/*
+ * 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 something much closer
+ * to idiomatic C, the following is more appropriate:
+ *
+ * ESR apologizes for the remaing gotos (now confined to two functions
+ * in this file - there used to be hundreds of them, *everywhere*),
+ * and the offensive globals. Applying the Structured Program Theorem
+ * can be hard.
*/
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
-#include "main.h"
-
-#include "misc.h"
-
-long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG,
- DLOC[7], FIXED[101], HOLDNG,
- KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
- PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
- SETUP = 0, TABSIZ = 330;
-signed char INLINE[LINESIZE], MAP1[129], MAP2[129];
-
-long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
- BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
- CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
- COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
- DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
- GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
- HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
- KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
- LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
- MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
- MESSAG, MIRROR, MXSCOR,
- NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
- OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
- PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
- RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
- SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
- STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
- TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
- TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
- VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
- WZDARK = false, ZZWORD;
+#include <getopt.h>
+#include <signal.h>
+#include <time.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 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 WD1, WD1X, WD2, WD2X;
+
+FILE *logfp;
+bool oldstyle = false;
+bool editline = true;
+bool prompt = true;
+lcg_state lcgstate;
extern void initialise();
extern void score(long);
-extern int action(long);
+extern int action(FILE *, long, long, long);
+
+void sig_handler(int signo)
+{
+ if (signo == SIGINT)
+ if (logfp != NULL)
+ fflush(logfp);
+ exit(0);
+}
/*
* MAIN PROGRAM
+ *
+ * Adventure (rev 2: 20 treasures)
+ *
+ * History: Original idea & 5-treasure version (adventures) by Willie Crowther
+ * 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.
*/
-int main(int argc, char *argv[]) {
-
-/* ADVENTURE (REV 2: 20 TREASURES) */
-
-/* HISTORY: ORIGINAL IDEA & 5-TREASURE VERSION (ADVENTURES) BY WILLIE CROWTHER
- * 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 */
-
-
-/* LOGICAL VARIABLES:
- *
- * CLOSED SAYS WHETHER WE'RE ALL THE WAY CLOSED
- * CLOSNG SAYS WHETHER IT'S CLOSING TIME YET
- * CLSHNT SAYS WHETHER HE'S READ THE CLUE IN THE ENDGAME
- * LMWARN SAYS WHETHER HE'S BEEN WARNED ABOUT LAMP GOING DIM
- * NOVICE SAYS WHETHER HE ASKED FOR INSTRUCTIONS AT START-UP
- * PANIC SAYS WHETHER HE'S FOUND OUT HE'S TRAPPED IN THE CAVE
- * WZDARK SAYS WHETHER THE LOC HE'S LEAVING WAS DARK */
-
-#include "funcs.h"
-
-/* READ THE DATABASE IF WE HAVE NOT YET DONE SO */
-
- LINES = (long *)calloc(LINSIZ+1,sizeof(long));
- if(!LINES){
- printf("Not enough memory!\n");
- exit(1);
+static bool do_command(FILE *);
+
+int main(int argc, char *argv[])
+{
+ int ch;
+
+/* Options. */
+
+ while ((ch = getopt(argc, argv, "l:os")) != 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 's':
+ editline = false;
+ break;
}
-
- MAP2[1] = 0;
- if(!SETUP)initialise();
- if(SETUP > 0) goto L1;
-
-/* 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. */
-
+ }
+
+ linenoiseHistorySetMaxLen(350);
+
+ /* Logical variables:
+ *
+ * game.closed says whether we're all the way closed
+ * game.closng says whether it's closing time yet
+ * game.clshnt says whether he's read the clue in the endgame
+ * game.lmwarn says whether he's been warned about lamp going dim
+ * game.novice says whether he asked for instructions at start-up
+ * game.panic says whether he's found out he's trapped in the cave
+ * game.wzdark says whether the loc he's leaving was dark */
+
+ /* Initialize our LCG PRNG with parameters tested against
+ * Knuth vol. 2. by the original authors */
+ lcgstate.a = 1093;
+ lcgstate.c = 221587;
+ lcgstate.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);
+ }
+
+ /* 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;
+
+ if (logfp)
+ fprintf(logfp, "seed %ld\n", seedval);
+
+ /* interpret commands ubtil EOF or interrupt */
+ for (;;) {
+ if (!do_command(stdin))
+ break;
+ }
+ /* show score and exit */
+ score(1);
+}
+static bool fallback_handler(char *buf)
+/* fallback handler for commands not handled by FORTRANish parser */
+{
+ 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;
+ }
+ return false;
+}
+/* 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(FILE *cmdin)
+{
+ 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];
+ /* 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[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;
+ }
+
+ /* 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];
+ }
+ }
+ }
+}
-/* START-UP, DWARF STUFF */
-
-L1: SETUP= -1;
- I=RAN(-1);
- ZZWORD=RNDVOC(3,0)+MESH*2;
- NOVICE=YES(65,1,0);
- NEWLOC=1;
- LOC=1;
- LIMIT=330;
- if(NOVICE)LIMIT=1000;
-
-/* CAN'T LEAVE CAVE ONCE IT'S CLOSING (EXCEPT BY MAIN OFFICE). */
-
-L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
- RSPEAK(130);
- NEWLOC=LOC;
- if(!PANIC)CLOCK2=15;
- PANIC=true;
-
-/* SEE IF A DWARF HAS SEEN HIM AND HAS COME FROM WHERE HE WANTS TO GO. IF SO,
- * THE DWARF'S BLOCKING HIS WAY. IF COMING FROM PLACE FORBIDDEN TO PIRATE
- * (DWARVES ROOTED IN PLACE) LET HIM GET OUT (AND ATTACKED). */
-
-L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
- /* 73 */ for (I=1; I<=5; I++) {
- if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
- NEWLOC=LOC;
- RSPEAK(2);
- goto L74;
-L73: /*etc*/ ;
- } /* end loop */
-L74: LOC=NEWLOC;
-
-/* DWARF STUFF. SEE EARLIER COMMENTS FOR DESCRIPTION OF VARIABLES. REMEMBER
- * SIXTH DWARF IS PIRATE AND IS THUS VERY DIFFERENT EXCEPT FOR MOTION RULES. */
-
-/* FIRST OFF, DON'T LET THE DWARVES FOLLOW HIM INTO A PIT OR A WALL. ACTIVATE
- * THE WHOLE MESS THE FIRST TIME HE GETS AS FAR AS THE HALL OF MISTS (LOC 15).
