-treasure version (rev 2) by Don Woods, August 1978
71 * Errata fixed: 78/12/25
72 * Revived 2017 as Open Advebture.
75 static bool do_command(FILE *);
77 int main(int argc, char *argv[])
83 while ((ch = getopt(argc, argv, "l:os")) != EOF) {
86 logfp = fopen(optarg, "w");
89 "advent: can't open logfile %s for write\n",
91 signal(SIGINT, sig_handler);
95 editline = prompt = false;
103 linenoiseHistorySetMaxLen(350);
105 /* Logical variables:
107 * game.closed says whether we're all the way closed
108 * game.closng says whether it's closing time yet
109 * game.clshnt says whether he's read the clue in the endgame
110 * game.lmwarn says whether he's been warned about lamp going dim
111 * game.novice says whether he asked for instructions at start-up
112 * game.panic says whether he's found out he's trapped in the cave
113 * game.wzdark says whether the loc he's leaving was dark */
115 /* Initialize our LCG PRNG with parameters tested against
116 * Knuth vol. 2. by the original authors */
119 game.lcg_m = 1048576;
121 long seedval = (long)rand();
124 /* Initialize game variables */
127 /* Start-up, dwarf stuff */
128 game.zzword=RNDVOC(3,0);
129 game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,ARB_0);
130 game.newloc = LOC_START;
131 game.loc = LOC_START;
133 if (game.novice)game.limit=1000;
136 fprintf(logfp, "seed %ld\n", seedval);
138 /* interpret commands until EOF or interrupt */
140 if (!do_command(stdin))
143 /* show score and exit */
147 static bool fallback_handler(char *buf)
148 /* fallback handler for commands not handled by FORTRANish parser */
151 if (sscanf(buf, "seed %ld", &sv) == 1) {
153 printf("Seed set to %ld\n", sv);
154 // autogenerated, so don't charge user time for it.
156 // here we reconfigure any global game state that uses random numbers
157 game.zzword=RNDVOC(3,0);
163 /* Check if this loc is eligible for any hints. If been here
164 * long enough, branch to help section (on later page). Hints
165 * all come back here eventually to finish the loop. Ignore
166 * "HINTS" < 4 (special stuff, see database notes).
168 static void checkhints(FILE *cmdin)
170 if (COND[game.loc] >= game.conds) {
171 for (int hint=1; hint<=HNTMAX; hint++) {
172 if (game.hinted[hint])
174 if (!CNDBIT(game.loc,hint+HBASE))
175 game.hintlc[hint]= -1;
177 /* Come here if he's been long enough at required loc(s) for some
179 if (game.hintlc[hint] >= HINTS[hint][1])
187 if (game.prop[GRATE] == 0 && !HERE(KEYS))
192 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
196 if (HERE(SNAKE) && !HERE(BIRD))
201 if (game.atloc[game.loc] == 0 &&
202 game.atloc[game.oldloc] == 0 &&
203 game.atloc[game.oldlc2] == 0 &&
209 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
221 if (game.atloc[game.loc] == 0 &&
222 game.atloc[game.oldloc] == 0 &&
223 game.atloc[game.oldlc2] == 0)
232 if (HERE(OGRE) && i == 0)
236 if (game.tally == 1 && game.prop[JADE] < 0)
245 /* Fall through to hint display */
247 if (!YES(cmdin,HINTS[hint][3],ARB_0,OK_MAN))
249 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
251 game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN);
252 if (game.hinted[hint] && game.limit > 30)
253 game.limit=game.limit+30*HINTS[hint][2];
259 bool spotted_by_pirate(int i)
264 /* The pirate's spotted him. He leaves him alone once we've
265 * found chest. K counts if a treasure is here. If not, and
266 * tally=1 for an unseen chest, let the pirate be spotted.
