/*
+ * There used to be a note that said this:
+ *
* 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.)
+ *
+ * Now that the code has been restructured into idiomatic C, the following
+ * is more appropriate:
+ *
+ * ESR apologizes for the remaing gotos (now confined to two functions in this
+ * file - they used to be *everywhere*), and the offensive globals. Applying
+ * the Structured Program Theorem can be hard.
*/
#include <stdlib.h>
#include <stdio.h>
#include "advent.h"
#include "database.h"
#include "linenoise/linenoise.h"
+#include "newdb.h"
struct game_t game;
RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
URN, VASE, VEND, VOLCAN, WATER;
-long K, SPK, WD1, WD1X, WD2, WD2X;
+long WD1, WD1X, WD2, WD2X;
FILE *logfp;
bool oldstyle = false;
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. */
+/* Check if this loc is eligible for any hints. If been here
+ * long enough, 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).
+ */
+static void checkhints(FILE *cmdin)
{
- 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 (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];
+ /* 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],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];
}
- 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)
return true;
if (game.dflag == 2)game.dflag=3;
SETPRM(1,attack,0);
- K=6;
- if (attack > 1)K=250;
- RSPEAK(K);
+ int k=6;
+ if (attack > 1)k=250;
+ RSPEAK(k);
SETPRM(1,stick,0);
- RSPEAK(K+1+2/(1+stick));
+ RSPEAK(k+1+2/(1+stick));
if (stick == 0)
return true;
game.oldlc2=game.loc;
* "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 OLgame.dloc will be what killed
+ * 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.) */
-static bool playermove(FILE *cmdin, token_t verb)
+static bool playermove(FILE *cmdin, token_t verb, int motion)
{
int LL, K2, KK=KEY[game.loc];
game.newloc=game.loc;
if (KK == 0)
BUG(26);
- if (K == NUL)
+ if (motion == NUL)
return true;
- if (K == BACK) {
+ 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. */
- K=game.oldloc;
- if (FORCED(K))
- K=game.oldlc2;
+ motion=game.oldloc;
+ if (FORCED(motion))
+ motion=game.oldlc2;
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
K2=0;
- if (K == game.loc)K2=91;
+ if (motion == game.loc)K2=91;
if (CNDBIT(game.loc,4))K2=274;
if (K2 == 0) {
- L21:
- LL=MOD((labs(TRAVEL[KK])/1000),1000);
- if (LL != K) {
- if (LL <= 300) {
- if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
- K2=KK;
- }
- if (TRAVEL[KK] >= 0) {
- KK=KK+1;
- goto L21;
- }
- KK=K2;
- if (KK == 0) {
- RSPEAK(140);
- return true;
+ for (;;) {
+ LL=MOD((labs(TRAVEL[KK])/1000),1000);
+ if (LL != motion) {
+ if (LL <= 300) {
+ if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
+ K2=KK;
+ }
+ if (TRAVEL[KK] >= 0) {
+ ++KK;
+ continue;
+ }
+ KK=K2;
+ if (KK == 0) {
+ RSPEAK(140);
+ return true;
+ }
}
- }
- K=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[game.loc];
- goto L9;
+ motion=MOD(labs(TRAVEL[KK]),1000);
+ KK=KEY[game.loc];
+ break; /* fall through to ordinary travel */
+ }
+ } else {
+ RSPEAK(K2);
+ return true;
}
- RSPEAK(K2);
- return true;
}
- if (K == LOOK) {
+ 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(15);
- game.detail=game.detail+1;
+ ++game.detail;
game.wzdark=false;
game.abbrev[game.loc]=0;
return true;
}
- if (K == CAVE) {
+ else if (motion == 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;
+ else {
+ /* none of the specials */
+ game.oldlc2=game.oldloc;
+ game.oldloc=game.loc;
+ }
-L9:
+ /* ordinary travel */
for (;;) {
LL=labs(TRAVEL[KK]);
- if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
+ if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
break;
if (TRAVEL[KK] < 0) {
/* Non-applicable motion. Various messages depending on
* word given. */
- SPK=12;
- if (K >= 43 && K <= 50)SPK=52;
- if (K == 29 || K == 30)SPK=52;
- if (K == 7 || K == 36 || K == 37)SPK=10;
- if (K == 11 || K == 19)SPK=11;
- if (verb == FIND || verb == INVENT)SPK=59;
- if (K == 62 || K == 65)SPK=42;
- if (K == 17)SPK=80;
- RSPEAK(SPK);
+ int spk=12;
+ if (motion >= 43 && motion <= 50)spk=52;
+ if (motion == 29 || motion == 30)spk=52;
+ if (motion == 7 || motion == 36 || motion == 37)spk=10;
+ if (motion == 11 || motion == 19)spk=11;
+ if (verb == FIND || verb == INVENT)spk=59;
+ if (motion == 62 || motion == 65)spk=42;
+ if (motion == 17)spk=80;
+ RSPEAK(spk);
return true;
}
- KK=KK+1;
+ ++KK;
}
LL=LL/1000;
-L11:
- game.newloc=LL/1000;
- K=MOD(game.newloc,100);
- if (game.newloc <= 300) {
- if (game.newloc <= 100)
- goto L14;
- if (TOTING(K) || (game.newloc > 200 && AT(K)))
- goto L16;
