#include <getopt.h>
#include <signal.h>
#include <time.h>
-#include "main.h"
+#include "advent.h"
#include "database.h"
-#include "misc.h"
-
-long ABB[186], ATLOC[186], BLKLIN = true, DFLAG,
- DLOC[7], FIXED[101], HOLDNG,
- LINK[201], LNLENG, LNPOSN,
- PARMS[26], PLACE[101],
- SETUP = 0;
-signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
-
-long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
- BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
- CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT,
- COINS, CONDS, DALTLC, DETAIL,
- DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD,
+
+struct game_t game;
+
+long ATLOC[186], FIXED[NOBJECTS+1],
+ LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
+ PARMS[26], PLACE[NOBJECTS+1];
+char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
+
+long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
+ BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
+ CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
+ EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
GRATE, HINT, HINTED[21], HINTLC[21],
- I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
- KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL,
- LMWARN, LOC, LOCK, LOOK,
- MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
- MESSAG, MIRROR, MXSCOR,
- NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
- ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
- PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[101], PYRAM,
- RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
+ I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
+ KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
+ MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
+ NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
+ PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
+ RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
- STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
- TRNDEX, TRNLUZ, TROLL, TROLL2,
- TURNS, URN, V1, V2, VASE, VEND, VERB,
- VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
- WZDARK = false, ZZWORD;
+ STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
+ URN, V1, V2, VASE, VEND, VERB,
+ VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
FILE *logfp;
bool oldstyle = false;
lcg_state lcgstate;
/* Logical variables:
*
- * CLOSED says whether we're all the way closed
- * CLOSNG says whether it's closing time yet
- * CLSHNT says whether he's read the clue in the endgame
- * LMWARN says whether he's been warned about lamp going dim
- * NOVICE says whether he asked for instructions at start-up
- * PANIC says whether he's found out he's trapped in the cave
- * WZDARK says whether the loc he's leaving was dark */
+ * game.closed says whether we're all the way closed
+ * game.closng says whether it's closing time yet
+ * game.clshnt says whether he's read the clue in the endgame
+ * game.lmwarn says whether he's been warned about lamp going dim
+ * game.novice says whether he asked for instructions at start-up
+ * game.panic says whether he's found out he's trapped in the cave
+ * game.wzdark says whether the loc he's leaving was dark */
#include "funcs.h"
lcgstate.a = 1093;
lcgstate.c = 221587;
lcgstate.m = 1048576;
- long seedval = (long)time(NULL);
+ srand(time(NULL));
+ long seedval = (long)rand();
set_seed(seedval);
/* Read the database if we have not yet done so */
MAP2[1] = 0;
- if(!SETUP)initialise();
- if(SETUP > 0) goto L1;
+ if (!game.setup)initialise();
+ if(game.setup > 0) goto L1;
/* Unlike earlier versions, adventure is no longer restartable. (This
* lets us get away with modifying things such as OBJSND(BIRD) without
/* Start-up, dwarf stuff */
-L1: SETUP= -1;
+L1: game.setup= -1;
I=0;
- ZZWORD=RNDVOC(3,0)+MESH*2;
- NOVICE=YES(stdin, 65,1,0);
- NEWLOC=1;
+ game.zzword=RNDVOC(3,0);
+ game.novice=YES(stdin, 65,1,0);
+ game.newloc=1;
LOC=1;
- LIMIT=330;
- if(NOVICE)LIMIT=1000;
+ game.limit=330;
+ if(game.novice)game.limit=1000;
if (logfp)
fprintf(logfp, "seed %ld\n", seedval);
-
+
for (;;) {
if (!do_command(stdin))
break;
score(1);
}
-static bool fallback_handler(signed char *buf)
+static bool fallback_handler(char *buf)
/* fallback handler for commands not handled by FORTRANish parser */
{
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
- ZZWORD=RNDVOC(3,0)+MESH*2;
+ game.zzword=RNDVOC(3,0);
return true;
}
return false;
/* Can't leave cave once it's closing (except by main office). */
- if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
+ if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
RSPEAK(130);
- NEWLOC=LOC;
- if(!PANIC)CLOCK2=15;
- PANIC=true;
+ game.newloc=LOC;
+ if(!game.panic)game.clock2=15;
+ 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). */
-L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
- /* 73 */ for (I=1; I<=5; I++) {
- if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
- NEWLOC=LOC;
+L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
+ /* 73 */ for (I=1; I<=NDWARVES-1; I++) {
+ if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
+ game.newloc=LOC;
RSPEAK(2);
goto L74;
L73: /*etc*/ ;
} /* end loop */
-L74: LOC=NEWLOC;
+L74: LOC=game.newloc;
/* Dwarf stuff. See earlier comments for description of variables. Remember
* sixth dwarf is pirate and is thus very different except for motion rules. */
/* First off, don't let the dwarves follow him into a pit or a wall. Activate
* the whole mess the first time he gets as far as the hall of mists (loc 15).
- * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
+ * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
* bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
* dwarves can't meet the bear. Also 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(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
- if(DFLAG != 0) goto L6000;
- if(INDEEP(LOC))DFLAG=1;
+ if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
+ if(game.dflag != 0) goto L6000;
+ if(INDEEP(LOC))game.dflag=1;
goto L2000;
/* 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. */
-L6000: if(DFLAG != 1) goto L6010;
+L6000: if(game.dflag != 1) goto L6010;
if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
- DFLAG=2;
+ game.dflag=2;
for (I=1; I<=2; I++) {
- J=1+randrange(5);
- if(PCT(50))DLOC[J]=0;
+ J=1+randrange(NDWARVES-1);
+ if(PCT(50))game.dloc[J]=0;
} /* end loop */
- for (I=1; I<=5; I++) {
- if(DLOC[I] == LOC)DLOC[I]=DALTLC;
- ODLOC[I]=DLOC[I];
+ for (I=1; I<=NDWARVES-1; I++) {
+ if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
+ game.odloc[I]=game.dloc[I];
} /* end loop */
RSPEAK(3);
DROP(AXE,LOC);
* they don't back up 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. */
-L6010: DTOTAL=0;
+L6010: game.dtotal=0;
ATTACK=0;
STICK=0;
- /* 6030 */ for (I=1; I<=6; I++) {
- if(DLOC[I] == 0) goto L6030;
+ /* 6030 */ for (I=1; I<=NDWARVES; I++) {
+ if(game.dloc[I] == 0) goto L6030;
/* Fill TK array with all the places this dwarf might go. */
J=1;
- KK=DLOC[I];
+ KK=game.dloc[I];
KK=KEY[KK];
if(KK == 0) goto L6016;
-L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
+L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
{long x = J-1;
- if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
- NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
- FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
- IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
- TK[J]=NEWLOC;
+ if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
+ game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
+ FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
+ labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
+ TK[J]=game.newloc;
J=J+1;
L6014: KK=KK+1;
{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
-L6016: TK[J]=ODLOC[I];
+L6016: TK[J]=game.odloc[I];
if(J >= 2)J=J-1;
J=1+randrange(J);
- ODLOC[I]=DLOC[I];
- DLOC[I]=TK[J];
- DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
- if(!DSEEN[I]) goto L6030;
- DLOC[I]=LOC;
+ game.odloc[I]=game.dloc[I];
+ game.dloc[I]=TK[J];
+ game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
+ if(!game.dseen[I]) goto L6030;
+ game.dloc[I]=LOC;
if(I != 6) goto L6027;
/* The pirate's spotted him. He leaves him alone once we've found chest. K
* the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
* thrown it to the troll, but in that case he's seen the chest (PROP=0). */
- if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
+ if(LOC == game.chloc || PROP[CHEST] >= 0) goto L6030;
K=0;
/* 6020 */ for (J=50; J<=MAXTRS; J++) {
/* Pirate won't take pyramid from plover room or dark room (too easy!). */
if(TOTING(J)) goto L6021;
L6020: if(HERE(J))K=1;
} /* end loop */
- if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
+ if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
== 1) goto L6025;
- if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
+ if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
goto L6030;
L6021: if(PLACE[CHEST] != 0) goto L6022;
/* Install chest only once, to insure it is the last treasure in the list. */
- MOVE(CHEST,CHLOC);
- MOVE(MESSAG,CHLOC2);
+ MOVE(CHEST,game.chloc);
+ MOVE(MESSAG,game.chloc2);
L6022: RSPEAK(128);
/* 6023 */ for (J=50; J<=MAXTRS; J++) {
if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
- if(TOTING(J))DROP(J,CHLOC);
+ if(TOTING(J))DROP(J,game.chloc);
L6023: /*etc*/ ;
} /* end loop */
-L6024: DLOC[6]=CHLOC;
- ODLOC[6]=CHLOC;
- DSEEN[6]=false;
