/*
+ * 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.)
+ * home-brew Fortran-to-C converter.
+ *
+ * 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 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.
*/
+#define DEFINE_GLOBALS_FROM_INCLUDES
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <getopt.h>
-#include "main.h"
-
-#include "misc.h"
-
-long ABB[186], ATAB[331], ATLOC[186],
- DLOC[7], FIXED[101],
- KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
- PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
- SETUP = 0, TABSIZ = 330;
-signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
-
-long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
- BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
- CLAM, CLSHNT, CLSMAX = 12, CLSSES,
- COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC,
- DOOR, DPRSSN, DRAGON, DSEEN[7], DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOD,
- GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
- HNTSIZ = 20, I, INVENT, IGO, J, JADE, K, K2, KEY[186], KEYS, KK,
- KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL,
- LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
- MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
- MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ, OBJSND[101],
- OBJTXT[101], ODLOC[7], OGRE, OIL, OYSTER,
- PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
- RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAY,
- SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
- STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
- TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
- TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
- VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
- ZZWORD;
-struct game_t game = {.blklin = true};
-FILE *logfp;
+#include <signal.h>
+#include <time.h>
+#include "advent.h"
+#include "database.h"
+#include "linenoise/linenoise.h"
+#include "newdb.h"
+
+struct game_t game;
+
+long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
+char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
+
+long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
+ BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
+ CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
+ EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
+ GRATE, HINT, INVENT, JADE, KEYS,
+ KNIFE, LAMP, LOCK, LOOK, MAGZIN,
+ MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
+ PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
+ RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
+ STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
+ URN, VASE, VEND, VOLCAN, WATER;
+long WD1, WD1X, WD2, WD2X;
+
+FILE *logfp = NULL, *rfp = NULL;
bool oldstyle = false;
-
-extern void initialise();
-extern void score(long);
-extern int action(FILE *, long);
+bool editline = true;
+bool prompt = true;
+
+static void sig_handler(int signo)
+{
+ if (signo == SIGINT) {
+ if (logfp != NULL)
+ fflush(logfp);
+ }
+ exit(0);
+}
/*
* MAIN PROGRAM
- */
-
-static void do_command(FILE *);
-
-int main(int argc, char *argv[]) {
- int ch;
-
-/* Adventure (rev 2: 20 treasures) */
-
-/* History: Original idea & 5-treasure version (adventures) by Willie Crowther
+ *
+ * Adventure (rev 2: 20 treasures)
+ *
+ * History: Original idea & 5-treasure version (adventures) by Willie Crowther
* 15-treasure version (adventure) by Don Woods, April-June 1977
* 20-treasure version (rev 2) by Don Woods, August 1978
- * Errata fixed: 78/12/25 */
-
-
-/* Options. */
-
- while ((ch = getopt(argc, argv, "l:o")) != EOF) {
- switch (ch) {
- case 'l':
- logfp = fopen(optarg, "w+");
- if (logfp == NULL)
- fprintf(stderr,
- "advent: can't open logfile %s for write\n",
- optarg);
- break;
- case 'o':
- oldstyle = true;
- break;
- }
- }
+ * Errata fixed: 78/12/25
+ * Revived 2017 as Open Advebture.
+ */
-/* Logical variables:
- *
- * game.closed says whether we're all the way closed
- * game.closng says whether it's closing time yet
- * CLSHNT says whether he's read the clue in the endgame
- * game.lmwarn says whether he's been warned about lamp going dim
- * game.novice says whether he asked for instructions at start-up
- * game.panic says whether he's found out he's trapped in the cave
- * game.wzdark says whether the loc he's leaving was dark */
-
-#include "funcs.h"
-
-/* Read the database if we have not yet done so */
-
- LINES = (long *)calloc(LINSIZ+1,sizeof(long));
- if(!LINES){
- printf("Not enough memory!\n");
- exit(1);
- }
-
- MAP2[1] = 0;
- if(!SETUP)initialise();
- if(SETUP > 0) goto L1;
-
-/* 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. */
-
- RSPEAK(201);
- exit(0);
-
-/* Start-up, dwarf stuff */
-
-L1: SETUP= -1;
- I=RAN(-1);
- ZZWORD=RNDVOC(3,0)+MESH*2;
- game.novice=YES(stdin, 65,1,0);
- game.newloc=1;
- LOC=1;
- game.limit=330;
- if(game.novice)game.limit=1000;
-
- for (;;) {
- do_command(stdin);
- }
+static bool do_command(FILE *);
+
+int main(int argc, char *argv[])
+{
+ int ch;
+
+ /* Options. */
+
+ while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
+ switch (ch) {
+ case 'l':
+ logfp = fopen(optarg, "w");
+ if (logfp == NULL)
+ fprintf(stderr,
+ "advent: can't open logfile %s for write\n",
+ optarg);
+ signal(SIGINT, sig_handler);
+ break;
+ case 'o':
+ oldstyle = true;
+ editline = prompt = false;
+ break;
+ case 'r':
+ rfp = fopen(optarg, "r");
