struct game_t game;
-long ATLOC[LOCSIZ+1], FIXED[NOBJECTS+1],
- LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
- PARMS[26], PLACE[NOBJECTS+1];
+long LNLENG, LNPOSN, PARMS[26];
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, J, JADE, K, K2, KEYS, KK,
- KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
+ GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
+ KNIFE, KQ, L, LAMP, 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,
+ PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
URN, V1, V2, VASE, VEND, VERB,
int main(int argc, char *argv[]) {
int ch;
-
+
/* Adventure (rev 2: 20 treasures) */
/* History: Original idea & 5-treasure version (adventures) by Willie Crowther
}
static bool do_command(FILE *cmdin) {
+ long LL;
/* Can't leave cave once it's closing (except by main office). */
/* 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 PLACE(CHEST)=0 might mean that he's
- * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
+ * 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(LOC == game.chloc || PROP[CHEST] >= 0) goto L6030;
+ if(LOC == game.chloc || game.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(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
+ if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
== 1) goto L6025;
if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
goto L6030;
-L6021: if(PLACE[CHEST] != 0) goto L6022;
+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 && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
- if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
+ if(AT(J) && game.fixed[J] == 0)CARRY(J,LOC);
if(TOTING(J))DROP(J,game.chloc);
L6023: /*etc*/ ;
} /* end loop */
game.oldlc2=LOC;
goto L99;
-
-
-
-
-
/* Describe the current location and (maybe) get next command. */
/* Print text for current loc. */
/* 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 PROP is 1 (dragon on it) till dragon is killed.
- * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
- * are because PROP=0 is needed to get full score. */
+ * 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[LOC]=game.abbrev[LOC]+1;
- I=ATLOC[LOC];
+ I=game.atloc[LOC];
L2004: if(I == 0) goto L2012;
OBJ=I;
if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
- if(PROP[OBJ] >= 0) goto L2006;
+ if(game.prop[OBJ] >= 0) goto L2006;
if(game.closed) goto L2008;
- PROP[OBJ]=0;
- if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
+ 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
* 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=PROP[OBJ];
- if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
+L2006: KK=game.prop[OBJ];
+ if(OBJ == STEPS && LOC == game.fixed[STEPS])KK=1;
PSPEAK(OBJ,KK);
-L2008: I=LINK[I];
+L2008: I=game.link[I];
goto L2004;
L2009: K=54;
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;
- HINTLC[HINT]=HINTLC[HINT]+1;
- if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
+ if(game.hinted[HINT]) goto L2602;
+ if(!CNDBIT(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 */
-/* 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
+/* 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) goto L2605;
- if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
+ if(game.prop[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
for (I=1; I<=NOBJECTS; I++) {
- if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
+ if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I];
} /* end loop */
L2605: game.wzdark=DARK(0);
if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
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(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;
*
* 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
+ * 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
* him, so we need game.oldlc2, which is the last place he was
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;
+ if(game.prop[K] != game.newloc/100-3) goto L16;
L12: if(TRAVEL[KK] < 0)BUG(25);
KK=KK+1;
game.newloc=labs(TRAVEL[KK])/1000;
/* 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
- * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
- * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
+ * 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. */
-L30300: if(PROP[TROLL] != 1) goto L30310;
