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 long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
36 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
37 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
38 EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
39 GRATE, HINT, INVENT, JADE, KEYS,
40 KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
41 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
42 PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
43 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
44 STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
45 URN, VASE, VEND, VOLCANO, WATER;
47 FILE *logfp = NULL, *rfp = NULL;
48 bool oldstyle = false;
52 static void sig_handler(int signo)
54 if (signo == SIGINT) {
64 * Adventure (rev 2: 20 treasures)
66 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
67 * 15-treasure version (adventure) by Don Woods, April-June 1977
68 * 20-treasure version (rev 2) by Don Woods, August 1978
69 * Errata fixed: 78/12/25
70 * Revived 2017 as Open Adventure.
73 static bool do_command(FILE *);
75 int main(int argc, char *argv[])
82 const char* opts = "l:or:s";
83 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
85 const char* opts = "l:os";
86 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
88 while ((ch = getopt(argc, argv, opts)) != EOF) {
91 logfp = fopen(optarg, "w");
94 "advent: can't open logfile %s for write\n",
96 signal(SIGINT, sig_handler);
100 editline = prompt = false;
102 #ifndef ADVENT_NOSAVE
104 rfp = fopen(optarg, "r");
107 "advent: can't open save file %s for read\n",
109 signal(SIGINT, sig_handler);
119 " -l create a log file of your game named as specified'\n");
121 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
122 #ifndef ADVENT_NOSAVE
124 " -r restore from specified saved game file\n");
127 " -s suppress command editing\n");
133 linenoiseHistorySetMaxLen(350);
135 /* Initialize our LCG PRNG with parameters tested against
136 * Knuth vol. 2. by the original authors */
139 game.lcg_m = 1048576;
141 long seedval = (long)rand();
144 /* Initialize game variables */
147 /* Start-up, dwarf stuff */
148 game.zzword = RNDVOC(3, 0);
149 game.newloc = LOC_START;
150 game.loc = LOC_START;
151 game.limit = GAMELIMIT;
153 game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
155 game.limit = NOVICELIMIT;
161 fprintf(logfp, "seed %ld\n", seedval);
163 /* interpret commands until EOF or interrupt */
165 if (!do_command(stdin))
168 /* show score and exit */
172 static bool fallback_handler(char *buf)
173 /* fallback handler for commands not handled by FORTRANish parser */
176 if (sscanf(buf, "seed %ld", &sv) == 1) {
178 printf("Seed set to %ld\n", sv);
179 // autogenerated, so don't charge user time for it.
181 // here we reconfigure any global game state that uses random numbers
182 game.zzword = RNDVOC(3, 0);
188 /* Check if this loc is eligible for any hints. If been here long
189 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
191 static void checkhints(void)
193 if (conditions[game.loc] >= game.conds) {
194 for (int hint = 0; hint < NHINTS; hint++) {
195 if (game.hinted[hint])
197 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
198 game.hintlc[hint] = -1;
200 /* Come here if he's been long enough at required loc(s) for some
202 if (game.hintlc[hint] >= hints[hint].turns) {
208 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
210 game.hintlc[hint] = 0;
213 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
217 if (HERE(SNAKE) && !HERE(BIRD))
219 game.hintlc[hint] = 0;
222 if (game.atloc[game.loc] == 0 &&
223 game.atloc[game.oldloc] == 0 &&
224 game.atloc[game.oldlc2] == 0 &&
227 game.hintlc[hint] = 0;
230 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
232 game.hintlc[hint] = 0;
239 game.hintlc[hint] = 0;
242 if (game.atloc[game.loc] == 0 &&
243 game.atloc[game.oldloc] == 0 &&
244 game.atloc[game.oldlc2] == 0)
248 i = ATDWRF(game.loc);
250 game.hintlc[hint] = 0;
253 if (HERE(OGRE) && i == 0)
257 if (game.tally == 1 && game.prop[JADE] < 0)
259 game.hintlc[hint] = 0;
262 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
266 /* Fall through to hint display */
267 game.hintlc[hint] = 0;
268 if (!YES(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
270 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
271 game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
272 if (game.hinted[hint] && game.limit > WARNTIME)
273 game.limit += WARNTIME * hints[hint].penalty;
279 static bool spotted_by_pirate(int i)
284 /* The pirate's spotted him. He leaves him alone once we've