- goto L12;
+ 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 */
+ }
+ 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;
}
- if (game.prop[K] != game.newloc/100-3)
- goto L16;
-L12:
- do {
- if (TRAVEL[KK] < 0)BUG(25);
- KK=KK+1;
- game.newloc=labs(TRAVEL[KK])/1000;
- } while
- (game.newloc == LL);
- LL=game.newloc;
- goto L11;
-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 <= 300)
+ return true;
if (game.newloc <= 500) {
game.newloc=game.newloc-300;
switch (game.newloc)
return true;
}
-static bool do_command(FILE *cmdin)
-{
- long KQ, VERB, KK, V1, V2;
- long obj, i;
- static long IGO = 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(130);
- game.newloc=game.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). */
- if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
- for (i=1; i<=NDWARVES-1; i++) {
- if (game.odloc[i] == game.newloc && game.dseen[i]) {
- game.newloc=game.loc;
- RSPEAK(2);
- break;
- }
- }
- }
- game.loc=game.newloc;
-
- if (!dwarfmove())
- croak(cmdin);
-
- /* Describe the current location and (maybe) get next command. */
-
- /* Print text for current loc. */
-
-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)) {
- /* The easiest way to get killed is to fall into a pit in
- * pitch darkness. */
- if (game.wzdark && PCT(35)) {
- RSPEAK(23);
- game.oldlc2 = game.loc;
- croak(cmdin);
- goto L2000;
- }
- KK=RTEXT[16];
- }
- if (TOTING(BEAR))RSPEAK(141);
- SPEAK(KK);
- K=1;
- if (FORCED(game.loc))
- goto L8;
- if (game.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 case; once seen, its
- * game.prop is 1 (dragon on it) till dragon is killed.
- * Similarly for chain; game.prop is initially 1 (locked to
- * bear). These hacks are because game.prop=0 is needed to
- * get full score. */
-
- if (DARK(0)) goto L2012;
- game.abbrev[game.loc]=game.abbrev[game.loc]+1;
- i=game.atloc[game.loc];
-L2004: if (i == 0) goto L2012;
- obj=i;
- if (obj > NOBJECTS)obj=obj-NOBJECTS;
- if (obj == STEPS && TOTING(NUGGET)) goto L2008;
- if (game.prop[obj] >= 0) goto L2006;
- if (game.closed) goto L2008;
- game.prop[obj]=0;
- if (obj == RUG || obj == CHAIN)game.prop[obj]=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;
- * 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). */
-L2006: KK=game.prop[obj];
- if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
- PSPEAK(obj,KK);
-L2008: i=game.link[i];
- goto L2004;
-
-L2009: K=54;
-L2010: SPK=K;
-L2011: RSPEAK(SPK);
-
-L2012: VERB=0;
- game.oldobj=obj;
- obj=0;
-
-/* Check if this loc is eligible for any hints. If been here long enough,
- * 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) {
- 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
- * and put down separate from their respective piles. Don't
- * tick game.clock1 unless well into cave (and not at Y2). */
-L2603: 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(0);
- 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;
-
- /* 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=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 (game.tally == 0 && INDEEP(game.loc) && game.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 (game.prop[LAMP] == 1)game.limit=game.limit-1;
- if (game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
- goto L12000;
- if (game.limit == 0) goto L12400;
- if (game.limit <= 30) goto L12200;
-L19999: K=43;
- if (LIQLOC(game.loc) == WATER)K=70;
- V1=VOCAB(WD1,-1);
- V2=VOCAB(WD2,-1);
- if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
- if (V1 == ENTER && WD2 > 0) goto L2800;
- 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)) {
- game.iwest=game.iwest+1;
- if (game.iwest == 10)RSPEAK(17);
- }
- 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;
- case 3: goto L2010;
- }
- BUG(22);
-
- /* Get second word for analysis. */
-L2800: WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
-
- /* Gee, I don't understand. */
-L3000: SETPRM(1,WD1,WD1X);
- if (fallback_handler(rawbuf))
- return true;
- RSPEAK(254);
- goto L2600;
-
-/* Verb and object analysis moved to separate module. */
-
-L4000: part=intransitive; VERB=K; goto Laction;
-L4090: part=transitive; goto Laction;
-L5000: part=unknown; obj = K;
-Laction:
- switch (action(cmdin, part, VERB, obj)) {
- case 2: return true;
- case 8: goto L8;
- case 2000: goto L2000;
- case 2009: goto L2009;
- case 2010: goto L2010;
- case 2011: goto L2011;
- case 2012: goto L2012;
- case 2600: goto L2600;
- case 2607: goto L2607;
- case 2630: goto L2630;
- case 2800: goto L2800;
- case 8000: goto L8000;
- case 18999: goto L18999;
- case 19000: goto L19000;
- }
- BUG(99);
-
