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;
41 // exclude from coverage analysis because it requires interactivity to test
42 static void sig_handler(int signo)
44 if (signo == SIGINT) {
55 * Adventure (rev 2: 20 treasures)
56 Here's what we think. *
57 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
58 * 15-treasure version (adventure) by Don Woods, April-June 1977
59 * 20-treasure version (rev 2) by Don Woods, August 1978
60 * Errata fixed: 78/12/25
61 * Revived 2017 as Open Adventure.
64 static bool do_command(void);
66 int main(int argc, char *argv[])
73 const char* opts = "l:or:s";
74 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
76 const char* opts = "l:os";
77 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
79 while ((ch = getopt(argc, argv, opts)) != EOF) {
82 logfp = fopen(optarg, "w");
85 "advent: can't open logfile %s for write\n",
87 signal(SIGINT, sig_handler);
91 editline = prompt = false;
95 rfp = fopen(optarg, "r");
98 "advent: can't open save file %s for read\n",
100 signal(SIGINT, sig_handler);
110 " -l create a log file of your game named as specified'\n");
112 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
113 #ifndef ADVENT_NOSAVE
115 " -r restore from specified saved game file\n");
118 " -s suppress command editing\n");
124 linenoiseHistorySetMaxLen(350);
126 /* Initialize our LCG PRNG with parameters tested against
127 * Knuth vol. 2. by the original authors */
130 game.lcg_m = 1048576;
132 long seedval = (long)rand();
135 /* Initialize game variables */
138 /* Start-up, dwarf stuff */
139 make_zzword(game.zzword);
140 game.newloc = LOC_START;
141 game.loc = LOC_START;
142 game.limit = GAMELIMIT;
144 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
146 game.limit = NOVICELIMIT;
152 fprintf(logfp, "seed %ld\n", seedval);
154 /* interpret commands until EOF or interrupt */
159 /* show score and exit */
163 static bool fallback_handler(char *buf)
164 /* fallback handler for commands not handled by FORTRANish parser */
167 if (sscanf(buf, "seed %ld", &sv) == 1) {
169 printf("Seed set to %ld\n", sv);
170 // autogenerated, so don't charge user time for it.
172 // here we reconfigure any global game state that uses random numbers
173 make_zzword(game.zzword);
179 /* Check if this loc is eligible for any hints. If been here long
180 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
182 static void checkhints(void)
184 if (conditions[game.loc] >= game.conds) {
185 for (int hint = 0; hint < NHINTS; hint++) {
186 if (game.hinted[hint])
188 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
189 game.hintlc[hint] = -1;
191 /* Come here if he's been long enough at required loc(s) for some
193 if (game.hintlc[hint] >= hints[hint].turns) {
199 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
201 game.hintlc[hint] = 0;
204 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
208 if (HERE(SNAKE) && !HERE(BIRD))
210 game.hintlc[hint] = 0;
213 if (game.atloc[game.loc] == 0 &&
214 game.atloc[game.oldloc] == 0 &&
215 game.atloc[game.oldlc2] == 0 &&
218 game.hintlc[hint] = 0;
221 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
223 game.hintlc[hint] = 0;
230 game.hintlc[hint] = 0;
233 if (game.atloc[game.loc] == 0 &&
234 game.atloc[game.oldloc] == 0 &&
235 game.atloc[game.oldlc2] == 0)
239 i = atdwrf(game.loc);
241 game.hintlc[hint] = 0;
244 if (HERE(OGRE) && i == 0)
248 if (game.tally == 1 && game.prop[JADE] < 0)
250 game.hintlc[hint] = 0;
253 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
257 /* Fall through to hint display */
258 game.hintlc[hint] = 0;
259 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
261 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
262 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
263 if (game.hinted[hint] && game.limit > WARNTIME)
264 game.limit += WARNTIME * hints[hint].penalty;
270 static bool spotted_by_pirate(int i)
275 /* The pirate's spotted him. He leaves him alone once we've
276 * found chest. K counts if a treasure is here. If not, and
277 * tally=1 for an unseen chest, let the pirate be spotted. Note
278 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
279 * it to the troll, but in that case he's seen the chest
