*
* The author - Don Woods - apologises for the style of the code; it
* is a result of running the original Fortran IV source through a
- * home-brew Fortran-to-C converter.)
+ * home-brew Fortran-to-C converter.
*
* Now that the code has been restructured into something much closer
* to idiomatic C, the following is more appropriate:
*
- * ESR apologizes for the remaing gotos (now confined to two functions
- * in this file - there used to be hundreds of them, *everywhere*),
- * and the offensive globals. Applying the Structured Program Theorem
- * can be hard.
+ * ESR apologizes for the remaing gotos (now confined to one function
+ * in this file - there used to be over 350 of them, *everywhere*),
+ * and for the offensive globals. Applying the Structured Program
+ * Theorem can be hard.
*/
#include <stdlib.h>
#include <stdio.h>
}
}
+bool spotted_by_pirate(int i)
+{
+ 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
+ * tally=1 for an unseen chest, let the pirate be spotted.
+ * Note that game.place(CHEST)=0 might mean that he's thrown
+ * 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 k=0;
+ 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])) {
+ if (HERE(j))
+ k=1;
+ return true;
+ }
+ if (TOTING(j)) {
+ if (game.place[CHEST] == 0) {
+ /* Install chest only once, to insure it is
+ * the last treasure in the list. */
+ MOVE(CHEST,game.chloc);
+ MOVE(MESSAG,game.chloc2);
+ }
+ RSPEAK(128);
+ 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);
+ }
+ }
+ game.dloc[PIRATE]=game.chloc;
+ game.odloc[PIRATE]=game.chloc;
+ game.dseen[PIRATE]=false;
+
+ return true;
+ }
+ if (HERE(j))
+ k=1;
+ }
+ /* Force chest placement before player finds last treasure */
+ if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
+ RSPEAK(186);
+ MOVE(CHEST,game.chloc);
+ MOVE(MESSAG,game.chloc2);
+ game.dloc[PIRATE]=game.chloc;
+ game.odloc[PIRATE]=game.chloc;
+ game.dseen[PIRATE]=false;
+ return true;
+ }
+ if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+ RSPEAK(127);
+ return true;
+}
+
static bool dwarfmove(void)
/* Dwarves move. Return true if player survives, false if he dies. */
{
attack=0;
stick=0;
for (int i=1; i<=NDWARVES; i++) {
- int k;
if (game.dloc[i] == 0)
continue;
/* Fill TK array with all the places this dwarf might go. */
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 (i == PIRATE) {
- /* The pirate's spotted him. He leaves him alone once we've
- * found chest. K counts if a treasure is here. If not, and
- * tally=1 for an unseen chest, let the pirate be spotted.
- * Note that game.place(CHEST)=0 might mean that he's thrown
- * 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)
- continue;
- k=0;
- 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])) {
- if (HERE(j))
- k=1;
- continue;
- }
- if (TOTING(j)) {
- if (game.place[CHEST] == 0) {
- /* Install chest only once, to insure it is
- * the last treasure in the list. */
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- }
- RSPEAK(128);
- 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);
- }
- }
- game.dloc[PIRATE]=game.chloc;
- game.odloc[PIRATE]=game.chloc;
- game.dseen[PIRATE]=false;
- goto jumpout;
- }
- if (HERE(j))
- k=1;
- }
- /* Force chest placement before player finds last treasure */
- if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
- RSPEAK(186);
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- game.dloc[PIRATE]=game.chloc;
- game.odloc[PIRATE]=game.chloc;
- game.dseen[PIRATE]=false;
- continue;
- }
- if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
- RSPEAK(127);
+ 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]) {
if (randrange(1000) < 95*(game.dflag-2))
++stick;
}
- jumpout:;
}
/* Now we know what's happening. Let's tell the poor sucker about it.
}
LL=LL/1000;
- for (;;) {
- game.newloc=LL/1000;
- motion=MOD(game.newloc,100);
- if (game.newloc <= 300) {
- if (game.newloc <= 100) {
- if (game.newloc == 0 || PCT(game.newloc))
- break;
+ 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=LL/1000;
+ motion=MOD(game.newloc,100);
+ if (game.newloc <= 300) {
+ 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 */
- } 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 == LL);
+ LL=game.newloc;
}
- else if (game.prop[motion] != game.newloc/100-3)
- break;
- L12:
- do {
- if (TRAVEL[KK] < 0)BUG(25);
- ++KK;
- game.newloc=labs(TRAVEL[KK])/1000;
- } while
- (game.newloc == LL);
- LL=game.newloc;
- }
- game.newloc=MOD(LL,1000);
- if (game.newloc <= 300)
- return true;
- if (game.newloc <= 500) {
- game.newloc=game.newloc-300;
- 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". */
- game.newloc=99+100-game.loc;
- if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
- return true;
- game.newloc=game.loc;
- RSPEAK(117);
+ game.newloc=MOD(LL,1000);
+ if (game.newloc <= 300)
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);
- 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);
+ if (game.newloc <= 500) {
+ game.newloc=game.newloc-300;
+ 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". */
+ game.newloc=99+100-game.loc;
+ if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
+ return true;
game.newloc=game.loc;
+ RSPEAK(117);
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(162);
- 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;
+ 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 == LL);
+ 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(162);
+ 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);
}
- BUG(20);
- }
+ } while
+ (false);
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
part=transitive;
goto Laction;
}
- if (closecheck())
+ if (closecheck()) {
if (game.closed)
return true;
- else
- goto L19999;
-
- lampcheck();
+ } else
+ lampcheck();
- L19999:
k=43;
if (LIQLOC(game.loc) == WATER)k=70;
V1=VOCAB(WD1,-1);