-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(game.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;
- game.tally=game.tally-1;
-/* Note: There used to be a test here to see whether the player had blown it
- * so badly that he could never ever see the remaining treasures, and if so
- * 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: game.spk=K;
-L2011: RSPEAK(game.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);
- game.turns=game.turns+1;
- if(game.turns != game.thresh) goto L2608;
- SPEAK(TTEXT[game.trndex]);
- game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
- game.trndex=game.trndex+1;
- game.thresh= -1;
- if(game.trndex <= TRNVLS)game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
-L2608: if(VERB == SAY && WD2 > 0)VERB=0;
- if(VERB == SAY) goto L4090;
- if(game.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
+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, COND_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, COND_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. */
+ unsigned int j = 1;
+ kk = tkey[game.dloc[i]];
+ if (kk != 0)
+ do {
+ game.newloc = T_DESTINATION(travel[kk]);
+ /* 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 >= DIM(tk) - 1 ||
+ game.newloc == game.dloc[i] ||
+ FORCED(game.newloc) ||
+ (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
+ T_NODWARVES(travel[kk]));
+ if (!avoided) {
+ tk[j++] = game.newloc;
+ }
+ ++kk;
+ } while
+ (!travel[kk - 1].stop);
+ 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;
+ rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
+ if (attack == 0)
+ return true;
+ if (game.dflag == 2)
+ game.dflag = 3;
+ if (attack > 1) {
+ rspeak(THROWN_KNIVES, attack);
+ rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
+ } else {
+ rspeak(KNIFE_THROWN);
+ rspeak(MISSES_YOU);
+ }
+ if (stick == 0)
+ return true;
+ game.oldlc2 = game.loc;
+ return false;
+}
+
+/* "You're dead, Jim."