281 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
284 bool movechest = false, robplayer = false;
285 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
286 if (!objects[treasure].is_treasure)
288 /* Pirate won't take pyramid from plover room or dark
289 * room (too easy!). */
290 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
293 if (TOTING(treasure) || HERE(treasure))
295 if (TOTING(treasure)) {
300 /* Force chest placement before player finds last treasure */
301 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
302 rspeak(PIRATE_SPOTTED);
305 /* Do things in this order (chest move before robbery) so chest is listed
306 * last at the maze location. */
308 move(CHEST, game.chloc);
309 move(MESSAG, game.chloc2);
310 game.dloc[PIRATE] = game.chloc;
311 game.odloc[PIRATE] = game.chloc;
312 game.dseen[PIRATE] = false;
314 /* You might get a hint of the pirate's presence even if the
315 * chest doesn't move... */
316 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
317 rspeak(PIRATE_RUSTLES);
320 rspeak(PIRATE_POUNCES);
321 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
322 if (!objects[treasure].is_treasure)
324 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
325 if (AT(treasure) && game.fixed[treasure] == 0)
326 carry(treasure, game.loc);
327 if (TOTING(treasure))
328 drop(treasure, game.chloc);
336 static bool dwarfmove(void)
337 /* Dwarves move. Return true if player survives, false if he dies. */
339 int kk, stick, attack;
342 /* Dwarf stuff. See earlier comments for description of
343 * variables. Remember sixth dwarf is pirate and is thus
344 * very different except for motion rules. */
346 /* First off, don't let the dwarves follow him into a pit or
347 * a wall. Activate the whole mess the first time he gets as
348 * far as the hall of mists (loc 15). If game.newloc is
349 * forbidden to pirate (in particular, if it's beyond the
350 * troll bridge), bypass dwarf stuff. That way pirate can't
351 * steal return toll, and dwarves can't meet the bear. Also
352 * means dwarves won't follow him into dead end in maze, but
353 * c'est la vie. They'll wait for him outside the dead
355 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
358 /* Dwarf activity level ratchets up */
359 if (game.dflag == 0) {
360 if (INDEEP(game.loc))
365 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
366 * the 5 dwarves. If any of the survivors is at loc,
367 * replace him with the alternate. */
368 if (game.dflag == 1) {
369 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
372 for (int i = 1; i <= 2; i++) {
373 int j = 1 + randrange(NDWARVES - 1);
377 for (int i = 1; i <= NDWARVES - 1; i++) {
378 if (game.dloc[i] == game.loc)
379 game.dloc[i] = DALTLC;
380 game.odloc[i] = game.dloc[i];
387 /* Things are in full swing. Move each dwarf at random,
388 * except if he's seen us he sticks with us. Dwarves stay
389 * deep inside. If wandering at random, they don't back up
390 * unless there's no alternative. If they don't have to
391 * move, they attack. And, of course, dead dwarves don't do
392 * much of anything. */
396 for (int i = 1; i <= NDWARVES; i++) {
397 if (game.dloc[i] == 0)
399 /* Fill tk array with all the places this dwarf might go. */
401 kk = tkey[game.dloc[i]];
404 game.newloc = T_DESTINATION(travel[kk]);
405 /* Have we avoided a dwarf encounter? */
406 bool avoided = (SPECIAL(game.newloc) ||
407 !INDEEP(game.newloc) ||
408 game.newloc == game.odloc[i] ||
409 (j > 1 && game.newloc == tk[j - 1]) ||
411 game.newloc == game.dloc[i] ||
412 FORCED(game.newloc) ||
413 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
414 T_NODWARVES(travel[kk]));
416 tk[j++] = game.newloc;
420 (!travel[kk - 1].stop);
421 tk[j] = game.odloc[i];
424 j = 1 + randrange(j);
425 game.odloc[i] = game.dloc[i];
426 game.dloc[i] = tk[j];
427 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
428 if (!game.dseen[i]) continue;
429 game.dloc[i] = game.loc;
430 if (spotted_by_pirate(i))
432 /* This threatening little dwarf is in the room with him! */
434 if (game.odloc[i] == game.dloc[i]) {
436 if (game.knfloc >= 0)
437 game.knfloc = game.loc;
438 if (randrange(1000) < 95 * (game.dflag - 2))
443 /* Now we know what's happening. Let's tell the poor sucker about it.