+ if (rfp == NULL)
+ fprintf(stderr,
+ "advent: can't open save file %s for read\n",
+ optarg);
+ signal(SIGINT, sig_handler);
+ break;
+ case 's':
+ editline = false;
+ break;
+ }
+ }
+
+ linenoiseHistorySetMaxLen(350);
+
+ /* Logical variables:
+ *
+ * game.closed says whether we're all the way closed
+ * game.closng says whether it's closing time yet
+ * game.clshnt says whether he's read the clue in the endgame
+ * game.lmwarn says whether he's been warned about lamp going dim
+ * game.novice says whether he asked for instructions at start-up
+ * game.panic says whether he's found out he's trapped in the cave
+ * game.wzdark says whether the loc he's leaving was dark */
+
+ /* Initialize our LCG PRNG with parameters tested against
+ * Knuth vol. 2. by the original authors */
+ game.lcg_a = 1093;
+ game.lcg_c = 221587;
+ game.lcg_m = 1048576;
+ srand(time(NULL));
+ long seedval = (long)rand();
+ set_seed(seedval);
+
+ /* Initialize game variables */
+ initialise();
+
+ /* Start-up, dwarf stuff */
+ game.zzword = RNDVOC(3, 0);
+ game.newloc = LOC_START;
+ game.loc = LOC_START;
+ game.limit = 330;
+ if (!rfp) {
+ game.novice = YES(stdin, WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE);
+ if (game.novice)game.limit = 1000;
+ } else {
+ restore(rfp);
+ }
+
+ if (logfp)
+ fprintf(logfp, "seed %ld\n", seedval);
+
+ /* interpret commands until EOF or interrupt */
+ for (;;) {
+ if (!do_command(stdin))
+ break;
+ }
+ /* show score and exit */
+ terminate(quitgame);
}
-static void do_command(FILE *cmdin) {
-
-/* Can't leave cave once it's closing (except by main office). */
-
-L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
- RSPEAK(130);
- game.newloc=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). */
-
-L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
- /* 73 */ for (I=1; I<=5; I++) {
- if(ODLOC[I] != game.newloc || !DSEEN[I]) goto L73;
- game.newloc=LOC;
- RSPEAK(2);
- goto L74;
-L73: /*etc*/ ;
- } /* end loop */
-L74: LOC=game.newloc;
-
-/* Dwarf stuff. See earlier comments for description of variables. Remember
- * sixth dwarf is pirate and is thus very different except for motion rules. */
-
-/* First off, don't let the dwarves follow him into a pit or a wall. Activate
- * the whole mess the first time he gets as far as the hall of mists (loc 15).
- * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
- * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
- * dwarves can't meet the bear. Also 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(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
- if(game.dflag != 0) goto L6000;
- if(INDEEP(LOC))game.dflag=1;
- goto L2000;
-
-/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
- * any of the survivors is at loc, replace him with the alternate. */
-
-L6000: if(game.dflag != 1) goto L6010;
- if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
- game.dflag=2;
- for (I=1; I<=2; I++) {
- J=1+RAN(5);
- if(PCT(50))DLOC[J]=0;
- } /* end loop */
- for (I=1; I<=5; I++) {
- if(DLOC[I] == LOC)DLOC[I]=DALTLC;
- ODLOC[I]=DLOC[I];
- } /* end loop */
- RSPEAK(3);
- DROP(AXE,LOC);
- goto L2000;
-
-/* Things are in full swing. Move each dwarf at random, except if he's seen us
- * he sticks with us. Dwarves stay deep inside. If wandering at random,
- * they don't back up unless there's no alternative. If they don't have to
- * move, they attack. And, of course, dead dwarves don't do much of anything. */
-
-L6010: game.dtotal=0;
- ATTACK=0;
- STICK=0;
- /* 6030 */ for (I=1; I<=6; I++) {
- if(DLOC[I] == 0) goto L6030;
-/* Fill TK array with all the places this dwarf might go. */
- J=1;
- KK=DLOC[I];
- KK=KEY[KK];
- if(KK == 0) goto L6016;
-L6012: game.newloc=MOD(IABS(TRAVEL[KK])/1000,1000);
- {long x = J-1;
- if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == ODLOC[I] || (J > 1 &&
- game.newloc == TK[x]) || J >= 20 || game.newloc == DLOC[I] ||
- FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
- IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
- TK[J]=game.newloc;
- J=J+1;
-L6014: KK=KK+1;
- {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
-L6016: TK[J]=ODLOC[I];
- if(J >= 2)J=J-1;
- J=1+RAN(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;
- if(I != 6) goto L6027;
-
-/* 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). */
-
- if(LOC == CHLOC || 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(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
- if(TOTING(J)) goto L6021;
-L6020: if(HERE(J))K=1;
- } /* 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);
- goto L6030;
-
-L6021: if(PLACE[CHEST] != 0) goto L6022;
-/* Install chest only once, to insure it is the last treasure in the list. */
- MOVE(CHEST,CHLOC);
- MOVE(MESSAG,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(TOTING(J))DROP(J,CHLOC);
-L6023: /*etc*/ ;
- } /* end loop */
-L6024: DLOC[6]=CHLOC;
- ODLOC[6]=CHLOC;
- DSEEN[6]=false;
- goto L6030;
-
-L6025: RSPEAK(186);
- MOVE(CHEST,CHLOC);
- MOVE(MESSAG,CHLOC2);
- goto L6024;
-
-/* This threatening little dwarf is in the room with him! */
-
-L6027: game.dtotal=game.dtotal+1;
- if(ODLOC[I] != DLOC[I]) goto L6030;
- ATTACK=ATTACK+1;
- if(game.knfloc >= 0)game.knfloc=LOC;
- if(RAN(1000) < 95*(game.dflag-2))STICK=STICK+1;
-L6030: /*etc*/ ;
- } /* end loop */
-
-/* Now we know what's happening. Let's tell the poor sucker about it.
