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"
29 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
30 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
32 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
33 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
34 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
35 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
36 GRATE, HINT, INVENT, JADE, KEYS,
37 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
38 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
39 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
40 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
41 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
42 URN, VASE, VEND, VOLCAN, WATER;
43 long WD1, WD1X, WD2, WD2X;
46 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 lcgstate.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, 65,1,0);
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+10))
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],0,54))
249 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
251 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
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 for (int j=MINTRS; j<=MAXTRS; j++) {
274 /* Pirate won't take pyramid from plover room or dark
275 * room (too easy!). */
276 if (j==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
280 if (game.place[CHEST] == 0) {
281 /* Install chest only once, to insure it is
282 * the last treasure in the list. */
283 MOVE(CHEST,game.chloc);
284 MOVE(MESSAG,game.chloc2);
287 for (int j=MINTRS; j<=MAXTRS; j++) {
288 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
289 if (AT(j) && game.fixed[j] == 0)
295 game.dloc[PIRATE]=game.chloc;
296 game.odloc[PIRATE]=game.chloc;
297 game.dseen[PIRATE]=false;
303 /* Force chest placement before player finds last treasure */
304 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
306 MOVE(CHEST,game.chloc);
307 MOVE(MESSAG,game.chloc2);
308 game.dloc[PIRATE]=game.chloc;
309 game.odloc[PIRATE]=game.chloc;
310 game.dseen[PIRATE]=false;
313 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
318 static bool dwarfmove(void)
319 /* Dwarves move. Return true if player survives, false if he dies. */
321 int kk, stick, attack;
324 /* Dwarf stuff. See earlier comments for description of
325 * variables. Remember sixth dwarf is pirate and is thus
326 * very different except for motion rules. */
328 /* First off, don't let the dwarves follow him into a pit or
329 * a wall. Activate the whole mess the first time he gets as
330 * far as the hall of mists (loc 15). If game.newloc is
331 * forbidden to pirate (in particular, if it's beyond the
332 * troll bridge), bypass dwarf stuff. That way pirate can't
333 * steal return toll, and dwarves can't meet the bear. Also
334 * means dwarves won't follow him into dead end in maze, but
335 * c'est la vie. They'll wait for him outside the dead
337 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
340 /* Dwarf activity level ratchets up */
341 if (game.dflag == 0) {
342 if (INDEEP(game.loc))
347 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
348 * the 5 dwarves. If any of the survivors is at loc,
349 * replace him with the alternate. */
350 if (game.dflag == 1) {
351 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
354 for (int i=1; i<=2; i++) {
355 int j=1+randrange(NDWARVES-1);
359 for (int i=1; i<=NDWARVES-1; i++) {
360 if (game.dloc[i] == game.loc)
362 game.odloc[i]=game.dloc[i];
369 /* Things are in full swing. Move each dwarf at random,
370 * except if he's seen us he sticks with us. Dwarves stay
371 * deep inside. If wandering at random, they don't back up
372 * unless there's no alternative. If they don't have to
373 * move, they attack. And, of course, dead dwarves don't do
374 * much of anything. */
378 for (int i=1; i<=NDWARVES; i++) {
379 if (game.dloc[i] == 0)
381 /* Fill TK array with all the places this dwarf might go. */
383 kk=KEY[game.dloc[i]];
386 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
387 /* Have we avoided a dwarf enciounter? */
388 bool avoided = (game.newloc > 300 ||
389 !INDEEP(game.newloc) ||
390 game.newloc == game.odloc[i] ||
391 (j > 1 && game.newloc == TK[j-1]) ||
393 game.newloc == game.dloc[i] ||
394 FORCED(game.newloc) ||
395 (i == PIRATE && CNDBIT(game.newloc,3)) ||
396 labs(TRAVEL[kk])/1000000 == 100);
398 TK[j++] = game.newloc;
407 game.odloc[i]=game.dloc[i];
409 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
410 if (!game.dseen[i]) continue;
411 game.dloc[i]=game.loc;
412 if (spotted_by_pirate(i))
414 /* This threatening little dwarf is in the room with him! */
416 if (game.odloc[i] == game.dloc[i]) {
418 if (game.knfloc >= 0)
419 game.knfloc=game.loc;
420 if (randrange(1000) < 95*(game.dflag-2))
425 /* Now we know what's happening. Let's tell the poor sucker about it.