444 * Note that various of the "knife" messages must have specific relative
445 * positions in the rspeak database. */
446 if (game.dtotal == 0)
448 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
451 if (game.dflag == 2)game.dflag = 3;
453 rspeak(THROWN_KNIVES, attack);
454 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
456 rspeak(KNIFE_THROWN);
461 game.oldlc2 = game.loc;
465 /* "You're dead, Jim."
467 * If the current loc is zero, it means the clown got himself killed.
468 * We'll allow this maxdie times. NDEATHS is automatically set based
469 * on the number of snide messages available. Each death results in
470 * a message (81, 83, etc.) which offers reincarnation; if accepted,
471 * this results in message 82, 84, etc. The last time, if he wants
472 * another chance, he gets a snide remark as we exit. When
473 * reincarnated, all objects being carried get dropped at game.oldlc2
474 * (presumably the last place prior to being killed) without change
475 * of props. The loop runs backwards to assure that the bird is
476 * dropped before the cage. (This kluge could be changed once we're
477 * sure all references to bird and cage are done by keywords.) The
478 * lamp is a special case (it wouldn't do to leave it in the cave).
479 * It is turned off and left outside the building (only if he was
480 * carrying it, of course). He himself is left inside the building
481 * (and heaven help him if he tries to xyzzy back into the cave
482 * without the lamp!). game.oldloc is zapped so he can't just
485 static void croak(void)
486 /* Okay, he's dead. Let's get on with it. */
488 const char* query = obituaries[game.numdie].query;
489 const char* yes_response = obituaries[game.numdie].yes_response;
492 /* He died during closing time. No resurrection. Tally up a
494 rspeak(DEATH_CLOSING);
496 } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
499 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
501 game.prop[LAMP] = LAMP_DARK;
502 for (int j = 1; j <= NOBJECTS; j++) {
503 int i = NOBJECTS + 1 - j;
505 /* Always leave lamp where it's accessible aboveground */
506 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
509 game.loc = LOC_BUILDING;
510 game.oldloc = game.loc;
514 /* Given the current location in "game.loc", and a motion verb number in
515 * "motion", put the new location in "game.newloc". The current loc is saved
516 * in "game.oldloc" in case he wants to retreat. The current
517 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
518 * does, game.newloc will be limbo, and game.oldloc will be what killed
519 * him, so we need game.oldlc2, which is the last place he was
522 static bool playermove(token_t verb, int motion)
524 int scratchloc, k2, travel_entry = tkey[game.loc];
525 game.newloc = game.loc;
526 if (travel_entry == 0)
527 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
530 else if (motion == BACK) {
531 /* Handle "go back". Look for verb which goes from game.loc to
532 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
533 * k2 saves entry -> forced loc -> previous loc. */
534 motion = game.oldloc;
536 motion = game.oldlc2;
537 game.oldlc2 = game.oldloc;
538 game.oldloc = game.loc;
540 if (motion == game.loc)
542 if (CNDBIT(game.loc, COND_NOBACK))
546 scratchloc = T_DESTINATION(travel[travel_entry]);
547 if (scratchloc != motion) {
548 if (!SPECIAL(scratchloc)) {
549 if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
552 if (!travel[travel_entry].stop) {
553 ++travel_entry; /* go to next travel entry for this location */
556 /* we've reached the end of travel entries for game.loc */
558 if (travel_entry == 0) {
559 rspeak(NOT_CONNECTED);
564 motion = travel[travel_entry].motion;
565 travel_entry = tkey[game.loc];
566 break; /* fall through to ordinary travel */
572 } else if (motion == LOOK) {
573 /* Look. Can't give more detail. Pretend it wasn't dark
574 * (though it may now be dark) so he won't fall into a
575 * pit while staring into the gloom. */
577 rspeak(NO_MORE_DETAIL);
580 game.abbrev[game.loc] = 0;
582 } else if (motion == CAVE) {
583 /* Cave. Different messages depending on whether above ground. */
584 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
587 /* none of the specials */
588 game.oldlc2 = game.oldloc;
589 game.oldloc = game.loc;
592 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
593 * the beginning of the motion entries for here (game.loc). */
595 if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
597 if (travel[travel_entry].stop) {
598 /* FIXME: Magic numbers! */
599 /* Couldn't find an entry matching the motion word passed
600 * in. Various messages depending on word given. */
601 int spk = CANT_APPLY;
602 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
603 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
604 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
605 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
606 if (verb == FIND || verb == INVENTORY)spk = NEARBY;
607 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
608 if (motion == 17)spk = WHICH_WAY;
615 /* (ESR) We've found a destination that goes with the motion verb.