- * IF NEWLOC IS FORBIDDEN TO PIRATE (IN PARTICULAR, IF IT'S BEYOND THE TROLL
- * BRIDGE), BYPASS DWARF STUFF. THAT WAY PIRATE CAN'T STEAL RETURN TOLL, AND
- * DWARVES CAN'T MEET THE BEAR. ALSO MEANS DWARVES WON'T FOLLOW HIM INTO DEAD
- * END IN MAZE, BUT C'EST LA VIE. THEY'LL WAIT FOR HIM OUTSIDE THE DEAD END. */
-
- if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
- if(DFLAG != 0) goto L6000;
- if(INDEEP(LOC))DFLAG=1;
- goto L2000;
-
-/* WHEN WE ENCOUNTER THE FIRST DWARF, WE KILL 0, 1, OR 2 OF THE 5 DWARVES. IF
- * ANY OF THE SURVIVORS IS AT LOC, REPLACE HIM WITH THE ALTERNATE. */
-
-L6000: if(DFLAG != 1) goto L6010;
- if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
- DFLAG=2;
- /* 6001 */ for (I=1; I<=2; I++) {
- J=1+RAN(5);
-L6001: if(PCT(50))DLOC[J]=0;
- } /* end loop */
- /* 6002 */ for (I=1; I<=5; I++) {
- if(DLOC[I] == LOC)DLOC[I]=DALTLC;
-L6002: ODLOC[I]=DLOC[I];
- } /* end loop */
+static bool dwarfmove(void)
+/* Dwarves move. Return true if player survives, false if he dies. */
+{
+ int kk, stick, attack;
+ long TK[21];
+
+ /* Dwarf stuff. See earlier comments for description of
+ * variables. Remember sixth dwarf is pirate and is thus
+ * very different except for motion rules. */
+
+ /* First off, don't let the dwarves follow him into a pit or
+ * a wall. Activate the whole mess the first time he gets as
+ * far as the hall of mists (loc 15). If game.newloc is
+ * forbidden to pirate (in particular, if it's beyond the
+ * troll bridge), bypass dwarf stuff. That way pirate can't
+ * steal return toll, and dwarves can't meet the bear. Also
+ * means dwarves won't follow him into dead end in maze, but
+ * c'est la vie. They'll wait for him outside the dead
+ * end. */
+ if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
+ return true;
+
+ /* Dwarf activity level ratchets up */
+ if (game.dflag == 0) {
+ if (INDEEP(game.loc))
+ game.dflag=1;
+ return true;
+ }
+
+ /* When we encounter the first dwarf, we kill 0, 1, or 2 of
+ * the 5 dwarves. If any of the survivors is at loc,
+ * replace him with the alternate. */
+ if (game.dflag == 1) {
+ if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,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,LOC);
- goto L2000;
-
-/* THINGS ARE IN FULL SWING. MOVE EACH DWARF AT RANDOM, EXCEPT IF HE'S SEEN US
- * HE STICKS WITH US. DWARVES STAY DEEP INSIDE. IF WANDERING AT RANDOM,
- * THEY DON'T BACK UP UNLESS THERE'S NO ALTERNATIVE. IF THEY DON'T HAVE TO
- * MOVE, THEY ATTACK. AND, OF COURSE, DEAD DWARVES DON'T DO MUCH OF ANYTHING. */
-
-L6010: DTOTAL=0;
- ATTACK=0;
- STICK=0;
- /* 6030 */ for (I=1; I<=6; I++) {
- if(DLOC[I] == 0) goto L6030;
-/* FILL TK ARRAY WITH ALL THE PLACES THIS DWARF MIGHT GO. */
- J=1;
- KK=DLOC[I];
- KK=KEY[KK];
- if(KK == 0) goto L6016;
-L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
- {long x = J-1;
- if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
- NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
- FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
- IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
- TK[J]=NEWLOC;