267 * Note that game.place[CHEST]=0 might mean that he's thrown
268 * it to the troll, but in that case he's seen the chest
270 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
273 bool movechest = false, robplayer = false;
274 for (int j=MINTRS; j<=MAXTRS; j++) {
275 /* Pirate won't take pyramid from plover room or dark
276 * room (too easy!). */
277 if (j==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
280 if (TOTING(j) || HERE(j))
287 /* Force chest placement before player finds last treasure */
288 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
289 RSPEAK(PIRATE_SPOTTED);
292 /* Do things in this order (chest move before robbery) so chest is listed
293 * last at the maze location. */
295 MOVE(CHEST,game.chloc);
296 MOVE(MESSAG,game.chloc2);
297 game.dloc[PIRATE]=game.chloc;
298 game.odloc[PIRATE]=game.chloc;
299 game.dseen[PIRATE]=false;
301 /* You might get a hint of the pirate's presence even if the
302 * chest doesn't move... */
303 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
304 RSPEAK(PIRATE_RUSTLES);
307 RSPEAK(PIRATE_POUNCES);
308 for (int j=MINTRS; j<=MAXTRS; j++) {
309 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
310 if (AT(j) && game.fixed[j] == 0)
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,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,NOBACK) || PCT(85))))
357 for (int i=1; i<=2; i++) {
358 int j=1+randrange(NDWARVES-1);
362 for (int i=1; i<=NDWARVES-1; i++) {
363 if (game.dloc[i] == game.loc)
365 game.odloc[i]=game.dloc[i];
372 /* Things are in full swing. Move each dwarf at random,
373 * except if he's seen us he sticks with us. Dwarves stay
374 * deep inside. If wandering at random, they don't back up
375 * unless there's no alternative. If they don't have to
376 * move, they attack. And, of course, dead dwarves don't do
377 * much of anything. */
381 for (int i=1; i<=NDWARVES; i++) {
382 if (game.dloc[i] == 0)
384 /* Fill tk array with all the places this dwarf might go. */
386 kk=KEY[game.dloc[i]];
389 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
390 /* Have we avoided a dwarf encounter? */
391 bool avoided = (SPECIAL(game.newloc) ||
392 !INDEEP(game.newloc) ||
393 game.newloc == game.odloc[i] ||
394 (j > 1 && game.newloc == tk[j-1]) ||
396 game.newloc == game.dloc[i] ||
397 FORCED(game.newloc) ||
398 (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
399 labs(TRAVEL[kk])/1000000 == 100);
401 tk[j++] = game.newloc;
410 game.odloc[i]=game.dloc[i];
412 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
413 if (!game.dseen[i]) continue;
414 game.dloc[i]=game.loc;
415 if (spotted_by_pirate(i))
417 /* This threatening little dwarf is in the room with him! */
419 if (game.odloc[i] == game.dloc[i]) {
421 if (game.knfloc >= 0)
422 game.knfloc=game.loc;
423 if (randrange(1000) < 95*(game.dflag-2))
428 /* Now we know what's happening. Let's tell the poor sucker about it.
429 * Note that various of the "knife" messages must have specific relative
430 * positions in the RSPEAK database. */
431 if (game.dtotal == 0)
433 SETPRM(1,game.dtotal,0);
434 RSPEAK(DWARF_PACK+1/game.dtotal); /* FIXME: Arithmetic on message number */
437 if (game.dflag == 2)game.dflag=3;
440 if (attack > 1)k=THROWN_KNIVES;
443 RSPEAK(k+1+2/(1+stick)); /* FIXME: Arithmetic on message number */
446 game.oldlc2=game.loc;
450 /* "You're dead, Jim."
452 * If the current loc is zero, it means the clown got himself killed.
453 * We'll allow this maxdie times. MAXDIE is automatically set based
454 * on the number of snide messages available. Each death results in
455 * a message (81, 83, etc.) which offers reincarnation; if accepted,
456 * this results in message 82, 84, etc. The last time, if he wants
457 * another chance, he gets a snide remark as we exit. When
458 * reincarnated, all objects being carried get dropped at game.oldlc2
459 * (presumably the last place prior to being killed) without change
460 * of props. the loop runs backwards to assure that the bird is
461 * dropped before the cage. (this kluge could be changed once we're
462 * sure all references to bird and cage are done by keywords.) The
463 * lamp is a special case (it wouldn't do to leave it in the cave).