616 * Next we need to check any conditional(s) on this destination, and
617 * possibly on following entries. */
619 for (;;) { /* L12 loop */
621 long cond = T_CONDITION(travel[travel_entry]);
622 long arg = MOD(cond, 100);
623 if (!SPECIAL(cond)) {
624 /* YAML N and [pct N] conditionals */
626 if (cond == 0 || PCT(cond))
628 /* else fall through */
630 /* YAML [with OBJ] clause */
631 if (TOTING(arg) || (cond > 200 && AT(arg)))
633 /* else fall through to check [not OBJ STATE] */
634 } else if (game.prop[arg] != cond / 100 - 3)
637 /* We arrive here on conditional failure.
638 * Skip to next non-matching destination */
639 long k3 = travel_entry;
642 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
645 (T_HIGH(travel[travel_entry]) == T_HIGH(travel[k3]));
649 /* Found an eligible rule, now execute it */
650 game.newloc = T_DESTINATION(travel[travel_entry]);
651 if (!SPECIAL(game.newloc))
654 if (game.newloc > 500) {
655 /* Execute a speak rule */
656 rspeak(L_SPEAK(game.newloc));
657 game.newloc = game.loc;
660 game.newloc -= SPECIALBASE;
661 switch (game.newloc) {
663 /* Travel 301. Plover-alcove passage. Can carry only
664 * emerald. Note: travel table must include "useless"
665 * entries going through passage, which can never be used
666 * for actual motion, but can be spotted by "go back". */
667 /* FIXME: Arithmetic on location numbers */
668 game.newloc = 99 + 100 - game.loc;
669 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
670 game.newloc = game.loc;
675 /* Travel 302. Plover transport. Drop the
676 * emerald (only use special travel if toting
677 * it), so he's forced to use the plover-passage
678 * to get it out. Having dropped it, go back and
679 * pretend he wasn't carrying it after all. */
680 drop(EMERALD, game.loc);
684 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
687 (T_HIGH(travel[travel_entry]) == T_HIGH(travel[k2]));
689 continue; /* goto L12 */
691 /* Travel 303. Troll bridge. Must be done only
692 * as special motion so that dwarves won't wander
693 * across and encounter the bear. (They won't
694 * follow the player there because that region is
695 * forbidden to the pirate.) If
696 * game.prop(TROLL)=1, he's crossed since paying,
697 * so step out and block him. (standard travel
698 * entries check for game.prop(TROLL)=0.) Special
700 if (game.prop[TROLL] == 1) {
701 pspeak(TROLL, look, 1);
702 game.prop[TROLL] = 0;
704 move(TROLL2 + NOBJECTS, 0);
705 move(TROLL, objects[TROLL].plac);
706 move(TROLL + NOBJECTS, objects[TROLL].fixd);
708 game.newloc = game.loc;
711 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
712 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
713 if (!TOTING(BEAR)) return true;
714 rspeak(BRIDGE_COLLAPSE);
715 game.prop[CHASM] = 1;
716 game.prop[TROLL] = 2;
717 drop(BEAR, game.newloc);
718 game.fixed[BEAR] = -1;
719 game.prop[BEAR] = BEAR_DEAD;
720 game.oldlc2 = game.newloc;
725 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
728 break; /* Leave L12 loop */
734 static bool closecheck(void)
735 /* Handle the closing of the cave. The cave closes "clock1" turns
736 * after the last treasure has been located (including the pirate's
737 * chest, which may of course never show up). Note that the
738 * treasures need not have been taken yet, just located. Hence
739 * clock1 must be large enough to get out of the cave (it only ticks
740 * while inside the cave). When it hits zero, we branch to 10000 to