- * Note that various of the "knife" messages must have specific relative
- * positions in the RSPEAK database. */
-
- if(game.dtotal == 0) goto L2000;
- SETPRM(1,game.dtotal,0);
- RSPEAK(4+1/game.dtotal);
- if(ATTACK == 0) goto L2000;
- if(game.dflag == 2)game.dflag=3;
- SETPRM(1,ATTACK,0);
- K=6;
- if(ATTACK > 1)K=250;
- RSPEAK(K);
- SETPRM(1,STICK,0);
- RSPEAK(K+1+2/(1+STICK));
- if(STICK == 0) goto L2000;
- game.oldlc2=LOC;
- goto L99;
-
-
-
-
-
-
-/* Describe the current location and (maybe) get next command. */
-
-/* Print text for current loc. */
-
-L2000: if(LOC == 0) goto L99;
- KK=STEXT[LOC];
- if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
- if(FORCED(LOC) || !DARK(0)) goto L2001;
- if(game.wzdark && PCT(35)) goto L90;
- KK=RTEXT[16];
-L2001: if(TOTING(BEAR))RSPEAK(141);
- SPEAK(KK);
- K=1;
- if(FORCED(LOC)) goto L8;
- if(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 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. */
-
- if(DARK(0)) goto L2012;
- ABB[LOC]=ABB[LOC]+1;
- I=ATLOC[LOC];
-L2004: if(I == 0) goto L2012;
- OBJ=I;
- if(OBJ > 100)OBJ=OBJ-100;
- if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
- if(PROP[OBJ] >= 0) goto L2006;
- if(game.closed) goto L2008;
- PROP[OBJ]=0;
- if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
- TALLY=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=PROP[OBJ];
- if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
- PSPEAK(OBJ,KK);
-L2008: I=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[LOC] < 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;
-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
- * 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 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);
- for (I=1; I<=100; I++) {
- if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
- } /* end loop */
-L2605: game.wzdark=DARK(0);
- if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
- I=RAN(1);
- GETIN(cmdin, WD1,WD1X,WD2,WD2X);
-
-/* 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);
- TURNS=TURNS+1;
- if(TURNS != THRESH) goto L2608;
- 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(VERB == SAY) goto L4090;
- if(TALLY == 0 && INDEEP(LOC) && 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(PROP[LAMP] == 1)game.limit=game.limit-1;
- if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
- L12000;
- if(game.limit == 0) goto L12400;
- if(game.limit <= 30) goto L12200;
-L19999: K=43;
- if(LIQLOC(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)) goto L2625;
- game.iwest=game.iwest+1;
- if(game.iwest == 10)RSPEAK(17);
-L2625: 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;
- 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);
- RSPEAK(254);
- goto L2600;
-
-/* Verb and object analysis moved to separate module. */
-
-L4000: I=4000; goto Laction;
-L4090: I=4090; goto Laction;
-L5000: I=5000;
-Laction:
- switch (action(cmdin, I)) {
- case 2: return;
- 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
- *
- * 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.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 game.oldloc will be what
- * killed him, so we need game.oldlc2, which is the last place he was
- * safe.) */
-
-L8: KK=KEY[LOC];
- game.newloc=LOC;
- if(KK == 0)BUG(26);
- if(K == NUL) return;
- if(K == BACK) goto L20;
- if(K == LOOK) goto L30;
- if(K == CAVE) goto L40;
- game.oldlc2=game.oldloc;
- game.oldloc=LOC;
-
-L9: LL=IABS(TRAVEL[KK]);
- if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
- if(TRAVEL[KK] < 0) goto L50;
- KK=KK+1;
- goto L9;
-
-L10: LL=LL/1000;
-L11: game.newloc=LL/1000;
- K=MOD(game.newloc,100);
- if(game.newloc <= 300) goto L13;
- if(PROP[K] != game.newloc/100-3) goto L16;
-L12: if(TRAVEL[KK] < 0)BUG(25);
- KK=KK+1;
- game.newloc=IABS(TRAVEL[KK])/1000;
- if(game.newloc == LL) goto L12;
- LL=game.newloc;
- goto L11;
-
-L13: if(game.newloc <= 100) goto L14;
- if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
- goto L12;
-
-L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
-L16: game.newloc=MOD(LL,1000);
- if(game.newloc <= 300) return;
- if(game.newloc <= 500) goto L30000;
- RSPEAK(game.newloc-500);
- game.newloc=LOC;
- return;
-
