*
* 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 idiomatic C, the following
- * is more appropriate:
+ * 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 - they used to be *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.
*/
+#define DEFINE_GLOBALS_FROM_INCLUDES
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.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 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 K, SPK, WD1, WD1X, WD2, WD2X;
+long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
+ BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
+ CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
+ EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
+ GRATE, HINT, INVENT, JADE, KEYS,
+ KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
+ MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
+ PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
+ RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
+ STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
+ URN, VASE, VEND, VOLCANO, WATER;
+long WD1, WD1X, WD2, WD2X;
-FILE *logfp;
+FILE *logfp = NULL, *rfp = NULL;
bool oldstyle = false;
-lcg_state lcgstate;
+bool editline = true;
+bool prompt = true;
-extern void initialise();
-extern void score(long);
-extern int action(FILE *, long, long, long);
-
-void sig_handler(int signo)
+static void sig_handler(int signo)
{
- if (signo == SIGINT)
- if (logfp != NULL)
- fflush(logfp);
+ if (signo == SIGINT) {
+ if (logfp != NULL)
+ fflush(logfp);
+ }
exit(0);
}
* 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
- * Revived 2017 as Open Advebture.
+ * Revived 2017 as Open Adventure.
*/
static bool do_command(FILE *);
int main(int argc, char *argv[])
{
int ch;
-
-/* 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);
- signal(SIGINT, sig_handler);
- break;
- case 'o':
- oldstyle = true;
- break;
- }
+ /* 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;
+ default:
+ fprintf(stderr,
+ "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]);
+ fprintf(stderr,
+ " where -l creates a log file of your game named as specified'\n");
+ fprintf(stderr,
+ " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
+ fprintf(stderr,
+ " -r indicates restoring from specified saved game file\n");
+ fprintf(stderr,
+ " -s indicates playing with command editing suppressed\n");
+ exit(-1);
+ break;
+ }
}
linenoiseHistorySetMaxLen(350);
/* 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;
- game.loc=1;
- game.limit=330;
- if (game.novice)game.limit=1000;
+ game.zzword = RNDVOC(3, 0);
+ game.newloc = LOC_START;
+ game.loc = LOC_START;
+ game.limit = 330;
+ if (!rfp) {
+ game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ if (game.novice)game.limit = 1000;
+ } else {
+ restore(rfp);
+ }
if (logfp)
- fprintf(logfp, "seed %ld\n", seedval);
+ fprintf(logfp, "seed %ld\n", seedval);
- /* interpret commands ubtil EOF or interrupt */
+ /* interpret commands until EOF or interrupt */
for (;;) {
- if (!do_command(stdin))
- break;
+ if (!do_command(stdin))
+ break;
}
/* show score and exit */
- score(1);
+ terminate(quitgame);
}
static bool fallback_handler(char *buf)
{
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;
+ 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;
}
-static void dohint(FILE *cmdin, int hint)
-/* Come here if he's been long enough at required loc(s) for some
- * unused hint. */
+/* 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(void)
+{
+ 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[EMERALD] != -1 && game.prop[PYRAMID] == -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(HINT_NUMBER_EXCEEDS_GOTO_LIST);
+ break;
+ }
+
+ /* Fall through to hint display */
+ game.hintlc[hint] = 0;
+ if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+ return;
+ SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
+ RSPEAK(HINT_COST);
+ game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]);
+ if (game.hinted[hint] && game.limit > WARNTIME)
+ game.limit += WARNTIME * HINTS[hint][2];
+ }
+ }
+ }
+}
+
+static bool spotted_by_pirate(int i)
{
- int i;
+ if (i != PIRATE)
+ return false;
- 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;
+ /* 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 == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
+ 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);
}
-
- /* Fall through to hint display */
- game.hintlc[hint]=0;
- 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)
- game.limit=game.limit+30*HINTS[hint][2];
+ if (robplayer) {
+ RSPEAK(PIRATE_POUNCES);
+ for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
+ if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
+ 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];
+ long tk[21];
- /* Dwarf stuff. See earlier comments for description of
+ /* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus
* very different except for motion rules. */
* 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))
- return true;
+ 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;
+ 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))))
- 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(3);
- DROP(AXE,game.loc);
- return true;
+ 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,
* 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++) {
- int k;
- 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 enciounter? */
- bool avoided = (game.newloc > 300 ||