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
-L8000: SETPRM(1,WD1,WD1X);
- RSPEAK(257);
- obj=0;
- goto L2600;
-
-
- /* Figure out the new location */
-L8: if (playermove(cmdin, VERB))
- return true;
- else
- goto L2000;
-
-/* Cave closing and scoring */
-
-/* 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 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 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 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,
- * since the code can't handle it. Also, we can have no keys, since there is a
- * grate (having moved the fixed object!) there separating him from all the
- * treasures. Most of these problems arise from the use of negative prop
- * numbers to suppress the object descriptions until he's actually moved the
+static bool closecheck(void)
+/* 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
+ * 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 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 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, since the code can't handle it.
+ * Also, we can have no keys, since there is a grate (having moved
+ * the fixed object!) there separating him from all the treasures.
+ * Most of these problems arise from the use of negative prop numbers
+ * to suppress the object descriptions until he's actually moved the
* objects. */
-
-/* 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 "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
- * to the treasure accessible only via the hall of the mountain king. Also, he's
- * been in giant room (to get eggs), so we 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. */
-
-L10000: game.prop[GRATE]=0;
+{
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
+ --game.clock1;
+
+
+ /* 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 "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 to the
+ * treasure accessible only via the hall of the mountain
+ * king. Also, he's been in giant room (to get eggs), so we
+ * 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 (i=1; i<=NDWARVES; i++) {
+ for (int i=1; i<=NDWARVES; i++) {
game.dseen[i]=false;
game.dloc[i]=0;
}
RSPEAK(129);
game.clock1= -1;
game.closng=true;
- goto L19999;
-
-/* 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. */
-
-L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
+ return true;
+ } else if (game.clock1 < 0)
+ --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,115,1);
game.prop[PLANT]=PUT(PLANT,115,0);
game.prop[OYSTER]=PUT(OYSTER,115,0);
OBJTXT[OYSTER]=3;
game.loc=115;
game.oldloc=115;
game.newloc=115;
-
-/* Leave the grate with normal (non-negative) property. Reuse sign. */
-
+ /* Leave the grate with normal (non-negative) property.
+ * Reuse sign. */
PUT(GRATE,116,0);
PUT(SIGN,116,0);
- OBJTXT[SIGN]=OBJTXT[SIGN]+1;
+ ++OBJTXT[SIGN];
game.prop[SNAKE]=PUT(SNAKE,116,1);
game.prop[BIRD]=PUT(BIRD,116,1);
game.prop[CAGE]=PUT(CAGE,116,0);
RSPEAK(132);
game.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
- * and fresh batteries are here, in which case we replace the batteries and
- * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
- * out. Even then, he can explore outside for a while if desired. */
+ return false;
+}
-L12000: RSPEAK(188);
+static void lampcheck(void)
+/* Check game limit and lamp timers */
+{
+ if (game.prop[LAMP] == 1)
+ --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
+ * him. First following ar, if the lamp and fresh batteries are
+ * here, in which case we replace the batteries and continue.
+ * 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<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
+ {
+ RSPEAK(188);
game.prop[BATTER]=1;
- if (TOTING(BATTER))DROP(BATTER,game.loc);
+ if (TOTING(BATTER))
+ DROP(BATTER,game.loc);
game.limit=game.limit+2500;
game.lmwarn=false;
- goto L19999;
+ } else if (game.limit == 0) {
+ game.limit= -1;
+ game.prop[LAMP]=0;
+ if (HERE(LAMP))
+ RSPEAK(184);
+ } else if (game.limit <= 30) {
+ if (!game.lmwarn && HERE(LAMP)) {
+ game.lmwarn=true;
+ int spk=187;
+ if (game.place[BATTER] == 0)spk=183;
+ if (game.prop[BATTER] == 1)spk=189;
+ RSPEAK(spk);
+ }
+ }
+}
-L12200: if (game.lmwarn || !HERE(LAMP)) goto L19999;
- game.lmwarn=true;
- SPK=187;
- if (game.place[BATTER] == 0)SPK=183;
- if (game.prop[BATTER] == 1)SPK=189;
- RSPEAK(SPK);
- goto L19999;
+static void listobjects(void)
+/* Print out descriptions of objects at this location. If
+ * not closing and property value is negative, tally off
+ * another treasure. Rug is special case; once seen, its
+ * game.prop is 1 (dragon on it) till dragon is killed.
