/*
+ * 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.)
+ *
+ * Now that the code has been restructured into idiomatic C, the following
+ * is more appropriate:
+ *
+ * ESR apologizes for the remaing gotos (now confined to two functions in this
+ * file - they used to be *everywhere*), and the offensive globals. Applying
+ * the Structured Program Theorem can be hard.
*/
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include "advent.h"
#include "database.h"
+#include "linenoise/linenoise.h"
+#include "newdb.h"
struct game_t game;
}
}
+ linenoiseHistorySetMaxLen(350);
+
/* Logical variables:
*
* game.closed says whether we're all the way closed
* 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) {
+ if (game.setup <= 0) {
RSPEAK(201);
exit(0);
}
game.newloc=1;
game.loc=1;
game.limit=330;
- if(game.novice)game.limit=1000;
+ if (game.novice)game.limit=1000;
if (logfp)
fprintf(logfp, "seed %ld\n", seedval);
{
case 0:
/* cave */
- if(game.prop[GRATE] == 0 && !HERE(KEYS))
+ 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)
+ if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
break;
return;
case 2: /* snake */
- if(HERE(SNAKE) && !HERE(BIRD))
+ if (HERE(SNAKE) && !HERE(BIRD))
break;
game.hintlc[hint]=0;
return;
case 3: /* maze */
- if(game.atloc[game.loc] == 0 &&
+ if (game.atloc[game.loc] == 0 &&
game.atloc[game.oldloc] == 0 &&
game.atloc[game.oldlc2] == 0 &&
game.holdng > 1)
game.hintlc[hint]=0;
return;
case 4: /* dark */
- if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
+ 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)
+ if (game.dflag == 0)
break;
game.hintlc[hint]=0;
return;
case 7: /* woods */
- if(game.atloc[game.loc] == 0 &&
+ 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) {
+ if (i < 0) {
game.hintlc[hint]=0;
return;
}
- if(HERE(OGRE) && i == 0)
+ if (HERE(OGRE) && i == 0)
break;
return;
case 9: /* jade */
- if(game.tally == 1 && game.prop[JADE] < 0)
+ if (game.tally == 1 && game.prop[JADE] < 0)
break;
game.hintlc[hint]=0;
return;
/* Fall through to hint display */
game.hintlc[hint]=0;
- if(!YES(cmdin,HINTS[hint][3],0,54))
+ if (!YES(cmdin,HINTS[hint][3],0,54))
return;
SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
RSPEAK(261);
game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
- if(game.hinted[hint] && game.limit > 30)
+ if (game.hinted[hint] && game.limit > 30)
game.limit=game.limit+30*HINTS[hint][2];
}
* 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,3))
return true;
/* Dwarf activity level ratchets up */
- if(game.dflag == 0) {
- if(INDEEP(game.loc))
+ 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,4) || PCT(85))))
+ if (game.dflag == 1) {
+ if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
return true;
game.dflag=2;
for (int i=1; i<=2; i++) {
int j=1+randrange(NDWARVES-1);
- if(PCT(50))
+ if (PCT(50))
game.dloc[j]=0;
}
for (int i=1; i<=NDWARVES-1; i++) {
- if(game.dloc[i] == game.loc)
+ if (game.dloc[i] == game.loc)
game.dloc[i]=DALTLC;
game.odloc[i]=game.dloc[i];
}
stick=0;
for (int i=1; i<=NDWARVES; i++) {
int k;
- if(game.dloc[i] == 0)
+ 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)
+ if (kk != 0)
do {
game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
/* Have we avoided a dwarf enciounter? */
} while
(TRAVEL[kk-1] >= 0);
TK[j]=game.odloc[i];
- if(j >= 2)
+ 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;
+ if (!game.dseen[i]) continue;
game.dloc[i]=game.loc;
- if(i == PIRATE) {
+ 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)
+ 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))
+ 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) {
+ 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);
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)
+ if (AT(j) && game.fixed[j] == 0)
CARRY(j,game.loc);