+L6024: game.dloc[6]=game.chloc;
+ game.odloc[6]=game.chloc;
+ game.dseen[6]=false;
goto L6030;
L6025: RSPEAK(186);
- MOVE(CHEST,CHLOC);
- MOVE(MESSAG,CHLOC2);
+ MOVE(CHEST,game.chloc);
+ MOVE(MESSAG,game.chloc2);
goto L6024;
/* This threatening little dwarf is in the room with him! */
-L6027: DTOTAL=DTOTAL+1;
- if(ODLOC[I] != DLOC[I]) goto L6030;
+L6027: game.dtotal=game.dtotal+1;
+ if(game.odloc[I] != game.dloc[I]) goto L6030;
ATTACK=ATTACK+1;
- if(KNFLOC >= 0)KNFLOC=LOC;
- if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1;
+ if(game.knfloc >= 0)game.knfloc=LOC;
+ if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
L6030: /*etc*/ ;
} /* end loop */
* Note that various of the "knife" messages must have specific relative
* positions in the RSPEAK database. */
- if(DTOTAL == 0) goto L2000;
- SETPRM(1,DTOTAL,0);
- RSPEAK(4+1/DTOTAL);
+ if(game.dtotal == 0) goto L2000;
+ SETPRM(1,game.dtotal,0);
+ RSPEAK(4+1/game.dtotal);
if(ATTACK == 0) goto L2000;
- if(DFLAG == 2)DFLAG=3;
+ if(game.dflag == 2)game.dflag=3;
SETPRM(1,ATTACK,0);
K=6;
if(ATTACK > 1)K=250;
SETPRM(1,STICK,0);
RSPEAK(K+1+2/(1+STICK));
if(STICK == 0) goto L2000;
- OLDLC2=LOC;
+ game.oldlc2=LOC;
goto L99;
L2000: if(LOC == 0) goto L99;
KK=STEXT[LOC];
- if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
+ if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
if(FORCED(LOC) || !DARK(0)) goto L2001;
- if(WZDARK && PCT(35)) goto L90;
+ if(game.wzdark && PCT(35)) goto L90;
KK=RTEXT[16];
L2001: if(TOTING(BEAR))RSPEAK(141);
SPEAK(KK);
K=1;
if(FORCED(LOC)) goto L8;
- if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
+ if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
/* Print out descriptions of objects at this location. If not closing and
* property value is negative, tally off another treasure. Rug is special
* are because PROP=0 is needed to get full score. */
if(DARK(0)) goto L2012;
- ABB[LOC]=ABB[LOC]+1;
+ game.abbrev[LOC]=game.abbrev[LOC]+1;
I=ATLOC[LOC];
L2004: if(I == 0) goto L2012;
OBJ=I;
- if(OBJ > 100)OBJ=OBJ-100;
+ if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
if(PROP[OBJ] >= 0) goto L2006;
- if(CLOSED) goto L2008;
+ if(game.closed) goto L2008;
PROP[OBJ]=0;
if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
- TALLY=TALLY-1;
+ game.tally=game.tally-1;
/* 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;
L2011: RSPEAK(SPK);
L2012: VERB=0;
- OLDOBJ=OBJ;
+ game.oldobj=OBJ;
OBJ=0;
/* Check if this loc is eligible for any hints. If been here long enough,
* to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
*/
-L2600: if(COND[LOC] < CONDS) goto L2603;
+L2600: if(COND[LOC] < game.conds) goto L2603;
/* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
if(HINTED[HINT]) goto L2602;
if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
L2602: /*etc*/ ;
} /* end loop */
-/* Kick the random number generator just to add variety to the chase. Also,
- * if closing time, check for any objects being toted with PROP < 0 and set
+/* If closing time, check for any objects being toted with PROP < 0 and set
* the prop to -1-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 CLOCK1 unless well into cave (and not at Y2). */
+ * tick game.clock1 unless well into cave (and not at Y2). */
-L2603: if(!CLOSED) goto L2605;
+L2603: if(!game.closed) goto L2605;
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
- for (I=1; I<=100; I++) {
+ for (I=1; I<=NOBJECTS; I++) {
if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
} /* end loop */
-L2605: WZDARK=DARK(0);
- if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
+L2605: game.wzdark=DARK(0);
+ if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
I=0;
if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
return false;
-/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
+/* 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: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
- TURNS=TURNS+1;
