struct game_t game;
-long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
-char rawbuf[LINESIZE], INLINE[LINESIZE+1];
+long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
+char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
- BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
- CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
- GRATE, HINT, INVENT, JADE, KEYS,
- KNIFE, LAMP, LOCK, LOOK, MAGZIN,
- MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
- PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
- RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
- STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
- URN, VASE, VEND, VOLCAN, WATER;
+long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
+ BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
+ CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
+ EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
+ GRATE, HINT, INVENT, JADE, KEYS,
+ KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
+ MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
+ PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
+ RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
+ STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
+ URN, VASE, VEND, VOLCANO, WATER;
long WD1, WD1X, WD2, WD2X;
FILE *logfp = NULL, *rfp = NULL;
bool editline = true;
bool prompt = true;
-extern void initialise();
-extern int action(FILE *, long, long, long);
-
-void sig_handler(int signo)
+static void sig_handler(int signo)
{
- if (signo == SIGINT){
- if (logfp != NULL)
- fflush(logfp);
- }
+ if (signo == SIGINT) {
+ if (logfp != NULL)
+ fflush(logfp);
+ }
exit(0);
}
* 15-treasure version (adventure) by Don Woods, April-June 1977
* 20-treasure version (rev 2) by Don Woods, August 1978
* Errata fixed: 78/12/25
- * Revived 2017 as Open Advebture.
+ * Revived 2017 as Open Adventure.
*/
static bool do_command(FILE *);
int main(int argc, char *argv[])
{
int ch;
-
-/* Options. */
+
+ /* Options. */
while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
- switch (ch) {
- case 'l':
- logfp = fopen(optarg, "w");
- if (logfp == NULL)
- fprintf(stderr,
- "advent: can't open logfile %s for write\n",
- optarg);
- signal(SIGINT, sig_handler);
- break;
- case 'o':
- oldstyle = true;
- editline = prompt = false;
- break;
- case 'r':
- rfp = fopen(optarg, "r");
- if (rfp == NULL)
- fprintf(stderr,
- "advent: can't open save file %s for read\n",
- optarg);
- signal(SIGINT, sig_handler);
- break;
- case 's':
- editline = false;
- break;
- }
+ switch (ch) {
+ case 'l':
+ logfp = fopen(optarg, "w");
+ if (logfp == NULL)
+ fprintf(stderr,
+ "advent: can't open logfile %s for write\n",
+ optarg);
+ signal(SIGINT, sig_handler);
+ break;
+ case 'o':
+ oldstyle = true;
+ editline = prompt = false;
+ break;
+ case 'r':
+ rfp = fopen(optarg, "r");
+ if (rfp == NULL)
+ fprintf(stderr,
+ "advent: can't open save file %s for read\n",
+ optarg);
+ signal(SIGINT, sig_handler);
+ break;
+ case 's':
+ editline = false;
+ break;
+ default:
+ fprintf(stderr,
+ "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]);
+ fprintf(stderr,
+ " where -l creates a log file of your game named as specified'\n");
+ fprintf(stderr,
+ " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
+ fprintf(stderr,
+ " -r indicates restoring from specified saved game file\n");
+ fprintf(stderr,
+ " -s indicates playing with command editing suppressed\n");
+ exit(-1);
+ break;
+ }
}
linenoiseHistorySetMaxLen(350);
initialise();
/* Start-up, dwarf stuff */
- game.zzword=RNDVOC(3,0);
+ game.zzword = RNDVOC(3, 0);
game.newloc = LOC_START;
game.loc = LOC_START;
- game.limit=330;
- if (!rfp){
- game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,NO_MESSAGE);
- if (game.novice)game.limit=1000;
+ game.limit = 330;
+ if (!rfp) {
+ game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ if (game.novice)game.limit = 1000;
} else {
restore(rfp);
}
if (logfp)
- fprintf(logfp, "seed %ld\n", seedval);
+ fprintf(logfp, "seed %ld\n", seedval);
/* interpret commands until EOF or interrupt */
for (;;) {
- if (!do_command(stdin))
- break;
+ if (!do_command(stdin))
+ break;
}
/* show score and exit */
- score(quitgame);
+ terminate(quitgame);
}
static bool fallback_handler(char *buf)
{
long sv;
if (sscanf(buf, "seed %ld", &sv) == 1) {
- set_seed(sv);
- printf("Seed set to %ld\n", sv);
- // autogenerated, so don't charge user time for it.
- --game.turns;
- // here we reconfigure any global game state that uses random numbers
- game.zzword=RNDVOC(3,0);
- return true;
+ set_seed(sv);
+ printf("Seed set to %ld\n", sv);
+ // autogenerated, so don't charge user time for it.
+ --game.turns;
+ // here we reconfigure any global game state that uses random numbers
+ game.zzword = RNDVOC(3, 0);
+ return true;
}
return false;
}
* all come back here eventually to finish the loop. Ignore
* "HINTS" < 4 (special stuff, see database notes).