464 * It is turned off and left outside the building (only if he was
465 * carrying it, of course). He himself is left inside the building
466 * (and heaven help him if he tries to xyzzy back into the cave
467 * without the lamp!). game.oldloc is zapped so he can't just
470 static void croak(FILE *cmdin)
471 /* Okay, he's dead. Let's get on with it. */
475 /* He died during closing time. No resurrection. Tally up a
477 RSPEAK(DEATH_CLOSING);
480 /* FIXME: Arithmetic on message numbers */
481 if (!YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN))
483 if (game.numdie == MAXDIE)
489 for (int j=1; j<=NOBJECTS; j++) {
490 int i=NOBJECTS + 1 - j;
492 /* Always leave lamp where it's accessible aboveground */
493 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
496 game.loc = LOC_BUILDING;
497 game.oldloc=game.loc;
501 /* Given the current location in "game.loc", and a motion verb number in
502 * "K", put the new location in "game.newloc". The current loc is saved
503 * in "game.oldloc" in case he wants to retreat. The current
504 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
505 * does, game.newloc will be limbo, and game.oldloc will be what killed
506 * him, so we need game.oldlc2, which is the last place he was
509 static bool playermove(FILE *cmdin, token_t verb, int motion)
511 int scratchloc, k2, kk=KEY[game.loc];
512 game.newloc=game.loc;
517 else if (motion == BACK) {
518 /* Handle "go back". Look for verb which goes from game.loc to
519 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
520 * k2 saves entry -> forced loc -> previous loc. */
524 game.oldlc2=game.oldloc;
525 game.oldloc=game.loc;
527 if (motion == game.loc)k2=FORGOT_PATH;
528 if (CNDBIT(game.loc,NOBACK))k2=TWIST_TURN;
531 scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
532 if (scratchloc != motion) {
533 if (!SPECIAL(scratchloc)) {
534 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
537 if (TRAVEL[kk] >= 0) {
543 RSPEAK(NOT_CONNECTED);
548 motion=MOD(labs(TRAVEL[kk]),1000);
550 break; /* fall through to ordinary travel */
557 else if (motion == LOOK) {
558 /* Look. Can't give more detail. Pretend it wasn't dark
559 * (though it may "now" be dark) so he won't fall into a
560 * pit while staring into the gloom. */
562 RSPEAK(NO_MORE_DETAIL);
565 game.abbrev[game.loc]=0;
568 else if (motion == CAVE) {
569 /* Cave. Different messages depending on whether above ground. */
570 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? FOLLOW_STREAM : NEED_DETAIL);
574 /* none of the specials */
575 game.oldlc2=game.oldloc;
576 game.oldloc=game.loc;
579 /* ordinary travel */
581 scratchloc=labs(TRAVEL[kk]);
582 if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
584 if (TRAVEL[kk] < 0) {
585 /* Non-applicable motion. Various messages depending on
588 if (motion >= 43 && motion <= 50)spk=BAD_DIRECTION;
589 if (motion == 29 || motion == 30)spk=BAD_DIRECTION;
590 if (motion == 7 || motion == 36 || motion == 37)spk=UNSURE_FACING;
591 if (motion == 11 || motion == 19)spk=NO_INOUT_HERE;
592 if (verb == FIND || verb == INVENT)spk=NEreplace;
593 if (motion == 62 || motion == 65)spk=NOTHING_HAPPENS;
594 if (motion == 17)spk=WHICH_WAY;
600 scratchloc=scratchloc/1000;
604 * (ESR) This special-travel loop may have to be repeated if it includes
605 * the plover passage. Same deal for any future cases wgerw we beed to
606 * block travel and then redo it once the blocking condition has been
610 game.newloc=scratchloc/1000;
611 motion=MOD(game.newloc,100);
612 if (!SPECIAL(game.newloc)) {
613 if (game.newloc <= 100) {
614 if (game.newloc == 0 || PCT(game.newloc))
616 /* else fall through */
617 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
