KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
SETUP = 0, TABSIZ = 330;
KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
SETUP = 0, TABSIZ = 330;
long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
WZDARK = false, ZZWORD;
TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
WZDARK = false, ZZWORD;
+/* 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;
+ }
+ }
+
/* Start-up, dwarf stuff */
L1: SETUP= -1;
I=RAN(-1);
ZZWORD=RNDVOC(3,0)+MESH*2;
/* Start-up, dwarf stuff */
L1: SETUP= -1;
I=RAN(-1);
ZZWORD=RNDVOC(3,0)+MESH*2;
/* Can't leave cave once it's closing (except by main office). */
L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
/* Can't leave cave once it's closing (except by main office). */
L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
* (dwarves rooted in place) let him get out (and attacked). */
L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
* (dwarves rooted in place) let him get out (and attacked). */
L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
L6000: if(DFLAG != 1) goto L6010;
if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
DFLAG=2;
L6000: if(DFLAG != 1) goto L6010;
if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
DFLAG=2;
* 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. */
* 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. */
L2603: if(!CLOSED) goto L2605;
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
L2603: if(!CLOSED) goto L2605;
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
- GETIN(WD1,WD1X,WD2,WD2X);
+ GETIN(cmdin, WD1,WD1X,WD2,WD2X);
/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
* make neg. If neg, he skipped a word, so make it zero. */
/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
* make neg. If neg, he skipped a word, so make it zero. */
/* Figure out the new location
*
* Given the current location in "LOC", and a motion verb number in "K", put
/* Figure out the new location
*
* Given the current location in "LOC", and a motion verb number in "K", put
- * the new location in "NEWLOC". the current loc is saved in "OLDLOC" in case
- * he wants to retreat. the current OLDLOC is saved in OLDLC2, in case he
+ * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
+ * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
* dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
* him, so we need OLDLC2, which is the last place he was safe.) */
L8: KK=KEY[LOC];
NEWLOC=LOC;
if(KK == 0)BUG(26);
* dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
* him, so we need OLDLC2, which is the last place he was safe.) */
L8: KK=KEY[LOC];
NEWLOC=LOC;
if(KK == 0)BUG(26);
L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
L16: NEWLOC=MOD(LL,1000);
L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
L16: NEWLOC=MOD(LL,1000);
* be used for actual motion, but can be spotted by "go back". */
L30100: NEWLOC=99+100-LOC;
* be used for actual motion, but can be spotted by "go back". */
L30100: NEWLOC=99+100-LOC;
/* 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
/* 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
- * 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
+ * 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
* 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
- if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
+ if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
* 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
* 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
* 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
* 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
* 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;
* 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;
/* 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
/* 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