*/
-static void checkhints(FILE *cmdin)
+static void checkhints(void)
{
if (COND[game.loc] >= game.conds) {
- for (int hint=1; hint<=HNTMAX; hint++) {
- if (game.hinted[hint])
- continue;
- if (!CNDBIT(game.loc,hint+HBASE))
- game.hintlc[hint]= -1;
- ++game.hintlc[hint];
- /* Come here if he's been long enough at required loc(s) for some
- * unused hint. */
- if (game.hintlc[hint] >= HINTS[hint][1])
- {
- int i;
+ for (int hint = 1; hint <= HNTMAX; hint++) {
+ if (game.hinted[hint])
+ continue;
+ if (!CNDBIT(game.loc, hint + HBASE))
+ game.hintlc[hint] = -1;
+ ++game.hintlc[hint];
+ /* Come here if he's been long enough at required loc(s) for some
+ * unused hint. */
+ if (game.hintlc[hint] >= HINTS[hint][1]) {
+ int i;
- switch (hint-1)
- {
- case 0:
- /* cave */
- if (game.prop[GRATE] == 0 && !HERE(KEYS))
- break;
- game.hintlc[hint]=0;
- return;
- case 1: /* bird */
- if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
- break;
- return;
- case 2: /* snake */
- if (HERE(SNAKE) && !HERE(BIRD))
- break;
- game.hintlc[hint]=0;
- return;
- case 3: /* maze */
- if (game.atloc[game.loc] == 0 &&
- game.atloc[game.oldloc] == 0 &&
- game.atloc[game.oldlc2] == 0 &&
- game.holdng > 1)
- break;
- game.hintlc[hint]=0;
- return;
- case 4: /* dark */
- if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
- break;
- game.hintlc[hint]=0;
- return;
- case 5: /* witt */
- break;
- case 6: /* urn */
- if (game.dflag == 0)
- break;
- game.hintlc[hint]=0;
- return;
- case 7: /* woods */
- if (game.atloc[game.loc] == 0 &&
- game.atloc[game.oldloc] == 0 &&
- game.atloc[game.oldlc2] == 0)
- break;
- return;
- case 8: /* ogre */
- i=ATDWRF(game.loc);
- if (i < 0) {
- game.hintlc[hint]=0;
- return;
- }
- if (HERE(OGRE) && i == 0)
- break;
- return;
- case 9: /* jade */
- if (game.tally == 1 && game.prop[JADE] < 0)
- break;
- game.hintlc[hint]=0;
- return;
- default:
- BUG(27);
- break;
- }
-
- /* Fall through to hint display */
- game.hintlc[hint]=0;
- if (!YES(cmdin,HINTS[hint][3],NO_MESSAGE,OK_MAN))
- return;
- SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
- RSPEAK(HINT_COST);
- game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN);
- if (game.hinted[hint] && game.limit > WARNTIME)
- game.limit += WARNTIME*HINTS[hint][2];
- }
- }
+ switch (hint - 1) {
+ case 0:
+ /* cave */
+ if (game.prop[GRATE] == 0 && !HERE(KEYS))
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ case 1: /* bird */
+ if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
+ break;
+ return;
+ case 2: /* snake */
+ if (HERE(SNAKE) && !HERE(BIRD))
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ case 3: /* maze */
+ if (game.atloc[game.loc] == 0 &&
+ game.atloc[game.oldloc] == 0 &&
+ game.atloc[game.oldlc2] == 0 &&
+ game.holdng > 1)
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ case 4: /* dark */
+ if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ case 5: /* witt */
+ break;
+ case 6: /* urn */
+ if (game.dflag == 0)
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ case 7: /* woods */
+ if (game.atloc[game.loc] == 0 &&
+ game.atloc[game.oldloc] == 0 &&
+ game.atloc[game.oldlc2] == 0)
+ break;
+ return;
+ case 8: /* ogre */
+ i = ATDWRF(game.loc);
+ if (i < 0) {
+ game.hintlc[hint] = 0;
+ return;
+ }
+ if (HERE(OGRE) && i == 0)
+ break;
+ return;
+ case 9: /* jade */
+ if (game.tally == 1 && game.prop[JADE] < 0)
+ break;
+ game.hintlc[hint] = 0;
+ return;
+ default:
+ BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
+ break;
+ }
+
+ /* Fall through to hint display */
+ game.hintlc[hint] = 0;
+ if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+ return;
+ SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
+ RSPEAK(HINT_COST);
+ game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]);
+ if (game.hinted[hint] && game.limit > WARNTIME)
+ game.limit += WARNTIME * HINTS[hint][2];
+ }
+ }
}
}
-bool spotted_by_pirate(int i)
+static bool spotted_by_pirate(int i)
{
- if (i != PIRATE)
- return false;
+ if (i != PIRATE)
+ return false;
/* The pirate's spotted him. He leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* it to the troll, but in that case he's seen the chest
* (game.prop=0). */
if (game.loc == game.chloc || game.prop[CHEST] >= 0)
- return true;
- int snarfed=0;
+ return true;
+ int snarfed = 0;
bool movechest = false, robplayer = false;
- for (int j=MINTRS; j<=MAXTRS; j++) {
- /* Pirate won't take pyramid from plover room or dark
- * room (too easy!). */
- if (j==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
- continue;
- }
- if (TOTING(j) || HERE(j))
- ++snarfed;
- if (TOTING(j)) {
- movechest = true;
- robplayer = true;
- }
+ for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
+ /* Pirate won't take pyramid from plover room or dark
+ * room (too easy!). */
+ if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
+ continue;
+ }
+ if (TOTING(treasure) || HERE(treasure))
+ ++snarfed;
+ if (TOTING(treasure)) {
+ movechest = true;
+ robplayer = true;
+ }
}
/* Force chest placement before player finds last treasure */
if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
- RSPEAK(PIRATE_SPOTTED);
- movechest = true;
+ RSPEAK(PIRATE_SPOTTED);
+ movechest = true;
}
/* Do things in this order (chest move before robbery) so chest is listed
* last at the maze location. */
if (movechest) {
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- game.dloc[PIRATE]=game.chloc;
- game.odloc[PIRATE]=game.chloc;
- game.dseen[PIRATE]=false;
+ MOVE(CHEST, game.chloc);
+ MOVE(MESSAG, game.chloc2);
+ game.dloc[PIRATE] = game.chloc;
+ game.odloc[PIRATE] = game.chloc;
+ game.dseen[PIRATE] = false;
} else {
- /* You might get a hint of the pirate's presence even if the
- * chest doesn't move... */
- if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
- RSPEAK(PIRATE_RUSTLES);