619 /* else fall through */
621 else if (game.prop[motion] != game.newloc/100-3)
624 if (TRAVEL[kk] < 0)BUG(25);
626 game.newloc=labs(TRAVEL[kk])/1000;
628 (game.newloc == scratchloc);
629 scratchloc=game.newloc;
632 game.newloc=MOD(scratchloc,1000);
633 if (!SPECIAL(game.newloc))
635 if (game.newloc <= 500) {
636 game.newloc=game.newloc-SPECIALBASE;
640 /* Travel 301. Plover-alcove passage. Can carry only
641 * emerald. Note: travel table must include "useless"
642 * entries going through passage, which can never be used for
643 * actual motion, but can be spotted by "go back". */
644 /* FIXME: Arithmetic on location numbers */
645 game.newloc=99+100-game.loc;
646 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
648 game.newloc=game.loc;
652 /* Travel 302. Plover transport. Drop the emerald (only use
653 * special travel if toting it), so he's forced to use the
654 * plover-passage to get it out. Having dropped it, go back and
655 * pretend he wasn't carrying it after all. */
656 DROP(EMRALD,game.loc);
658 if (TRAVEL[kk] < 0)BUG(25);
660 game.newloc=labs(TRAVEL[kk])/1000;
662 (game.newloc == scratchloc);
663 continue; /* back to top of do/while loop */
665 /* Travel 303. Troll bridge. Must be done only as special
666 * motion so that dwarves won't wander across and encounter
667 * the bear. (They won't follow the player there because
668 * that region is forbidden to the pirate.) If
669 * game.prop(TROLL)=1, he's crossed since paying, so step out
670 * and block him. (standard travel entries check for
671 * game.prop(TROLL)=0.) Special stuff for bear. */
672 if (game.prop[TROLL] == 1) {
676 MOVE(TROLL2+NOBJECTS,0);
677 MOVE(TROLL,PLAC[TROLL]);
678 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
680 game.newloc=game.loc;
683 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
684 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
685 if (!TOTING(BEAR)) return true;
686 RSPEAK(BRIDGE_COLLAPSE);
689 DROP(BEAR,game.newloc);
690 game.fixed[BEAR]= -1;
692 game.oldlc2=game.newloc;
701 RSPEAK(game.newloc-500);
702 game.newloc=game.loc;
706 static bool closecheck(void)
707 /* Handle the closing of the cave. The cave closes "clock1" turns
708 * after the last treasure has been located (including the pirate's
709 * chest, which may of course never show up). Note that the
710 * treasures need not have been taken yet, just located. Hence
711 * clock1 must be large enough to get out of the cave (it only ticks
712 * while inside the cave). When it hits zero, we branch to 10000 to
713 * start closing the cave, and then sit back and wait for him to try
714 * to get out. If he doesn't within clock2 turns, we close the cave;
715 * if he does try, we assume he panics, and give him a few additional
716 * turns to get frantic before we close. When clock2 hits zero, we
717 * branch to 11000 to transport him into the final puzzle. Note that
718 * the puzzle depends upon all sorts of random things. For instance,
719 * there must be no water or oil, since there are beanstalks which we
720 * don't want to be able to water, since the code can't handle it.
721 * Also, we can have no keys, since there is a grate (having moved
722 * the fixed object!) there separating him from all the treasures.
723 * Most of these problems arise from the use of negative prop numbers
724 * to suppress the object descriptions until he's actually moved the
727 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
730 /* When the first warning comes, we lock the grate, destroy
731 * the bridge, kill all the dwarves (and the pirate), remove
732 * the troll and bear (unless dead), and set "closng" to
733 * true. Leave the dragon; too much trouble to move it.