426 * Note that various of the "knife" messages must have specific relative
427 * positions in the RSPEAK database. */
428 if (game.dtotal == 0)
430 SETPRM(1,game.dtotal,0);
431 RSPEAK(4+1/game.dtotal);
434 if (game.dflag == 2)game.dflag=3;
437 if (attack > 1)k=250;
440 RSPEAK(k+1+2/(1+stick));
443 game.oldlc2=game.loc;
447 /* "You're dead, Jim."
449 * If the current loc is zero, it means the clown got himself killed.
450 * We'll allow this maxdie times. MAXDIE is automatically set based
451 * on the number of snide messages available. Each death results in
452 * a message (81, 83, etc.) which offers reincarnation; if accepted,
453 * this results in message 82, 84, etc. The last time, if he wants
454 * another chance, he gets a snide remark as we exit. When
455 * reincarnated, all objects being carried get dropped at game.oldlc2
456 * (presumably the last place prior to being killed) without change
457 * of props. the loop runs backwards to assure that the bird is
458 * dropped before the cage. (this kluge could be changed once we're
459 * sure all references to bird and cage are done by keywords.) The
460 * lamp is a special case (it wouldn't do to leave it in the cave).
461 * It is turned off and left outside the building (only if he was
462 * carrying it, of course). He himself is left inside the building
463 * (and heaven help him if he tries to xyzzy back into the cave
464 * without the lamp!). game.oldloc is zapped so he can't just
467 static void croak(FILE *cmdin)
468 /* Okay, he's dead. Let's get on with it. */
471 /* He died during closing time. No resurrection. Tally up a
478 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
480 if (game.numdie == MAXDIE)
486 for (int j=1; j<=NOBJECTS; j++) {
487 int i=NOBJECTS + 1 - j;
496 game.oldloc=game.loc;
500 /* Given the current location in "game.loc", and a motion verb number in
501 * "K", put the new location in "game.newloc". The current loc is saved
502 * in "game.oldloc" in case he wants to retreat. The current
503 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
504 * does, game.newloc will be limbo, and game.oldloc will be what killed
505 * him, so we need game.oldlc2, which is the last place he was
508 static bool playermove(FILE *cmdin, token_t verb, int motion)
510 int LL, K2, KK=KEY[game.loc];
511 game.newloc=game.loc;
516 else if (motion == BACK) {
517 /* Handle "go back". Look for verb which goes from game.loc to
518 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
519 * K2 saves entry -> forced loc -> previous loc. */
523 game.oldlc2=game.oldloc;
524 game.oldloc=game.loc;
526 if (motion == game.loc)K2=91;
527 if (CNDBIT(game.loc,4))K2=274;
530 LL=MOD((labs(TRAVEL[KK])/1000),1000);
533 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
536 if (TRAVEL[KK] >= 0) {
547 motion=MOD(labs(TRAVEL[KK]),1000);
549 break; /* fall through to ordinary travel */
556 else if (motion == LOOK) {
557 /* Look. Can't give more detail. Pretend it wasn't dark
558 * (though it may "now" be dark) so he won't fall into a
559 * pit while staring into the gloom. */
560 if (game.detail < 3)RSPEAK(15);
563 game.abbrev[game.loc]=0;
566 else if (motion == CAVE) {
567 /* Cave. Different messages depending on whether above ground. */
568 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
572 /* none of the specials */
573 game.oldlc2=game.oldloc;
574 game.oldloc=game.loc;
577 /* ordinary travel */
580 if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
582 if (TRAVEL[KK] < 0) {
583 /* Non-applicable motion. Various messages depending on
586 if (motion >= 43 && motion <= 50)spk=52;
587 if (motion == 29 || motion == 30)spk=52;
588 if (motion == 7 || motion == 36 || motion == 37)spk=10;
589 if (motion == 11 || motion == 19)spk=11;
590 if (verb == FIND || verb == INVENT)spk=59;
591 if (motion == 62 || motion == 65)spk=42;
592 if (motion == 17)spk=80;