- if(TURNS != THRESH) goto L2608;
- SPEAK(TTEXT[TRNDEX]);
- TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
- TRNDEX=TRNDEX+1;
- THRESH= -1;
- if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
-L2608: if(VERB == SAY && WD2 > 0)VERB=0;
+L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
+ game.turns=game.turns+1;
+ if(game.turns == game.thresh) {
+ SPEAK(TTEXT[game.trndex]);
+ game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
+ game.trndex=game.trndex+1;
+ 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) goto L4090;
- if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
- if(CLOCK1 == 0) goto L10000;
- if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
- if(CLOCK2 == 0) goto L11000;
- if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
- if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
+ if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
+ if(game.clock1 == 0) goto L10000;
+ if(game.clock1 < 0)game.clock2=game.clock2-1;
+ if(game.clock2 == 0) goto L11000;
+ if(PROP[LAMP] == 1)game.limit=game.limit-1;
+ if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
L12000;
- if(LIMIT == 0) goto L12400;
- if(LIMIT <= 30) goto L12200;
+ if(game.limit == 0) goto L12400;
+ if(game.limit <= 30) goto L12200;
L19999: K=43;
if(LIQLOC(LOC) == WATER)K=70;
V1=VOCAB(WD1,-1);
if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
1000+DOOR)) goto L2610;
{long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
-L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
- HERE(BIRD))WD1=MAKEWD(301200308);
-L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
- IWEST=IWEST+1;
- if(IWEST == 10)RSPEAK(17);
-L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
+L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
+ WD1=MAKEWD(301200308);
+L2620: if(WD1 == MAKEWD(23051920)) {
+ game.iwest=game.iwest+1;
+ if(game.iwest == 10)RSPEAK(17);
+ }
+ if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
IGO=IGO+1;
if(IGO == 10)RSPEAK(276);
L2630: I=VOCAB(WD1,-1);
/* Figure out the new location
*
- * Given the current location in "LOC", and a motion verb number in "K", put
- * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
- * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
- * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
- * him, so we need OLDLC2, which is the last place he was safe.) */
+ * Given the current location in "LOC", and a motion verb number in
+ * "K", put the new location in "game.newloc". The current loc is saved
+ * in "game.olddloc" in case he wants to retreat. The current
+ * game.oldloc is saved in game.oldlc2, in case he dies. (if he
+ * does, game.newloc will be limbo, and OLgame.dloc will be what killed
+ * him, so we need game.oldlc2, which is the last place he was
+ * safe.) */
L8: KK=KEY[LOC];
- NEWLOC=LOC;
+ game.newloc=LOC;
if(KK == 0)BUG(26);
if(K == NUL) return true;
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
+ game.oldlc2=game.oldloc;
+ game.oldloc=LOC;
-L9: LL=IABS(TRAVEL[KK]);
+L9: LL=labs(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
if(TRAVEL[KK] < 0) goto L50;
KK=KK+1;
goto L9;
L10: LL=LL/1000;
-L11: NEWLOC=LL/1000;
- K=MOD(NEWLOC,100);
- if(NEWLOC <= 300) goto L13;
- if(PROP[K] != NEWLOC/100-3) goto L16;
+L11: game.newloc=LL/1000;
+ K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
+ if(game.newloc <= 300) goto L13;
+ if(PROP[K] != game.newloc/100-3) goto L16;
L12: if(TRAVEL[KK] < 0)BUG(25);
KK=KK+1;
- NEWLOC=IABS(TRAVEL[KK])/1000;
- if(NEWLOC == LL) goto L12;
- LL=NEWLOC;
+ game.newloc=labs(TRAVEL[KK])/1000;
+ if(game.newloc == LL) goto L12;
+ LL=game.newloc;
goto L11;
-L13: if(NEWLOC <= 100) goto L14;
- if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
+L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
+ if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
goto L12;
-L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