285 * found chest. K counts if a treasure is here. If not, and
286 * tally=1 for an unseen chest, let the pirate be spotted. Note
287 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
288 * it to the troll, but in that case he's seen the chest
290 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
293 bool movechest = false, robplayer = false;
294 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
295 if (!object_descriptions[treasure].is_treasure)
297 /* Pirate won't take pyramid from plover room or dark
298 * room (too easy!). */
299 if (treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac)) {
302 if (TOTING(treasure) || HERE(treasure))
304 if (TOTING(treasure)) {
309 /* Force chest placement before player finds last treasure */
310 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
311 rspeak(PIRATE_SPOTTED);
314 /* Do things in this order (chest move before robbery) so chest is listed
315 * last at the maze location. */
317 MOVE(CHEST, game.chloc);
318 MOVE(MESSAG, game.chloc2);
319 game.dloc[PIRATE] = game.chloc;
320 game.odloc[PIRATE] = game.chloc;
321 game.dseen[PIRATE] = false;
323 /* You might get a hint of the pirate's presence even if the
324 * chest doesn't move... */
325 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
326 rspeak(PIRATE_RUSTLES);
329 rspeak(PIRATE_POUNCES);
330 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
331 if (!object_descriptions[treasure].is_treasure)
333 if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) {
334 if (AT(treasure) && game.fixed[treasure] == 0)
335 CARRY(treasure, game.loc);
336 if (TOTING(treasure))
337 DROP(treasure, game.chloc);
345 static bool dwarfmove(void)
346 /* Dwarves move. Return true if player survives, false if he dies. */
348 int kk, stick, attack;
351 /* Dwarf stuff. See earlier comments for description of
352 * variables. Remember sixth dwarf is pirate and is thus
353 * very different except for motion rules. */
355 /* First off, don't let the dwarves follow him into a pit or
356 * a wall. Activate the whole mess the first time he gets as
357 * far as the hall of mists (loc 15). If game.newloc is
358 * forbidden to pirate (in particular, if it's beyond the
359 * troll bridge), bypass dwarf stuff. That way pirate can't
360 * steal return toll, and dwarves can't meet the bear. Also
361 * means dwarves won't follow him into dead end in maze, but
362 * c'est la vie. They'll wait for him outside the dead
364 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
367 /* Dwarf activity level ratchets up */
368 if (game.dflag == 0) {
369 if (INDEEP(game.loc))
374 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
375 * the 5 dwarves. If any of the survivors is at loc,
376 * replace him with the alternate. */
377 if (game.dflag == 1) {
378 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
381 for (int i = 1; i <= 2; i++) {
382 int j = 1 + randrange(NDWARVES - 1);
386 for (int i = 1; i <= NDWARVES - 1; i++) {
387 if (game.dloc[i] == game.loc)
388 game.dloc[i] = DALTLC;
389 game.odloc[i] = game.dloc[i];
396 /* Things are in full swing. Move each dwarf at random,
397 * except if he's seen us he sticks with us. Dwarves stay
398 * deep inside. If wandering at random, they don't back up
399 * unless there's no alternative. If they don't have to
400 * move, they attack. And, of course, dead dwarves don't do
401 * much of anything. */
405 for (int i = 1; i <= NDWARVES; i++) {
406 if (game.dloc[i] == 0)
408 /* Fill tk array with all the places this dwarf might go. */
410 kk = KEY[game.dloc[i]];
413 game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
414 /* Have we avoided a dwarf encounter? */
415 bool avoided = (SPECIAL(game.newloc) ||
416 !INDEEP(game.newloc) ||
417 game.newloc == game.odloc[i] ||
418 (j > 1 && game.newloc == tk[j - 1]) ||
420 game.newloc == game.dloc[i] ||
421 FORCED(game.newloc) ||
422 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
423 labs(TRAVEL[kk]) / 1000000 == 100);
425 tk[j++] = game.newloc;
429 (TRAVEL[kk - 1] >= 0);
430 tk[j] = game.odloc[i];
433 j = 1 + randrange(j);
434 game.odloc[i] = game.dloc[i];
435 game.dloc[i] = tk[j];
436 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
437 if (!game.dseen[i]) continue;
438 game.dloc[i] = game.loc;
439 if (spotted_by_pirate(i))
441 /* This threatening little dwarf is in the room with him! */
443 if (game.odloc[i] == game.dloc[i]) {
445 if (game.knfloc >= 0)
446 game.knfloc = game.loc;
447 if (randrange(1000) < 95 * (game.dflag - 2))
452 /* Now we know what's happening. Let's tell the poor sucker about it.