-/* Special motions come here. Labelling convention: statement numbers NNNXX
- * (XX=00-99) are used for special case number NNN (NNN=301-500). */
-
-L30000: game.newloc=game.newloc-300;
- switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
- L30300; }
- BUG(20);
-
-/* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
- * table must include "useless" entries going through passage, which can never
- * be used for actual motion, but can be spotted by "go back". */
-
-L30100: game.newloc=99+100-LOC;
- if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return;
- game.newloc=LOC;
- RSPEAK(117);
- return;
-
-/* Travel 302. Plover transport. Drop the emerald (only use special travel if
- * toting it), so he's forced to use the plover-passage to get it out. Having
- * dropped it, go back and pretend he wasn't carrying it after all. */
-
-L30200: DROP(EMRALD,LOC);
- goto L12;
-
-/* 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. */
-
-L30300: if(PROP[TROLL] != 1) goto L30310;
- PSPEAK(TROLL,1);
- PROP[TROLL]=0;
- MOVE(TROLL2,0);
- MOVE(TROLL2+100,0);
- MOVE(TROLL,PLAC[TROLL]);
- MOVE(TROLL+100,FIXD[TROLL]);
- JUGGLE(CHASM);
- game.newloc=LOC;
- return;
-
-L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
- if(PROP[TROLL] == 0)PROP[TROLL]=1;
- if(!TOTING(BEAR)) return;
- RSPEAK(162);
- PROP[CHASM]=1;
- PROP[TROLL]=2;
- DROP(BEAR,game.newloc);
- FIXED[BEAR]= -1;
- PROP[BEAR]=3;
- game.oldlc2=game.newloc;
- goto L99;
-
-/* End of specials. */
-
-/* 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=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;
- if(K2 == 0) goto L21;
- RSPEAK(K2);
- return;
-
-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;
-
-L25: K=MOD(IABS(TRAVEL[KK]),1000);
- KK=KEY[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;
- ABB[LOC]=0;
- return;
-
-/* Cave. Different messages depending on whether above ground. */
-
-L40: K=58;
- if(OUTSID(LOC) && LOC != 8)K=57;
- RSPEAK(K);
- return;
-
-/* Non-applicable motion. Various messages depending on word given. */
-
-L50: 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);
- return;
-
+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.
+ --game.turns;
+ // here we reconfigure any global game state that uses random numbers
+ game.zzword = RNDVOC(3, 0);
+ return true;
+ }
+ return false;
+}
+/* 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)
+{
+ if (COND[game.loc] >= game.conds) {
+ for (int hint = 1; hint <= HNTMAX; hint++) {
+ if (game.hinted[hint])
+ continue;
+ 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
+ * 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], NO_MESSAGE, OK_MAN))
+ return;
+ SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
+ RSPEAK(HINT_COST);
+ game.hinted[hint] = YES(cmdin, WANT_HINT, HINTS[hint][4], OK_MAN);
+ if (game.hinted[hint] && game.limit > WARNTIME)
+ game.limit += WARNTIME * HINTS[hint][2];
+ }
+ }
+ }
+}
+static bool spotted_by_pirate(int i)
+{
+ if (i != PIRATE)
+ return false;
+
+ /* 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] = NOWHERE 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)
+ return true;
+ int snarfed = 0;
+ bool movechest = false, robplayer = false;
+ for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
+ /* Pirate won't take pyramid from plover room or dark
+ * room (too easy!). */
+ if (treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
+ continue;
+ }
+ if (TOTING(treasure) || HERE(treasure))
+ ++snarfed;
+ if (TOTING(treasure)) {
+ movechest = true;
+ robplayer = true;
+ }
+ }
+ /* Force chest placement before player finds last treasure */
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
+ RSPEAK(PIRATE_SPOTTED);
+ movechest = true;
+ }
+ /* Do things in this order (chest move before robbery) so chest is listed
+ * last at the maze location. */
+ if (movechest) {
+ MOVE(CHEST, game.chloc);
+ MOVE(MESSAG, game.chloc2);
+ game.dloc[PIRATE] = game.chloc;
+ game.odloc[PIRATE] = game.chloc;
+ game.dseen[PIRATE] = false;
+ } else {
+ /* You might get a hint of the pirate's presence even if the
+ * chest doesn't move... */
+ if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+ RSPEAK(PIRATE_RUSTLES);
+ }
+ if (robplayer) {
+ RSPEAK(PIRATE_POUNCES);