741 * start closing the cave, and then sit back and wait for him to try
742 * to get out. If he doesn't within clock2 turns, we close the cave;
743 * if he does try, we assume he panics, and give him a few additional
744 * turns to get frantic before we close. When clock2 hits zero, we
745 * transport him into the final puzzle. Note that the puzzle depends
746 * upon all sorts of random things. For instance, there must be no
747 * water or oil, since there are beanstalks which we don't want to be
748 * able to water, since the code can't handle it. Also, we can have
749 * no keys, since there is a grate (having moved the fixed object!)
750 * there separating him from all the treasures. Most of these
751 * problems arise from the use of negative prop numbers to suppress
752 * the object descriptions until he's actually moved the objects. */
754 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
757 /* When the first warning comes, we lock the grate, destroy
758 * the bridge, kill all the dwarves (and the pirate), remove
759 * the troll and bear (unless dead), and set "closng" to
760 * true. Leave the dragon; too much trouble to move it.
761 * from now until clock2 runs out, he cannot unlock the
762 * grate, move to any location outside the cave, or create
763 * the bridge. Nor can he be resurrected if he dies. Note
764 * that the snake is already gone, since he got to the
765 * treasure accessible only via the hall of the mountain
766 * king. Also, he's been in giant room (to get eggs), so we
767 * can refer to it. Also also, he's gotten the pearl, so we
768 * know the bivalve is an oyster. *And*, the dwarves must
769 * have been activated, since we've found chest. */
770 if (game.clock1 == 0) {
771 game.prop[GRATE] = GRATE_CLOSED;
772 game.prop[FISSURE] = 0;
773 for (int i = 1; i <= NDWARVES; i++) {
774 game.dseen[i] = false;
778 move(TROLL + NOBJECTS, 0);
779 move(TROLL2, objects[TROLL].plac);
780 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
782 if (game.prop[BEAR] != BEAR_DEAD)
784 game.prop[CHAIN] = 0;
785 game.fixed[CHAIN] = 0;
788 rspeak(CAVE_CLOSING);
792 } else if (game.clock1 < 0)
794 if (game.clock2 == 0) {
795 /* Once he's panicked, and clock2 has run out, we come here
796 * to set up the storage room. The room has two locs,
797 * hardwired as LOC_NE and LOC_SW. At the ne end, we
798 * place empty bottles, a nursery of plants, a bed of
799 * oysters, a pile of lamps, rods with stars, sleeping
800 * dwarves, and him. At the sw end we place grate over
801 * treasures, snake pit, covey of caged birds, more rods, and
802 * pillows. A mirror stretches across one wall. Many of the
803 * objects come from known locations and/or states (e.g. the
804 * snake is known to have been destroyed and needn't be
805 * carried away from its old "place"), making the various
806 * objects be handled differently. We also drop all other
807 * objects he might be carrying (lest he have some which
808 * could cause trouble, such as the keys). We describe the
809 * flash of light and trundle back. */
810 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
811 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
812 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
813 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
814 game.prop[ROD] = put(ROD, LOC_NE, 0);
815 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
817 game.oldloc = LOC_NE;
818 game.newloc = LOC_NE;
819 /* Leave the grate with normal (non-negative) property.
