return false;
}
+static void dohint(FILE *cmdin, int hint)
+/* Come here if he's been long enough at required loc(s) for some
+ * unused hint. */
+{
+ 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],0,54))
+ return;
+ SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
+ RSPEAK(261);
+ game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
+ if(game.hinted[hint] && game.limit > 30)
+ game.limit=game.limit+30*HINTS[hint][2];
+}
+
static bool dwarfmove(void)
/* Dwarves move. Return true if player survives, false if he dies. */
{
J >= 20 ||
game.newloc == game.dloc[I] ||
FORCED(game.newloc) ||
- (I == 6 && CNDBIT(game.newloc,3)) ||
+ (I == PIRATE && CNDBIT(game.newloc,3)) ||
labs(TRAVEL[kk])/1000000 == 100);
if (!avoided) {
TK[J++] = game.newloc;
}
- kk=kk+1;
+ ++kk;
} while
(TRAVEL[kk-1] >= 0);
TK[J]=game.odloc[I];
- if(J >= 2)J=J-1;
+ if(J >= 2)
+ --J;
J=1+randrange(J);
game.odloc[I]=game.dloc[I];
game.dloc[I]=TK[J];
* 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;
+ if(game.loc == game.chloc || game.prop[CHEST] >= 0)
+ continue;
K=0;
for (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]))
goto L6020;
- if(TOTING(J))
+ if(TOTING(J)) {
goto L6021;
+ }
L6020:
- if(HERE(J))K=1;
+ 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.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1)
- goto L6025;
if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
RSPEAK(127);
continue;
- L6021: if(game.place[CHEST] != 0) goto L6022;
- /* Install chest only once, to insure it is the last treasure in
- * the list. */
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- L6022: RSPEAK(128);
- /* 6023 */ for (J=50; J<=MAXTRS; J++) {
- if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
- if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
- if(TOTING(J))DROP(J,game.chloc);
- L6023: /*etc*/ ;
+ L6021:
+ 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 (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);
+ }
}
- L6024:
game.dloc[PIRATE]=game.chloc;
game.odloc[PIRATE]=game.chloc;
game.dseen[PIRATE]=false;
continue;
-
- L6025:
- RSPEAK(186);
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- goto L6024;
-
}
/* This threatening little dwarf is in the room with him! */
return false;
}
+static void croak(FILE *cmdin)
+/* Okay, he's dead. Let's get on with it. */
+{
+ if(game.closng) {
+ /* He died during closing time. No resurrection. Tally up a
+ * death and exit. */
+ RSPEAK(131);
+ ++game.numdie;
+ score(0);
+ } else {
+ ++game.numdie;
+ if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
+ score(0);
+ if(game.numdie == MAXDIE)
+ score(0);
+ game.place[WATER]=0;
+ game.place[OIL]=0;
+ if(TOTING(LAMP))
+ game.prop[LAMP]=0;
+ for (J=1; J<=NOBJECTS; J++) {
+ I=NOBJECTS + 1 - J;
+ if(TOTING(I)) {
+ K=game.oldlc2;
+ if(I == LAMP)
+ K=1;
+ DROP(I,K);
+ }
+ }
+ game.loc=3;
+ game.oldloc=game.loc;
+ }
+}
+
static bool do_command(FILE *cmdin) {
long LL, KQ, VERB, KK, K2, V1, V2;
long obj, i;
game.loc=game.newloc;
if (!dwarfmove())
- goto L99;
+ croak(cmdin);
/* Describe the current location and (maybe) get next command. */
/* Print text for current loc. */
-L2000: if(game.loc == 0) goto L99;
+L2000: if(game.loc == 0)
+ croak(cmdin);
KK=STEXT[game.loc];
if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
if(FORCED(game.loc) || !DARK(0)) goto L2001;
* branch to help section (on later page). Hints all come back here eventually
* to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
*/
-L2600: if(COND[game.loc] < game.conds) goto L2603;
- /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
- if(game.hinted[HINT]) goto L2602;
- if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
- game.hintlc[HINT]=game.hintlc[HINT]+1;
- if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
-L2602: /*etc*/ ;
- } /* end loop */
-
+L2600: if(COND[game.loc] >= game.conds) {
+ for (int hint=1; hint<=HNTMAX; hint++) {
+ if(game.hinted[hint])
+ continue;
+ if(!CNDBIT(game.loc,hint+10))
+ game.hintlc[hint]= -1;
+ game.hintlc[hint] = game.hintlc[hint]+1;
+ if(game.hintlc[hint] >= HINTS[hint][1])
+ dohint(cmdin, hint);
+ }
+ }
+
/* 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
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);
- if(I == -1) goto L3000;
+ if(WD1 == MAKEWD( 715) && WD2 != 0) {
+ if(++IGO == 10)
+ RSPEAK(276);
+ }
+L2630:
+ I=VOCAB(WD1,-1);
+ if(I == -1)
+ goto L3000;
K=MOD(I,1000);
KQ=I/1000+1;
switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
L8: KK=KEY[game.loc];
