#include <stdio.h>
#include <stdbool.h>
#include <getopt.h>
-#include "main.h"
-
-#include "misc.h"
-
-long ABB[186], ATAB[331], ATLOC[186],
- DLOC[7], FIXED[101],
- KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
- PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
- SETUP = 0, TABSIZ = 330;
-signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
-
-long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
+#include <signal.h>
+#include <time.h>
+#include "advent.h"
+#include "database.h"
+
+long ABB[186], ATLOC[186], BLKLIN = true, DFLAG,
+ DLOC[7], FIXED[101], HOLDNG,
+ LINK[201], LNLENG, LNPOSN,
+ PARMS[26], PLACE[101],
+ SETUP = 0;
+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, CLSHNT, CLSMAX = 12, CLSSES,
- COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC,
- DOOR, DPRSSN, DRAGON, DSEEN[7], DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOD,
- GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
- HNTSIZ = 20, I, INVENT, IGO, J, JADE, K, K2, KEY[186], KEYS, KK,
- KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL,
- LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
- MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
- MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ, OBJSND[101],
- OBJTXT[101], ODLOC[7], OGRE, OIL, OYSTER,
- PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
- RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAY,
- SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
- STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
- TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
- TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
- VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
- ZZWORD;
-struct game_t game = {.blklin = true};
+ 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,
+ 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,
+ 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,
+ 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;
FILE *logfp;
bool oldstyle = false;
+lcg_state lcgstate;
extern void initialise();
extern void score(long);
extern int action(FILE *, long);
+void sig_handler(int signo)
+{
+ if (signo == SIGINT)
+ if (logfp != NULL)
+ fflush(logfp);
+ exit(0);
+}
+
/*
* MAIN PROGRAM
*/
-static void do_command(FILE *);
+static bool do_command(FILE *);
int main(int argc, char *argv[]) {
int ch;
while ((ch = getopt(argc, argv, "l:o")) != EOF) {
switch (ch) {
case 'l':
- logfp = fopen(optarg, "w+");
+ 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;
/* Logical variables:
*
- * game.closed says whether we're all the way closed
- * game.closng says whether it's closing time yet
+ * 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
- * 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 */
+ * 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 */
#include "funcs.h"
-/* Read the database if we have not yet done so */
+/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
- LINES = (long *)calloc(LINSIZ+1,sizeof(long));
- if(!LINES){
- printf("Not enough memory!\n");
- exit(1);
- }
+ lcgstate.a = 1093;
+ lcgstate.c = 221587;
+ lcgstate.m = 1048576;
+ 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();
/* Start-up, dwarf stuff */
L1: SETUP= -1;
- I=RAN(-1);
- ZZWORD=RNDVOC(3,0)+MESH*2;
- game.novice=YES(stdin, 65,1,0);
- game.newloc=1;
+ I=0;
+ ZZWORD=RNDVOC(3,0);
+ NOVICE=YES(stdin, 65,1,0);
+ NEWLOC=1;
LOC=1;
- game.limit=330;
- if(game.novice)game.limit=1000;
+ LIMIT=330;
+ if(NOVICE)LIMIT=1000;
+
+ if (logfp)
+ fprintf(logfp, "seed %ld\n", seedval);
for (;;) {
- do_command(stdin);
+ if (!do_command(stdin))
+ break;
}
+ score(1);
+}
+
+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.