+ for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
+ if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
+ if (AT(treasure) && game.fixed[treasure] == 0)
+ CARRY(treasure, game.loc);
+ if (TOTING(treasure))
+ DROP(treasure, game.chloc);
+ }
+ }
+ }
+
+ return true;
+}
+static bool dwarfmove(void)
+/* Dwarves move. Return true if player survives, false if he dies. */
+{
+ int kk, stick, attack;
+ long tk[21];
+
+ /* Dwarf stuff. See earlier comments for description of
+ * variables. Remember sixth dwarf is pirate and is thus
+ * very different except for motion rules. */
+
+ /* First off, don't let the dwarves follow him into a pit or
+ * a wall. Activate the whole mess the first time he gets as
+ * far as the hall of mists (loc 15). If game.newloc is
+ * forbidden to pirate (in particular, if it's beyond the
+ * troll bridge), bypass dwarf stuff. That way pirate can't
+ * steal return toll, and dwarves can't meet the bear. Also
+ * 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, NOARRR))
+ return true;
+
+ /* Dwarf activity level ratchets up */
+ if (game.dflag == 0) {
+ if (INDEEP(game.loc))
+ game.dflag = 1;
+ return true;
+ }
+
+ /* When we encounter the first dwarf, we kill 0, 1, or 2 of
+ * 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, NOBACK) || PCT(85))))
+ return true;
+ game.dflag = 2;
+ for (int i = 1; i <= 2; i++) {
+ int j = 1 + randrange(NDWARVES - 1);
+ if (PCT(50))
+ game.dloc[j] = 0;
+ }
+ for (int i = 1; i <= NDWARVES - 1; i++) {
+ if (game.dloc[i] == game.loc)
+ game.dloc[i] = DALTLC;
+ game.odloc[i] = game.dloc[i];
+ }
+ RSPEAK(DWARF_RAN);
+ DROP(AXE, game.loc);
+ return true;
+ }
+
+ /* Things are in full swing. Move each dwarf at random,
+ * except if he's seen us he sticks with us. Dwarves stay
+ * deep inside. If wandering at random, they don't back up
+ * unless there's no alternative. If they don't have to
+ * move, they attack. And, of course, dead dwarves don't do
+ * much of anything. */
+ game.dtotal = 0;
+ attack = 0;
+ stick = 0;
+ for (int i = 1; i <= NDWARVES; i++) {
+ if (game.dloc[i] == 0)
+ continue;
+ /* 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 encounter? */
+ bool avoided = (SPECIAL(game.newloc) ||
+ !INDEEP(game.newloc) ||
+ game.newloc == game.odloc[i] ||
+ (j > 1 && game.newloc == tk[j - 1]) ||
+ j >= 20 ||
+ game.newloc == game.dloc[i] ||
+ FORCED(game.newloc) ||
+ (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
+ labs(TRAVEL[kk]) / 1000000 == 100);
+ if (!avoided) {
+ tk[j++] = game.newloc;
+ }
+ ++kk;
+ } while
+ (TRAVEL[kk - 1] >= 0);
+ 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.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;
+ if (spotted_by_pirate(i))
+ continue;
+ /* This threatening little dwarf is in the room with him! */
+ ++game.dtotal;
+ if (game.odloc[i] == game.dloc[i]) {
+ ++attack;
+ if (game.knfloc >= 0)
+ game.knfloc = game.loc;
+ if (randrange(1000) < 95 * (game.dflag - 2))
+ ++stick;
+ }
+ }
+
+ /* Now we know what's happening. Let's tell the poor sucker about it.
+ * Note that various of the "knife" messages must have specific relative
+ * positions in the RSPEAK database. */
+ if (game.dtotal == 0)
+ return true;
+ SETPRM(1, game.dtotal, 0);
+ RSPEAK(DWARF_PACK + 1 / game.dtotal); /* FIXME: Arithmetic on message number */
+ if (attack == 0)
+ return true;
+ if (game.dflag == 2)game.dflag = 3;
+ SETPRM(1, attack, 0);
+ int k = 6;
+ if (attack > 1)k = THROWN_KNIVES;
+ RSPEAK(k);
+ SETPRM(1, stick, 0);
+ RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */
+ if (stick == 0)
+ return true;
+ game.oldlc2 = game.loc;
+ return false;
+}
/* "You're dead, Jim."
*
- * If the current loc is zero, it means the clown got himself killed. We'll
- * allow this maxdie times. MAXDIE is automatically set based on the number of
- * 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 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
- * are done by keywords.) The lamp is a special case (it wouldn't do to leave
- * 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!).
- * 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);
- game.oldlc2=LOC;
-
+ * If the current loc is zero, it means the clown got himself killed.