-L16: NEWLOC=MOD(LL,1000);
- if(NEWLOC <= 300) return true;
- if(NEWLOC <= 500) goto L30000;
- RSPEAK(NEWLOC-500);
- NEWLOC=LOC;
+L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
+L16: game.newloc=MOD(LL,1000);
+ if(game.newloc <= 300) return true;
+ if(game.newloc <= 500) goto L30000;
+ RSPEAK(game.newloc-500);
+ game.newloc=LOC;
return true;
/* Special motions come here. Labelling convention: statement numbers NNNXX
* (XX=00-99) are used for special case number NNN (NNN=301-500). */
-L30000: NEWLOC=NEWLOC-300;
- switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
+L30000: game.newloc=game.newloc-300;
+ switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
L30300; }
BUG(20);
* table must include "useless" entries going through passage, which can never
* be used for actual motion, but can be spotted by "go back". */
-L30100: NEWLOC=99+100-LOC;
- if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true;
- NEWLOC=LOC;
+L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
+ if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
+ game.newloc=LOC;
RSPEAK(117);
return true;
PSPEAK(TROLL,1);
PROP[TROLL]=0;
MOVE(TROLL2,0);
- MOVE(TROLL2+100,0);
+ MOVE(TROLL2+NOBJECTS,0);
MOVE(TROLL,PLAC[TROLL]);
- MOVE(TROLL+100,FIXD[TROLL]);
+ MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- NEWLOC=LOC;
+ game.newloc=LOC;
return true;
-L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
+L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
if(PROP[TROLL] == 0)PROP[TROLL]=1;
if(!TOTING(BEAR)) return true;
RSPEAK(162);
PROP[CHASM]=1;
PROP[TROLL]=2;
- DROP(BEAR,NEWLOC);
+ DROP(BEAR,game.newloc);
FIXED[BEAR]= -1;
PROP[BEAR]=3;
- OLDLC2=NEWLOC;
+ game.oldlc2=game.newloc;
goto L99;
/* End of specials. */
-/* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
- * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
+/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
+ * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
-L20: K=OLDLOC;
- if(FORCED(K))K=OLDLC2;
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
+L20: K=game.oldloc;
+ if(FORCED(K))K=game.oldlc2;
+ game.oldlc2=game.oldloc;
+ game.oldloc=LOC;
K2=0;
if(K == LOC)K2=91;
if(CNDBIT(LOC,4))K2=274;
RSPEAK(K2);
return true;
-L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
- if(LL == K) goto L25;
- if(LL > 300) goto L22;
- J=KEY[LL];
- if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
-L22: if(TRAVEL[KK] < 0) goto L23;
- KK=KK+1;
- goto L21;
-
-L23: KK=K2;
- if(KK != 0) goto L25;
- RSPEAK(140);
- return true;
+L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
+ if(LL != K) {
+ if(LL <= 300) {
+ J=KEY[LL];
+ if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
+ K2=KK;
+ }
+ if(TRAVEL[KK] < 0) goto L23;
+ KK=KK+1;
+ goto L21;
+
+L23: KK=K2;
+ if(KK == 0) {
+ RSPEAK(140);
+ return true;
+ }
+ }
-L25: K=MOD(IABS(TRAVEL[KK]),1000);
+ K=MOD(labs(TRAVEL[KK]),1000);
KK=KEY[LOC];
goto L9;
/* 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. */
-L30: if(DETAIL < 3)RSPEAK(15);
- DETAIL=DETAIL+1;
- WZDARK=false;
- ABB[LOC]=0;
+L30: if(game.detail < 3)RSPEAK(15);
+ game.detail=game.detail+1;
+ game.wzdark=false;
+ game.abbrev[LOC]=0;
return true;
/* Cave. Different messages depending on whether above ground. */
* 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 another chance, he gets a snide remark as
- * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
+ * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
* (presumably the last place prior to being killed) without change of props.
* the loop runs backwards to assure that the bird is dropped before the cage.
* (this kluge could be changed once we're sure all references to bird and cage
* it in the cave). It is turned off and left outside the building (only if he
* was carrying it, of course). He himself is left inside the building (and
* heaven help him if he tries to xyzzy back into the cave without the lamp!).