+ * Similarly for chain; game.prop is initially 1 (locked to
+ * bear). These hacks are because game.prop=0 is needed to
+ * get full score. */
+{
+ if (!DARK(game.loc)) {
+ long obj;
+ ++game.abbrev[game.loc];
+ for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
+ 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);
+ }
+ }
+}
-L12400: game.limit= -1;
- game.prop[LAMP]=0;
- if (HERE(LAMP))RSPEAK(184);
- goto L19999;
+static bool do_command(FILE *cmdin)
+{
+ long KQ, VERB, KK, V1, V2;
+ long i, k, KMOD;
+ 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(130);
+ game.newloc=game.loc;
+ if (!game.panic)game.clock2=15;
+ game.panic=true;
+ }
-/* Oh dear, he's disturbed the dwarves. */
+ /* 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,3)) {
+ for (i=1; i<=NDWARVES-1; i++) {
+ if (game.odloc[i] == game.newloc && game.dseen[i]) {
+ game.newloc=game.loc;
+ RSPEAK(2);
+ break;
+ }
+ }
+ }
+ game.loc=game.newloc;
+
+ if (!dwarfmove())
+ croak(cmdin);
+
+ /* Describe the current location and (maybe) get next command. */
+
+ /* Print text for current loc. */
+
+L2000:
+ if (game.loc == 0)
+ croak(cmdin);
+ char* msg = short_location_descriptions[game.loc];
+ if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
+ msg=long_location_descriptions[game.loc];
+ 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(23);
+ game.oldlc2 = game.loc;
+ croak(cmdin);
+ goto L2000;
+ }
+ msg=arbitrary_messages[16];
+ }
+ if (TOTING(BEAR))RSPEAK(141);
+ newspeak(msg);
+ if (FORCED(game.loc)) {
+ if (playermove(cmdin, VERB, 1))
+ return true;
+ else
+ goto L2000;
+ }
+ if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
+
+ listobjects();
+
+L2012:
+ VERB=0;
+ game.oldobj=obj;
+ obj=0;
+
+L2600:
+ checkhints(cmdin);
+
+ /* 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;
+
+ /* 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
+ goto L19999;
+
+ lampcheck();
+
+L19999:
+ k=43;
+ if (LIQLOC(game.loc) == WATER)k=70;
+ 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(17);
+ }
+ if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (++igo == 10)
+ RSPEAK(276);
+ }
+L2630:
+ i=VOCAB(WD1,-1);
+ if (i == -1) {
+ /* Gee, I don't understand. */
+ if (fallback_handler(rawbuf))
+ return true;
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(254);
+ goto L2600;
+ }
+ KMOD=MOD(i,1000);
+ KQ=i/1000+1;
+ switch (KQ-1)
+ {
+ case 0:
+ if (playermove(cmdin, VERB, KMOD))
+ return true;
+ else
+ goto L2000;
+ case 1: part=unknown; obj = KMOD; break;
+ case 2: part=intransitive; VERB = KMOD; break;
+ case 3: RSPEAK(KMOD); goto L2012;
+ default: BUG(22);
+ }
-L18999: RSPEAK(SPK);
-L19000: RSPEAK(136);
+Laction:
+ switch (action(cmdin, part, VERB, obj)) {
+ case 2: return true;
+ case 8:
+ if (playermove(cmdin, VERB, NUL))
+ return true;
+ else
+ goto L2000;
+ case 2000: goto L2000;
+ case 2012: goto L2012;
+ case 2600: goto L2600;
+ case 2607: goto L2607;
+ case 2630: goto L2630;
+ case 2800:
+ /* Get second word for analysis. */
+ WD1=WD2;
+ WD1X=WD2X;
+ WD2=0;
+ goto L2620;
+ case 8000:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(257);
+ obj=0;
+ goto L2600;
+ case 19000:
+ /* Oh dear, he's disturbed the dwarves. */
+ RSPEAK(136);
score(0);
return true;
+ default:
+ BUG(99);
+ }
}