+ * We'll allow this maxdie times. MAXDIE is automatically set based
+ * on the number of 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 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 are done by keywords.) The
+ * lamp is a special case (it wouldn't do to leave 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!). game.oldloc is zapped so he can't just
+ * "retreat". */
+
+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(DEATH_CLOSING);
+ terminate(endgame);
+ }
+ /* FIXME: Arithmetic on message numbers */
+ else if (game.numdie == MAXDIE || !YES(cmdin, WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN))
+ terminate(endgame);
+ else {
+ game.place[WATER] = game.place[OIL] = NOWHERE;
+ if (TOTING(LAMP))
+ game.prop[LAMP] = 0;
+ for (int j = 1; j <= NOBJECTS; j++) {
+ int i = NOBJECTS + 1 - j;
+ if (TOTING(i)) {
+ /* Always leave lamp where it's accessible aboveground */
+ DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
+ }
+ }
+ game.loc = LOC_BUILDING;
+ game.oldloc = game.loc;
+ }
+}
-L99: if(game.closng) goto L95;
- 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;
- /* 98 */ for (J=1; J<=100; J++) {
- I=101-J;
- if(!TOTING(I)) goto L98;
- K=game.oldlc2;
- if(I == LAMP)K=1;
- DROP(I,K);
-L98: /*etc*/ ;
- } /* end loop */
- LOC=3;
- game.oldloc=LOC;
- goto L2000;
-
-/* He died during closing time. No resurrection. Tally up a death and exit. */
-
-L95: RSPEAK(131);
- game.numdie=game.numdie+1;
- score(0);
-
-
-
-
-/* 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 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: 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;
-L40030: goto L2602;
-
-/* Now for the quick tests. See database description for one-line notes. */
-
-L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
- goto L40020;
-
-L40200: if(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 >
- 1) goto L40010;
- goto L40020;
-
-L40500: if(PROP[EMRALD] != -1 && 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
- L40010;
- goto L40030;
-
-L40900: I=ATDWRF(LOC);
- if(I < 0) goto L40020;
- if(HERE(OGRE) && I == 0) goto L40010;
- goto L40030;
-
-L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
- goto L40020;
-
-
+/* Given the current location in "game.loc", and a motion verb number in
+ * "motion", 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 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, int motion)
+{
+ int scratchloc, k2, kk = KEY[game.loc];
+ game.newloc = game.loc;
+ 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. */
+ motion = game.oldloc;
+ if (FORCED(motion))
+ motion = game.oldlc2;
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
+ k2 = 0;
+ if (motion == game.loc)k2 = FORGOT_PATH;
+ if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
+ if (k2 == 0) {
+ for (;;) {
+ 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;
+ continue;
+ }
+ kk = k2;
+ if (kk == 0) {
+ RSPEAK(NOT_CONNECTED);
+ return true;
+ }
+ }
+
+ motion = MOD(labs(TRAVEL[kk]), 1000);
+ kk = KEY[game.loc];
+ break; /* fall through to ordinary travel */
+ }
+ } else {
+ RSPEAK(k2);
+ return true;
+ }
+ } 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(NO_MORE_DETAIL);
+ ++game.detail;
+ game.wzdark = false;
+ game.abbrev[game.loc] = 0;
+ return true;
+ } else if (motion == CAVE) {
+ /* Cave. Different messages depending on whether above ground. */
+ RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
+ return true;
+ } else {
+ /* none of the specials */
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
+ }
+
+ /* ordinary travel */
+ for (;;) {
+ scratchloc = labs(TRAVEL[kk]);
+ if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
+ break;
+ if (TRAVEL[kk] < 0) {
+ /* FIXME: Magic numbers! */
+ /* Non-applicable motion. Various messages depending on
+ * word given. */
+ int spk = CANT_APPLY;
+ if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
+ if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
+ if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
+ if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
+ if (verb == FIND || verb == INVENT)spk = NEreplace;
+ if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
+ if (motion == 17)spk = WHICH_WAY;
+ RSPEAK(spk);
+ return true;
+ }
+ ++kk;
+ }
+ scratchloc = scratchloc / 1000;
+
+ do {
+ /*
+ * (ESR) This special-travel loop may have to be repeated if it includes
+ * the plover passage. Same deal for any future cases wgerw we beed to
+ * block travel and then redo it once the blocking condition has been
+ * removed.