- J=J+1;
-L6014: KK=KK+1;
- {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
-L6016: TK[J]=ODLOC[I];
- if(J >= 2)J=J-1;
- J=1+RAN(J);
- ODLOC[I]=DLOC[I];
- DLOC[I]=TK[J];
- DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
- if(!DSEEN[I]) goto L6030;
- DLOC[I]=LOC;
- if(I != 6) goto L6027;
-
-/* THE PIRATE'S SPOTTED HIM. HE LEAVES HIM ALONE ONCE WE'VE FOUND CHEST. K
- * COUNTS IF A TREASURE IS HERE. IF NOT, AND TALLY=1 FOR AN UNSEEN CHEST, LET
- * THE PIRATE BE SPOTTED. NOTE THAT PLACE(CHEST)=0 MIGHT MEAN THAT HE'S
- * THROWN IT TO THE TROLL, BUT IN THAT CASE HE'S SEEN THE CHEST (PROP=0). */
-
- if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
- K=0;
- /* 6020 */ for (J=50; J<=MAXTRS; J++) {
-/* PIRATE WON'T TAKE PYRAMID FROM PLOVER ROOM OR DARK ROOM (TOO EASY!). */
- if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
- if(TOTING(J)) goto L6021;
-L6020: if(HERE(J))K=1;
- } /* end loop */
- if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
- == 1) goto L6025;
- if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
- goto L6030;
-
-L6021: if(PLACE[CHEST] != 0) goto L6022;
-/* INSTALL CHEST ONLY ONCE, TO INSURE IT IS THE LAST TREASURE IN THE LIST. */
- MOVE(CHEST,CHLOC);
- MOVE(MESSAG,CHLOC2);
-L6022: RSPEAK(128);
- /* 6023 */ for (J=50; J<=MAXTRS; J++) {
- if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
- if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
- if(TOTING(J))DROP(J,CHLOC);
-L6023: /*etc*/ ;
- } /* end loop */
-L6024: DLOC[6]=CHLOC;
- ODLOC[6]=CHLOC;
- DSEEN[6]=false;
- goto L6030;
-
-L6025: RSPEAK(186);
- MOVE(CHEST,CHLOC);
- MOVE(MESSAG,CHLOC2);
- goto L6024;
-
-/* THIS THREATENING LITTLE DWARF IS IN THE ROOM WITH HIM! */
-
-L6027: DTOTAL=DTOTAL+1;
- if(ODLOC[I] != DLOC[I]) goto L6030;
- ATTACK=ATTACK+1;
- if(KNFLOC >= 0)KNFLOC=LOC;
- if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1;
-L6030: /*etc*/ ;
- } /* end loop */
-
-/* NOW WE KNOW WHAT'S HAPPENING. LET'S TELL THE POOR SUCKER ABOUT IT.
- * NOTE THAT VARIOUS OF THE "KNIFE" MESSAGES MUST HAVE SPECIFIC RELATIVE
- * POSITIONS IN THE RSPEAK DATABASE. */
-
- if(DTOTAL == 0) goto L2000;
- SETPRM(1,DTOTAL,0);
- RSPEAK(4+1/DTOTAL);
- if(ATTACK == 0) goto L2000;
- if(DFLAG == 2)DFLAG=3;
- SETPRM(1,ATTACK,0);
- K=6;
- if(ATTACK > 1)K=250;
- RSPEAK(K);
- SETPRM(1,STICK,0);
- RSPEAK(K+1+2/(1+STICK));
- if(STICK == 0) goto L2000;
- OLDLC2=LOC;
- goto L99;
-
-
-
-
-
-
-/* DESCRIBE THE CURRENT LOCATION AND (MAYBE) GET NEXT COMMAND. */
-
-/* PRINT TEXT FOR CURRENT LOC. */
-
-L2000: if(LOC == 0) goto L99;
- KK=STEXT[LOC];
- if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
- if(FORCED(LOC) || !DARK(0)) goto L2001;
- if(WZDARK && PCT(35)) goto L90;
- KK=RTEXT[16];
-L2001: if(TOTING(BEAR))RSPEAK(141);
- SPEAK(KK);
- K=1;
- if(FORCED(LOC)) goto L8;
- if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
-
-/* PRINT OUT DESCRIPTIONS OF OBJECTS AT THIS LOCATION. IF NOT CLOSING AND
- * PROPERTY VALUE IS NEGATIVE, TALLY OFF ANOTHER TREASURE. RUG IS SPECIAL
- * CASE; ONCE SEEN, ITS PROP IS 1 (DRAGON ON IT) TILL DRAGON IS KILLED.