+ --TURNS;
+ // here we reconfigure any global game state that uses random numbers
+ ZZWORD=RNDVOC(3,0);
+ return true;
+ }
+ return false;
}
-static void do_command(FILE *cmdin) {
+static bool do_command(FILE *cmdin) {
/* Can't leave cave once it's closing (except by main office). */
-L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
+ if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
RSPEAK(130);
- game.newloc=LOC;
- if(!game.panic)game.clock2=15;
- game.panic=true;
+ NEWLOC=LOC;
+ if(!PANIC)CLOCK2=15;
+ 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(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
+L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
/* 73 */ for (I=1; I<=5; I++) {
- if(ODLOC[I] != game.newloc || !DSEEN[I]) goto L73;
- game.newloc=LOC;
+ if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
+ NEWLOC=LOC;
RSPEAK(2);
goto L74;
L73: /*etc*/ ;
} /* end loop */
-L74: LOC=game.newloc;
+L74: LOC=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 game.newloc is forbidden to pirate (in particular, if it's beyond the troll
+ * If 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(game.newloc,3)) goto L2000;
- if(game.dflag != 0) goto L6000;
- if(INDEEP(LOC))game.dflag=1;
+ if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
+ if(DFLAG != 0) goto L6000;
+ if(INDEEP(LOC))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(game.dflag != 1) goto L6010;
+L6000: if(DFLAG != 1) goto L6010;
if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
- game.dflag=2;
+ DFLAG=2;
for (I=1; I<=2; I++) {
- J=1+RAN(5);
+ J=1+randrange(5);
if(PCT(50))DLOC[J]=0;
} /* end loop */
for (I=1; I<=5; I++) {
* 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: game.dtotal=0;
+L6010: DTOTAL=0;
ATTACK=0;
STICK=0;
/* 6030 */ for (I=1; I<=6; I++) {
KK=DLOC[I];
KK=KEY[KK];
if(KK == 0) goto L6016;
-L6012: game.newloc=MOD(IABS(TRAVEL[KK])/1000,1000);
+L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
{long x = J-1;
- if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == ODLOC[I] || (J > 1 &&
- game.newloc == TK[x]) || J >= 20 || game.newloc == DLOC[I] ||
- FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
+ 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]=game.newloc;
+ TK[J]=NEWLOC;
J=J+1;
L6014: KK=KK+1;
{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
L6016: TK[J]=ODLOC[I];
if(J >= 2)J=J-1;
- J=1+RAN(J);
+ J=1+randrange(J);
ODLOC[I]=DLOC[I];
DLOC[I]=TK[J];
DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
/* This threatening little dwarf is in the room with him! */
-L6027: game.dtotal=game.dtotal+1;
+L6027: DTOTAL=DTOTAL+1;
if(ODLOC[I] != DLOC[I]) goto L6030;
ATTACK=ATTACK+1;
- if(game.knfloc >= 0)game.knfloc=LOC;
- if(RAN(1000) < 95*(game.dflag-2))STICK=STICK+1;
+ if(KNFLOC >= 0)KNFLOC=LOC;
+ if(randrange(1000) < 95*(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(game.dtotal == 0) goto L2000;
- SETPRM(1,game.dtotal,0);
- RSPEAK(4+1/game.dtotal);
+ if(DTOTAL == 0) goto L2000;
+ SETPRM(1,DTOTAL,0);
+ RSPEAK(4+1/DTOTAL);
if(ATTACK == 0) goto L2000;
- if(game.dflag == 2)game.dflag=3;
+ if(DFLAG == 2)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;
- game.oldlc2=LOC;
+ OLDLC2=LOC;
goto L99;
L2000: if(LOC == 0) goto L99;
KK=STEXT[LOC];
- if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
+ if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
if(FORCED(LOC) || !DARK(0)) goto L2001;
- if(game.wzdark && PCT(35)) goto L90;
+ if(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) && !game.closng)RSPEAK(7);
+ if(LOC == 33 && PCT(25) && !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
if(OBJ > 100)OBJ=OBJ-100;
if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
if(PROP[OBJ] >= 0) goto L2006;
- if(game.closed) goto L2008;
+ if(CLOSED) goto L2008;
PROP[OBJ]=0;
if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
TALLY=TALLY-1;
L2011: RSPEAK(SPK);
L2012: VERB=0;
- game.oldobj=OBJ;
+ OLDOBJ=OBJ;
OBJ=0;
/* Check if this loc is eligible for any hints. If been here long enough,
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 game.clock1 unless well into cave (and not at Y2). */
+ * tick CLOCK1 unless well into cave (and not at Y2). */
-L2603: if(!game.closed) goto L2605;
+L2603: if(!CLOSED) goto L2605;
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
for (I=1; I<=100; I++) {
if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
} /* end loop */
-L2605: game.wzdark=DARK(0);
- if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
- I=RAN(1);
- GETIN(cmdin, WD1,WD1X,WD2,WD2X);
+L2605: WZDARK=DARK(0);
+ if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
+ I=0;
+ if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
+ return false;
-/* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
+/* Every input, check "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);
+L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
TURNS=TURNS+1;
if(TURNS != THRESH) goto L2608;