602 * (ESR) This special-travel loop may have to be repeated if it includes
603 * the plover passage. Same deal for any future cases wgerw we beed to
604 * block travel and then redo it once the blocking condition has been
609 motion=MOD(game.newloc,100);
610 if (game.newloc <= 300) {
611 if (game.newloc <= 100) {
612 if (game.newloc == 0 || PCT(game.newloc))
614 /* else fall through */
615 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
617 /* else fall through */
619 else if (game.prop[motion] != game.newloc/100-3)
622 if (TRAVEL[KK] < 0)BUG(25);
624 game.newloc=labs(TRAVEL[KK])/1000;
630 game.newloc=MOD(LL,1000);
631 if (game.newloc <= 300)
633 if (game.newloc <= 500) {
634 game.newloc=game.newloc-300;
638 /* Travel 301. Plover-alcove passage. Can carry only
639 * emerald. Note: travel table must include "useless"
640 * entries going through passage, which can never be used for
641 * actual motion, but can be spotted by "go back". */
642 game.newloc=99+100-game.loc;
643 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
645 game.newloc=game.loc;
649 /* Travel 302. Plover transport. Drop the emerald (only use
650 * special travel if toting it), so he's forced to use the
651 * plover-passage to get it out. Having dropped it, go back and
652 * pretend he wasn't carrying it after all. */
653 DROP(EMRALD,game.loc);
655 if (TRAVEL[KK] < 0)BUG(25);
657 game.newloc=labs(TRAVEL[KK])/1000;
660 continue; /* back to top of do/while loop */
662 /* Travel 303. Troll bridge. Must be done only as special
663 * motion so that dwarves won't wander across and encounter
664 * the bear. (They won't follow the player there because
665 * that region is forbidden to the pirate.) If
666 * game.prop(TROLL)=1, he's crossed since paying, so step out
667 * and block him. (standard travel entries check for
668 * game.prop(TROLL)=0.) Special stuff for bear. */
669 if (game.prop[TROLL] == 1) {
673 MOVE(TROLL2+NOBJECTS,0);
674 MOVE(TROLL,PLAC[TROLL]);
675 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
677 game.newloc=game.loc;
680 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
681 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
682 if (!TOTING(BEAR)) return true;
686 DROP(BEAR,game.newloc);
687 game.fixed[BEAR]= -1;
689 game.oldlc2=game.newloc;
698 RSPEAK(game.newloc-500);
699 game.newloc=game.loc;
703 static bool closecheck(void)
704 /* Handle the closing of the cave. The cave closes "clock1" turns
705 * after the last treasure has been located (including the pirate's
706 * chest, which may of course never show up). Note that the
707 * treasures need not have been taken yet, just located. Hence
708 * clock1 must be large enough to get out of the cave (it only ticks
709 * while inside the cave). When it hits zero, we branch to 10000 to
710 * start closing the cave, and then sit back and wait for him to try
711 * to get out. If he doesn't within clock2 turns, we close the cave;
712 * if he does try, we assume he panics, and give him a few additional
713 * turns to get frantic before we close. When clock2 hits zero, we
714 * branch to 11000 to transport him into the final puzzle. Note that
715 * the puzzle depends upon all sorts of random things. For instance,
716 * there must be no water or oil, since there are beanstalks which we
717 * don't want to be able to water, since the code can't handle it.
718 * Also, we can have no keys, since there is a grate (having moved
719 * the fixed object!) there separating him from all the treasures.
720 * Most of these problems arise from the use of negative prop numbers
721 * to suppress the object descriptions until he's actually moved the
724 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
727 /* When the first warning comes, we lock the grate, destroy
728 * the bridge, kill all the dwarves (and the pirate), remove
729 * the troll and bear (unless dead), and set "closng" to
730 * true. Leave the dragon; too much trouble to move it.