- if(TOTING(j))
+ if (TOTING(j))
DROP(j,game.chloc);
}
}
game.dseen[PIRATE]=false;
goto jumpout;
}
- if(HERE(j))
+ 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) {
+ 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.dseen[PIRATE]=false;
continue;
}
- if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+ if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
RSPEAK(127);
continue;
}
/* This threatening little dwarf is in the room with him! */
++game.dtotal;
- if(game.odloc[i] == game.dloc[i]) {
+ if (game.odloc[i] == game.dloc[i]) {
++attack;
- if(game.knfloc >= 0)
+ if (game.knfloc >= 0)
game.knfloc=game.loc;
- if(randrange(1000) < 95*(game.dflag-2))
+ if (randrange(1000) < 95*(game.dflag-2))
++stick;
}
jumpout:;
/* 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)
+ if (game.dtotal == 0)
return true;
SETPRM(1,game.dtotal,0);
RSPEAK(4+1/game.dtotal);
- if(attack == 0)
+ if (attack == 0)
return true;
- if(game.dflag == 2)game.dflag=3;
+ if (game.dflag == 2)game.dflag=3;
SETPRM(1,attack,0);
K=6;
- if(attack > 1)K=250;
+ if (attack > 1)K=250;
RSPEAK(K);
SETPRM(1,stick,0);
RSPEAK(K+1+2/(1+stick));
- if(stick == 0)
+ if (stick == 0)
return true;
game.oldlc2=game.loc;
return false;
static void croak(FILE *cmdin)
/* Okay, he's dead. Let's get on with it. */
{
- if(game.closng) {
+ if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
* death and exit. */
RSPEAK(131);
score(0);
} else {
++game.numdie;
- if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
+ if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
score(0);
- if(game.numdie == MAXDIE)
+ if (game.numdie == MAXDIE)
score(0);
game.place[WATER]=0;
game.place[OIL]=0;
- if(TOTING(LAMP))
+ if (TOTING(LAMP))
game.prop[LAMP]=0;
for (int j=1; j<=NOBJECTS; j++) {
int i=NOBJECTS + 1 - j;
- if(TOTING(i)) {
+ if (TOTING(i)) {
int k=game.oldlc2;
- if(i == LAMP)
+ if (i == LAMP)
k=1;
DROP(i,k);
}
* "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 OLgame.dloc will be what killed
+ * 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.) */
{
int LL, K2, KK=KEY[game.loc];
game.newloc=game.loc;
- if(KK == 0)
+ if (KK == 0)
BUG(26);
- if(K == NUL)
+ if (K == NUL)
return true;
- if(K == BACK) {
+ else if (K == 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. */
K=game.oldloc;
- if(FORCED(K))K=game.oldlc2;
+ if (FORCED(K))
+ K=game.oldlc2;
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
K2=0;
- if(K == game.loc)K2=91;
- if(CNDBIT(game.loc,4))K2=274;
- if(K2 == 0) goto L21;
- RSPEAK(K2);
- return true;
+ if (K == game.loc)K2=91;
+ if (CNDBIT(game.loc,4))K2=274;
+ if (K2 == 0) {
+ for (;;) {
+ LL=MOD((labs(TRAVEL[KK])/1000),1000);
+ if (LL != K) {
+ if (LL <= 300) {
+ if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
+ K2=KK;
+ }
+ if (TRAVEL[KK] >= 0) {
+ ++KK;
+ continue;
+ }
+ KK=K2;
+ if (KK == 0) {
+ RSPEAK(140);
+ return true;
+ }
+ }
+
+ K=MOD(labs(TRAVEL[KK]),1000);
+ KK=KEY[game.loc];
+ break; /* fall through to ordinary travel */
+ }
+ } else {
+ RSPEAK(K2);
+ return true;
+ }
}
- if(K == LOOK) {
+ else if (K == 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(15);
- game.detail=game.detail+1;
+ if (game.detail < 3)RSPEAK(15);
+ ++game.detail;
game.wzdark=false;
game.abbrev[game.loc]=0;
return true;
}
- if(K == CAVE) {
+ else if (K == CAVE) {
/* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true;
}
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
-
-L9:
- LL=labs(TRAVEL[KK]);
- if(MOD(LL,1000) == 1 || MOD(LL,1000) == K)
- goto L10;
- if(TRAVEL[KK] < 0) {
- /* Non-applicable motion. Various messages depending on
- * word given. */
- 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 true;
+ else {
+ /* none of the specials */
+ game.oldlc2=game.oldloc;
+ game.oldloc=game.loc;
}
- KK=KK+1;
- goto L9;
-L10: LL=LL/1000;