734 * from now until clock2 runs out, he cannot unlock the
735 * grate, move to any location outside the cave, or create
736 * the bridge. Nor can he be resurrected if he dies. Note
737 * that the snake is already gone, since he got to the
738 * treasure accessible only via the hall of the mountain
739 * king. Also, he's been in giant room (to get eggs), so we
740 * can refer to it. Also also, he's gotten the pearl, so we
741 * know the bivalve is an oyster. *And*, the dwarves must
742 * have been activated, since we've found chest. */
743 if (game.clock1 == 0)
747 for (int i=1; i<=NDWARVES; i++) {
752 MOVE(TROLL+NOBJECTS,0);
753 MOVE(TROLL2,PLAC[TROLL]);
754 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
756 if (game.prop[BEAR] != 3)DSTROY(BEAR);
761 RSPEAK(CAVE_CLOSING);
765 } else if (game.clock1 < 0)
767 if (game.clock2 == 0) {
768 /* Once he's panicked, and clock2 has run out, we come here
769 * to set up the storage room. The room has two locs,
770 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
771 * place empty bottles, a nursery of plants, a bed of
772 * oysters, a pile of lamps, rods with stars, sleeping
773 * dwarves, and him. At the sw end we place grate over
774 * treasures, snake pit, covey of caged birds, more rods, and
775 * pillows. A mirror stretches across one wall. Many of the
776 * objects come from known locations and/or states (e.g. the
777 * snake is known to have been destroyed and needn't be
778 * carried away from its old "place"), making the various
779 * objects be handled differently. We also drop all other
780 * objects he might be carrying (lest he have some which
781 * could cause trouble, such as the keys). We describe the
782 * flash of light and trundle back. */
783 game.prop[BOTTLE]=PUT(BOTTLE,LOC_NE,1);
784 game.prop[PLANT]=PUT(PLANT,LOC_NE,0);
785 game.prop[OYSTER]=PUT(OYSTER,LOC_NE,0);
787 game.prop[LAMP]=PUT(LAMP,LOC_NE,0);
788 game.prop[ROD]=PUT(ROD,LOC_NE,0);
789 game.prop[DWARF]=PUT(DWARF,LOC_NE,0);
791 game.oldloc = LOC_NE;
792 game.newloc = LOC_NE;
793 /* Leave the grate with normal (non-negative) property.
798 game.prop[SNAKE]=PUT(SNAKE,LOC_SW,1);
799 game.prop[BIRD]=PUT(BIRD,LOC_SW,1);
800 game.prop[CAGE]=PUT(CAGE,LOC_SW,0);
801 game.prop[ROD2]=PUT(ROD2,LOC_SW,0);
802 game.prop[PILLOW]=PUT(PILLOW,LOC_SW,0);
804 game.prop[MIRROR]=PUT(MIRROR,LOC_NE,0);
805 game.fixed[MIRROR]=LOC_SW;
807 for (int i=1; i<=NOBJECTS; i++) {
820 static void lampcheck(void)
821 /* Check game limit and lamp timers */
823 if (game.prop[LAMP] == 1)
826 /* Another way we can force an end to things is by having the
827 * lamp give out. When it gets close, we come here to warn
828 * him. First following ar, if the lamp and fresh batteries are
829 * here, in which case we replace the batteries and continue.
830 * Second is for other cases of lamp dying. 12400 is when it
831 * goes out. Even then, he can explore outside for a while
833 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
835 RSPEAK(REPLACE_BATTERIES);
838 DROP(BATTER,game.loc);
839 game.limit=game.limit+2500;
841 } else if (game.limit == 0) {
846 } else if (game.limit <= 30) {
847 if (!game.lmwarn && HERE(LAMP)) {
849 int spk=GET_BATTERIES;
850 if (game.place[BATTER] == 0)spk=LAMP_DIM;
851 if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES;
857 static void listobjects(void)
858 /* Print out descriptions of objects at this location. If
859 * not closing and property value is negative, tally off
860 * another treasure. Rug is special case; once seen, its
861 * game.prop is 1 (dragon on it) till dragon is killed.