+ /* You might get a hint of the pirate's presence even if the
+ * chest doesn't move... */
+ if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+ RSPEAK(PIRATE_RUSTLES);
}
if (robplayer) {
- RSPEAK(PIRATE_POUNCES);
- for (int j=MINTRS; j<=MAXTRS; j++) {
- if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
- if (AT(j) && game.fixed[j] == 0)
- CARRY(j,game.loc);
- if (TOTING(j))
- DROP(j,game.chloc);
- }
- }
+ RSPEAK(PIRATE_POUNCES);
+ for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
+ if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
+ if (AT(treasure) && game.fixed[treasure] == 0)
+ CARRY(treasure, game.loc);
+ if (TOTING(treasure))
+ DROP(treasure, game.chloc);
+ }
+ }
}
return true;
* means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead
* end. */
- if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR))
- return true;
+ if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
+ return true;
/* Dwarf activity level ratchets up */
if (game.dflag == 0) {
- if (INDEEP(game.loc))
- game.dflag=1;
- return true;
+ if (INDEEP(game.loc))
+ game.dflag = 1;
+ return true;
}
/* When we encounter the first dwarf, we kill 0, 1, or 2 of
* the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */
if (game.dflag == 1) {
- if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85))))
- return true;
- game.dflag=2;
- for (int i=1; i<=2; i++) {
- int j=1+randrange(NDWARVES-1);
- if (PCT(50))
- game.dloc[j]=0;
- }
- for (int i=1; i<=NDWARVES-1; i++) {
- if (game.dloc[i] == game.loc)
- game.dloc[i]=DALTLC;
- game.odloc[i]=game.dloc[i];
- }
- RSPEAK(DWARF_RAN);
- DROP(AXE,game.loc);
- return true;
+ if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
+ return true;
+ game.dflag = 2;
+ for (int i = 1; i <= 2; i++) {
+ int j = 1 + randrange(NDWARVES - 1);
+ if (PCT(50))
+ game.dloc[j] = 0;
+ }
+ for (int i = 1; i <= NDWARVES - 1; i++) {
+ if (game.dloc[i] == game.loc)
+ game.dloc[i] = DALTLC;
+ game.odloc[i] = game.dloc[i];
+ }
+ RSPEAK(DWARF_RAN);
+ DROP(AXE, game.loc);
+ return true;
}
/* Things are in full swing. Move each dwarf at random,
* unless there's no alternative. If they don't have to
* move, they attack. And, of course, dead dwarves don't do
* much of anything. */
- game.dtotal=0;
- attack=0;
- stick=0;
- for (int i=1; i<=NDWARVES; i++) {
- if (game.dloc[i] == 0)
- continue;
- /* Fill tk array with all the places this dwarf might go. */
- int j=1;
- kk=KEY[game.dloc[i]];
- if (kk != 0)
- do {
- game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
- /* Have we avoided a dwarf encounter? */
- bool avoided = (SPECIAL(game.newloc) ||
- !INDEEP(game.newloc) ||
- game.newloc == game.odloc[i] ||
- (j > 1 && game.newloc == tk[j-1]) ||
- j >= 20 ||
- game.newloc == game.dloc[i] ||
- FORCED(game.newloc) ||
- (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
- labs(TRAVEL[kk])/1000000 == 100);
- if (!avoided) {
- tk[j++] = game.newloc;
- }
- ++kk;
- } while
- (TRAVEL[kk-1] >= 0);
- tk[j]=game.odloc[i];
- if (j >= 2)
- --j;
- j=1+randrange(j);
- game.odloc[i]=game.dloc[i];
- game.dloc[i]=tk[j];
- game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
- if (!game.dseen[i]) continue;
- game.dloc[i]=game.loc;
- if (spotted_by_pirate(i))
- continue;
- /* This threatening little dwarf is in the room with him! */
- ++game.dtotal;
- if (game.odloc[i] == game.dloc[i]) {
- ++attack;
- if (game.knfloc >= 0)
- game.knfloc=game.loc;
- if (randrange(1000) < 95*(game.dflag-2))
- ++stick;
- }
+ game.dtotal = 0;
+ attack = 0;
+ stick = 0;
+ for (int i = 1; i <= NDWARVES; i++) {
+ if (game.dloc[i] == 0)
+ continue;
+ /* Fill tk array with all the places this dwarf might go. */
+ int j = 1;
+ kk = KEY[game.dloc[i]];
+ if (kk != 0)
+ do {
+ game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
+ /* Have we avoided a dwarf encounter? */
+ bool avoided = (SPECIAL(game.newloc) ||
+ !INDEEP(game.newloc) ||
+ game.newloc == game.odloc[i] ||
+ (j > 1 && game.newloc == tk[j - 1]) ||
+ j >= 20 ||
+ game.newloc == game.dloc[i] ||
+ FORCED(game.newloc) ||
+ (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
+ labs(TRAVEL[kk]) / 1000000 == 100);
+ if (!avoided) {
+ tk[j++] = game.newloc;
+ }
+ ++kk;
+ } while
+ (TRAVEL[kk - 1] >= 0);
+ tk[j] = game.odloc[i];
+ if (j >= 2)
+ --j;
+ j = 1 + randrange(j);
+ game.odloc[i] = game.dloc[i];
+ game.dloc[i] = tk[j];
+ game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
+ if (!game.dseen[i]) continue;
+ game.dloc[i] = game.loc;
+ if (spotted_by_pirate(i))
+ continue;
+ /* This threatening little dwarf is in the room with him! */
+ ++game.dtotal;
+ if (game.odloc[i] == game.dloc[i]) {
+ ++attack;
+ if (game.knfloc >= 0)
+ game.knfloc = game.loc;
+ if (randrange(1000) < 95 * (game.dflag - 2))
+ ++stick;
+ }
}
/* Now we know what's happening. Let's tell the poor sucker about it.
* Note that various of the "knife" messages must have specific relative
* positions in the RSPEAK database. */
if (game.dtotal == 0)
- return true;
- SETPRM(1,game.dtotal,0);
- RSPEAK(DWARF_PACK+1/game.dtotal); /* FIXME: Arithmetic on message number */
+ return true;
+ SETPRM(1, game.dtotal, 0);
+ RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
if (attack == 0)
- return true;
- if (game.dflag == 2)game.dflag=3;
- SETPRM(1,attack,0);
- int k=6;
- if (attack > 1)k=THROWN_KNIVES;
+ return true;
+ if (game.dflag == 2)game.dflag = 3;
+ SETPRM(1, attack, 0);
+ int k = 6;
+ if (attack > 1)k = THROWN_KNIVES;
RSPEAK(k);
- SETPRM(1,stick,0);
- RSPEAK(k+1+2/(1+stick)); /* FIXME: Arithmetic on message number */
+ SETPRM(1, stick, 0);
+ RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */
if (stick == 0)
- return true;
- game.oldlc2=game.loc;
+ return true;
+ game.oldlc2 = game.loc;
return false;
}
/* "You're dead, Jim."
*
* If the current loc is zero, it means the clown got himself killed.