-L11: game.newloc=LL/1000;
- K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
- if(game.newloc <= 300)
- goto L13;
- if(game.prop[K] != game.newloc/100-3)
- goto L16;
-L12: if(TRAVEL[KK] < 0)BUG(25);
- KK=KK+1;
- game.newloc=labs(TRAVEL[KK])/1000;
- if(game.newloc == LL) goto L12;
- LL=game.newloc;
- goto L11;
+ /* ordinary travel */
+ for (;;) {
+ LL=labs(TRAVEL[KK]);
+ if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
+ break;
+ if (TRAVEL[KK] < 0) {
+ /* Non-applicable motion. Various messages depending on
+ * word given. */
+ 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 true;
+ }
+ ++KK;
+ }
+ LL=LL/1000;
-L13: if(game.newloc <= 100)
- goto L14;
- if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
- goto L12;
+ for (;;) {
+ game.newloc=LL/1000;
+ K=MOD(game.newloc,100);
+ if (game.newloc <= 300) {
+ if (game.newloc <= 100) {
+ if (game.newloc == 0 || PCT(game.newloc))
+ break;
+ /* else fall through */
+ } if (TOTING(K) || (game.newloc > 200 && AT(K)))
+ break;
+ /* else fall through */
+ }
+ else if (game.prop[K] != 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;
+ }
-L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
-L16: game.newloc=MOD(LL,1000);
- if(game.newloc <= 300) return true;
- if(game.newloc <= 500) {
+ game.newloc=MOD(LL,1000);
+ if (game.newloc <= 300)
+ return true;
+ if (game.newloc <= 500) {
game.newloc=game.newloc-300;
switch (game.newloc)
{
* 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; /* ESR: an instance of NOBJECTS? */
- if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
+ 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;
* 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) {
+ if (game.prop[TROLL] == 1) {
PSPEAK(TROLL,1);
game.prop[TROLL]=0;
MOVE(TROLL2,0);
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;
+ if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
+ if (!TOTING(BEAR)) return true;
RSPEAK(162);
game.prop[CHASM]=1;
game.prop[TROLL]=2;
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
-
-L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
- if(LL != K) {
- if(LL <= 300) {
- if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
- K2=KK;
- }
- if(TRAVEL[KK] < 0)
- goto L23;
- KK=KK+1;
- goto L21;
-
- L23: KK=K2;
- if(KK == 0) {
- RSPEAK(140);
- return true;
- }
- }
-
- K=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[game.loc];
- goto L9;
}
-static bool do_command(FILE *cmdin) {
+static bool do_command(FILE *cmdin)
+{
long KQ, VERB, KK, V1, V2;
long obj, i;
static long IGO = 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) {
+ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
RSPEAK(130);
game.newloc=game.loc;
- if(!game.panic)game.clock2=15;
+ if (!game.panic)game.clock2=15;
game.panic=true;
}
* 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,3)) {
for (i=1; i<=NDWARVES-1; i++) {
- if(game.odloc[i] == game.newloc && game.dseen[i]) {
+ if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc=game.loc;
RSPEAK(2);
break;
/* Print text for current loc. */
-L2000: if(game.loc == 0)
+L2000: if (game.loc == 0)
croak(cmdin);
- KK=STEXT[game.loc];
- if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
- KK=LTEXT[game.loc];
- if(!FORCED(game.loc) && DARK(0)) {
+ char* msg = short_location_descriptions[game.loc];
+ if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
+ msg=long_location_descriptions[game.loc];
+ 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)) {
+ if (game.wzdark && PCT(35)) {
RSPEAK(23);
game.oldlc2 = game.loc;
croak(cmdin);
goto L2000;
}
- KK=RTEXT[16];
+ msg=arbitrary_messages[16];
}
- if(TOTING(BEAR))RSPEAK(141);
- SPEAK(KK);
+ if (TOTING(BEAR))RSPEAK(141);
+ newspeak(msg);
K=1;
- if(FORCED(game.loc))
+ if (FORCED(game.loc)) {
goto L8;
- if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