453 * Note that various of the "knife" messages must have specific relative
454 * positions in the rspeak database. */
455 if (game.dtotal == 0)
457 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
460 if (game.dflag == 2)game.dflag = 3;
462 rspeak(THROWN_KNIVES, attack);
463 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
465 rspeak(KNIFE_THROWN);
470 game.oldlc2 = game.loc;
474 /* "You're dead, Jim."
476 * If the current loc is zero, it means the clown got himself killed.
477 * We'll allow this maxdie times. NDEATHS is automatically set based
478 * on the number of snide messages available. Each death results in
479 * a message (81, 83, etc.) which offers reincarnation; if accepted,
480 * this results in message 82, 84, etc. The last time, if he wants
481 * another chance, he gets a snide remark as we exit. When
482 * reincarnated, all objects being carried get dropped at game.oldlc2
483 * (presumably the last place prior to being killed) without change
484 * of props. the loop runs backwards to assure that the bird is
485 * dropped before the cage. (this kluge could be changed once we're
486 * sure all references to bird and cage are done by keywords.) The
487 * lamp is a special case (it wouldn't do to leave it in the cave).
488 * It is turned off and left outside the building (only if he was
489 * carrying it, of course). He himself is left inside the building
490 * (and heaven help him if he tries to xyzzy back into the cave
491 * without the lamp!). game.oldloc is zapped so he can't just
494 static void croak(void)
495 /* Okay, he's dead. Let's get on with it. */
497 const char* query = obituaries[game.numdie].query;
498 const char* yes_response = obituaries[game.numdie].yes_response;
501 /* He died during closing time. No resurrection. Tally up a
503 rspeak(DEATH_CLOSING);
505 } else if (game.numdie == NDEATHS || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
508 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
510 game.prop[LAMP] = LAMP_DARK;
511 for (int j = 1; j <= NOBJECTS; j++) {
512 int i = NOBJECTS + 1 - j;
514 /* Always leave lamp where it's accessible aboveground */
515 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
518 game.loc = LOC_BUILDING;
519 game.oldloc = game.loc;
523 /* Given the current location in "game.loc", and a motion verb number in
524 * "motion", put the new location in "game.newloc". The current loc is saved
525 * in "game.oldloc" in case he wants to retreat. The current
526 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
527 * does, game.newloc will be limbo, and game.oldloc will be what killed
528 * him, so we need game.oldlc2, which is the last place he was
531 static bool playermove(token_t verb, int motion)
533 int scratchloc, k2, kk = KEY[game.loc];
534 game.newloc = game.loc;
536 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
539 else if (motion == BACK) {
540 /* Handle "go back". Look for verb which goes from game.loc to
541 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
542 * k2 saves entry -> forced loc -> previous loc. */
543 motion = game.oldloc;
545 motion = game.oldlc2;
546 game.oldlc2 = game.oldloc;
547 game.oldloc = game.loc;
549 if (motion == game.loc)k2 = FORGOT_PATH;
550 if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
553 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
554 if (scratchloc != motion) {
555 if (!SPECIAL(scratchloc)) {
556 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
559 if (TRAVEL[kk] >= 0) {
565 rspeak(NOT_CONNECTED);
570 motion = MOD(labs(TRAVEL[kk]), 1000);
572 break; /* fall through to ordinary travel */
578 } else if (motion == LOOK) {
579 /* Look. Can't give more detail. Pretend it wasn't dark
580 * (though it may now be dark) so he won't fall into a
581 * pit while staring into the gloom. */
583 rspeak(NO_MORE_DETAIL);
586 game.abbrev[game.loc] = 0;
588 } else if (motion == CAVE) {
589 /* Cave. Different messages depending on whether above ground. */
590 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
593 /* none of the specials */
594 game.oldlc2 = game.oldloc;