- * We'll allow this maxdie times. MAXDIE is automatically set based
+ * We'll allow this maxdie times. maximum_deaths is automatically set based
* on the number of snide messages available. Each death results in
* a message (81, 83, etc.) which offers reincarnation; if accepted,
* this results in message 82, 84, etc. The last time, if he wants
* without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */
-static void croak(FILE *cmdin)
+static void croak(void)
/* Okay, he's dead. Let's get on with it. */
{
+ const char* query = obituaries[game.numdie].query;
+ const char* yes_response = obituaries[game.numdie].yes_response;
++game.numdie;
if (game.closng) {
- /* He died during closing time. No resurrection. Tally up a
- * death and exit. */
- RSPEAK(DEATH_CLOSING);
- score(endgame);
-
+ /* He died during closing time. No resurrection. Tally up a
+ * death and exit. */
+ RSPEAK(DEATH_CLOSING);
+ terminate(endgame);
}
- /* FIXME: Arithmetic on message numbers */
- else if (game.numdie == MAXDIE || !YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN))
- score(endgame);
+ else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
+ terminate(endgame);
else {
- game.place[WATER] = game.place[OIL] = NOWHERE;
- if (TOTING(LAMP))
- game.prop[LAMP]=0;
- for (int j=1; j<=NOBJECTS; j++) {
- int i=NOBJECTS + 1 - j;
- if (TOTING(i)) {
- /* Always leave lamp where it's accessible aboveground */
- DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
- }
- }
- game.loc = LOC_BUILDING;
- game.oldloc=game.loc;
+ game.place[WATER] = game.place[OIL] = NOWHERE;
+ if (TOTING(LAMP))
+ game.prop[LAMP] = 0;
+ for (int j = 1; j <= NOBJECTS; j++) {
+ int i = NOBJECTS + 1 - j;
+ if (TOTING(i)) {
+ /* Always leave lamp where it's accessible aboveground */
+ DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
+ }
+ }
+ game.loc = LOC_BUILDING;
+ game.oldloc = game.loc;
}
}
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-static bool playermove(FILE *cmdin, token_t verb, int motion)
+static bool playermove(token_t verb, int motion)
{
- int scratchloc, k2, kk=KEY[game.loc];
- game.newloc=game.loc;
+ int scratchloc, k2, kk = KEY[game.loc];
+ game.newloc = game.loc;
if (kk == 0)
- BUG(26);
+ BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
if (motion == NUL)
- return true;
+ return true;
else if (motion == BACK) {
- /* Handle "go back". Look for verb which goes from game.loc to
- * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
- * k2 saves entry -> forced loc -> previous loc. */
- motion=game.oldloc;
- if (FORCED(motion))
- motion=game.oldlc2;
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
- k2=0;
- if (motion == game.loc)k2=FORGOT_PATH;
- if (CNDBIT(game.loc,NOBACK))k2=TWIST_TURN;
- if (k2 == 0) {
- for (;;) {
- scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
- if (scratchloc != motion) {
- if (!SPECIAL(scratchloc)) {
- if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
- k2=kk;
- }
- if (TRAVEL[kk] >= 0) {
- ++kk;
- continue;
- }
- kk=k2;
- if (kk == 0) {
- RSPEAK(NOT_CONNECTED);
- return true;
- }
- }
+ /* Handle "go back". Look for verb which goes from game.loc to
+ * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
+ * k2 saves entry -> forced loc -> previous loc. */
+ motion = game.oldloc;
+ if (FORCED(motion))
+ motion = game.oldlc2;
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
+ k2 = 0;
+ if (motion == game.loc)k2 = FORGOT_PATH;
+ if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
+ if (k2 == 0) {
+ for (;;) {
+ scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
+ if (scratchloc != motion) {
+ if (!SPECIAL(scratchloc)) {
+ if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
+ k2 = kk;
+ }
+ if (TRAVEL[kk] >= 0) {
+ ++kk;
+ continue;
+ }
+ kk = k2;
+ if (kk == 0) {
+ RSPEAK(NOT_CONNECTED);
+ return true;
+ }
+ }
- motion=MOD(labs(TRAVEL[kk]),1000);
- kk=KEY[game.loc];
- break; /* fall through to ordinary travel */
- }
- } else {
- RSPEAK(k2);
- return true;
- }
- }
- else if (motion == LOOK) {
- /* Look. Can't give more detail. Pretend it wasn't dark
- * (though it may now be dark) so he won't fall into a
- * pit while staring into the gloom. */
- if (game.detail < 3)
- RSPEAK(NO_MORE_DETAIL);
- ++game.detail;
- game.wzdark=false;
- game.abbrev[game.loc]=0;
- return true;
- }
- else if (motion == CAVE) {
- /* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
- return true;
- }
- else {
- /* none of the specials */
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
+ motion = MOD(labs(TRAVEL[kk]), 1000);
+ kk = KEY[game.loc];
+ break; /* fall through to ordinary travel */
+ }
+ } else {
+ RSPEAK(k2);
+ return true;
+ }
+ } else if (motion == LOOK) {
+ /* Look. Can't give more detail. Pretend it wasn't dark
+ * (though it may now be dark) so he won't fall into a
+ * pit while staring into the gloom. */
+ if (game.detail < 3)
+ RSPEAK(NO_MORE_DETAIL);
+ ++game.detail;
+ game.wzdark = false;
+ game.abbrev[game.loc] = 0;
+ return true;
+ } else if (motion == CAVE) {
+ /* Cave. Different messages depending on whether above ground. */
+ RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
+ return true;
+ } else {
+ /* none of the specials */
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
}
/* ordinary travel */
for (;;) {
- scratchloc=labs(TRAVEL[kk]);
- if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
- break;
- if (TRAVEL[kk] < 0) {
- /* FIXME: Magic numbers! */
- /* Non-applicable motion. Various messages depending on
- * word given. */
- int spk=CANT_APPLY;
- if (motion >= 43 && motion <= 50)spk=BAD_DIRECTION;
- if (motion == 29 || motion == 30)spk=BAD_DIRECTION;
- if (motion == 7 || motion == 36 || motion == 37)spk=UNSURE_FACING;
- if (motion == 11 || motion == 19)spk=NO_INOUT_HERE;
- if (verb == FIND || verb == INVENT)spk=NEreplace;
- if (motion == 62 || motion == 65)spk=NOTHING_HAPPENS;
- if (motion == 17)spk=WHICH_WAY;
- RSPEAK(spk);
- return true;
- }
- ++kk;
+ scratchloc = labs(TRAVEL[kk]);
+ if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
+ break;
+ if (TRAVEL[kk] < 0) {
+ /* FIXME: Magic numbers! */
+ /* Non-applicable motion. Various messages depending on
+ * word given. */
+ int spk = CANT_APPLY;
+ if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
+ if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
+ if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
+ if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
+ if (verb == FIND || verb == INVENT)spk = NEARBY;
+ if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
+ if (motion == 17)spk = WHICH_WAY;
+ RSPEAK(spk);
+ return true;
+ }
+ ++kk;
}
- scratchloc=scratchloc/1000;
+ scratchloc = scratchloc / 1000;
do {
- /*
- * (ESR) This special-travel loop may have to be repeated if it includes
- * the plover passage. Same deal for any future cases wgerw we beed to
- * block travel and then redo it once the blocking condition has been
- * removed.
- */
- for (;;) {
- game.newloc=scratchloc/1000;
- motion=MOD(game.newloc,100);
- if (!SPECIAL(game.newloc)) {
- if (game.newloc <= 100) {
- if (game.newloc == 0 || PCT(game.newloc))
- break;
- /* else fall through */
- } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
- break;
- /* else fall through */
- }
- else if (game.prop[motion] != game.newloc/100-3)
- break;
- do {
- if (TRAVEL[kk] < 0)BUG(25);
- ++kk;
- game.newloc=labs(TRAVEL[kk])/1000;
- } while
- (game.newloc == scratchloc);
- scratchloc=game.newloc;
- }
+ /*
+ * (ESR) This special-travel loop may have to be repeated if it includes
+ * the plover passage. Same deal for any future cases wgerw we beed to
+ * block travel and then redo it once the blocking condition has been
+ * removed.