+ }
+ if (game.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
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
- if(DARK(0)) goto L2012;
- game.abbrev[game.loc]=game.abbrev[game.loc]+1;
+ if (DARK(game.loc)) goto L2012;
+ ++game.abbrev[game.loc];
i=game.atloc[game.loc];
-L2004: if(i == 0) goto L2012;
+L2004: if (i == 0) goto L2012;
obj=i;
- if(obj > NOBJECTS)obj=obj-NOBJECTS;
- if(obj == STEPS && TOTING(NUGGET)) goto L2008;
- if(game.prop[obj] >= 0) goto L2006;
- if(game.closed) goto L2008;
+ if (obj > NOBJECTS)obj=obj-NOBJECTS;
+ if (obj == STEPS && TOTING(NUGGET)) goto L2008;
+ if (game.prop[obj] >= 0) goto L2006;
+ if (game.closed) goto L2008;
game.prop[obj]=0;
- if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
- game.tally=game.tally-1;
+ 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;
* anyone who makes such a gross blunder isn't likely to find everything
* else anyway (so goes the rationalisation). */
L2006: KK=game.prop[obj];
- if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
+ if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
PSPEAK(obj,KK);
L2008: i=game.link[i];
goto L2004;
-L2009: K=54;
-L2010: SPK=K;
-L2011: RSPEAK(SPK);
-
L2012: VERB=0;
game.oldobj=obj;
obj=0;
* 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[game.loc] >= game.conds) {
+L2600: if (COND[game.loc] >= game.conds) {
for (int hint=1; hint<=HNTMAX; hint++) {
- if(game.hinted[hint])
+ if (game.hinted[hint])
continue;
- if(!CNDBIT(game.loc,hint+10))
+ if (!CNDBIT(game.loc,hint+10))
game.hintlc[hint]= -1;
- game.hintlc[hint] = game.hintlc[hint]+1;
- if(game.hintlc[hint] >= HINTS[hint][1])
+ ++game.hintlc[hint];
+ if (game.hintlc[hint] >= HINTS[hint][1])
dohint(cmdin, hint);
}
}
* 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) {
- if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
+ if (game.closed) {
+ if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
PSPEAK(OYSTER,1);
for (i=1; i<=NOBJECTS; i++) {
- if(TOTING(i) && game.prop[i] < 0)
+ if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1-game.prop[i];
}
}
- game.wzdark=DARK(0);
- if(game.knfloc > 0 && game.knfloc != game.loc)
+ 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 */
* 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) {
- SPEAK(TTEXT[game.trndex]);
+ ++game.turns;
+ if (game.turns == game.thresh) {
+ newspeak(turn_threshold_messages[game.trndex]);
game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
- game.trndex=game.trndex+1;
- game.thresh= -1;
- if(game.trndex <= TRNVLS)
+ ++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) goto L4090;
- if(game.tally == 0 && INDEEP(game.loc) && game.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(game.prop[LAMP] == 1)game.limit=game.limit-1;
- if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
- goto L12000;
- if(game.limit == 0) goto L12400;
- if(game.limit <= 30) goto L12200;
+ if (VERB == SAY && WD2 > 0)VERB=0;
+ if (VERB == SAY) goto L4090;
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
+ --game.clock1;
+
+ /* Next few sections 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. */
+
+ /* 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 (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)DSTROY(BEAR);
+ game.prop[CHAIN]=0;
+ game.fixed[CHAIN]=0;
+ game.prop[AXE]=0;
+ game.fixed[AXE]=0;
+ RSPEAK(129);
+ game.clock1= -1;
+ game.closng=true;
+ goto L19999;
+ } 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,115,1);
+ game.prop[PLANT]=PUT(PLANT,115,0);
+ game.prop[OYSTER]=PUT(OYSTER,115,0);
+ OBJTXT[OYSTER]=3;
+ game.prop[LAMP]=PUT(LAMP,115,0);
+ game.prop[ROD]=PUT(ROD,115,0);
+ game.prop[DWARF]=PUT(DWARF,115,0);
+ game.loc=115;
+ game.oldloc=115;
+ game.newloc=115;
+ /* Leave the grate with normal (non-negative) property.