+ */
+ for (;;) {
+ game.newloc = scratchloc / 1000;
+ motion = MOD(game.newloc, 100);
+ if (!SPECIAL(game.newloc)) {
+ 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 == scratchloc);
+ scratchloc = game.newloc;
+ }
+
+ game.newloc = MOD(scratchloc, 1000);
+ if (!SPECIAL(game.newloc))
+ return true;
+ if (game.newloc <= 500) {
+ game.newloc = game.newloc - SPECIALBASE;
+ switch (game.newloc) {
+ case 1:
+ /* Travel 301. Plover-alcove passage. Can carry only
+ * emerald. Note: travel table must include "useless"
+ * entries going through passage, which can never be used for
+ * actual motion, but can be spotted by "go back". */
+ /* FIXME: Arithmetic on location numbers */
+ game.newloc = 99 + 100 - game.loc;
+ if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMRALD))) {
+ game.newloc = game.loc;
+ RSPEAK(MUST_DROP);
+ }
+ return true;
+ case 2:
+ /* Travel 302. Plover transport. Drop the emerald (only use
+ * special travel if toting it), so he's forced to use the
+ * plover-passage to get it out. Having dropped it, go back and
+ * pretend he wasn't carrying it after all. */
+ DROP(EMRALD, game.loc);
+ goto L12;
+ case 3:
+ /* 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
+ * 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. */
+ if (game.prop[TROLL] == 1) {
+ PSPEAK(TROLL, 1);
+ game.prop[TROLL] = 0;
+ MOVE(TROLL2, 0);
+ MOVE(TROLL2 + NOBJECTS, 0);
+ MOVE(TROLL, PLAC[TROLL]);
+ MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
+ JUGGLE(CHASM);
+ game.newloc = game.loc;
+ return true;
+ } else {
+ game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
+ if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
+ if (!TOTING(BEAR)) return true;
+ RSPEAK(BRIDGE_COLLAPSE);
+ game.prop[CHASM] = 1;
+ game.prop[TROLL] = 2;
+ DROP(BEAR, game.newloc);
+ game.fixed[BEAR] = -1;
+ game.prop[BEAR] = 3;
+ game.oldlc2 = game.newloc;
+ croak(cmdin);
+ }
+ }
+ BUG(20);
+ }
+ } while
+ (false);
+ /* FIXME: Arithmetic on location number, becoming a message number */
+ RSPEAK(game.newloc - 500);
+ game.newloc = game.loc;
+ return true;
+}
+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. */
+{
+ 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 (int i = 1; i <= NDWARVES; i++) {
+ game.dseen[i] = false;
+ game.dloc[i] = 0;
+ }
+ MOVE(TROLL, 0);
+ MOVE(TROLL + NOBJECTS, 0);
+ MOVE(TROLL2, PLAC[TROLL]);
+ MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
+ JUGGLE(CHASM);
+ if (game.prop[BEAR] != 3)DESTROY(BEAR);
+ game.prop[CHAIN] = 0;
+ game.fixed[CHAIN] = 0;
+ game.prop[AXE] = 0;
+ game.fixed[AXE] = 0;
+ RSPEAK(CAVE_CLOSING);
+ game.clock1 = -1;
+ game.closng = true;
+ 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, LOC_NE, 1);
+ game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
+ game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
+ OBJTXT[OYSTER] = 3;
+ game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
+ game.prop[ROD] = PUT(ROD, LOC_NE, 0);
+ game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
+ game.loc = LOC_NE;
+ game.oldloc = LOC_NE;
+ game.newloc = LOC_NE;
+ /* Leave the grate with normal (non-negative) property.
+ * Reuse sign. */
+ PUT(GRATE, LOC_SW, 0);
+ PUT(SIGN, LOC_SW, 0);
+ ++OBJTXT[SIGN];
+ game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
+ game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
+ game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
+ game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
+ game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
+
+ game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
+ game.fixed[MIRROR] = LOC_SW;
+
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i))
+ DESTROY(i);
+ }
+
+ RSPEAK(CAVE_CLOSED);
+ game.closed = true;
+ return true;
+ }
+
+ return false;
+}
-/* Cave closing and scoring */
+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 <= WARNTIME && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) {
+ RSPEAK(REPLACE_BATTERIES);
+ game.prop[BATTER] = 1;
+ if (TOTING(BATTER))
+ DROP(BATTER, game.loc);
+ game.limit = game.limit + 2500;
+ game.lmwarn = false;
+ } else if (game.limit == 0) {
+ game.limit = -1;
+ game.prop[LAMP] = 0;
+ if (HERE(LAMP))
+ RSPEAK(LAMP_OUT);
+ } else if (game.limit <= WARNTIME) {
+ if (!game.lmwarn && HERE(LAMP)) {
+ game.lmwarn = true;
+ int spk = GET_BATTERIES;
+ if (game.place[BATTER] == NOWHERE)spk = LAMP_DIM;
+ if (game.prop[BATTER] == 1)spk = MISSING_BATTERIES;
+ RSPEAK(spk);
+ }
+ }
+}
+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)) {
+ ++game.abbrev[game.loc];
+ for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
+ long 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);
+ }
+ }
+}