+ */
+ for (;;) { /* L12 loop */
+ for (;;) {
+ game.newloc = scratchloc / 1000;
+ motion = MOD(game.newloc, 100);
+ if (!SPECIAL(game.newloc)) {
+ if (game.newloc <= 100) {
+ if (game.newloc == 0 || PCT(game.newloc))
+ break;
+ /* else fall through */
+ }
+ if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
+ break;
+ /* else fall through */
+ } else if (game.prop[motion] != game.newloc / 100 - 3)
+ break;
+ do {
+ if (TRAVEL[kk] < 0)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+ ++kk;
+ game.newloc = labs(TRAVEL[kk]) / 1000;
+ } while
+ (game.newloc == scratchloc);
+ scratchloc = game.newloc;
+ }
- game.newloc=MOD(scratchloc,1000);
- if (!SPECIAL(game.newloc))
- return true;
- if (game.newloc <= 500) {
- game.newloc=game.newloc-SPECIALBASE;
- switch (game.newloc)
- {
- case 1:
- /* Travel 301. Plover-alcove passage. Can carry only
- * emerald. Note: travel table must include "useless"
- * entries going through passage, which can never be used for
- * actual motion, but can be spotted by "go back". */
- /* FIXME: Arithmetic on location numbers */
- game.newloc=99+100-game.loc;
- if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
- return true;
- game.newloc=game.loc;
- RSPEAK(MUST_DROP);
- return true;
- case 2:
- /* Travel 302. Plover transport. Drop the emerald (only use
- * special travel if toting it), so he's forced to use the
- * plover-passage to get it out. Having dropped it, go back and
- * pretend he wasn't carrying it after all. */
- DROP(EMRALD,game.loc);
- do {
- if (TRAVEL[kk] < 0)BUG(25);
- ++kk;
- game.newloc=labs(TRAVEL[kk])/1000;
- } while
- (game.newloc == scratchloc);
- continue; /* back to top of do/while loop */
- case 3:
- /* Travel 303. Troll bridge. Must be done only as special
- * motion so that dwarves won't wander across and encounter
- * the bear. (They won't follow the player there because
- * that region is forbidden to the pirate.) If
- * game.prop(TROLL)=1, he's crossed since paying, so step out
- * and block him. (standard travel entries check for
- * game.prop(TROLL)=0.) Special stuff for bear. */
- if (game.prop[TROLL] == 1) {
- PSPEAK(TROLL,1);
- game.prop[TROLL]=0;
- MOVE(TROLL2,0);
- MOVE(TROLL2+NOBJECTS,0);
- MOVE(TROLL,PLAC[TROLL]);
- MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- game.newloc=game.loc;
- return true;
- } else {
- game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
- if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
- if (!TOTING(BEAR)) return true;
- RSPEAK(BRIDGE_COLLAPSE);
- game.prop[CHASM]=1;
- game.prop[TROLL]=2;
- DROP(BEAR,game.newloc);
- game.fixed[BEAR]= -1;
- game.prop[BEAR]=3;
- game.oldlc2=game.newloc;
- croak(cmdin);
- return false;
- }
- }
- BUG(20);
- }
+ game.newloc = MOD(scratchloc, 1000);
+ if (!SPECIAL(game.newloc))
+ return true;
+ if (game.newloc <= 500) {
+ game.newloc = game.newloc - SPECIALBASE;
+ switch (game.newloc) {
+ case 1:
+ /* Travel 301. Plover-alcove passage. Can carry only
+ * emerald. Note: travel table must include "useless"
+ * entries going through passage, which can never be used for
+ * actual motion, but can be spotted by "go back". */
+ /* FIXME: Arithmetic on location numbers */
+ game.newloc = 99 + 100 - game.loc;
+ if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
+ game.newloc = game.loc;
+ RSPEAK(MUST_DROP);
+ }
+ return true;
+ case 2:
+ /* Travel 302. Plover transport. Drop the emerald (only use
+ * special travel if toting it), so he's forced to use the
+ * plover-passage to get it out. Having dropped it, go back and
+ * pretend he wasn't carrying it after all. */
+ DROP(EMERALD, game.loc);
+ do {
+ if (TRAVEL[kk] < 0)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+ ++kk;
+ game.newloc = labs(TRAVEL[kk]) / 1000;
+ } while
+ (game.newloc == scratchloc);
+ scratchloc = game.newloc;
+ continue; /* goto L12 */
+ case 3:
+ /* Travel 303. Troll bridge. Must be done only as special
+ * motion so that dwarves won't wander across and encounter
+ * the bear. (They won't follow the player there because
+ * that region is forbidden to the pirate.) If
+ * game.prop(TROLL)=1, he's crossed since paying, so step out
+ * and block him. (standard travel entries check for
+ * game.prop(TROLL)=0.) Special stuff for bear. */
+ if (game.prop[TROLL] == 1) {
+ PSPEAK(TROLL, 1);
+ game.prop[TROLL] = 0;
+ MOVE(TROLL2, 0);
+ MOVE(TROLL2 + NOBJECTS, 0);
+ MOVE(TROLL, PLAC[TROLL]);
+ MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
+ JUGGLE(CHASM);
+ game.newloc = game.loc;
+ return true;
+ } else {
+ game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
+ if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
+ if (!TOTING(BEAR)) return true;
+ RSPEAK(BRIDGE_COLLAPSE);
+ game.prop[CHASM] = 1;
+ game.prop[TROLL] = 2;
+ DROP(BEAR, game.newloc);
+ game.fixed[BEAR] = -1;
+ game.prop[BEAR] = 3;
+ game.oldlc2 = game.newloc;
+ croak();
+ }
+ }
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
+ }
+ break; /* Leave L12 loop */
+ }
} while
- (false);
+ (false);
/* FIXME: Arithmetic on location number, becoming a message number */
- RSPEAK(game.newloc-500);
- game.newloc=game.loc;
+ RSPEAK(game.newloc - 500);
+ game.newloc = game.loc;
return true;
}
* objects. */
{
if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
- --game.clock1;
+ --game.clock1;
/* When the first warning comes, we lock the grate, destroy
* the bridge, kill all the dwarves (and the pirate), remove
* can refer to it. Also also, he's gotten the pearl, so we
* know the bivalve is an oyster. *And*, the dwarves must
* have been activated, since we've found chest. */
- if (game.clock1 == 0)
- {
- game.prop[GRATE]=0;
- game.prop[FISSUR]=0;
- for (int i=1; i<=NDWARVES; i++) {
- game.dseen[i]=false;
- game.dloc[i]=0;
- }
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- if (game.prop[BEAR] != 3)DESTROY(BEAR);
- game.prop[CHAIN]=0;
- game.fixed[CHAIN]=0;
- game.prop[AXE]=0;
- game.fixed[AXE]=0;
- RSPEAK(CAVE_CLOSING);
- game.clock1= -1;
- game.closng=true;
- return true;
+ if (game.clock1 == 0) {
+ game.prop[GRATE] = 0;
+ game.prop[FISSURE] = 0;
+ for (int i = 1; i <= NDWARVES; i++) {
+ game.dseen[i] = false;
+ game.dloc[i] = 0;
+ }
+ MOVE(TROLL, 0);
+ MOVE(TROLL + NOBJECTS, 0);
+ MOVE(TROLL2, PLAC[TROLL]);
+ MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
+ JUGGLE(CHASM);
+ if (game.prop[BEAR] != 3)DESTROY(BEAR);
+ game.prop[CHAIN] = 0;
+ game.fixed[CHAIN] = 0;
+ game.prop[AXE] = 0;
+ game.fixed[AXE] = 0;
+ RSPEAK(CAVE_CLOSING);
+ game.clock1 = -1;
+ game.closng = true;
+ return true;
} else if (game.clock1 < 0)
- --game.clock2;
+ --game.clock2;
if (game.clock2 == 0) {
- /* Once he's panicked, and clock2 has run out, we come here
- * to set up the storage room. The room has two locs,
- * hardwired as 115 (ne) and 116 (sw). At the ne end, we
- * place empty bottles, a nursery of plants, a bed of
- * oysters, a pile of lamps, rods with stars, sleeping
- * dwarves, and him. At the sw end we place grate over
- * treasures, snake pit, covey of caged birds, more rods, and
- * pillows. A mirror stretches across one wall. Many of the
- * objects come from known locations and/or states (e.g. the
- * snake is known to have been destroyed and needn't be
- * carried away from its old "place"), making the various
- * objects be handled differently. We also drop all other
- * objects he might be carrying (lest he have some which
- * could cause trouble, such as the keys). We describe the
- * flash of light and trundle back. */
- game.prop[BOTTLE]=PUT(BOTTLE,LOC_NE,1);
- game.prop[PLANT]=PUT(PLANT,LOC_NE,0);
- game.prop[OYSTER]=PUT(OYSTER,LOC_NE,0);
- OBJTXT[OYSTER]=3;
- game.prop[LAMP]=PUT(LAMP,LOC_NE,0);
- game.prop[ROD]=PUT(ROD,LOC_NE,0);
- game.prop[DWARF]=PUT(DWARF,LOC_NE,0);
- game.loc = LOC_NE;
- game.oldloc = LOC_NE;
- game.newloc = LOC_NE;
- /* Leave the grate with normal (non-negative) property.
