#include <getopt.h>
#include <signal.h>
#include <time.h>
-#include "main.h"
+#include "advent.h"
#include "database.h"
-#include "misc.h"
+
+struct game_t game;
long ABB[186], ATLOC[186], BLKLIN = true, DFLAG,
- DLOC[7], FIXED[101], HOLDNG,
- LINK[201], LNLENG, LNPOSN,
- PARMS[26], PLACE[101],
+ FIXED[NOBJECTS+1], HOLDNG,
+ LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
+ PARMS[26], PLACE[NOBJECTS+1],
SETUP = 0;
-signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
+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, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT,
COINS, CONDS, DALTLC, DETAIL,
- DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
+ DKILL, DOOR, DPRSSN, DRAGON, 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,
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,
+ OGRE, OIL, OLDOBJ, OYSTER,
+ PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], 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,
+ TURNS, URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
- WZDARK = false, ZZWORD;
+ WZDARK = false;
FILE *logfp;
bool oldstyle = false;
lcg_state lcgstate;
lcgstate.a = 1093;
lcgstate.c = 221587;
lcgstate.m = 1048576;
- long seedval = (long)time(NULL);
+ srand(time(NULL));
+ long seedval = (long)rand();
set_seed(seedval);
/* Read the database if we have not yet done so */
L1: SETUP= -1;
I=0;
- ZZWORD=RNDVOC(3,0);
+ game.zzword=RNDVOC(3,0);
NOVICE=YES(stdin, 65,1,0);
NEWLOC=1;
LOC=1;
if (logfp)
fprintf(logfp, "seed %ld\n", seedval);
-
+
for (;;) {
if (!do_command(stdin))
break;
score(1);
}
-static bool fallback_handler(signed char *buf)
+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);
+ game.zzword=RNDVOC(3,0);
return true;
}
return false;
* (dwarves rooted in place) let him get out (and attacked). */
L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
- /* 73 */ for (I=1; I<=5; I++) {
- if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
+ /* 73 */ for (I=1; I<=NDWARVES-1; I++) {
+ if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73;
NEWLOC=LOC;
RSPEAK(2);
goto L74;
if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
DFLAG=2;
for (I=1; I<=2; I++) {
- J=1+randrange(5);
- if(PCT(50))DLOC[J]=0;
+ J=1+randrange(NDWARVES-1);
+ if(PCT(50))game.dloc[J]=0;
} /* end loop */
- for (I=1; I<=5; I++) {
- if(DLOC[I] == LOC)DLOC[I]=DALTLC;
- ODLOC[I]=DLOC[I];
+ for (I=1; I<=NDWARVES-1; I++) {
+ if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
+ game.odloc[I]=game.dloc[I];
} /* end loop */
RSPEAK(3);
DROP(AXE,LOC);
L6010: DTOTAL=0;
ATTACK=0;
STICK=0;
- /* 6030 */ for (I=1; I<=6; I++) {
- if(DLOC[I] == 0) goto L6030;
+ /* 6030 */ for (I=1; I<=NDWARVES; I++) {
+ if(game.dloc[I] == 0) goto L6030;
/* Fill TK array with all the places this dwarf might go. */
J=1;
- KK=DLOC[I];
+ KK=game.dloc[I];
KK=KEY[KK];
if(KK == 0) goto L6016;
-L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
+L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000);
{long x = J-1;
- if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
- NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
+ if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == game.odloc[I] || (J > 1 &&
+ NEWLOC == TK[x]) || J >= 20 || NEWLOC == game.dloc[I] ||
FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
- IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
+ labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
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];
+L6016: TK[J]=game.odloc[I];
if(J >= 2)J=J-1;
J=1+randrange(J);
- ODLOC[I]=DLOC[I];
- DLOC[I]=TK[J];
- DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
- if(!DSEEN[I]) goto L6030;
- DLOC[I]=LOC;
+ game.odloc[I]=game.dloc[I];
+ game.dloc[I]=TK[J];
