* Now that the code has been restructured into something much closer
* to idiomatic C, the following is more appropriate:
*
- * ESR apologizes for the remaing gotos (now confined to two functions
+ * ESR apologizes for the remaing gotos (now confined to one function
* in this file - there used to be over 350 of them, *everywhere*),
* and for the offensive globals. Applying the Structured Program
* Theorem can be hard.
set_seed(seedval);
/* Initialize game variables */
- if (!game.setup)
- initialise();
-
- /* Unlike earlier versions, adventure is no longer restartable. (This
- * lets us get away with modifying things such as OBJSND(BIRD) without
- * having to be able to undo the changes later.) If a "used" copy is
- * rerun, we come here and tell the player to run a fresh copy. */
- if (game.setup <= 0) {
- RSPEAK(201);
- exit(0);
- }
+ initialise();
/* Start-up, dwarf stuff */
- game.setup= -1;
game.zzword=RNDVOC(3,0);
game.novice=YES(stdin, 65,1,0);
game.newloc=1;
if (logfp)
fprintf(logfp, "seed %ld\n", seedval);
- /* interpret commands ubtil EOF or interrupt */
+ /* interpret commands until EOF or interrupt */
for (;;) {
if (!do_command(stdin))
break;
for (int hint=1; hint<=HNTMAX; hint++) {
if (game.hinted[hint])
continue;
- if (!CNDBIT(game.loc,hint+10))
+ if (!CNDBIT(game.loc,hint+HBASE))
game.hintlc[hint]= -1;
++game.hintlc[hint];
/* Come here if he's been long enough at required loc(s) for some
/* 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 game.place(CHEST)=0 might mean that he's thrown
+ * 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)
for (int 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])) {
- if (HERE(j))
- k=1;
+ if (j==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
return true;
}
if (TOTING(j)) {
game.dloc[PIRATE]=game.chloc;
game.odloc[PIRATE]=game.chloc;
game.dseen[PIRATE]=false;
- /* C doesn't have what the Structured rogramming
- * Theorem says we need here - multi-level loop
- * breakout. We simulate with a goto. Irreducible, alas.
- */
- return true; //goto jumpout;
+ return true;
}
if (HERE(j))
k=1;
/* Dwarves move. Return true if player survives, false if he dies. */
{
int kk, stick, attack;
- long TK[21];
+ long tk[21];
/* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus
* 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 (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
+ if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR))
return true;
/* Dwarf activity level ratchets up */
* the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */
if (game.dflag == 1) {
- if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
+ if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85))))
return true;
game.dflag=2;
for (int i=1; i<=2; i++) {
for (int i=1; i<=NDWARVES; i++) {
if (game.dloc[i] == 0)
continue;
- /* Fill TK array with all the places this dwarf might go. */
+ /* Fill tk array with all the places this dwarf might go. */
int j=1;
kk=KEY[game.dloc[i]];
if (kk != 0)
do {
game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
- /* Have we avoided a dwarf enciounter? */
- bool avoided = (game.newloc > 300 ||
+ /* Have we avoided a dwarf encounter? */
+ bool avoided = (SPECIAL(game.newloc) ||
!INDEEP(game.newloc) ||
game.newloc == game.odloc[i] ||
- (j > 1 && game.newloc == TK[j-1]) ||
+ (j > 1 && game.newloc == tk[j-1]) ||
j >= 20 ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
- (i == PIRATE && CNDBIT(game.newloc,3)) ||
+ (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
labs(TRAVEL[kk])/1000000 == 100);
if (!avoided) {
- TK[j++] = game.newloc;
+ tk[j++] = game.newloc;
}
++kk;
} while
(TRAVEL[kk-1] >= 0);
- TK[j]=game.odloc[i];
+ tk[j]=game.odloc[i];
if (j >= 2)
--j;
j=1+randrange(j);
game.odloc[i]=game.dloc[i];
- game.dloc[i]=TK[j];
+ game.dloc[i]=tk[j];
game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
if (!game.dseen[i]) continue;
game.dloc[i]=game.loc;
static void croak(FILE *cmdin)
/* Okay, he's dead. Let's get on with it. */
{
+ ++game.numdie;
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)
for (int j=1; j<=NOBJECTS; j++) {
int i=NOBJECTS + 1 - j;
if (TOTING(i)) {
- int k=game.oldlc2;
- if (i == LAMP)
- k=1;
- DROP(i,k);
+ /* Always leave lamp where it's accessible aboveground */
+ DROP(i, (i == LAMP) ? 1 : game.oldlc2);
}
}
game.loc=3;
static bool playermove(FILE *cmdin, token_t verb, int motion)
{
- int LL, K2, KK=KEY[game.loc];
+ int scratchloc, k2, kk=KEY[game.loc];
game.newloc=game.loc;
- if (KK == 0)
+ if (kk == 0)
BUG(26);
if (motion == NUL)
return true;
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. */
+ * k2 saves entry -> forced loc -> previous loc. */
motion=game.oldloc;
if (FORCED(motion))
motion=game.oldlc2;
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
- K2=0;
- if (motion == game.loc)K2=91;
- if (CNDBIT(game.loc,4))K2=274;
- if (K2 == 0) {
+ k2=0;
+ if (motion == game.loc)k2=91;
+ if (CNDBIT(game.loc,NOBACK))k2=274;
+ if (k2 == 0) {
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;
+ scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
+ if (scratchloc != motion) {
+ if (!SPECIAL(scratchloc)) {
+ if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
+ k2=kk;
}
- if (TRAVEL[KK] >= 0) {
- ++KK;
+ if (TRAVEL[kk] >= 0) {
+ ++kk;
continue;
}
- KK=K2;
- if (KK == 0) {
+ kk=k2;
+ if (kk == 0) {
RSPEAK(140);
return true;
}
}
- motion=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[game.loc];
+ motion=MOD(labs(TRAVEL[kk]),1000);
+ kk=KEY[game.loc];
break; /* fall through to ordinary travel */
}
} else {
- RSPEAK(K2);
+ RSPEAK(k2);
return true;
}
}
/* ordinary travel */
for (;;) {
- LL=labs(TRAVEL[KK]);
- if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
+ scratchloc=labs(TRAVEL[kk]);
+ if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
break;
- if (TRAVEL[KK] < 0) {
+ if (TRAVEL[kk] < 0) {
/* Non-applicable motion. Various messages depending on
* word given. */
int spk=12;
RSPEAK(spk);
return true;
}
- ++KK;
+ ++kk;
}
- LL=LL/1000;
+ scratchloc=scratchloc/1000;
do {
/*
* removed.