- * Reuse sign. */
- PUT(GRATE,LOC_SW,0);
- PUT(SIGN,LOC_SW,0);
- ++OBJTXT[SIGN];
- game.prop[SNAKE]=PUT(SNAKE,LOC_SW,1);
- game.prop[BIRD]=PUT(BIRD,LOC_SW,1);
- game.prop[CAGE]=PUT(CAGE,LOC_SW,0);
- game.prop[ROD2]=PUT(ROD2,LOC_SW,0);
- game.prop[PILLOW]=PUT(PILLOW,LOC_SW,0);
+ /* Once he's panicked, and clock2 has run out, we come here
+ * to set up the storage room. The room has two locs,
+ * hardwired as 115 (ne) and 116 (sw). At the ne end, we
+ * place empty bottles, a nursery of plants, a bed of
+ * oysters, a pile of lamps, rods with stars, sleeping
+ * dwarves, and him. At the sw end we place grate over
+ * treasures, snake pit, covey of caged birds, more rods, and
+ * pillows. A mirror stretches across one wall. Many of the
+ * objects come from known locations and/or states (e.g. the
+ * snake is known to have been destroyed and needn't be
+ * carried away from its old "place"), making the various
+ * objects be handled differently. We also drop all other
+ * objects he might be carrying (lest he have some which
+ * could cause trouble, such as the keys). We describe the
+ * flash of light and trundle back. */
+ game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
+ game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
+ game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
+ OBJTXT[OYSTER] = 3;
+ game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
+ game.prop[ROD] = PUT(ROD, LOC_NE, 0);
+ game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
+ game.loc = LOC_NE;
+ game.oldloc = LOC_NE;
+ game.newloc = LOC_NE;
+ /* Leave the grate with normal (non-negative) property.
+ * Reuse sign. */
+ PUT(GRATE, LOC_SW, 0);
+ PUT(SIGN, LOC_SW, 0);
+ ++OBJTXT[SIGN];
+ game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
+ game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
+ game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
+ game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
+ game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
- game.prop[MIRROR]=PUT(MIRROR,LOC_NE,0);
- game.fixed[MIRROR]=LOC_SW;
+ game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
+ game.fixed[MIRROR] = LOC_SW;
- for (int i=1; i<=NOBJECTS; i++) {
- if (TOTING(i))
- DESTROY(i);
- }
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i))
+ DESTROY(i);
+ }
- RSPEAK(CAVE_CLOSED);
- game.closed=true;
- return true;
+ RSPEAK(CAVE_CLOSED);
+ game.closed = true;
+ return true;
}
return false;
/* Check game limit and lamp timers */
{
if (game.prop[LAMP] == 1)
- --game.limit;
+ --game.limit;
/* Another way we can force an end to things is by having the
* lamp give out. When it gets close, we come here to warn
* Second is for other cases of lamp dying. 12400 is when it
* goes out. Even then, he can explore outside for a while
* if desired. */
- if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
- {
- RSPEAK(REPLACE_BATTERIES);
- game.prop[BATTER]=1;
- if (TOTING(BATTER))
- DROP(BATTER,game.loc);
- game.limit=game.limit+2500;
- game.lmwarn=false;
+ if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
+ RSPEAK(REPLACE_BATTERIES);
+ game.prop[BATTERY] = 1;
+ if (TOTING(BATTERY))
+ DROP(BATTERY, game.loc);
+ game.limit = game.limit + 2500;
+ game.lmwarn = false;
} else if (game.limit == 0) {
- game.limit= -1;
- game.prop[LAMP]=0;
- if (HERE(LAMP))
- RSPEAK(LAMP_OUT);
+ game.limit = -1;
+ game.prop[LAMP] = 0;
+ if (HERE(LAMP))
+ RSPEAK(LAMP_OUT);
} else if (game.limit <= WARNTIME) {
- if (!game.lmwarn && HERE(LAMP)) {
- game.lmwarn=true;
- int spk=GET_BATTERIES;
- if (game.place[BATTER] == NOWHERE)spk=LAMP_DIM;
- if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES;
- RSPEAK(spk);
- }
+ if (!game.lmwarn && HERE(LAMP)) {
+ game.lmwarn = true;
+ int spk = GET_BATTERIES;
+ if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
+ if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
+ RSPEAK(spk);
+ }
}
}
* get full score. */
{
if (!DARK(game.loc)) {
- ++game.abbrev[game.loc];
- for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
- long obj=i;
- if (obj > NOBJECTS)obj=obj-NOBJECTS;
- if (obj == STEPS && TOTING(NUGGET))
- continue;
- if (game.prop[obj] < 0) {
- if (game.closed)
- continue;
- game.prop[obj]=0;
- if (obj == RUG || obj == CHAIN)
- game.prop[obj]=1;
- --game.tally;
- /* Note: There used to be a test here to see whether the
- * player had blown it so badly that he could never ever see
- * the remaining treasures, and if so the lamp was zapped to
- * 35 turns. But the tests were too simple-minded; things
- * like killing the bird before the snake was gone (can never
- * see jewelry), and doing it "right" was hopeless. E.G.,
- * could cross troll bridge several times, using up all
- * available treasures, breaking vase, using coins to buy
- * batteries, etc., and eventually never be able to get
- * across again. If bottle were left on far side, could then
- * never get eggs or trident, and the effects propagate. So
- * the whole thing was flushed. anyone who makes such a
- * gross blunder isn't likely to find everything else anyway
- * (so goes the rationalisation). */
- }
- int kk=game.prop[obj];
- if (obj == STEPS && game.loc == game.fixed[STEPS])
- kk=1;
- PSPEAK(obj,kk);
- }
+ ++game.abbrev[game.loc];
+ for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
+ long obj = i;
+ if (obj > NOBJECTS)obj = obj - NOBJECTS;
+ if (obj == STEPS && TOTING(NUGGET))
+ continue;
+ if (game.prop[obj] < 0) {
+ if (game.closed)
+ continue;
+ game.prop[obj] = 0;