595 game.oldloc = game.loc;
598 /* ordinary travel */
600 scratchloc = labs(TRAVEL[kk]);
601 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
603 if (TRAVEL[kk] < 0) {
604 /* FIXME: Magic numbers! */
605 /* Non-applicable motion. Various messages depending on
607 int spk = CANT_APPLY;
608 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
609 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
610 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
611 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
612 if (verb == FIND || verb == INVENT)spk = NEARBY;
613 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
614 if (motion == 17)spk = WHICH_WAY;
620 scratchloc = scratchloc / 1000;
624 * (ESR) This special-travel loop may have to be repeated if it includes
625 * the plover passage. Same deal for any future cases where we need to
626 * block travel and then redo it once the blocking condition has been
629 for (;;) { /* L12 loop */
631 game.newloc = scratchloc / 1000;
632 motion = MOD(game.newloc, 100);
633 if (!SPECIAL(game.newloc)) {
634 if (game.newloc <= 100) {
635 if (game.newloc == 0 || PCT(game.newloc))
637 /* else fall through */
639 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
641 /* else fall through */
642 } else if (game.prop[motion] != game.newloc / 100 - 3)
646 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
648 game.newloc = labs(TRAVEL[kk]) / 1000;
650 (game.newloc == scratchloc);
651 scratchloc = game.newloc;
654 game.newloc = MOD(scratchloc, 1000);
655 if (!SPECIAL(game.newloc))
657 if (game.newloc <= 500) {
658 game.newloc -= SPECIALBASE;
659 switch (game.newloc) {
661 /* Travel 301. Plover-alcove passage. Can carry only
662 * emerald. Note: travel table must include "useless"
663 * entries going through passage, which can never be used for
664 * actual motion, but can be spotted by "go back". */
665 /* FIXME: Arithmetic on location numbers */
666 game.newloc = 99 + 100 - game.loc;
667 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
668 game.newloc = game.loc;
673 /* Travel 302. Plover transport. Drop the emerald (only use
674 * special travel if toting it), so he's forced to use the
675 * plover-passage to get it out. Having dropped it, go back and
676 * pretend he wasn't carrying it after all. */
677 DROP(EMERALD, game.loc);
680 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
682 game.newloc = labs(TRAVEL[kk]) / 1000;
684 (game.newloc == scratchloc);
685 scratchloc = game.newloc;
686 continue; /* goto L12 */
688 /* Travel 303. Troll bridge. Must be done only as special
689 * motion so that dwarves won't wander across and encounter
690 * the bear. (They won't follow the player there because
691 * that region is forbidden to the pirate.) If
692 * game.prop(TROLL)=1, he's crossed since paying, so step out
693 * and block him. (standard travel entries check for
694 * game.prop(TROLL)=0.) Special stuff for bear. */
695 if (game.prop[TROLL] == 1) {
696 pspeak(TROLL,look, 1);
697 game.prop[TROLL] = 0;
699 MOVE(TROLL2 + NOBJECTS, 0);
700 MOVE(TROLL, object_descriptions[TROLL].plac);
701 MOVE(TROLL + NOBJECTS, object_descriptions[TROLL].fixd);
703 game.newloc = game.loc;
706 game.newloc = object_descriptions[TROLL].plac + object_descriptions[TROLL].fixd - game.loc;
707 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
708 if (!TOTING(BEAR)) return true;
709 rspeak(BRIDGE_COLLAPSE);
710 game.prop[CHASM] = 1;
711 game.prop[TROLL] = 2;
712 DROP(BEAR, game.newloc);
713 game.fixed[BEAR] = -1;
715 game.oldlc2 = game.newloc;
720 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
722 break; /* Leave L12 loop */
726 /* FIXME: Arithmetic on location number, becoming a message number */
727 rspeak(game.newloc - 500);
728 game.newloc = game.loc;
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 * branch to 11000 to transport him into the final puzzle. Note that
744 * the puzzle depends upon all sorts of random things. For instance,
745 * there must be no water or oil, since there are beanstalks which we
746 * don't want to be able to water, since the code can't handle it.