- !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,3)) ||
- 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 (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);
- 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;
- }
- jumpout:;
+ 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(4+1/game.dtotal);
+ return true;
+ SETPRM(1, game.dtotal, 0);
+ RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
if (attack == 0)
- return true;
- 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));
+ 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 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
+ * We'll allow this maxdie times. maximum_deaths 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
* without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */
-static void croak(FILE *cmdin)
+static void croak(void)
/* Okay, he's dead. Let's get on with it. */
{
+ const char* query = obituaries[game.numdie].query;
+ const char* yes_response = obituaries[game.numdie].yes_response;
+ ++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)
- score(0);
- game.place[WATER]=0;
- game.place[OIL]=0;
- if (TOTING(LAMP))
- game.prop[LAMP]=0;
- 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);
- }
- }
- game.loc=3;
- game.oldloc=game.loc;
+ /* He died during closing time. No resurrection. Tally up a
+ * death and exit. */
+ RSPEAK(DEATH_CLOSING);
+ terminate(endgame);
+ }
+ else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[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;
}
}
/* Given the current location in "game.loc", and a motion verb number in
- * "K", put the new location in "game.newloc". The current loc is saved
+ * "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)
+static bool playermove(token_t verb, int motion)
{
- int LL, K2, KK=KEY[game.loc];
- game.newloc=game.loc;
- if (KK == 0)
- BUG(26);
- if (K == NUL)
- return true;
- 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;
- 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) {
- 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;
- }
- }
+ int scratchloc, k2, kk = KEY[game.loc];
+ game.newloc = game.loc;
+ if (kk == 0)
+ BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
+ 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;
+ }
+ }
- K=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[game.loc];
- break; /* fall through to ordinary travel */
- }
- } else {
- RSPEAK(K2);
- return true;
- }
- }
- 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.wzdark=false;
- game.abbrev[game.loc]=0;
- return true;
- }
- else if (K == CAVE) {
- /* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
- return true;
- }
- else {
- /* none of the specials */
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
+ 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 (;;) {
- 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;
+ 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 = NEARBY;
+ if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
+ if (motion == 17)spk = WHICH_WAY;
+ RSPEAK(spk);
+ return true;
+ }
+ ++kk;
}
- LL=LL/1000;
+ scratchloc = scratchloc / 1000;
- 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;
- }
+ 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 (;;) { /* L12 loop */
+ 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;
+ do {
+ if (TRAVEL[kk] < 0)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+ ++kk;
+ game.newloc = labs(TRAVEL[kk]) / 1000;
+ } while
+ (game.newloc == scratchloc);
+ scratchloc = 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);
- 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(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);
- }
- RSPEAK(game.newloc-500);
- game.newloc=game.loc;
+ 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(EMERALD))) {
+ 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(EMERALD, game.loc);
+ do {
+ if (TRAVEL[kk] < 0)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+ ++kk;
+ game.newloc = labs(TRAVEL[kk]) / 1000;
+ } while
+ (game.newloc == scratchloc);
+ scratchloc = game.newloc;
+ continue; /* 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();
+ }
+ }
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
+ }
+ break; /* Leave L12 loop */
+ }
+ } while
+ (false);
+ /* FIXME: Arithmetic on location number, becoming a message number */
+ RSPEAK(game.newloc - 500);
+ game.newloc = game.loc;
return true;
}
-static bool do_command(FILE *cmdin)
+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. */
{
- long KQ, VERB, KK, V1, V2;
- long obj, i;
- static long IGO = 0;
- enum speechpart part;
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
+ --game.clock1;
- /* Can't leave cave once it's closing (except by main office). */
- if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
- RSPEAK(130);
- game.newloc=game.loc;
- if (!game.panic)game.clock2=15;
- game.panic=true;
- }
+ /* 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[FISSURE] = 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);
- /* 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,3)) {
- for (i=1; i<=NDWARVES-1; i++) {
- if (game.odloc[i] == game.newloc && game.dseen[i]) {
- game.newloc=game.loc;
- RSPEAK(2);
- break;
- }
- }
- }
- game.loc=game.newloc;
+ game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
+ game.fixed[MIRROR] = LOC_SW;
- if (!dwarfmove())
- croak(cmdin);
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i))
+ DESTROY(i);