+ if (obj == RUG || obj == CHAIN)
+ game.prop[obj] = 1;
+ --game.tally;
+ /* Note: There used to be a test here to see whether the
+ * player had blown it so badly that he could never ever see
+ * the remaining treasures, and if so the lamp was zapped to
+ * 35 turns. But the tests were too simple-minded; things
+ * like killing the bird before the snake was gone (can never
+ * see jewelry), and doing it "right" was hopeless. E.G.,
+ * could cross troll bridge several times, using up all
+ * available treasures, breaking vase, using coins to buy
+ * batteries, etc., and eventually never be able to get
+ * across again. If bottle were left on far side, could then
+ * never get eggs or trident, and the effects propagate. So
+ * the whole thing was flushed. anyone who makes such a
+ * gross blunder isn't likely to find everything else anyway
+ * (so goes the rationalisation). */
+ }
+ int kk = game.prop[obj];
+ if (obj == STEPS && game.loc == game.fixed[STEPS])
+ kk = 1;
+ PSPEAK(obj, kk);
+ }
}
}
static bool do_command(FILE *cmdin)
-/* Get and execute a command */
+/* Get and execute a command */
{
- long kq, verb, V1, V2;
- long i, k, kmod;
+ long verb = 0, V1, V2;
+ long kmod, defn;
static long igo = 0;
static long obj = 0;
enum speechpart part;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
- RSPEAK(EXIT_CLOSED);
- game.newloc=game.loc;
- if (!game.panic)game.clock2=15;
- game.panic=true;
+ RSPEAK(EXIT_CLOSED);
+ game.newloc = game.loc;
+ if (!game.panic)game.clock2 = PANICTIME;
+ game.panic = true;
}
/* See if a dwarf has seen him and has come from where he
* wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */
- if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) {
- for (i=1; i<=NDWARVES-1; i++) {
- if (game.odloc[i] == game.newloc && game.dseen[i]) {
- game.newloc=game.loc;
- RSPEAK(DWARF_BLOCK);
- break;
- }
- }
+ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
+ for (size_t i = 1; i <= NDWARVES - 1; i++) {
+ if (game.odloc[i] == game.newloc && game.dseen[i]) {
+ game.newloc = game.loc;
+ RSPEAK(DWARF_BLOCK);
+ break;
+ }
+ }
}
- game.loc=game.newloc;
+ game.loc = game.newloc;
if (!dwarfmove())
- croak(cmdin);
+ croak();
/* Describe the current location and (maybe) get next command. */
for (;;) {
- if (game.loc == 0)
- croak(cmdin);
- char* msg = locations[game.loc].description.small;
- if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
- msg=locations[game.loc].description.big;
- if (!FORCED(game.loc) && DARK(game.loc)) {
- /* The easiest way to get killed is to fall into a pit in
- * pitch darkness. */
- if (game.wzdark && PCT(35)) {
- RSPEAK(PIT_FALL);
- game.oldlc2 = game.loc;
- croak(cmdin);
- continue; /* back to top of main interpreter loop */
- }
- msg=arbitrary_messages[PITCH_DARK];
- }
- if (TOTING(BEAR))RSPEAK(TAME_BEAR);
- newspeak(msg);
- if (FORCED(game.loc)) {
- if (playermove(cmdin, verb, 1))
- return true;
- else
- continue; /* back to top of main interpreter loop */
- }
- if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
+ if (game.loc == 0)
+ croak();
+ const char* msg = locations[game.loc].description.small;
+ if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
+ msg = locations[game.loc].description.big;
+ if (!FORCED(game.loc) && DARK(game.loc)) {
+ /* The easiest way to get killed is to fall into a pit in
+ * pitch darkness. */
+ if (game.wzdark && PCT(35)) {
+ RSPEAK(PIT_FALL);
+ game.oldlc2 = game.loc;
+ croak();
+ continue; /* back to top of main interpreter loop */
+ }
+ msg = arbitrary_messages[PITCH_DARK];
+ }
+ if (TOTING(BEAR))RSPEAK(TAME_BEAR);
+ speak(msg);
+ if (FORCED(game.loc)) {
+ if (playermove(verb, 1))
+ return true;
+ else
+ continue; /* back to top of main interpreter loop */
+ }
+ if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
- listobjects();
+ listobjects();
- L2012:
- verb=0;
- game.oldobj=obj;
- obj=0;
+L2012:
+ verb = 0;
+ game.oldobj = obj;
+ obj = 0;
- L2600:
- checkhints(cmdin);
+L2600:
+ checkhints();
- /* If closing time, check for any objects being toted with
- * game.prop < 0 and set the prop to -1-game.prop. This way
- * objects won't be described until they've been picked up
- * and put down separate from their respective piles. Don't
- * tick game.clock1 unless well into cave (and not at Y2). */
- if (game.closed) {
- if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- PSPEAK(OYSTER,1);
- for (i=1; i<=NOBJECTS; i++) {
- if (TOTING(i) && game.prop[i] < 0)
- game.prop[i] = -1-game.prop[i];
- }
- }
- game.wzdark=DARK(game.loc);
- if (game.knfloc > 0 && game.knfloc != game.loc)
- game.knfloc=0;
+ /* If closing time, check for any objects being toted with
+ * game.prop < 0 and set the prop to -1-game.prop. This way
+ * objects won't be described until they've been picked up
+ * and put down separate from their respective piles. Don't
+ * tick game.clock1 unless well into cave (and not at Y2). */
+ if (game.closed) {
+ if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
+ PSPEAK(OYSTER, 1);
+ for (size_t i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i) && game.prop[i] < 0)
+ game.prop[i] = -1 - game.prop[i];
+ }
+ }
+ game.wzdark = DARK(game.loc);
+ if (game.knfloc > 0 && game.knfloc != game.loc)
+ game.knfloc = 0;
- /* This is where we get a new command from the user */
- if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
- return false;
+ /* This is where we get a new command from the user */
+ if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