821 put(GRATE, LOC_SW, 0);
822 put(SIGN, LOC_SW, 0);
823 game.prop[SIGN] = ENDGAME_SIGN;
824 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
825 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
826 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
827 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
828 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
830 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
831 game.fixed[MIRROR] = LOC_SW;
833 for (int i = 1; i <= NOBJECTS; i++) {
846 static void lampcheck(void)
847 /* Check game limit and lamp timers */
849 if (game.prop[LAMP] == LAMP_BRIGHT)
852 /* Another way we can force an end to things is by having the
853 * lamp give out. When it gets close, we come here to warn him.
854 * First following arm checks if the lamp and fresh batteries are
855 * here, in which case we replace the batteries and continue.
856 * Second is for other cases of lamp dying. Eve after it goes
857 * out, he can explore outside for a while if desired. */
858 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
859 rspeak(REPLACE_BATTERIES);
860 game.prop[BATTERY] = DEAD_BATTERIES;
862 drop(BATTERY, game.loc);
863 game.limit += BATTERYLIFE;
865 } else if (game.limit == 0) {
867 game.prop[LAMP] = LAMP_DARK;
870 } else if (game.limit <= WARNTIME) {
871 if (!game.lmwarn && HERE(LAMP)) {
873 int spk = GET_BATTERIES;
874 if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
875 if (game.prop[BATTERY] == DEAD_BATTERIES)
876 spk = MISSING_BATTERIES;
882 static void listobjects(void)
883 /* Print out descriptions of objects at this location. If
884 * not closing and property value is negative, tally off
885 * another treasure. Rug is special case; once seen, its
886 * game.prop is 1 (dragon on it) till dragon is killed.
887 * Similarly for chain; game.prop is initially 1 (locked to
888 * bear). These hacks are because game.prop=0 is needed to
891 if (!DARK(game.loc)) {
892 ++game.abbrev[game.loc];
893 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
895 if (obj > NOBJECTS)obj = obj - NOBJECTS;
896 if (obj == STEPS && TOTING(NUGGET))
898 if (game.prop[obj] < 0) {
902 if (obj == RUG || obj == CHAIN)
905 /* Note: There used to be a test here to see whether the
906 * player had blown it so badly that he could never ever see
907 * the remaining treasures, and if so the lamp was zapped to
908 * 35 turns. But the tests were too simple-minded; things
909 * like killing the bird before the snake was gone (can never
910 * see jewelry), and doing it "right" was hopeless. E.G.,
911 * could cross troll bridge several times, using up all
912 * available treasures, breaking vase, using coins to buy
913 * batteries, etc., and eventually never be able to get
914 * across again. If bottle were left on far side, could then
915 * never get eggs or trident, and the effects propagate. So
916 * the whole thing was flushed. anyone who makes such a
917 * gross blunder isn't likely to find everything else anyway
918 * (so goes the rationalisation). */
920 int kk = game.prop[obj];
921 if (obj == STEPS && game.loc == game.fixed[STEPS])
923 pspeak(obj, look, kk);
928 static bool do_command()
929 /* Get and execute a command */
934 static struct command_t command;
937 /* Can't leave cave once it's closing (except by main office). */
938 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
940 game.newloc = game.loc;
941 if (!game.panic)game.clock2 = PANICTIME;
945 /* See if a dwarf has seen him and has come from where he
946 * wants to go. If so, the dwarf's blocking his way. If
947 * coming from place forbidden to pirate (dwarves rooted in
948 * place) let him get out (and attacked). */
949 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
950 for (size_t i = 1; i <= NDWARVES - 1; i++) {
951 if (game.odloc[i] == game.newloc && game.dseen[i]) {
952 game.newloc = game.loc;
958 game.loc = game.newloc;
963 /* Describe the current location and (maybe) get next command. */
968 const char* msg = locations[game.loc].description.small;
969 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