- * SIMILARLY FOR CHAIN; PROP IS INITIALLY 1 (LOCKED TO BEAR). THESE HACKS
- * ARE BECAUSE PROP=0 IS NEEDED TO GET FULL SCORE. */
-
- if(DARK(0)) goto L2012;
- ABB[LOC]=ABB[LOC]+1;
- I=ATLOC[LOC];
-L2004: if(I == 0) goto L2012;
- OBJ=I;
- if(OBJ > 100)OBJ=OBJ-100;
- if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
- if(PROP[OBJ] >= 0) goto L2006;
- if(CLOSED) goto L2008;
- PROP[OBJ]=0;
- if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
- TALLY=TALLY-1;
-/* NOTE: THERE USED TO BE A TEST HERE TO SEE WHETHER THE PLAYER HAD BLOWN IT
- * SO BADLY THAT HE COULD NEVER EVER SEE THE REMAINING TREASURES, AND IF SO
- * THE LAMP WAS ZAPPED TO 35 TURNS. BUT THE TESTS WERE TOO SIMPLE-MINDED;
- * THINGS LIKE KILLING THE BIRD BEFORE THE SNAKE WAS GONE (CAN NEVER SEE
- * JEWELRY), AND DOING IT "RIGHT" WAS HOPELESS. E.G., COULD CROSS TROLL
- * BRIDGE SEVERAL TIMES, USING UP ALL AVAILABLE TREASURES, BREAKING VASE,
- * USING COINS TO BUY BATTERIES, ETC., AND EVENTUALLY NEVER BE ABLE TO GET
- * ACROSS AGAIN. IF BOTTLE WERE LEFT ON FAR SIDE, COULD THEN NEVER GET EGGS
- * OR TRIDENT, AND THE EFFECTS PROPAGATE. SO THE WHOLE THING WAS FLUSHED.
- * ANYONE WHO MAKES SUCH A GROSS BLUNDER ISN'T LIKELY TO FIND EVERYTHING
- * ELSE ANYWAY (SO GOES THE RATIONALISATION). */
-L2006: KK=PROP[OBJ];
- if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
- PSPEAK(OBJ,KK);
-L2008: I=LINK[I];
- goto L2004;
-
-L2009: K=54;
-L2010: SPK=K;
-L2011: RSPEAK(SPK);
-
-L2012: VERB=0;
- OLDOBJ=OBJ;
- OBJ=0;
-
-/* CHECK IF THIS LOC IS ELIGIBLE FOR ANY HINTS. IF BEEN HERE LONG ENOUGH,
- * BRANCH TO HELP SECTION (ON LATER PAGE). HINTS ALL COME BACK HERE EVENTUALLY
- * TO FINISH THE LOOP. IGNORE "HINTS" < 4 (SPECIAL STUFF, SEE DATABASE NOTES).
- */
-
-L2600: if(COND[LOC] < CONDS) goto L2603;
- /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
- if(HINTED[HINT]) goto L2602;
- if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
- HINTLC[HINT]=HINTLC[HINT]+1;
- if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
-L2602: /*etc*/ ;
- } /* end loop */
-
-/* KICK THE RANDOM NUMBER GENERATOR JUST TO ADD VARIETY TO THE CHASE. ALSO,
- * IF CLOSING TIME, CHECK FOR ANY OBJECTS BEING TOTED WITH PROP < 0 AND SET
- * THE PROP TO -1-PROP. THIS WAY OBJECTS WON'T BE DESCRIBED UNTIL THEY'VE
- * BEEN PICKED UP AND PUT DOWN SEPARATE FROM THEIR RESPECTIVE PILES. DON'T
- * TICK CLOCK1 UNLESS WELL INTO CAVE (AND NOT AT Y2). */
-
-L2603: if(!CLOSED) goto L2605;
- if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
- /* 2604 */ for (I=1; I<=100; I++) {
-L2604: if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
- } /* end loop */
-L2605: WZDARK=DARK(0);
- if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
- I=RAN(1);
- GETIN(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. */
-
-L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
- TURNS=TURNS+1;
- if(TURNS != THRESH) goto L2608;
- SPEAK(TTEXT[TRNDEX]);
- TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
- TRNDEX=TRNDEX+1;
- THRESH= -1;
- if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
-L2608: if(VERB == SAY && WD2 > 0)VERB=0;
- if(VERB == SAY) goto L4090;
- if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
- if(CLOCK1 == 0) goto L10000;
- if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
- if(CLOCK2 == 0) goto L11000;
- if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
- if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
- L12000;
- if(LIMIT == 0) goto L12400;
- if(LIMIT <= 30) goto L12200;
-L19999: K=43;
- if(LIQLOC(LOC) == WATER)K=70;
- V1=VOCAB(WD1,-1);
- V2=VOCAB(WD2,-1);
- if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
- if(V1 == ENTER && WD2 > 0) goto L2800;
- if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
- 1000+DOOR)) goto L2610;
- {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
-L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
- HERE(BIRD))WD1=MAKEWD(301200308);
-L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
- IWEST=IWEST+1;
- if(IWEST == 10)RSPEAK(17);
-L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
- IGO=IGO+1;
- if(IGO == 10)RSPEAK(276);
-L2630: I=VOCAB(WD1,-1);
- if(I == -1) goto L3000;
- K=MOD(I,1000);
- KQ=I/1000+1;
- switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
- case 3: goto L2010; }
- BUG(22);
-
-/* GET SECOND WORD FOR ANALYSIS. */
-
-L2800: WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
-
-/* GEE, I DON'T UNDERSTAND. */
-
-L3000: SETPRM(1,WD1,WD1X);
- RSPEAK(254);
- goto L2600;
-
-/* VERB AND OBJECT ANALYSIS MOVED TO SEPARATE MODULE. */
-
-L4000: I=4000; goto Laction;
-L4090: I=4090; goto Laction;
-L5000: I=5000;
-Laction:
- switch (action(I)) {
- case 2: goto L2;
- case 8: goto L8;
- case 2000: goto L2000;
- case 2009: goto L2009;
- case 2010: goto L2010;
- case 2011: goto L2011;
- case 2012: goto L2012;
- case 2600: goto L2600;
- case 2607: goto L2607;
- case 2630: goto L2630;
- case 2800: goto L2800;
- case 8000: goto L8000;
- case 18999: goto L18999;
- case 19000: goto L19000;
- }
- BUG(99);
-
-/* RANDOM INTRANSITIVE VERBS COME HERE. CLEAR OBJ JUST IN CASE (SEE "ATTACK").