+ game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
+ if(!game.dseen[I]) goto L6030;
+ game.dloc[I]=LOC;
if(I != 6) goto L6027;
/* The pirate's spotted him. He leaves him alone once we've found chest. K
} /* end loop */
if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
== 1) goto L6025;
- if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
+ if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
goto L6030;
L6021: if(PLACE[CHEST] != 0) goto L6022;
if(TOTING(J))DROP(J,CHLOC);
L6023: /*etc*/ ;
} /* end loop */
-L6024: DLOC[6]=CHLOC;
- ODLOC[6]=CHLOC;
- DSEEN[6]=false;
+L6024: game.dloc[6]=CHLOC;
+ game.odloc[6]=CHLOC;
+ game.dseen[6]=false;
goto L6030;
L6025: RSPEAK(186);
/* This threatening little dwarf is in the room with him! */
L6027: DTOTAL=DTOTAL+1;
- if(ODLOC[I] != DLOC[I]) goto L6030;
+ if(game.odloc[I] != game.dloc[I]) goto L6030;
ATTACK=ATTACK+1;
if(KNFLOC >= 0)KNFLOC=LOC;
if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1;
SETPRM(1,STICK,0);
RSPEAK(K+1+2/(1+STICK));
if(STICK == 0) goto L2000;
- OLDLC2=LOC;
+ game.oldlc2=LOC;
goto L99;
I=ATLOC[LOC];
L2004: if(I == 0) goto L2012;
OBJ=I;
- if(OBJ > 100)OBJ=OBJ-100;
+ if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
if(PROP[OBJ] >= 0) goto L2006;
if(CLOSED) goto L2008;
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 CLOCK1 unless well into cave (and not at Y2). */
L2603: if(!CLOSED) goto L2605;
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
- for (I=1; I<=100; I++) {
+ for (I=1; I<=NOBJECTS; I++) {
if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
} /* end loop */
L2605: WZDARK=DARK(0);
L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
TURNS=TURNS+1;
- if(TURNS != THRESH) goto L2608;
+ if(TURNS == THRESH) {
SPEAK(TTEXT[TRNDEX]);
TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
TRNDEX=TRNDEX+1;
THRESH= -1;
- if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
-L2608: if(VERB == SAY && WD2 > 0)VERB=0;
+ if(TRNDEX <= TRNVLS)
+ THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
+ }
+ if(VERB == SAY && WD2 > 0)VERB=0;
if(VERB == SAY) goto L4090;
if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
if(CLOCK1 == 0) goto L10000;
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)) goto L2625;
- IWEST=IWEST+1;
- if(IWEST == 10)RSPEAK(17);
-L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
+L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
+ WD1=MAKEWD(301200308);
+L2620: if(WD1 == MAKEWD(23051920)) {
+ IWEST=IWEST+1;
+ if(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);
/* Figure out the new location
*
* 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.) */
+ * the new location in "NEWLOC". The current loc is saved in "OLgame.dloc" in case
+ * he wants to retreat. The current OLgame.dloc is saved in game.oldlc2, in case he
+ * dies. (if he does, NEWLOC will be limbo, and OLgame.dloc will be what killed
+ * him, so we need game.oldlc2, which is the last place he was safe.) */
L8: KK=KEY[LOC];
NEWLOC=LOC;
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
+ game.oldlc2=game.oldloc;
+ game.oldloc=LOC;
-L9: LL=IABS(TRAVEL[KK]);
+L9: LL=labs(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
if(TRAVEL[KK] < 0) goto L50;
KK=KK+1;
L10: LL=LL/1000;
L11: NEWLOC=LL/1000;
- K=MOD(NEWLOC,100);
+ K=MOD(NEWLOC,100); /* ESR: an instance of NOBJECTS? */
if(NEWLOC <= 300) goto L13;
if(PROP[K] != NEWLOC/100-3) goto L16;
L12: if(TRAVEL[KK] < 0)BUG(25);
KK=KK+1;
- NEWLOC=IABS(TRAVEL[KK])/1000;
+ NEWLOC=labs(TRAVEL[KK])/1000;
if(NEWLOC == LL) goto L12;
LL=NEWLOC;
goto L11;
-L13: if(NEWLOC <= 100) goto L14;
+L13: if(NEWLOC <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
goto L12;
* table must include "useless" entries going through passage, which can never