970 msg = locations[game.loc].description.big;
971 if (!FORCED(game.loc) && DARK(game.loc)) {
972 /* The easiest way to get killed is to fall into a pit in
974 if (game.wzdark && PCT(35)) {
976 game.oldlc2 = game.loc;
978 continue; /* back to top of main interpreter loop */
980 msg = arbitrary_messages[PITCH_DARK];
982 if (TOTING(BEAR))rspeak(TAME_BEAR);
984 if (FORCED(game.loc)) {
985 if (playermove(command.verb, 1))
988 continue; /* back to top of main interpreter loop */
990 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
997 game.oldobj = command.obj;
1003 /* If closing time, check for any objects being toted with
1004 * game.prop < 0 and set the prop to -1-game.prop. This way
1005 * objects won't be described until they've been picked up
1006 * and put down separate from their respective piles. Don't
1007 * tick game.clock1 unless well into cave (and not at Y2). */
1009 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1010 pspeak(OYSTER, look, 1);
1011 for (size_t i = 1; i <= NOBJECTS; i++) {
1012 if (TOTING(i) && game.prop[i] < 0)
1013 game.prop[i] = -1 - game.prop[i];
1016 game.wzdark = DARK(game.loc);
1017 if (game.knfloc > 0 && game.knfloc != game.loc)
1020 /* This is where we get a new command from the user */
1023 input = get_input();
1026 if (word_count(input) > 2) {
1030 if (strcmp(input, "") != 0)
1034 tokenize(input, tokens);
1035 command.wd1 = tokens[0];
1036 command.wd1x = tokens[1];
1037 command.wd2 = tokens[2];
1038 command.wd2x = tokens[3];
1040 /* Every input, check "game.foobar" flag. If zero, nothing's
1041 * going on. If pos, make neg. If neg, he skipped a word,
1042 * so make it zero. */
1044 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1047 /* If a turn threshold has been met, apply penalties and tell
1048 * the player about it. */
1049 for (int i = 0; i < NTHRESHOLDS; ++i) {
1050 if (game.turns == turn_thresholds[i].threshold + 1) {
1051 game.trnluz += turn_thresholds[i].point_loss;
1052 speak(turn_thresholds[i].message);
1056 if (command.verb == SAY && command.wd2 > 0)
1058 if (command.verb == SAY) {
1059 command.part = transitive;
1070 packed_to_token(command.wd1, word1);
1071 packed_to_token(command.wd2, word2);
1072 V1 = get_vocab_id(word1);
1073 V2 = get_vocab_id(word2);
1074 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1075 if (LIQLOC(game.loc) == WATER) {
1078 rspeak(WHERE_QUERY);
1082 if (V1 == ENTER && command.wd2 > 0) {
1083 command.wd1 = command.wd2;
1084 command.wd1x = command.wd2x;
1085 wordclear(&command.wd2);
1087 /* FIXME: Magic numbers */
1088 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1089 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1091 command.wd2 = token_to_packed("POUR");
1093 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1094 command.wd1 = token_to_packed("CATCH");
1097 if (wordeq(command.wd1, token_to_packed("WEST"))) {
1099 if (game.iwest == 10)
1102 if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
1104 rspeak(GO_UNNEEDED);
1107 packed_to_token(command.wd1, word1);
1108 defn = get_vocab_id(word1);
1110 /* Gee, I don't understand. */
1111 if (fallback_handler(input))
1113 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1116 kmod = MOD(defn, 1000);
1117 switch (defn / 1000) {
1119 if (playermove(command.verb, kmod))
1122 continue; /* back to top of main interpreter loop */
1124 command.part = unknown;
1128 command.part = intransitive;
1129 command.verb = kmod;
1132 rspeak(specials[kmod].message);
1135 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1139 switch (action(&command)) {
1143 playermove(command.verb, NUL);
1146 continue; /* back to top of main interpreter loop */
1156 /* Get second word for analysis. */
1157 command.wd1 = command.wd2;
1158 command.wd1x = command.wd2x;
1159 wordclear(&command.wd2);
1162 /* Random intransitive verbs come here. Clear obj just in case
1163 * (see attack()). */
1164 rspeak(DO_WHAT, command.wd1, command.wd1x);
1168 /* Oh dear, he's disturbed the dwarves. */
1169 rspeak(DWARVES_AWAKEN);
1172 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
1174 linenoiseFree(input);