+ return false;
- /* Every input, check "game.foobar" flag. If zero, nothing's
- * going on. If pos, make neg. If neg, he skipped a word,
- * so make it zero. */
- L2607:
- game.foobar=(game.foobar>0 ? -game.foobar : 0);
- ++game.turns;
- if (game.turns == game.thresh) {
- newspeak(turn_threshold_messages[game.trndex]);
- game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
- ++game.trndex;
- game.thresh = -1;
- if (game.trndex <= TRNVLS)
- game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
- }
- if (verb == SAY && WD2 > 0)
- verb=0;
- if (verb == SAY) {
- part=transitive;
- goto Laction;
- }
- if (closecheck()) {
- if (game.closed)
- return true;
- } else
- lampcheck();
+ /* Every input, check "game.foobar" flag. If zero, nothing's
+ * going on. If pos, make neg. If neg, he skipped a word,
+ * so make it zero. */
+L2607:
+ game.foobar = (game.foobar > 0 ? -game.foobar : 0);
+ ++game.turns;
+ if (game.turns == game.thresh) {
+ speak(turn_threshold_messages[game.trndex]);
+ game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
+ ++game.trndex;
+ game.thresh = -1;
+ if (game.trndex <= TRNVLS)
+ game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
+ }
+ if (verb == SAY && WD2 > 0)
+ verb = 0;
+ if (verb == SAY) {
+ part = transitive;
+ goto Laction;
+ }
+ if (closecheck()) {
+ if (game.closed)
+ return true;
+ } else
+ lampcheck();
- k=WHERE_QUERY;
- if (LIQLOC(game.loc) == WATER)k=FEET_WET;
- V1=VOCAB(WD1,-1);
- V2=VOCAB(WD2,-1);
- if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
- RSPEAK(k);
- goto L2012;
- }
- if (V1 == ENTER && WD2 > 0) {
- WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- } else {
- if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
- (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
- if (AT(V2-1000))
- WD2=MAKEWD(16152118);
- }
- if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
- WD1=MAKEWD(301200308);
- }
- L2620:
- if (WD1 == MAKEWD(23051920)) {
- ++game.iwest;
- if (game.iwest == 10)
- RSPEAK(W_IS_WEST);
- }
- if (WD1 == MAKEWD( 715) && WD2 != 0) {
- if (++igo == 10)
- RSPEAK(GO_UNNEEDED);
- }
- L2630:
- i=VOCAB(WD1,-1);
- if (i == -1) {
- /* Gee, I don't understand. */
- if (fallback_handler(rawbuf))
- continue;
- SETPRM(1,WD1,WD1X);
- RSPEAK(DONT_KNOW);
- goto L2600;
- }
- kmod=MOD(i,1000);
- kq=i/1000+1;
- switch (kq-1)
- {
- case 0:
- if (playermove(cmdin, verb, kmod))
- return true;
- else
- continue; /* back to top of main interpreter loop */
- case 1: part=unknown; obj = kmod; break;
- case 2: part=intransitive; verb = kmod; break;
- case 3: RSPEAK(kmod); goto L2012;
- default: BUG(22);
- }
+ V1 = VOCAB(WD1, -1);
+ V2 = VOCAB(WD2, -1);
+ if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
+ if (LIQLOC(game.loc) == WATER) {
+ RSPEAK(FEET_WET);
+ } else {
+ RSPEAK(WHERE_QUERY);
+ }
+ goto L2012;
+ }
+ if (V1 == ENTER && WD2 > 0) {
+ WD1 = WD2;
+ WD1X = WD2X;
+ WD2 = 0;
+ } else {
+ if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
+ (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
+ if (AT(V2 - 1000))
+ WD2 = MAKEWD(16152118);
+ }
+ if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
+ WD1 = MAKEWD(301200308);
+ }
+L2620:
+ if (WD1 == MAKEWD(23051920)) {
+ ++game.iwest;
+ if (game.iwest == 10)
+ RSPEAK(W_IS_WEST);
+ }
+ if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (++igo == 10)
+ RSPEAK(GO_UNNEEDED);
+ }
+Lookup:
+ defn = VOCAB(WD1, -1);
+ if (defn == -1) {
+ /* Gee, I don't understand. */
+ if (fallback_handler(rawbuf))
+ continue;
+ SETPRM(1, WD1, WD1X);
+ RSPEAK(DONT_KNOW);
+ goto L2600;
+ }
+ kmod = MOD(defn, 1000);
+ switch (defn / 1000) {
+ case 0:
+ if (playermove(verb, kmod))
+ return true;
+ else
+ continue; /* back to top of main interpreter loop */
+ case 1:
+ part = unknown;
+ obj = kmod;
+ break;
+ case 2:
+ part = intransitive;
+ verb = kmod;
+ break;
+ case 3:
+ RSPEAK(kmod);
+ goto L2012;
+ default:
+ BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
+ }
- Laction:
- switch (action(cmdin, part, verb, obj)) {
- case GO_TERMINATE:
- return true;
- case GO_MOVE:
- playermove(cmdin, verb, NUL);
- return true;
- case GO_TOP: continue; /* back to top of main interpreter loop */
- case GO_CLEAROBJ: goto L2012;
- case GO_CHECKHINT: goto L2600;
- case GO_CHECKFOO: goto L2607;
- case GO_LOOKUP: goto L2630;
- case GO_WORD2:
- /* Get second word for analysis. */
- WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
- case GO_UNKNOWN:
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
- SETPRM(1,WD1,WD1X);
- RSPEAK(DO_WHAT);
- obj=0;
- goto L2600;
- case GO_DWARFWAKE:
- /* Oh dear, he's disturbed the dwarves. */
- RSPEAK(DWARVES_AWAKEN);
- score(endgame);
- return true;
- default:
- BUG(99);
- }
+Laction:
+ switch (action(cmdin, part, verb, obj)) {
+ case GO_TERMINATE:
+ return true;
+ case GO_MOVE:
+ playermove(verb, NUL);
+ return true;
+ case GO_TOP:
+ continue; /* back to top of main interpreter loop */
+ case GO_CLEAROBJ:
+ goto L2012;
+ case GO_CHECKHINT:
+ goto L2600;
+ case GO_CHECKFOO:
+ goto L2607;
+ case GO_LOOKUP:
+ goto Lookup;
+ case GO_WORD2:
+ /* Get second word for analysis. */
+ WD1 = WD2;
+ WD1X = WD2X;
+ WD2 = 0;
+ goto L2620;
+ case GO_UNKNOWN:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ SETPRM(1, WD1, WD1X);
+ RSPEAK(DO_WHAT);
+ obj = 0;
+ goto L2600;
+ case GO_DWARFWAKE:
+ /* Oh dear, he's disturbed the dwarves. */
+ RSPEAK(DWARVES_AWAKEN);
+ terminate(endgame);
+ default:
+ BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
+ }
}
}