+L30300: if(game.prop[TROLL] != 1) goto L30310;
PSPEAK(TROLL,1);
- PROP[TROLL]=0;
+ game.prop[TROLL]=0;
MOVE(TROLL2,0);
MOVE(TROLL2+NOBJECTS,0);
MOVE(TROLL,PLAC[TROLL]);
return true;
L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
- if(PROP[TROLL] == 0)PROP[TROLL]=1;
+ if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
if(!TOTING(BEAR)) return true;
RSPEAK(162);
- PROP[CHASM]=1;
- PROP[TROLL]=2;
+ game.prop[CHASM]=1;
+ game.prop[TROLL]=2;
DROP(BEAR,game.newloc);
- FIXED[BEAR]= -1;
- PROP[BEAR]=3;
+ game.fixed[BEAR]= -1;
+ game.prop[BEAR]=3;
game.oldlc2=game.newloc;
goto L99;
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;
+ game.place[WATER]=0;
+ game.place[OIL]=0;
+ if(TOTING(LAMP))game.prop[LAMP]=0;
/* 98 */ for (J=1; J<=NOBJECTS; J++) {
I=NOBJECTS + 1 - J;
if(!TOTING(I)) goto L98;
/* 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 HINTLC back to zero,
+ * 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
* JADE */
BUG(27);
-L40010: HINTLC[HINT]=0;
+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);
- HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
- if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
-L40020: HINTLC[HINT]=0;
+ 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(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
+L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
goto L40020;
-L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
+L40200: if(game.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[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng >
+L40400: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
1) goto L40010;
goto L40020;
-L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
+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(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
+L40800: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
L40010;
goto L40030;
if(HERE(OGRE) && I == 0) goto L40010;
goto L40030;
-L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
+L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
goto L40020;
* gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
* must have been activated, since we've found chest. */
-L10000: PROP[GRATE]=0;
- PROP[FISSUR]=0;
+L10000: game.prop[GRATE]=0;
+ game.prop[FISSUR]=0;
for (I=1; I<=NDWARVES; I++) {
game.dseen[I]=false;
game.dloc[I]=0;
MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- if(PROP[BEAR] != 3)DSTROY(BEAR);
- PROP[CHAIN]=0;
- FIXED[CHAIN]=0;
- PROP[AXE]=0;
- FIXED[AXE]=0;
+ if(game.prop[BEAR] != 3)DSTROY(BEAR);
+ game.prop[CHAIN]=0;
+ game.fixed[CHAIN]=0;
+ game.prop[AXE]=0;
+ game.fixed[AXE]=0;
RSPEAK(129);
game.clock1= -1;
game.closng=true;
* 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: PROP[BOTTLE]=PUT(BOTTLE,115,1);
- PROP[PLANT]=PUT(PLANT,115,0);
- PROP[OYSTER]=PUT(OYSTER,115,0);
+L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
+ game.prop[PLANT]=PUT(PLANT,115,0);
+ game.prop[OYSTER]=PUT(OYSTER,115,0);
OBJTXT[OYSTER]=3;
- PROP[LAMP]=PUT(LAMP,115,0);
- PROP[ROD]=PUT(ROD,115,0);
- PROP[DWARF]=PUT(DWARF,115,0);
+ game.prop[LAMP]=PUT(LAMP,115,0);
+ game.prop[ROD]=PUT(ROD,115,0);
+ game.prop[DWARF]=PUT(DWARF,115,0);
LOC=115;
game.oldloc=115;
game.newloc=115;
I=PUT(GRATE,116,0);
I=PUT(SIGN,116,0);
OBJTXT[SIGN]=OBJTXT[SIGN]+1;
- PROP[SNAKE]=PUT(SNAKE,116,1);
- PROP[BIRD]=PUT(BIRD,116,1);
- PROP[CAGE]=PUT(CAGE,116,0);
- PROP[ROD2]=PUT(ROD2,116,0);
- PROP[PILLOW]=PUT(PILLOW,116,0);
+ game.prop[SNAKE]=PUT(SNAKE,116,1);
+ game.prop[BIRD]=PUT(BIRD,116,1);
+ game.prop[CAGE]=PUT(CAGE,116,0);
+ game.prop[ROD2]=PUT(ROD2,116,0);
+ game.prop[PILLOW]=PUT(PILLOW,116,0);
- PROP[MIRROR]=PUT(MIRROR,115,0);
- FIXED[MIRROR]=116;
+ game.prop[MIRROR]=PUT(MIRROR,115,0);
+ game.fixed[MIRROR]=116;
for (I=1; I<=NOBJECTS; I++) {
if(TOTING(I))
* out. Even then, he can explore outside for a while if desired. */
L12000: RSPEAK(188);
- PROP[BATTER]=1;
+ game.prop[BATTER]=1;
if(TOTING(BATTER))DROP(BATTER,LOC);
game.limit=game.limit+2500;
game.lmwarn=false;
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;
+ if(game.place[BATTER] == 0)SPK=183;
+ if(game.prop[BATTER] == 1)SPK=189;
RSPEAK(SPK);
goto L19999;
L12400: game.limit= -1;
- PROP[LAMP]=0;
+ game.prop[LAMP]=0;
if(HERE(LAMP))RSPEAK(184);
goto L19999;