- */
-
-L8000: SETPRM(1,WD1,WD1X);
- RSPEAK(257);
- OBJ=0;
- goto L2600;
-
-/* FIGURE OUT THE NEW LOCATION
- *
- * 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
- * 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);
- if(K == NUL) goto L2;
- if(K == BACK) goto L20;
- if(K == LOOK) goto L30;
- if(K == CAVE) goto L40;
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
-
-L9: LL=IABS(TRAVEL[KK]);
- if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
- if(TRAVEL[KK] < 0) goto L50;
- KK=KK+1;
- goto L9;
-
-L10: LL=LL/1000;
-L11: NEWLOC=LL/1000;
- K=MOD(NEWLOC,100);
- if(NEWLOC <= 300) goto L13;
- if(PROP[K] != NEWLOC/100-3) goto L16;
-L12: if(TRAVEL[KK] < 0)BUG(25);
- KK=KK+1;
- NEWLOC=IABS(TRAVEL[KK])/1000;
- if(NEWLOC == LL) goto L12;
- LL=NEWLOC;
- goto L11;
-
-L13: if(NEWLOC <= 100) goto L14;
- if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
- goto L12;
-
-L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
-L16: NEWLOC=MOD(LL,1000);
- if(NEWLOC <= 300) goto L2;
- if(NEWLOC <= 500) goto L30000;
- RSPEAK(NEWLOC-500);
- NEWLOC=LOC;
- goto L2;
-
-/* SPECIAL MOTIONS COME HERE. LABELLING CONVENTION: STATEMENT NUMBERS NNNXX
- * (XX=00-99) ARE USED FOR SPECIAL CASE NUMBER NNN (NNN=301-500). */
-
-L30000: NEWLOC=NEWLOC-300;
- switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
- L30300; }
- BUG(20);
-
-/* 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". */
-
-L30100: NEWLOC=99+100-LOC;
- if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2;
- NEWLOC=LOC;
- RSPEAK(117);
- goto L2;
-
-/* 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. */
-
-L30200: DROP(EMRALD,LOC);
- goto L12;
-
-/* 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
- * PROP(TROLL)=1, HE'S CROSSED SINCE PAYING, SO STEP OUT AND BLOCK HIM.
- * (STANDARD TRAVEL ENTRIES CHECK FOR PROP(TROLL)=0.) SPECIAL STUFF FOR BEAR. */
-
-L30300: if(PROP[TROLL] != 1) goto L30310;
- PSPEAK(TROLL,1);
- PROP[TROLL]=0;
- MOVE(TROLL2,0);
- MOVE(TROLL2+100,0);
- MOVE(TROLL,PLAC[TROLL]);
- MOVE(TROLL+100,FIXD[TROLL]);
- JUGGLE(CHASM);
- NEWLOC=LOC;
- goto L2;
-
-L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
- if(PROP[TROLL] == 0)PROP[TROLL]=1;
- if(!TOTING(BEAR)) goto L2;
- RSPEAK(162);
- PROP[CHASM]=1;
- PROP[TROLL]=2;
- DROP(BEAR,NEWLOC);
- FIXED[BEAR]= -1;
- PROP[BEAR]=3;
- OLDLC2=NEWLOC;
- goto L99;
-
-/* END OF SPECIALS. */
-
-/* HANDLE "GO BACK". LOOK FOR VERB WHICH GOES FROM LOC TO OLDLOC, OR TO OLDLC2
- * IF OLDLOC HAS FORCED-MOTION. K2 SAVES ENTRY -> FORCED LOC -> PREVIOUS LOC. */
-
-L20: K=OLDLOC;
- if(FORCED(K))K=OLDLC2;
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
- K2=0;
- if(K == LOC)K2=91;
- if(CNDBIT(LOC,4))K2=274;
- if(K2 == 0) goto L21;
- RSPEAK(K2);
- goto L2;
-
-L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
- if(LL == K) goto L25;
- if(LL > 300) goto L22;
- J=KEY[LL];
- if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
-L22: if(TRAVEL[KK] < 0) goto L23;
- KK=KK+1;
- goto L21;
-
-L23: KK=K2;
- if(KK != 0) goto L25;
- RSPEAK(140);
- goto L2;
-
-L25: K=MOD(IABS(TRAVEL[KK]),1000);
- KK=KEY[LOC];
- goto L9;
-
-/* 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. */
-
-L30: if(DETAIL < 3)RSPEAK(15);
- DETAIL=DETAIL+1;
- WZDARK=false;
- ABB[LOC]=0;
- goto L2;
-
-/* CAVE. DIFFERENT MESSAGES DEPENDING ON WHETHER ABOVE GROUND. */
-
-L40: K=58;
- if(OUTSID(LOC) && LOC != 8)K=57;
- RSPEAK(K);
- goto L2;
-
-/* NON-APPLICABLE MOTION. VARIOUS MESSAGES DEPENDING ON WORD GIVEN. */
-
-L50: 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);
- goto L2;
-
-
-
+ DROP(AXE,game.loc);
+ return true;
+ }
+
+ /* Things are in full swing. Move each dwarf at random,
+ * except if he's seen us he sticks with us. Dwarves stay
+ * deep inside. If wandering at random, they don't back up
+ * unless there's no alternative. If they don't have to
+ * move, they attack. And, of course, dead dwarves don't do
+ * much of anything. */
+ game.dtotal=0;
+ attack=0;
+ stick=0;
+ for (int i=1; i<=NDWARVES; i++) {
+ 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;
+ /* C doesn't have what the Structured rogramming
+ * Theorem says we need here - multi-level loop
+ * breakout. We simulate with a goto. Irreducible, alas.