+ }
- /* Describe the current location and (maybe) get next command. */
-
- /* Print text for current loc. */
+ RSPEAK(CAVE_CLOSED);
+ game.closed = true;
+ return true;
+ }
-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(game.loc)) {
- /* The easiest way to get killed is to fall into a pit in
- * pitch darkness. */
- if (game.wzdark && PCT(35)) {
- RSPEAK(23);
- game.oldlc2 = game.loc;
- croak(cmdin);
- goto L2000;
- }
- KK=RTEXT[16];
- }
- if (TOTING(BEAR))RSPEAK(141);
- SPEAK(KK);
- K=1;
- if (FORCED(game.loc)) {
- goto L8;
- }
- if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
+ return false;
+}
- /* 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. */
+static void lampcheck(void)
+/* Check game limit and lamp timers */
+{
+ if (game.prop[LAMP] == 1)
+ --game.limit;
- if (DARK(game.loc)) goto L2012;
- ++game.abbrev[game.loc];
- i=game.atloc[game.loc];
-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;
- 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). */
-L2006: KK=game.prop[obj];
- if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
- PSPEAK(obj,KK);
-L2008: i=game.link[i];
- goto L2004;
+ /* 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(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
+ RSPEAK(REPLACE_BATTERIES);
+ game.prop[BATTERY] = 1;
+ if (TOTING(BATTERY))
+ DROP(BATTERY, 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[BATTERY] == NOWHERE)spk = LAMP_DIM;
+ if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
+ RSPEAK(spk);
+ }
+ }
+}
-L2009: K=54;
-L2010: SPK=K;
-L2011: 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);
+ }
+ }
+}
-L2012: VERB=0;
- game.oldobj=obj;
- obj=0;
+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;
-/* 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[game.loc] >= game.conds) {
- for (int hint=1; hint<=HNTMAX; hint++) {
- if (game.hinted[hint])
- continue;
- if (!CNDBIT(game.loc,hint+10))
- game.hintlc[hint]= -1;
- ++game.hintlc[hint];
- if (game.hintlc[hint] >= HINTS[hint][1])
- dohint(cmdin, hint);
- }
- }
-
- /* 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). */
-L2603: 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)
- game.prop[i] = -1-game.prop[i];
- }
- }
- game.wzdark=DARK(game.loc);
- if (game.knfloc > 0 && game.knfloc != game.loc)
- game.knfloc=0;
+ /* 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;
+ }
- /* This is where we get a new command from the user */
- if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
- return false;
+ /* 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;
- /* 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(TTEXT[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) goto L4090;
- if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
- --game.clock1;
+ if (!dwarfmove())
+ croak();
- /* 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. */
+ /* Describe the current location and (maybe) get next command. */
- /* 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);
+ for (;;) {
+ if (game.loc == 0)
+ croak();
+ 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();
+ 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(verb, 1))
+ return true;
+ else
+ continue; /* back to top of main interpreter loop */
+ }
+ if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
- game.prop[MIRROR]=PUT(MIRROR,115,0);
- game.fixed[MIRROR]=116;
+ listobjects();
- for (int i=1; i<=NOBJECTS; i++) {
- if (TOTING(i))
- DSTROY(i);
- }
+L2012:
+ verb = 0;
+ game.oldobj = obj;
+ obj = 0;
- RSPEAK(132);
- game.closed=true;
- return true;
- }
- if (game.prop[LAMP] == 1)
- --game.limit;
+L2600:
+ checkhints();
- /* 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;
- 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))) {
- 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(17);
- }
- if (WD1 == MAKEWD( 715) && WD2 != 0) {
- 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);
+ /* 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;
- /* Get second word for analysis. */
-L2800: WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
+ /* This is where we get a new command from the user */
+ if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
+ return false;
- /* Gee, I don't understand. */
-L3000: SETPRM(1,WD1,WD1X);
- if (fallback_handler(rawbuf))
- return true;
- RSPEAK(254);
- goto L2600;
+ /* 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();
-/* Verb and object analysis moved to separate module. */
+ 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(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(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
+ }
-L4000: part=intransitive; VERB=K; goto Laction;
-L4090: part=transitive; goto Laction;
-L5000: part=unknown; obj = K;
Laction:
- 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:
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
- SETPRM(1,WD1,WD1X);
- RSPEAK(257);
- obj=0;
- goto L2600;
- case 18999:
- /* Oh dear, he's disturbed the dwarves. */
- RSPEAK(SPK);
- /* fall through */
- case 19000:
- RSPEAK(136);
- score(0);
- return true;
- }
- BUG(99);
-
- /* Figure out the new location */
-L8: if (playermove(cmdin, VERB))
- return true;
- else
- goto L2000;
+ switch (action(cmdin, part, verb, obj)) {
+ case GO_TERMINATE:
+ return true;
+ case GO_MOVE:
+ playermove(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(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
+ }
+ }
}
+
+/* end */