* be used for actual motion, but can be spotted by "go back". */
-L30100: NEWLOC=99+100-LOC;
+L30100: NEWLOC=99+100-LOC; /* ESR: an instance of NOBJECTS? */
if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true;
NEWLOC=LOC;
RSPEAK(117);
PSPEAK(TROLL,1);
PROP[TROLL]=0;
MOVE(TROLL2,0);
- MOVE(TROLL2+100,0);
+ MOVE(TROLL2+NOBJECTS,0);
MOVE(TROLL,PLAC[TROLL]);
- MOVE(TROLL+100,FIXD[TROLL]);
+ MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
NEWLOC=LOC;
return true;
DROP(BEAR,NEWLOC);
FIXED[BEAR]= -1;
PROP[BEAR]=3;
- OLDLC2=NEWLOC;
+ game.oldlc2=NEWLOC;
goto L99;
/* End of specials. */
-/* 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. */
+/* 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. */
-L20: K=OLDLOC;
- if(FORCED(K))K=OLDLC2;
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
+L20: K=game.oldloc;
+ if(FORCED(K))K=game.oldlc2;
+ game.oldlc2=game.oldloc;
+ game.oldloc=LOC;
K2=0;
if(K == LOC)K2=91;
if(CNDBIT(LOC,4))K2=274;
RSPEAK(K2);
return true;
-L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
- if(LL == K) goto L25;
- if(LL > 300) goto L22;
- J=KEY[LL];
- if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
-L22: if(TRAVEL[KK] < 0) goto L23;
- KK=KK+1;
- goto L21;
-
-L23: KK=K2;
- if(KK != 0) goto L25;
- RSPEAK(140);
- return true;
+L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
+ if(LL != K) {
+ if(LL <= 300) {
+ J=KEY[LL];
+ if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
+ K2=KK;
+ }
+ if(TRAVEL[KK] < 0) goto L23;
+ KK=KK+1;
+ goto L21;
+
+L23: KK=K2;
+ if(KK == 0) {
+ RSPEAK(140);
+ return true;
+ }
+ }
-L25: K=MOD(IABS(TRAVEL[KK]),1000);
+ K=MOD(labs(TRAVEL[KK]),1000);
KK=KEY[LOC];
goto L9;
* 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 OLDLC2
+ * we exit. When reincarnated, all objects being carried get dropped at game.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!).
- * OLDLOC is zapped so he can't just "retreat". */
+ * game.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);
- OLDLC2=LOC;
+ game.oldlc2=LOC;
/* Okay, he's dead. Let's get on with it. */
PLACE[WATER]=0;
PLACE[OIL]=0;
if(TOTING(LAMP))PROP[LAMP]=0;
- /* 98 */ for (J=1; J<=100; J++) {
- I=101-J;
+ /* 98 */ for (J=1; J<=NOBJECTS; J++) {
+ I=NOBJECTS + 1 - J;
if(!TOTING(I)) goto L98;
- K=OLDLC2;
+ K=game.oldlc2;
if(I == LAMP)K=1;
DROP(I,K);
L98: /*etc*/ ;
} /* end loop */
LOC=3;
- OLDLOC=LOC;
+ game.oldloc=LOC;
goto L2000;
/* He died during closing time. No resurrection. Tally up a death and exit. */
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
goto L40020;
-L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
+L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && HOLDNG >
1) goto L40010;
goto L40020;
L40700: if(DFLAG == 0) goto L40010;
goto L40020;
-L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
+L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
L40010;
goto L40030;
L10000: PROP[GRATE]=0;
PROP[FISSUR]=0;
- for (I=1; I<=6; I++) {
- DSEEN[I]=false;
- DLOC[I]=0;
+ for (I=1; I<=NDWARVES; I++) {
+ game.dseen[I]=false;
+ game.dloc[I]=0;
} /* end loop */
MOVE(TROLL,0);
- MOVE(TROLL+100,0);
+ MOVE(TROLL+NOBJECTS,0);
MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+100,FIXD[TROLL]);
+ MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
if(PROP[BEAR] != 3)DSTROY(BEAR);
PROP[CHAIN]=0;
PROP[ROD]=PUT(ROD,115,0);
PROP[DWARF]=PUT(DWARF,115,0);
LOC=115;
- OLDLOC=115;
+ game.oldloc=115;
NEWLOC=115;
/* Leave the grate with normal (non-negative) property. Reuse sign. */
PROP[MIRROR]=PUT(MIRROR,115,0);
FIXED[MIRROR]=116;
- for (I=1; I<=100; I++) {
- if(TOTING(I))DSTROY(I);
+ for (I=1; I<=NOBJECTS; I++) {
+ if(TOTING(I))
+ DSTROY(I);
} /* end loop */
RSPEAK(132);