+ */
+ 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:;
+ }
+
+ /* 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);
+ if (attack == 0)
+ return true;
+ if (game.dflag == 2)game.dflag=3;
+ SETPRM(1,attack,0);
+ int k=6;
+ if (attack > 1)k=250;
+ RSPEAK(k);
+ SETPRM(1,stick,0);
+ RSPEAK(k+1+2/(1+stick));
+ if (stick == 0)
+ return true;
+ game.oldlc2=game.loc;
+ return false;
+}
-/* "YOU'RE DEAD, JIM."
+/* "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 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
- * WE EXIT. WHEN REINCARNATED, ALL OBJECTS BEING CARRIED GET DROPPED AT OLDLC2
- * (PRESUMABLY THE LAST PLACE PRIOR TO BEING KILLED) WITHOUT CHANGE OF PROPS.
- * THE LOOP RUNS BACKWARDS TO ASSURE THAT THE BIRD IS DROPPED BEFORE THE CAGE.
- * (THIS KLUGE COULD BE CHANGED ONCE WE'RE SURE ALL REFERENCES TO BIRD AND CAGE
- * ARE DONE BY KEYWORDS.) THE LAMP IS A SPECIAL CASE (IT WOULDN'T DO TO LEAVE
- * IT IN THE CAVE). IT IS TURNED OFF AND LEFT OUTSIDE THE BUILDING (ONLY IF HE
- * WAS CARRYING IT, OF COURSE). HE HIMSELF IS LEFT INSIDE THE BUILDING (AND
- * HEAVEN HELP HIM IF HE TRIES TO XYZZY BACK INTO THE CAVE WITHOUT THE LAMP!).
- * OLDLOC IS ZAPPED SO HE CAN'T JUST "RETREAT". */
-
-/* THE EASIEST WAY TO GET KILLED IS TO FALL INTO A PIT IN PITCH DARKNESS. */
-
-L90: RSPEAK(23);
- OLDLC2=LOC;
-
-/* OKAY, HE'S DEAD. LET'S GET ON WITH IT. */
+ * 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 we exit. When
+ * reincarnated, all objects being carried get dropped at game.oldlc2
+ * (presumably the last place prior to being killed) without change
+ * of props. the loop runs backwards to assure that the bird is
+ * dropped before the cage. (this kluge could be changed once we're
+ * sure all references to bird and cage are done by keywords.) The
+ * lamp is a special case (it wouldn't do to leave it in the cave).
+ * It is turned off and left outside the building (only if he was
+ * carrying it, of course). He himself is left inside the building
+ * (and heaven help him if he tries to xyzzy back into the cave
+ * without the lamp!). game.oldloc is zapped so he can't just
+ * "retreat". */
+
+static void croak(FILE *cmdin)
+/* Okay, he's dead. Let's get on with it. */
+{
+ 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;
+ }
+}
-L99: if(CLOSNG) goto L95;
- NUMDIE=NUMDIE+1;
- if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
- if(NUMDIE == MAXDIE) score(0);
- PLACE[WATER]=0;
- PLACE[OIL]=0;
- if(TOTING(LAMP))PROP[LAMP]=0;
- /* 98 */ for (J=1; J<=100; J++) {
- I=101-J;
- if(!TOTING(I)) goto L98;
- K=OLDLC2;
- if(I == LAMP)K=1;
- DROP(I,K);
-L98: /*etc*/ ;
- } /* end loop */
- LOC=3;
- OLDLOC=LOC;
- goto L2000;
-
-/* HE DIED DURING CLOSING TIME. NO RESURRECTION. TALLY UP A DEATH AND EXIT. */
-
-L95: RSPEAK(131);
- NUMDIE=NUMDIE+1;
- score(0);
-
-
-
-
-/* HINTS */
-
-/* COME HERE IF HE'S BEEN LONG ENOUGH AT REQUIRED LOC(S) FOR SOME UNUSED HINT.