862 * Similarly for chain; game.prop is initially 1 (locked to
863 * bear). These hacks are because game.prop=0 is needed to
866 if (!DARK(game.loc)) {
867 ++game.abbrev[game.loc];
868 for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
870 if (obj > NOBJECTS)obj=obj-NOBJECTS;
871 if (obj == STEPS && TOTING(NUGGET))
873 if (game.prop[obj] < 0) {
877 if (obj == RUG || obj == CHAIN)
880 /* Note: There used to be a test here to see whether the
881 * player had blown it so badly that he could never ever see
882 * the remaining treasures, and if so the lamp was zapped to
883 * 35 turns. But the tests were too simple-minded; things
884 * like killing the bird before the snake was gone (can never
885 * see jewelry), and doing it "right" was hopeless. E.G.,
886 * could cross troll bridge several times, using up all
887 * available treasures, breaking vase, using coins to buy
888 * batteries, etc., and eventually never be able to get
889 * across again. If bottle were left on far side, could then
890 * never get eggs or trident, and the effects propagate. So
891 * the whole thing was flushed. anyone who makes such a
892 * gross blunder isn't likely to find everything else anyway
893 * (so goes the rationalisation). */
895 int kk=game.prop[obj];
896 if (obj == STEPS && game.loc == game.fixed[STEPS])
903 static bool do_command(FILE *cmdin)
904 /* Get and execute a command */
906 long KQ, verb, V1, V2;
910 enum speechpart part;
912 /* Can't leave cave once it's closing (except by main office). */
913 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
915 game.newloc=game.loc;
916 if (!game.panic)game.clock2=15;
920 /* See if a dwarf has seen him and has come from where he
921 * wants to go. If so, the dwarf's blocking his way. If
922 * coming from place forbidden to pirate (dwarves rooted in
923 * place) let him get out (and attacked). */
924 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) {
925 for (i=1; i<=NDWARVES-1; i++) {
926 if (game.odloc[i] == game.newloc && game.dseen[i]) {
927 game.newloc=game.loc;
933 game.loc=game.newloc;
938 /* Describe the current location and (maybe) get next command. */
943 char* msg = locations[game.loc].description.small;
944 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
945 msg=locations[game.loc].description.big;
946 if (!FORCED(game.loc) && DARK(game.loc)) {
947 /* The easiest way to get killed is to fall into a pit in
949 if (game.wzdark && PCT(35)) {
951 game.oldlc2 = game.loc;
953 continue; /* back to top of main interpreter loop */
955 msg=arbitrary_messages[PITCH_DARK];
957 if (TOTING(BEAR))RSPEAK(TAME_BEAR);
959 if (FORCED(game.loc)) {
960 if (playermove(cmdin, verb, 1))
963 continue; /* back to top of main interpreter loop */
965 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
977 /* If closing time, check for any objects being toted with
978 * game.prop < 0 and set the prop to -1-game.prop. This way
979 * objects won't be described until they've been picked up
980 * and put down separate from their respective piles. Don't
981 * tick game.clock1 unless well into cave (and not at Y2). */
983 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
985 for (i=1; i<=NOBJECTS; i++) {
986 if (TOTING(i) && game.prop[i] < 0)
987 game.prop[i] = -1-game.prop[i];
990 game.wzdark=DARK(game.loc);
991 if (game.knfloc > 0 && game.knfloc != game.loc)
994 /* This is where we get a new command from the user */
995 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
998 /* Every input, check "game.foobar" flag. If zero, nothing's
999 * going on. If pos, make neg. If neg, he skipped a word,
1000 * so make it zero. */
1002 game.foobar=(game.foobar>0 ? -game.foobar : 0);
1004 if (game.turns == game.thresh) {
1005 newspeak(turn_threshold_messages[game.trndex]);
1006 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
1009 if (game.trndex <= TRNVLS)
1010 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
1012 if (verb == SAY && WD2 > 0)
1025 if (LIQLOC(game.loc) == WATER)k=FEET_WET;
1028 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
1032 if (V1 == ENTER && WD2 > 0) {
1037 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
1038 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
1040 WD2=MAKEWD(16152118);
1042 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
1043 WD1=MAKEWD(301200308);
1046 if (WD1 == MAKEWD(23051920)) {
1048 if (game.iwest == 10)
1051 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1053 RSPEAK(GO_UNNEEDED);
1058 /* Gee, I don't understand. */
1059 if (fallback_handler(rawbuf))
1070 if (playermove(cmdin, verb, KMOD))
1073 continue; /* back to top of main interpreter loop */
1074 case 1: part=unknown; obj = KMOD; break;
1075 case 2: part=intransitive; verb = KMOD; break;
1076 case 3: RSPEAK(KMOD); goto L2012;
1081 switch (action(cmdin, part, verb, obj)) {
1085 playermove(cmdin, verb, NUL);
1087 case GO_TOP: continue; /* back to top of main interpreter loop */
1088 case GO_CLEAROBJ: goto L2012;
1089 case GO_CHECKHINT: goto L2600;
1090 case GO_CHECKFOO: goto L2607;
1091 case GO_LOOKUP: goto L2630;
1093 /* Get second word for analysis. */
1099 /* Random intransitive verbs come here. Clear obj just in case
1100 * (see attack()). */
1106 /* Oh dear, he's disturbed the dwarves. */
1107 RSPEAK(DWARVES_AWAKEN);