731 * from now until clock2 runs out, he cannot unlock the
732 * grate, move to any location outside the cave, or create
733 * the bridge. Nor can he be resurrected if he dies. Note
734 * that the snake is already gone, since he got to the
735 * treasure accessible only via the hall of the mountain
736 * king. Also, he's been in giant room (to get eggs), so we
737 * can refer to it. Also also, he's gotten the pearl, so we
738 * know the bivalve is an oyster. *And*, the dwarves must
739 * have been activated, since we've found chest. */
740 if (game.clock1 == 0)
744 for (int i=1; i<=NDWARVES; i++) {
749 MOVE(TROLL+NOBJECTS,0);
750 MOVE(TROLL2,PLAC[TROLL]);
751 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
753 if (game.prop[BEAR] != 3)DSTROY(BEAR);
762 } else if (game.clock1 < 0)
764 if (game.clock2 == 0) {
765 /* Once he's panicked, and clock2 has run out, we come here
766 * to set up the storage room. The room has two locs,
767 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
768 * place empty bottles, a nursery of plants, a bed of
769 * oysters, a pile of lamps, rods with stars, sleeping
770 * dwarves, and him. At the sw end we place grate over
771 * treasures, snake pit, covey of caged birds, more rods, and
772 * pillows. A mirror stretches across one wall. Many of the
773 * objects come from known locations and/or states (e.g. the
774 * snake is known to have been destroyed and needn't be
775 * carried away from its old "place"), making the various
776 * objects be handled differently. We also drop all other
777 * objects he might be carrying (lest he have some which
778 * could cause trouble, such as the keys). We describe the
779 * flash of light and trundle back. */
780 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
781 game.prop[PLANT]=PUT(PLANT,115,0);
782 game.prop[OYSTER]=PUT(OYSTER,115,0);
784 game.prop[LAMP]=PUT(LAMP,115,0);
785 game.prop[ROD]=PUT(ROD,115,0);
786 game.prop[DWARF]=PUT(DWARF,115,0);
790 /* Leave the grate with normal (non-negative) property.
795 game.prop[SNAKE]=PUT(SNAKE,116,1);
796 game.prop[BIRD]=PUT(BIRD,116,1);
797 game.prop[CAGE]=PUT(CAGE,116,0);
798 game.prop[ROD2]=PUT(ROD2,116,0);
799 game.prop[PILLOW]=PUT(PILLOW,116,0);
801 game.prop[MIRROR]=PUT(MIRROR,115,0);
802 game.fixed[MIRROR]=116;
804 for (int i=1; i<=NOBJECTS; i++) {
817 static void lampcheck(void)
818 /* Check game limit and lamp timers */
820 if (game.prop[LAMP] == 1)
823 /* Another way we can force an end to things is by having the
824 * lamp give out. When it gets close, we come here to warn
825 * him. First following ar, if the lamp and fresh batteries are
826 * here, in which case we replace the batteries and continue.
827 * Second is for other cases of lamp dying. 12400 is when it
828 * goes out. Even then, he can explore outside for a while
830 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
835 DROP(BATTER,game.loc);
836 game.limit=game.limit+2500;
838 } else if (game.limit == 0) {
843 } else if (game.limit <= 30) {
844 if (!game.lmwarn && HERE(LAMP)) {
847 if (game.place[BATTER] == 0)spk=183;
848 if (game.prop[BATTER] == 1)spk=189;
854 static void listobjects(void)
855 /* Print out descriptions of objects at this location. If
856 * not closing and property value is negative, tally off
857 * another treasure. Rug is special case; once seen, its
858 * game.prop is 1 (dragon on it) till dragon is killed.