- * OLDLOC is zapped so he can't just "retreat". */
+ * game.oldloc is zapped so he can't just "retreat". */
/* The easiest way to get killed is to fall into a pit in pitch darkness. */
L90: RSPEAK(23);
- OLDLC2=LOC;
+ game.oldlc2=LOC;
/* Okay, he's dead. Let's get on with it. */
-L99: if(CLOSNG) goto L95;
- NUMDIE=NUMDIE+1;
- if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
- if(NUMDIE == MAXDIE) score(0);
+L99: if(game.closng) goto L95;
+ game.numdie=game.numdie+1;
+ if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
+ if(game.numdie == MAXDIE) score(0);
PLACE[WATER]=0;
PLACE[OIL]=0;
if(TOTING(LAMP))PROP[LAMP]=0;
- /* 98 */ for (J=1; J<=100; J++) {
- I=101-J;
+ /* 98 */ for (J=1; J<=NOBJECTS; J++) {
+ I=NOBJECTS + 1 - J;
if(!TOTING(I)) goto L98;
- K=OLDLC2;
+ K=game.oldlc2;
if(I == LAMP)K=1;
DROP(I,K);
L98: /*etc*/ ;
} /* end loop */
LOC=3;
- OLDLOC=LOC;
+ game.oldloc=LOC;
goto L2000;
/* He died during closing time. No resurrection. Tally up a death and exit. */
L95: RSPEAK(131);
- NUMDIE=NUMDIE+1;
+ game.numdie=game.numdie+1;
score(0);
SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
RSPEAK(261);
HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
- if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
+ if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
L40020: HINTLC[HINT]=0;
L40030: goto L2602;
L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
goto L40020;
-L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
+L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
goto L40030;
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
goto L40020;
-L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
+L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng >
1) goto L40010;
goto L40020;
L40600: goto L40010;
-L40700: if(DFLAG == 0) goto L40010;
+L40700: if(game.dflag == 0) goto L40010;
goto L40020;
-L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
+L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
L40010;
goto L40030;
if(HERE(OGRE) && I == 0) goto L40010;
goto L40030;
-L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
+L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
goto L40020;
L10000: PROP[GRATE]=0;
PROP[FISSUR]=0;
- for (I=1; I<=6; I++) {
- DSEEN[I]=false;
- DLOC[I]=0;
+ for (I=1; I<=NDWARVES; I++) {
+ game.dseen[I]=false;
+ game.dloc[I]=0;
} /* end loop */
MOVE(TROLL,0);
- MOVE(TROLL+100,0);
+ MOVE(TROLL+NOBJECTS,0);
MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+100,FIXD[TROLL]);
+ MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
if(PROP[BEAR] != 3)DSTROY(BEAR);
PROP[CHAIN]=0;
PROP[AXE]=0;
FIXED[AXE]=0;
RSPEAK(129);
- CLOCK1= -1;
- CLOSNG=true;
+ game.clock1= -1;
+ game.closng=true;
goto L19999;
/* Once he's panicked, and clock2 has run out, we come here to set up the
PROP[ROD]=PUT(ROD,115,0);
PROP[DWARF]=PUT(DWARF,115,0);
LOC=115;
- OLDLOC=115;
- NEWLOC=115;
+ game.oldloc=115;
+ game.newloc=115;
/* Leave the grate with normal (non-negative) property. Reuse sign. */
PROP[MIRROR]=PUT(MIRROR,115,0);
FIXED[MIRROR]=116;
- for (I=1; I<=100; I++) {
- if(TOTING(I))DSTROY(I);
+ for (I=1; I<=NOBJECTS; I++) {
+ if(TOTING(I))
+ DSTROY(I);
} /* end loop */
RSPEAK(132);
- CLOSED=true;
+ game.closed=true;
return true;
/* Another way we can force an end to things is by having the lamp give out.
L12000: RSPEAK(188);
PROP[BATTER]=1;
if(TOTING(BATTER))DROP(BATTER,LOC);
- LIMIT=LIMIT+2500;
- LMWARN=false;
+ game.limit=game.limit+2500;
+ game.lmwarn=false;
goto L19999;
-L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
- LMWARN=true;
+L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
+ game.lmwarn=true;
SPK=187;
if(PLACE[BATTER] == 0)SPK=183;
if(PROP[BATTER] == 1)SPK=189;
RSPEAK(SPK);
goto L19999;
-L12400: LIMIT= -1;
+L12400: game.limit= -1;
PROP[LAMP]=0;
if(HERE(LAMP))RSPEAK(184);
goto L19999;