- * HINT NUMBER IS IN VARIABLE "HINT". BRANCH TO QUICK TEST FOR ADDITIONAL
- * CONDITIONS, THEN COME BACK TO DO NEAT STUFF. GOTO 40010 IF CONDITIONS ARE
- * MET AND WE WANT TO OFFER THE HINT. GOTO 40020 TO CLEAR HINTLC BACK TO ZERO,
- * 40030 TO TAKE NO ACTION YET. */
-
-L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
- L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
- L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
- L40900; case 9: goto L41000; }
-/* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
- * JADE */
- BUG(27);
-
-L40010: HINTLC[HINT]=0;
- if(!YES(HINTS[HINT][3],0,54)) goto L2602;
- SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
- RSPEAK(261);
- HINTED[HINT]=YES(175,HINTS[HINT][4],54);
- if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
-L40020: HINTLC[HINT]=0;
-L40030: goto L2602;
-
-/* NOW FOR THE QUICK TESTS. SEE DATABASE DESCRIPTION FOR ONE-LINE NOTES. */
-
-L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
- goto L40020;
-
-L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
- goto L40030;
-
-L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
- goto L40020;
-
-L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
- 1) goto L40010;
- goto L40020;
-
-L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
- goto L40020;
-
-L40600: goto L40010;
-
-L40700: if(DFLAG == 0) goto L40010;
- goto L40020;
-
-L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
- L40010;
- goto L40030;
-
-L40900: I=ATDWRF(LOC);
- if(I < 0) goto L40020;
- if(HERE(OGRE) && I == 0) goto L40010;
- goto L40030;
-
-L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
- goto L40020;
-
-
-
-
-
-/* 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. */
+/* 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
+ * 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, int motion)
+{
+ int LL, K2, KK=KEY[game.loc];
+ game.newloc=game.loc;
+ if (KK == 0)
+ BUG(26);
+ if (motion == NUL)
+ return true;
+ else if (motion == BACK) {
+ /* Handle "go back". Look for verb which goes from game.loc to
+ * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
+ * K2 saves entry -> forced loc -> previous loc. */
+ motion=game.oldloc;
+ if (FORCED(motion))
+ motion=game.oldlc2;
+ game.oldlc2=game.oldloc;
+ game.oldloc=game.loc;
+ K2=0;
+ if (motion == game.loc)K2=91;
+ if (CNDBIT(game.loc,4))K2=274;
+ if (K2 == 0) {
+ for (;;) {
+ LL=MOD((labs(TRAVEL[KK])/1000),1000);
+ if (LL != motion) {
+ if (LL <= 300) {
+ if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
+ K2=KK;
+ }
+ if (TRAVEL[KK] >= 0) {
+ ++KK;
+ continue;
+ }
+ KK=K2;
+ if (KK == 0) {
+ RSPEAK(140);
+ return true;
+ }
+ }
+
+ 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(15);
+ ++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 != 8) ? 57 : 58);
+ 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) == motion)
+ break;
+ if (TRAVEL[KK] < 0) {
+ /* Non-applicable motion. Various messages depending on
+ * word given. */
+ int spk=12;
+ if (motion >= 43 && motion <= 50)spk=52;
+ if (motion == 29 || motion == 30)spk=52;
+ if (motion == 7 || motion == 36 || motion == 37)spk=10;
+ if (motion == 11 || motion == 19)spk=11;
+ if (verb == FIND || verb == INVENT)spk=59;
+ if (motion == 62 || motion == 65)spk=42;
+ if (motion == 17)spk=80;
+ RSPEAK(spk);
+ return true;
+ }
+ ++KK;
+ }
+ LL=LL/1000;
+
+ do {
+ /*
+ * (ESR) This special-travel loop may have to be repeated if it includes
+ * the plover passage. Same deal for any future cases wgerw we beed to
+ * block travel and then redo it once the blocking condition has been
+ * removed.
+ */
+ for (;;) {
+ game.newloc=LL/1000;
+ motion=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(motion) || (game.newloc > 200 && AT(motion)))
+ break;
+ /* else fall through */
+ }
+ else if (game.prop[motion] != game.newloc/100-3)
+ break;
+ do {
+ if (TRAVEL[KK] < 0)BUG(25);
+ ++KK;
+ game.newloc=labs(TRAVEL[KK])/1000;
+ } while
+ (game.newloc == LL);
+ LL=game.newloc;
+ }
-/* 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 MT. 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. */
+ 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);
+ do {
+ if (TRAVEL[KK] < 0)BUG(25);
+ ++KK;
+ game.newloc=labs(TRAVEL[KK])/1000;
+ } while
+ (game.newloc == LL);
+ continue; /* back to top of do/while loop */
+ case 3:
+ /* Travel 303. Troll bridge. Must be done only as special
+ * motion so that dwarves won't wander across and encounter
+ * the bear. (They won't follow the player there because
+ * that region is forbidden to the pirate.) If
+ * game.prop(TROLL)=1, he's crossed since paying, so step out