SPEAK(TTEXT[TRNDEX]);
if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
L2608: if(VERB == SAY && WD2 > 0)VERB=0;
if(VERB == SAY) goto L4090;
- if(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
+ 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
L12000;
- if(game.limit == 0) goto L12400;
- if(game.limit <= 30) goto L12200;
+ if(LIMIT == 0) goto L12400;
+ if(LIMIT <= 30) goto L12200;
L19999: K=43;
if(LIQLOC(LOC) == WATER)K=70;
V1=VOCAB(WD1,-1);
L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
HERE(BIRD))WD1=MAKEWD(301200308);
L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
- game.iwest=game.iwest+1;
- if(game.iwest == 10)RSPEAK(17);
+ IWEST=IWEST+1;
+ if(IWEST == 10)RSPEAK(17);
L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
IGO=IGO+1;
if(IGO == 10)RSPEAK(276);
/* Gee, I don't understand. */
L3000: SETPRM(1,WD1,WD1X);
+ if (fallback_handler(rawbuf))
+ return true;
RSPEAK(254);
goto L2600;
L5000: I=5000;
Laction:
switch (action(cmdin, I)) {
- case 2: return;
+ case 2: return true;
case 8: goto L8;
case 2000: goto L2000;
case 2009: goto L2009;
/* Figure out the new location
*
- * 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.oldloc" 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 game.oldloc will be what
- * killed him, so we need game.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 "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.) */
L8: KK=KEY[LOC];
- game.newloc=LOC;
+ NEWLOC=LOC;
if(KK == 0)BUG(26);
- if(K == NUL) return;
+ if(K == NUL) return true;
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
- game.oldlc2=game.oldloc;
- game.oldloc=LOC;
+ OLDLC2=OLDLOC;
+ OLDLOC=LOC;
L9: LL=IABS(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
goto L9;
L10: LL=LL/1000;
-L11: game.newloc=LL/1000;
- K=MOD(game.newloc,100);
- if(game.newloc <= 300) goto L13;
- if(PROP[K] != game.newloc/100-3) goto L16;
+L11: NEWLOC=LL/1000;
+ K=MOD(NEWLOC,100);
+ if(NEWLOC <= 300) goto L13;
+ if(PROP[K] != NEWLOC/100-3) goto L16;
L12: if(TRAVEL[KK] < 0)BUG(25);
KK=KK+1;
- game.newloc=IABS(TRAVEL[KK])/1000;
- if(game.newloc == LL) goto L12;
- LL=game.newloc;
+ NEWLOC=IABS(TRAVEL[KK])/1000;
+ if(NEWLOC == LL) goto L12;
+ LL=NEWLOC;
goto L11;
-L13: if(game.newloc <= 100) goto L14;
- if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
+L13: if(NEWLOC <= 100) goto L14;
+ if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
goto L12;
-L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
-L16: game.newloc=MOD(LL,1000);
- if(game.newloc <= 300) return;
- if(game.newloc <= 500) goto L30000;
- RSPEAK(game.newloc-500);
- game.newloc=LOC;
- return;
+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;
+ 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: game.newloc=game.newloc-300;
- switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
+L30000: NEWLOC=NEWLOC-300;
+ switch (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: game.newloc=99+100-LOC;
- if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return;
- game.newloc=LOC;
+L30100: NEWLOC=99+100-LOC;
+ if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true;
+ NEWLOC=LOC;
RSPEAK(117);
- return;
+ return true;
/* 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
MOVE(TROLL,PLAC[TROLL]);
MOVE(TROLL+100,FIXD[TROLL]);
JUGGLE(CHASM);
- game.newloc=LOC;
- return;
+ NEWLOC=LOC;
+ return true;
-L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
+L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
if(PROP[TROLL] == 0)PROP[TROLL]=1;
- if(!TOTING(BEAR)) return;
+ if(!TOTING(BEAR)) return true;
RSPEAK(162);
PROP[CHASM]=1;
PROP[TROLL]=2;
- DROP(BEAR,game.newloc);
+ DROP(BEAR,NEWLOC);
FIXED[BEAR]= -1;
PROP[BEAR]=3;
- game.oldlc2=game.newloc;
+ OLDLC2=NEWLOC;
goto L99;
/* End of specials. */
-/* 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. */
+/* 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. */
-L20: K=game.oldloc;
- if(FORCED(K))K=game.oldlc2;
- game.oldlc2=game.oldloc;
- game.oldloc=LOC;
+L20: K=OLDLOC;
+ if(FORCED(K))K=OLDLC2;
+ OLDLC2=OLDLOC;
+ OLDLOC=LOC;
K2=0;
if(K == LOC)K2=91;
if(CNDBIT(LOC,4))K2=274;
if(K2 == 0) goto L21;
RSPEAK(K2);
- return;
+ return true;
L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
if(LL == K) goto L25;
L23: KK=K2;
if(KK != 0) goto L25;
RSPEAK(140);
- return;
+ return true;
L25: K=MOD(IABS(TRAVEL[KK]),1000);
KK=KEY[LOC];
/* 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(game.detail < 3)RSPEAK(15);
- game.detail=game.detail+1;
- game.wzdark=false;
+L30: if(DETAIL < 3)RSPEAK(15);
+ DETAIL=DETAIL+1;
+ WZDARK=false;
ABB[LOC]=0;
- return;
+ return true;
/* Cave. Different messages depending on whether above ground. */
L40: K=58;
if(OUTSID(LOC) && LOC != 8)K=57;
RSPEAK(K);
- return;
+ return true;
/* Non-applicable motion. Various messages depending on word given. */
if(K == 62 || K == 65)SPK=42;
if(K == 17)SPK=80;
RSPEAK(SPK);
- return;
-
-
-
-
+ return true;
/* "You're dead, Jim."