+ * Reuse sign. */
+ PUT(GRATE,116,0);
+ PUT(SIGN,116,0);
+ ++OBJTXT[SIGN];
+ game.prop[SNAKE]=PUT(SNAKE,116,1);
+ game.prop[BIRD]=PUT(BIRD,116,1);
+ game.prop[CAGE]=PUT(CAGE,116,0);
+ game.prop[ROD2]=PUT(ROD2,116,0);
+ game.prop[PILLOW]=PUT(PILLOW,116,0);
+
+ game.prop[MIRROR]=PUT(MIRROR,115,0);
+ game.fixed[MIRROR]=116;
+
+ for (int i=1; i<=NOBJECTS; i++) {
+ if (TOTING(i))
+ DSTROY(i);
+ }
+
+ RSPEAK(132);
+ game.closed=true;
+ return true;
+ }
+ 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<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
+ {
+ RSPEAK(188);
+ 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(184);
+ } else if (game.limit <= 30) {
+ if (!game.lmwarn && HERE(LAMP)) {
+ game.lmwarn=true;
+ SPK=187;
+ if (game.place[BATTER] == 0)SPK=183;
+ if (game.prop[BATTER] == 1)SPK=189;
+ RSPEAK(SPK);
+ }
+ }
L19999: K=43;
- if(LIQLOC(game.loc) == WATER)K=70;
+ if (LIQLOC(game.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))
+ if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
+ RSPEAK(K);
+ 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=game.iwest+1;
- if(game.iwest == 10)RSPEAK(17);
}
- if(WD1 == MAKEWD( 715) && WD2 != 0) {
- if(++IGO == 10)
+L2620: if (WD1 == MAKEWD(23051920)) {
+ ++game.iwest;
+ if (game.iwest == 10)
+ RSPEAK(17);
+ }
+ if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (++IGO == 10)
RSPEAK(276);
}
L2630:
i=VOCAB(WD1,-1);
- if(i == -1)
- goto L3000;
+ if (i == -1) {
+ /* Gee, I don't understand. */
+ if (fallback_handler(rawbuf))
+ return true;
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(254);
+ goto L2600;
+ }
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; }
+ switch (KQ-1)
+ {
+ case 0: goto L8;
+ case 1: goto L5000;
+ case 2: goto L4000;
+ case 3: RSPEAK(K); goto L2012;
+ }
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);
- if (fallback_handler(rawbuf))
- return true;
- RSPEAK(254);
- goto L2600;
-
/* Verb and object analysis moved to separate module. */
-L4000: i=4000; VERB=K; goto Laction;
-L4090: i=4090; goto Laction;
-L5000: i=5000; obj = K;
+L4000: part=intransitive; VERB=K; goto Laction;
+L4090: part=transitive; goto Laction;
+L5000: part=unknown; obj = K;
Laction:
- switch (action(cmdin, i, VERB, obj)) {
+ switch (action(cmdin, part, VERB, obj)) {
case 2: return true;
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;
+ case 2800:
+ /* Get second word for analysis. */
+ WD1=WD2;
+ WD1X=WD2X;
+ WD2=0;
+ goto L2620;
+ case 8000:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(257);
+ obj=0;
+ goto L2600;
+ case 19000:
+ /* Oh dear, he's disturbed the dwarves. */
+ RSPEAK(136);
+ score(0);
+ return true;
}
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 */
-
-L8:
- if (playermove(cmdin, VERB))
+ /* Figure out the new location */
+L8: if (playermove(cmdin, VERB))
return true;
else
goto L2000;
-
-/* Cave closing and scoring */
-
-/* These sections 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. */
-
-/* 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. */
-
-L10000: game.prop[GRATE]=0;
- game.prop[FISSUR]=0;
- for (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)DSTROY(BEAR);
- game.prop[CHAIN]=0;
- game.fixed[CHAIN]=0;
- game.prop[AXE]=0;
- game.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: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
- game.prop[PLANT]=PUT(PLANT,115,0);
- game.prop[OYSTER]=PUT(OYSTER,115,0);
- OBJTXT[OYSTER]=3;
- game.prop[LAMP]=PUT(LAMP,115,0);
- game.prop[ROD]=PUT(ROD,115,0);
- game.prop[DWARF]=PUT(DWARF,115,0);
- game.loc=115;
- game.oldloc=115;
- game.newloc=115;
-
-/* Leave the grate with normal (non-negative) property. Reuse sign. */
-
- PUT(GRATE,116,0);
- PUT(SIGN,116,0);
- OBJTXT[SIGN]=OBJTXT[SIGN]+1;
- game.prop[SNAKE]=PUT(SNAKE,116,1);
- game.prop[BIRD]=PUT(BIRD,116,1);
- game.prop[CAGE]=PUT(CAGE,116,0);
- game.prop[ROD2]=PUT(ROD2,116,0);
- game.prop[PILLOW]=PUT(PILLOW,116,0);
-
- game.prop[MIRROR]=PUT(MIRROR,115,0);
- game.fixed[MIRROR]=116;
-
- for (int i=1; i<=NOBJECTS; i++) {
- if(TOTING(i))
- DSTROY(i);
- } /* end loop */
-
- RSPEAK(132);
- game.closed=true;
- return true;
-
-/* 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);
- game.prop[BATTER]=1;
- if(TOTING(BATTER))DROP(BATTER,game.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(game.place[BATTER] == 0)SPK=183;
- if(game.prop[BATTER] == 1)SPK=189;
- RSPEAK(SPK);
- goto L19999;
-
-L12400: game.limit= -1;
- game.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);
- return true;
}