game.newloc=game.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;
+ if(KK == 0)
+ BUG(26);
+ if(K == NUL)
+ return true;
+ if(K == 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. */
+ K=game.oldloc;
+ if(FORCED(K))K=game.oldlc2;
+ game.oldlc2=game.oldloc;
+ game.oldloc=game.loc;
+ K2=0;
+ if(K == game.loc)K2=91;
+ if(CNDBIT(game.loc,4))K2=274;
+ if(K2 == 0) goto L21;
+ RSPEAK(K2);
+ return true;
+ }
+ if(K == 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(15);
+ game.detail=game.detail+1;
+ game.wzdark=false;
+ game.abbrev[game.loc]=0;
+ return true;
+ }
+ if(K == CAVE) {
+ /* Cave. Different messages depending on whether above ground. */
+ RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
+ return true;
+ }
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
if(TRAVEL[KK] < 0) goto L50;
KK=KK+1;
- goto L9;
+ goto L9;
L10: LL=LL/1000;
L11: game.newloc=LL/1000;
game.fixed[BEAR]= -1;
game.prop[BEAR]=3;
game.oldlc2=game.newloc;
- goto L99;
+ croak(cmdin);
+ goto L2000;
/* End of specials. */
-/* 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. */
-
-L20: K=game.oldloc;
- if(FORCED(K))K=game.oldlc2;
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
- K2=0;
- if(K == game.loc)K2=91;
- if(CNDBIT(game.loc,4))K2=274;
- if(K2 == 0) goto L21;
- RSPEAK(K2);
- return true;
-
L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
if(LL != K) {
if(LL <= 300) {
if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
K2=KK;
}
- if(TRAVEL[KK] < 0) goto L23;
+ if(TRAVEL[KK] < 0)
+ goto L23;
KK=KK+1;
goto L21;
K=MOD(labs(TRAVEL[KK]),1000);
KK=KEY[game.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(game.detail < 3)RSPEAK(15);
- game.detail=game.detail+1;
- game.wzdark=false;
- game.abbrev[game.loc]=0;
- return true;
-
-/* Cave. Different messages depending on whether above ground. */
+ goto L9;
-L40: K=58;
- if(OUTSID(game.loc) && game.loc != 8)K=57;
- RSPEAK(K);
- return true;
/* Non-applicable motion. Various messages depending on word given. */
L90: RSPEAK(23);
game.oldlc2=game.loc;
-
-/* Okay, he's dead. Let's get on with it. */
-
-L99: if(game.closng) {
- /* He died during closing time. No resurrection. Tally up a
- * death and exit. */
- RSPEAK(131);
- ++game.numdie;
- score(0);
- } else {
- ++game.numdie;
- if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
- score(0);
- if(game.numdie == MAXDIE)
- score(0);
- game.place[WATER]=0;
- game.place[OIL]=0;
- if(TOTING(LAMP))
- game.prop[LAMP]=0;
- for (J=1; J<=NOBJECTS; J++) {
- I=NOBJECTS + 1 - J;
- if(TOTING(I)) {
- K=game.oldlc2;
- if(I == LAMP)
- K=1;
- DROP(I,K);
- }
- }
- game.loc=3;
- game.oldloc=game.loc;
- goto L2000;
- }
-
-/* Hints */
-
-/* Come here if he's been long enough at required loc(s) for some unused hint.
- * hint number is in variable "hint". Branch to quick test for additional
- * conditions, then come back to do neat stuff. Goto 40010 if conditions are
- * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero,
- * 40030 to take no action yet. */
-
-L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
- L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
- L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
- L40900; case 9: goto L41000; }
-/* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
- * JADE */
- BUG(27);
-
-L40010: game.hintlc[HINT]=0;
- if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
- SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
- RSPEAK(261);
- game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
- if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
-L40020: game.hintlc[HINT]=0;
-L40030: goto L2602;
-
-/* Now for the quick tests. See database description for one-line notes. */
-
-L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
- goto L40020;
-
-L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
- goto L40030;
-
-L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
- goto L40020;
-
-L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
- 1) goto L40010;
- goto L40020;
-
-L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
- goto L40020;
-
-L40600: goto L40010;
-
-L40700: if(game.dflag == 0) goto L40010;
- goto L40020;
-
-L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
- L40010;
- goto L40030;
-
-L40900: I=ATDWRF(game.loc);
- if(I < 0) goto L40020;
- if(HERE(OGRE) && I == 0) goto L40010;
- goto L40030;
-
-L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
- goto L40020;
-
-
-
-
+ croak(cmdin);
+ goto L2000;
/* Cave closing and scoring */