859 * Similarly for chain; game.prop is initially 1 (locked to
860 * bear). These hacks are because game.prop=0 is needed to
863 if (!DARK(game.loc)) {
865 ++game.abbrev[game.loc];
866 for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
868 if (obj > NOBJECTS)obj=obj-NOBJECTS;
869 if (obj == STEPS && TOTING(NUGGET))
871 if (game.prop[obj] < 0) {
875 if (obj == RUG || obj == CHAIN)
878 /* Note: There used to be a test here to see whether the
879 * player had blown it so badly that he could never ever see
880 * the remaining treasures, and if so the lamp was zapped to
881 * 35 turns. But the tests were too simple-minded; things
882 * like killing the bird before the snake was gone (can never
883 * see jewelry), and doing it "right" was hopeless. E.G.,
884 * could cross troll bridge several times, using up all
885 * available treasures, breaking vase, using coins to buy
886 * batteries, etc., and eventually never be able to get
887 * across again. If bottle were left on far side, could then
888 * never get eggs or trident, and the effects propagate. So
889 * the whole thing was flushed. anyone who makes such a
890 * gross blunder isn't likely to find everything else anyway
891 * (so goes the rationalisation). */
893 int kk=game.prop[obj];
894 if (obj == STEPS && game.loc == game.fixed[STEPS])
901 static bool do_command(FILE *cmdin)
902 /* Get and execute a command */
904 long KQ, VERB, V1, V2;
908 enum speechpart part;
910 /* Can't leave cave once it's closing (except by main office). */
911 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
913 game.newloc=game.loc;
914 if (!game.panic)game.clock2=15;
918 /* See if a dwarf has seen him and has come from where he
919 * wants to go. If so, the dwarf's blocking his way. If
920 * coming from place forbidden to pirate (dwarves rooted in
921 * place) let him get out (and attacked). */
922 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
923 for (i=1; i<=NDWARVES-1; i++) {
924 if (game.odloc[i] == game.newloc && game.dseen[i]) {
925 game.newloc=game.loc;
931 game.loc=game.newloc;
936 /* Describe the current location and (maybe) get next command. */
941 char* msg = short_location_descriptions[game.loc];
942 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
943 msg=long_location_descriptions[game.loc];
944 if (!FORCED(game.loc) && DARK(game.loc)) {
945 /* The easiest way to get killed is to fall into a pit in
947 if (game.wzdark && PCT(35)) {
949 game.oldlc2 = game.loc;
951 continue; /* back to top of main interpreter loop */
953 msg=arbitrary_messages[16];
955 if (TOTING(BEAR))RSPEAK(141);
957 if (FORCED(game.loc)) {
958 if (playermove(cmdin, VERB, 1))
961 continue; /* back to top of main interpreter loop */
963 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
975 /* If closing time, check for any objects being toted with
976 * game.prop < 0 and set the prop to -1-game.prop. This way
977 * objects won't be described until they've been picked up
978 * and put down separate from their respective piles. Don't
979 * tick game.clock1 unless well into cave (and not at Y2). */
981 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
983 for (i=1; i<=NOBJECTS; i++) {
984 if (TOTING(i) && game.prop[i] < 0)
985 game.prop[i] = -1-game.prop[i];
988 game.wzdark=DARK(game.loc);
989 if (game.knfloc > 0 && game.knfloc != game.loc)
992 /* This is where we get a new command from the user */
993 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
996 /* Every input, check "game.foobar" flag. If zero, nothing's
997 * going on. If pos, make neg. If neg, he skipped a word,
998 * so make it zero. */
1000 game.foobar=(game.foobar>0 ? -game.foobar : 0);
1002 if (game.turns == game.thresh) {
1003 newspeak(turn_threshold_messages[game.trndex]);
1004 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
1007 if (game.trndex <= TRNVLS)
1008 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
1010 if (VERB == SAY && WD2 > 0)
1023 if (LIQLOC(game.loc) == WATER)k=70;
1026 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
1030 if (V1 == ENTER && WD2 > 0) {
1035 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
1036 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
1038 WD2=MAKEWD(16152118);
1040 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
1041 WD1=MAKEWD(301200308);
1044 if (WD1 == MAKEWD(23051920)) {
1046 if (game.iwest == 10)
1049 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1056 /* Gee, I don't understand. */
1057 if (fallback_handler(rawbuf))
1068 if (playermove(cmdin, VERB, KMOD))
1071 continue; /* back to top of main interpreter loop */
1072 case 1: part=unknown; obj = KMOD; break;
1073 case 2: part=intransitive; VERB = KMOD; break;
1074 case 3: RSPEAK(KMOD); goto L2012;
1079 switch (action(cmdin, part, VERB, obj)) {
1083 playermove(cmdin, VERB, NUL);
1085 case GO_TOP: continue; /* back to top of main interpreter loop */
1086 case GO_CLEAROBJ: goto L2012;
1087 case GO_CHECKHINT: goto L2600;
1088 case GO_CHECKFOO: goto L2607;
1089 case GO_LOOKUP: goto L2630;
1091 /* Get second word for analysis. */
1097 /* Random intransitive verbs come here. Clear obj just in case
1098 * (see attack()). */
1104 /* Oh dear, he's disturbed the dwarves. */