-/* These sections handle the closing of the cave. The cave closes "game.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 game.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 game.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 game.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. */
+static bool do_command(FILE *cmdin)
+/* Get and execute a command */
+{
+ long verb = 0, V1, V2;
+ long kmod, defn;
+ 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(EXIT_CLOSED);
+ game.newloc = game.loc;
+ if (!game.panic)game.clock2 = PANICTIME;
+ 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, NOARRR)) {
+ for (size_t i = 1; i <= NDWARVES - 1; i++) {
+ if (game.odloc[i] == game.newloc && game.dseen[i]) {
+ game.newloc = game.loc;
+ RSPEAK(DWARF_BLOCK);
+ break;
+ }
+ }
+ }
+ game.loc = game.newloc;
+
+ if (!dwarfmove())
+ croak(cmdin);
+
+ /* Describe the current location and (maybe) get next command. */
+
+ for (;;) {
+ if (game.loc == 0)
+ croak(cmdin);
+ const char* msg = locations[game.loc].description.small;
+ if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
+ msg = locations[game.loc].description.big;
+ 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(PIT_FALL);
+ game.oldlc2 = game.loc;
+ croak(cmdin);
+ continue; /* back to top of main interpreter loop */
+ }
+ msg = arbitrary_messages[PITCH_DARK];
+ }
+ if (TOTING(BEAR))RSPEAK(TAME_BEAR);
+ speak(msg);
+ if (FORCED(game.loc)) {
+ if (playermove(cmdin, verb, 1))
+ return true;
+ else
+ continue; /* back to top of main interpreter loop */
+ }
+ if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
+
+ 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 (size_t 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) {
+ speak(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
+ lampcheck();
+
+ V1 = VOCAB(WD1, -1);
+ V2 = VOCAB(WD2, -1);
+ if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
+ if (LIQLOC(game.loc) == WATER) {
+ RSPEAK(FEET_WET);
+ } else {
+ RSPEAK(WHERE_QUERY);
+ }
+ 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(W_IS_WEST);
+ }
+ if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (++igo == 10)
+ RSPEAK(GO_UNNEEDED);
+ }
+Lookup:
+ defn = VOCAB(WD1, -1);
+ if (defn == -1) {
+ /* Gee, I don't understand. */
+ if (fallback_handler(rawbuf))
+ continue;
+ SETPRM(1, WD1, WD1X);
+ RSPEAK(DONT_KNOW);
+ goto L2600;
+ }
+ kmod = MOD(defn, 1000);
+ switch (defn / 1000) {
+ case 0:
+ 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 3:
+ RSPEAK(kmod);
+ goto L2012;
+ default:
+ BUG(22);
+ }
-/* 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 "game.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: PROP[GRATE]=0;
- PROP[FISSUR]=0;
- for (I=1; I<=6; I++) {
- DSEEN[I]=false;
- DLOC[I]=0;
- } /* end loop */
- MOVE(TROLL,0);
- MOVE(TROLL+100,0);
- MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+100,FIXD[TROLL]);
- JUGGLE(CHASM);
- if(PROP[BEAR] != 3)DSTROY(BEAR);
- PROP[CHAIN]=0;
- FIXED[CHAIN]=0;
- PROP[AXE]=0;
- FIXED[AXE]=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: PROP[BOTTLE]=PUT(BOTTLE,115,1);
- PROP[PLANT]=PUT(PLANT,115,0);
- 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);
- LOC=115;
- game.oldloc=115;
- game.newloc=115;
-
-/* Leave the grate with normal (non-negative) property. Reuse sign. */
-
- 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);
-
- PROP[MIRROR]=PUT(MIRROR,115,0);
- FIXED[MIRROR]=116;
-
- for (I=1; I<=100; I++) {
- if(TOTING(I))DSTROY(I);
- } /* end loop */
-
- RSPEAK(132);
- game.closed=true;
- return;
-
-/* 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. */
-
-L12000: RSPEAK(188);
- PROP[BATTER]=1;
- if(TOTING(BATTER))DROP(BATTER,LOC);
- game.limit=game.limit+2500;
- game.lmwarn=false;
- goto L19999;
-
-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;
- RSPEAK(SPK);
- goto L19999;
-
-L12400: game.limit= -1;
- PROP[LAMP]=0;
- if(HERE(LAMP))RSPEAK(184);
- goto L19999;
-
-/* Oh dear, he's disturbed the dwarves. */
-
-L18999: RSPEAK(SPK);
-L19000: RSPEAK(136);
- score(0);
+Laction:
+ switch (action(cmdin, part, verb, obj)) {
+ case GO_TERMINATE:
+ return true;
+ case GO_MOVE:
+ playermove(cmdin, verb, NUL);
+ return true;
+ case GO_TOP:
+ continue; /* back to top of main interpreter loop */
+ case GO_CLEAROBJ:
+ goto L2012;
+ case GO_CHECKHINT:
+ goto L2600;
+ case GO_CHECKFOO:
+ goto L2607;
+ case GO_LOOKUP:
+ goto Lookup;
+ case GO_WORD2:
+ /* Get second word for analysis. */
+ WD1 = WD2;
+ WD1X = WD2X;
+ WD2 = 0;
+ goto L2620;
+ case GO_UNKNOWN:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ SETPRM(1, WD1, WD1X);
+ RSPEAK(DO_WHAT);
+ obj = 0;
+ goto L2600;
+ case GO_DWARFWAKE:
+ /* Oh dear, he's disturbed the dwarves. */
+ RSPEAK(DWARVES_AWAKEN);
+ terminate(endgame);
+ default:
+ BUG(99);
+ }
+ }
}
+
+/* end */