*/
for (;;) {
- game.newloc=LL/1000;
+ game.newloc=scratchloc/1000;
motion=MOD(game.newloc,100);
- if (game.newloc <= 300) {
+ if (!SPECIAL(game.newloc)) {
if (game.newloc <= 100) {
if (game.newloc == 0 || PCT(game.newloc))
break;
else if (game.prop[motion] != game.newloc/100-3)
break;
do {
- if (TRAVEL[KK] < 0)BUG(25);
- ++KK;
- game.newloc=labs(TRAVEL[KK])/1000;
+ if (TRAVEL[kk] < 0)BUG(25);
+ ++kk;
+ game.newloc=labs(TRAVEL[kk])/1000;
} while
- (game.newloc == LL);
- LL=game.newloc;
+ (game.newloc == scratchloc);
+ scratchloc=game.newloc;
}
- game.newloc=MOD(LL,1000);
- if (game.newloc <= 300)
+ game.newloc=MOD(scratchloc,1000);
+ if (!SPECIAL(game.newloc))
return true;
if (game.newloc <= 500) {
- game.newloc=game.newloc-300;
+ game.newloc=game.newloc-SPECIALBASE;
switch (game.newloc)
{
case 1:
* pretend he wasn't carrying it after all. */
DROP(EMRALD,game.loc);
do {
- if (TRAVEL[KK] < 0)BUG(25);
- ++KK;
- game.newloc=labs(TRAVEL[KK])/1000;
+ if (TRAVEL[kk] < 0)BUG(25);
+ ++kk;
+ game.newloc=labs(TRAVEL[kk])/1000;
} while
- (game.newloc == LL);
+ (game.newloc == scratchloc);
continue; /* back to top of do/while loop */
case 3:
/* Travel 303. Troll bridge. Must be done only as special
static bool do_command(FILE *cmdin)
/* Get and execute a command */
{
- long KQ, VERB, KK, V1, V2;
+ long KQ, verb, V1, V2;
long i, k, KMOD;
static long igo = 0;
static long obj = 0;
* 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)) {
+ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) {
for (i=1; i<=NDWARVES-1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc=game.loc;
if (TOTING(BEAR))RSPEAK(141);
newspeak(msg);
if (FORCED(game.loc)) {
- if (playermove(cmdin, VERB, 1))
+ if (playermove(cmdin, verb, 1))
return true;
else
continue; /* back to top of main interpreter loop */
listobjects();
L2012:
- VERB=0;
+ verb=0;
game.oldobj=obj;
obj=0;
if (game.trndex <= TRNVLS)
game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
}
- if (VERB == SAY && WD2 > 0)
- VERB=0;
- if (VERB == SAY) {
+ if (verb == SAY && WD2 > 0)
+ verb=0;
+ if (verb == SAY) {
part=transitive;
goto Laction;
}
switch (KQ-1)
{
case 0:
- if (playermove(cmdin, VERB, KMOD))
+ if (playermove(cmdin, verb, KMOD))
return true;
else
continue; /* back to top of main interpreter loop */
case 1: part=unknown; obj = KMOD; break;
- case 2: part=intransitive; VERB = KMOD; break;
+ case 2: part=intransitive; verb = KMOD; break;
case 3: RSPEAK(KMOD); goto L2012;
default: BUG(22);
}
Laction:
- switch (action(cmdin, part, VERB, obj)) {
+ switch (action(cmdin, part, verb, obj)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(cmdin, VERB, NUL);
+ playermove(cmdin, verb, NUL);
return true;
case GO_TOP: continue; /* back to top of main interpreter loop */
case GO_CLEAROBJ: goto L2012;