*
* 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 game.oldlc2
+ * we exit. When reincarnated, all objects being carried get dropped at 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!).
- * game.oldloc is zapped so he can't just "retreat". */
+ * 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);
- game.oldlc2=LOC;
+ OLDLC2=LOC;
/* Okay, he's dead. Let's get on with it. */
-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);
+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);
PLACE[WATER]=0;
PLACE[OIL]=0;
if(TOTING(LAMP))PROP[LAMP]=0;
/* 98 */ for (J=1; J<=100; J++) {
I=101-J;
if(!TOTING(I)) goto L98;
- K=game.oldlc2;
+ K=OLDLC2;
if(I == LAMP)K=1;
DROP(I,K);
L98: /*etc*/ ;
} /* end loop */
LOC=3;
- game.oldloc=LOC;
+ OLDLOC=LOC;
goto L2000;
/* He died during closing time. No resurrection. Tally up a death and exit. */
L95: RSPEAK(131);
- game.numdie=game.numdie+1;
+ NUMDIE=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] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
+ if(HINTED[HINT] && LIMIT > 30)LIMIT=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) && game.oldobj == BIRD) goto L40010;
+L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
goto L40030;
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
goto L40020;
-L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng >
+L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
1) goto L40010;
goto L40020;
L40600: goto L40010;
-L40700: if(game.dflag == 0) goto L40010;
+L40700: if(DFLAG == 0) goto L40010;
goto L40020;
-L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
+L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
L40010;
goto L40030;
/* Cave closing and scoring */
-/* These sections handle the closing of the cave. The cave closes "game.clock1"
+/* These sections handle the closing of the cave. The cave closes "clock1"
* turns after the last treasure has been located (including the pirate's
* chest, which may of course never show up). Note that the treasures need not
- * have been taken yet, just located. Hence game.clock1 must be large enough to get
+ * have been taken yet, just located. Hence clock1 must be large enough to get
* out of the cave (it only ticks while inside the cave). When it hits zero,
* we branch to 10000 to start closing the cave, and then sit back and wait for
- * him to try to get out. If he doesn't within game.clock2 turns, we close the
+ * him to try to get out. If he doesn't within clock2 turns, we close the
* cave; if he does try, we assume he panics, and give him a few additional
- * turns to get frantic before we close. When game.clock2 hits zero, we branch to
+ * turns to get frantic before we close. When clock2 hits zero, we branch to
* 11000 to transport him into the final puzzle. Note that the puzzle depends
* upon all sorts of random things. For instance, there must be no water or
* oil, since there are beanstalks which we don't want to be able to water,
/* When the first warning comes, we lock the grate, destroy the bridge, kill
* all the dwarves (and the pirate), remove the troll and bear (unless dead),
- * and set "game.closng" to true. Leave the dragon; too much trouble to move it.
+ * and set "closng" to true. Leave the dragon; too much trouble to move it.
* from now until clock2 runs out, he cannot unlock the grate, move to any
* location outside the cave, or create the bridge. Nor can he be
* resurrected if he dies. Note that the snake is already gone, since he got
PROP[AXE]=0;
FIXED[AXE]=0;
RSPEAK(129);
- game.clock1= -1;
- game.closng=true;
+ CLOCK1= -1;
+ CLOSNG=true;
goto L19999;
/* Once he's panicked, and clock2 has run out, we come here to set up the
* 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
+ * 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
PROP[ROD]=PUT(ROD,115,0);
PROP[DWARF]=PUT(DWARF,115,0);
LOC=115;
- game.oldloc=115;
- game.newloc=115;
+ OLDLOC=115;
+ NEWLOC=115;
/* Leave the grate with normal (non-negative) property. Reuse sign. */
} /* end loop */
RSPEAK(132);
- game.closed=true;
- return;
+ CLOSED=true;
+ return true;
/* 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 him. We go to 12000 if the lamp
L12000: RSPEAK(188);
PROP[BATTER]=1;
if(TOTING(BATTER))DROP(BATTER,LOC);
- game.limit=game.limit+2500;
- game.lmwarn=false;
+ LIMIT=LIMIT+2500;
+ LMWARN=false;
goto L19999;
-L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
- game.lmwarn=true;
+L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
+ LMWARN=true;
SPK=187;
if(PLACE[BATTER] == 0)SPK=183;
if(PROP[BATTER] == 1)SPK=189;
RSPEAK(SPK);
goto L19999;
-L12400: game.limit= -1;
+L12400: LIMIT= -1;
PROP[LAMP]=0;
if(HERE(LAMP))RSPEAK(184);
goto L19999;
L18999: RSPEAK(SPK);
L19000: RSPEAK(136);
score(0);
+ return true;
}