747 * Also, we can have no keys, since there is a grate (having moved
748 * the fixed object!) there separating him from all the treasures.
749 * Most of these problems arise from the use of negative prop numbers
750 * to suppress the object descriptions until he's actually moved the
753 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
756 /* When the first warning comes, we lock the grate, destroy
757 * the bridge, kill all the dwarves (and the pirate), remove
758 * the troll and bear (unless dead), and set "closng" to
759 * true. Leave the dragon; too much trouble to move it.
760 * from now until clock2 runs out, he cannot unlock the
761 * grate, move to any location outside the cave, or create
762 * the bridge. Nor can he be resurrected if he dies. Note
763 * that the snake is already gone, since he got to the
764 * treasure accessible only via the hall of the mountain
765 * king. Also, he's been in giant room (to get eggs), so we
766 * can refer to it. Also also, he's gotten the pearl, so we
767 * know the bivalve is an oyster. *And*, the dwarves must
768 * have been activated, since we've found chest. */
769 if (game.clock1 == 0) {
770 game.prop[GRATE] = GRATE_CLOSED;
771 game.prop[FISSURE] = 0;
772 for (int i = 1; i <= NDWARVES; i++) {
773 game.dseen[i] = false;
777 MOVE(TROLL + NOBJECTS, 0);
778 MOVE(TROLL2, object_descriptions[TROLL].plac);
779 MOVE(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd);
781 if (game.prop[BEAR] != 3)DESTROY(BEAR);
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 115 (ne) and 116 (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)spk = LAMP_DIM;
873 if (game.prop[BATTERY] == DEAD_BATTERIES)
874 spk = MISSING_BATTERIES;
880 static void listobjects(void)
881 /* Print out descriptions of objects at this location. If
882 * not closing and property value is negative, tally off
883 * another treasure. Rug is special case; once seen, its
884 * game.prop is 1 (dragon on it) till dragon is killed.
885 * Similarly for chain; game.prop is initially 1 (locked to
886 * bear). These hacks are because game.prop=0 is needed to
889 if (!DARK(game.loc)) {
890 ++game.abbrev[game.loc];
891 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
893 if (obj > NOBJECTS)obj = obj - NOBJECTS;
894 if (obj == STEPS && TOTING(NUGGET))
896 if (game.prop[obj] < 0) {
900 if (obj == RUG || obj == CHAIN)
903 /* Note: There used to be a test here to see whether the
904 * player had blown it so badly that he could never ever see
905 * the remaining treasures, and if so the lamp was zapped to
906 * 35 turns. But the tests were too simple-minded; things
907 * like killing the bird before the snake was gone (can never
908 * see jewelry), and doing it "right" was hopeless. E.G.,
909 * could cross troll bridge several times, using up all
910 * available treasures, breaking vase, using coins to buy
911 * batteries, etc., and eventually never be able to get
912 * across again. If bottle were left on far side, could then
913 * never get eggs or trident, and the effects propagate. So
914 * the whole thing was flushed. anyone who makes such a
915 * gross blunder isn't likely to find everything else anyway
916 * (so goes the rationalisation). */
918 int kk = game.prop[obj];
919 if (obj == STEPS && game.loc == game.fixed[STEPS])
921 pspeak(obj, look, kk);
926 static bool do_command(FILE *cmdin)
927 /* Get and execute a command */
932 static struct command_t command;
935 /* Can't leave cave once it's closing (except by main office). */
936 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
938 game.newloc = game.loc;
939 if (!game.panic)game.clock2 = PANICTIME;
943 /* See if a dwarf has seen him and has come from where he
944 * wants to go. If so, the dwarf's blocking his way. If
945 * coming from place forbidden to pirate (dwarves rooted in
946 * place) let him get out (and attacked). */
947 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
948 for (size_t i = 1; i <= NDWARVES - 1; i++) {
