*
* 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 two functions
- * in this file - there used to be hundreds of them, *everywhere*),
- * and the offensive globals. Applying the Structured Program Theorem
- * can be hard.
+ * 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.
*/
#include <stdlib.h>
#include <stdio.h>
bool oldstyle = false;
bool editline = true;
bool prompt = true;
-lcg_state lcgstate;
extern void initialise();
extern void score(long);
/* Initialize our LCG PRNG with parameters tested against
* Knuth vol. 2. by the original authors */
- lcgstate.a = 1093;
- lcgstate.c = 221587;
- lcgstate.m = 1048576;
+ 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 */
- 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
}
}
+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]=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)
+ return true;
+ int snarfed=0;
+ bool movechest = false, robplayer = false;
+ 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])) {
+ continue;
+ }
+ if (TOTING(j) || HERE(j))
+ ++snarfed;
+ if (TOTING(j)) {
+ movechest = true;
+ robplayer = true;
+ }
+ }
+ /* Force chest placement before player finds last treasure */
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
+ RSPEAK(186);
+ 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(127);
+ }
+ if (robplayer) {
+ RSPEAK(128);
+ for (int j=MINTRS; j<=MAXTRS; j++) {
+ if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
+ if (AT(j) && game.fixed[j] == 0)
+ CARRY(j,game.loc);
+ if (TOTING(j))
+ DROP(j,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];
+ 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++) {
attack=0;
stick=0;
for (int i=1; i<=NDWARVES; i++) {
- int k;
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;
- if (i == PIRATE) {
- /* 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
- * 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)
- continue;
- k=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;
- continue;
- }
- if (TOTING(j)) {
- if (game.place[CHEST] == 0) {
- /* Install chest only once, to insure it is
- * the last treasure in the list. */
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- }
- RSPEAK(128);
- for (int j=MINTRS; j<=MAXTRS; j++) {
- if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
- if (AT(j) && game.fixed[j] == 0)
- CARRY(j,game.loc);
- if (TOTING(j))
- DROP(j,game.chloc);
- }
- }
- game.dloc[PIRATE]=game.chloc;
- game.odloc[PIRATE]=game.chloc;
- game.dseen[PIRATE]=false;
- goto jumpout;
- }
- if (HERE(j))
- k=1;
- }
- /* Force chest placement before player finds last treasure */
- if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
- RSPEAK(186);
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- game.dloc[PIRATE]=game.chloc;
- game.odloc[PIRATE]=game.chloc;
- game.dseen[PIRATE]=false;
- continue;
- }
- if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
- RSPEAK(127);
+ 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]) {
if (randrange(1000) < 95*(game.dflag-2))
++stick;
}
- jumpout:;
}
/* Now we know what's happening. Let's tell the poor sucker about it.
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;
- for (;;) {
- game.newloc=LL/1000;
- motion=MOD(game.newloc,100);
- if (game.newloc <= 300) {
- if (game.newloc <= 100) {
- if (game.newloc == 0 || PCT(game.newloc))
- break;
+ 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 */
- } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
- break;
- /* else fall through */
+ }
+ else if (game.prop[motion] != game.newloc/100-3)
+ break;
+ do {
+ if (TRAVEL[kk] < 0)BUG(25);
+ ++kk;
+ game.newloc=labs(TRAVEL[kk])/1000;
+ } while
+ (game.newloc == scratchloc);
+ scratchloc=game.newloc;
}
- else if (game.prop[motion] != game.newloc/100-3)
- break;
- L12:
- do {
- if (TRAVEL[KK] < 0)BUG(25);
- ++KK;
- game.newloc=labs(TRAVEL[KK])/1000;
- } while
- (game.newloc == LL);
- LL=game.newloc;
- }
- game.newloc=MOD(LL,1000);
- if (game.newloc <= 300)
- return true;
- if (game.newloc <= 500) {
- game.newloc=game.newloc-300;
- 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". */
- game.newloc=99+100-game.loc;
- if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
- return true;
- game.newloc=game.loc;
- RSPEAK(117);
+ game.newloc=MOD(scratchloc,1000);
+ if (!SPECIAL(game.newloc))
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);
+ 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". */
+ game.newloc=99+100-game.loc;
+ if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
+ return true;
game.newloc=game.loc;
+ RSPEAK(117);
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(162);
- 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);
- return false;
+ 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);
+ do {
+ if (TRAVEL[kk] < 0)BUG(25);
+ ++kk;
+ game.newloc=labs(TRAVEL[kk])/1000;
+ } while
+ (game.newloc == scratchloc);
+ continue; /* back to top of do/while loop */
+ 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(162);
+ 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);
+ return false;
+ }
}
+ BUG(20);
}
- BUG(20);
- }
+ } while
+ (false);
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
* get full score. */
{
if (!DARK(game.loc)) {
- long obj;
++game.abbrev[game.loc];
for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
- obj=i;
+ long obj=i;
if (obj > NOBJECTS)obj=obj-NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
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;
}
- if (closecheck())
+ if (closecheck()) {
if (game.closed)
return true;
- else
- goto L19999;
-
- lampcheck();
+ } else
+ lampcheck();
- L19999:
k=43;
if (LIQLOC(game.loc) == WATER)k=70;
V1=VOCAB(WD1,-1);
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;