949 if (game.odloc[i] == game.newloc && game.dseen[i]) {
950 game.newloc = game.loc;
956 game.loc = game.newloc;
961 /* Describe the current location and (maybe) get next command. */
966 const char* msg = locations[game.loc].description.small;
967 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
968 msg = locations[game.loc].description.big;
969 if (!FORCED(game.loc) && DARK(game.loc)) {
970 /* The easiest way to get killed is to fall into a pit in
972 if (game.wzdark && PCT(35)) {
974 game.oldlc2 = game.loc;
976 continue; /* back to top of main interpreter loop */
978 msg = arbitrary_messages[PITCH_DARK];
980 if (TOTING(BEAR))rspeak(TAME_BEAR);
982 if (FORCED(game.loc)) {
983 if (playermove(command.verb, 1))
986 continue; /* back to top of main interpreter loop */
988 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
995 game.oldobj = command.obj;
1001 /* If closing time, check for any objects being toted with
1002 * game.prop < 0 and set the prop to -1-game.prop. This way
1003 * objects won't be described until they've been picked up
1004 * and put down separate from their respective piles. Don't
1005 * tick game.clock1 unless well into cave (and not at Y2). */
1007 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1008 pspeak(OYSTER, look, 1);
1009 for (size_t i = 1; i <= NOBJECTS; i++) {
1010 if (TOTING(i) && game.prop[i] < 0)
1011 game.prop[i] = -1 - game.prop[i];
1014 game.wzdark = DARK(game.loc);
1015 if (game.knfloc > 0 && game.knfloc != game.loc)
1018 /* This is where we get a new command from the user */
1019 if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
1022 /* Every input, check "game.foobar" flag. If zero, nothing's
1023 * going on. If pos, make neg. If neg, he skipped a word,
1024 * so make it zero. */
1026 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1029 /* If a turn threshold has been met, apply penalties and tell
1030 * the player about it. */
1031 for (int i = 0; i < NTHRESHOLDS; ++i)
1033 if (game.turns == turn_thresholds[i].threshold + 1)
1035 game.trnluz += turn_thresholds[i].point_loss;
1036 speak(turn_thresholds[i].message);
1040 if (command.verb == SAY && command.wd2 > 0)
1042 if (command.verb == SAY) {
1043 command.part = transitive;
1052 V1 = VOCAB(command.wd1, -1);
1053 V2 = VOCAB(command.wd2, -1);
1054 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1055 if (LIQLOC(game.loc) == WATER) {
1058 rspeak(WHERE_QUERY);
1062 if (V1 == ENTER && command.wd2 > 0) {
1063 command.wd1 = command.wd2;
1064 command.wd1x = command.wd2x;
1065 wordclear(&command.wd2);
1067 /* FIXME: Magic numbers */
1068 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1069 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1071 command.wd2 = MAKEWD(WORD_POUR);
1073 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1074 command.wd1 = MAKEWD(WORD_CATCH);
1077 if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
1079 if (game.iwest == 10)
1082 if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
1084 rspeak(GO_UNNEEDED);
1087 defn = VOCAB(command.wd1, -1);
1089 /* Gee, I don't understand. */
1090 if (fallback_handler(rawbuf))
1092 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1095 kmod = MOD(defn, 1000);
1096 switch (defn / 1000) {
1098 if (playermove(command.verb, kmod))
1101 continue; /* back to top of main interpreter loop */
1103 command.part = unknown;
1107 command.part = intransitive;
1108 command.verb = kmod;
1114 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1118 switch (action(cmdin, &command)) {
1122 playermove(command.verb, NUL);
1125 continue; /* back to top of main interpreter loop */
1135 /* Get second word for analysis. */
1136 command.wd1 = command.wd2;
1137 command.wd1x = command.wd2x;
1138 wordclear(&command.wd2);
1141 /* Random intransitive verbs come here. Clear obj just in case
1142 * (see attack()). */
1143 rspeak(DO_WHAT, command.wd1, command.wd1x);
1147 /* Oh dear, he's disturbed the dwarves. */
1148 rspeak(DWARVES_AWAKEN);
1151 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);