+ * and block him. (standard travel entries check for
+ * game.prop(TROLL)=0.) Special stuff for bear. */
+ if (game.prop[TROLL] == 1) {
+ PSPEAK(TROLL,1);
+ game.prop[TROLL]=0;
+ MOVE(TROLL2,0);
+ MOVE(TROLL2+NOBJECTS,0);
+ MOVE(TROLL,PLAC[TROLL]);
+ MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
+ JUGGLE(CHASM);
+ game.newloc=game.loc;
+ return true;
+ } else {
+ game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
+ if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
+ if (!TOTING(BEAR)) return true;
+ RSPEAK(162);
+ game.prop[CHASM]=1;
+ game.prop[TROLL]=2;
+ DROP(BEAR,game.newloc);
+ game.fixed[BEAR]= -1;
+ game.prop[BEAR]=3;
+ game.oldlc2=game.newloc;
+ croak(cmdin);
+ return false;
+ }
+ }
+ BUG(20);
+ }
+ } while
+ (false);
+ RSPEAK(game.newloc-500);
+ game.newloc=game.loc;
+ return true;
+}
-L10000: PROP[GRATE]=0;
- PROP[FISSUR]=0;
- /* 10010 */ for (I=1; I<=6; I++) {
- DSEEN[I]=false;
-L10010: DLOC[I]=0;
- } /* end loop */
+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. */
+{
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
+ --game.clock1;
+
+ /* 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 (int i=1; i<=NDWARVES; i++) {
+ game.dseen[i]=false;
+ game.dloc[i]=0;
+ }
MOVE(TROLL,0);
- MOVE(TROLL+100,0);
+ MOVE(TROLL+NOBJECTS,0);
MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+100,FIXD[TROLL]);
+ MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- if(PROP[BEAR] != 3)DSTROY(BEAR);
- PROP[CHAIN]=0;
- FIXED[CHAIN]=0;
- PROP[AXE]=0;
- FIXED[AXE]=0;
+ 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);
- CLOCK1= -1;
- 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: PROP[BOTTLE]=PUT(BOTTLE,115,1);
- PROP[PLANT]=PUT(PLANT,115,0);
- PROP[OYSTER]=PUT(OYSTER,115,0);
+ 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,115,1);
+ game.prop[PLANT]=PUT(PLANT,115,0);
+ game.prop[OYSTER]=PUT(OYSTER,115,0);
OBJTXT[OYSTER]=3;
- PROP[LAMP]=PUT(LAMP,115,0);
- PROP[ROD]=PUT(ROD,115,0);
- PROP[DWARF]=PUT(DWARF,115,0);
- LOC=115;
- OLDLOC=115;
- NEWLOC=115;
-
-/* LEAVE THE GRATE WITH NORMAL (NON-NEGATIVE) PROPERTY. REUSE SIGN. */
-
- I=PUT(GRATE,116,0);
- I=PUT(SIGN,116,0);
- OBJTXT[SIGN]=OBJTXT[SIGN]+1;
- PROP[SNAKE]=PUT(SNAKE,116,1);
- PROP[BIRD]=PUT(BIRD,116,1);
- PROP[CAGE]=PUT(CAGE,116,0);
- PROP[ROD2]=PUT(ROD2,116,0);
- PROP[PILLOW]=PUT(PILLOW,116,0);
-
- PROP[MIRROR]=PUT(MIRROR,115,0);
- FIXED[MIRROR]=116;
-
- /* 11010 */ for (I=1; I<=100; I++) {
-L11010: if(TOTING(I))DSTROY(I);
- } /* end loop */
+ 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);
- CLOSED=true;
- goto L2;
-
-/* 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);
- PROP[BATTER]=1;
- if(TOTING(BATTER))DROP(BATTER,LOC);
- LIMIT=LIMIT+2500;
- LMWARN=false;
- goto L19999;
-
-L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
- LMWARN=true;
- SPK=187;
- if(PLACE[BATTER] == 0)SPK=183;
- if(PROP[BATTER] == 1)SPK=189;
- RSPEAK(SPK);
- goto L19999;
-
-L12400: LIMIT= -1;
- 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);
+ game.closed=true;
+ return true;
+ }
+
+ return false;
}
+
+static void lampcheck(void)
+/* Check game limit and lamp timers */
+{
+ 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;
+ int spk=187;
+ if (game.place[BATTER] == 0)spk=183;
+ if (game.prop[BATTER] == 1)spk=189;
+ 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)) {
+ long obj;
+ ++game.abbrev[game.loc];
+ for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
+ 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);
+ }
+ }
+}
+
+static bool do_command(FILE *cmdin)
+/* Get and execute a command */
+{
+ long KQ, VERB, KK, V1, V2;
+ long i, k, KMOD;
+ static long igo = 0;
+ static long obj = 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) {
+ RSPEAK(130);
+ game.newloc=game.loc;
+ if (!game.panic)game.clock2=15;
+ game.panic=true;
+ }
+
+ /* See if a dwarf has seen him and has come from where he
+ * wants to go. If so, the dwarf's blocking his way. If
+ * coming from place forbidden to pirate (dwarves rooted in
+ * place) let him get out (and attacked). */
+ 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;
+
+ if (!dwarfmove())
+ croak(cmdin);
+
+ /* Describe the current location and (maybe) get next command. */
+
+ for (;;) {
+ if (game.loc == 0)
+ croak(cmdin);
+ 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)) {
+ RSPEAK(23);
+ game.oldlc2 = game.loc;
+ croak(cmdin);
+ continue; /* back to top of main interpreter loop */
+ }
+ msg=arbitrary_messages[16];
+ }
+ if (TOTING(BEAR))RSPEAK(141);
+ newspeak(msg);
+ if (FORCED(game.loc)) {
+ if (playermove(cmdin, VERB, 1))
+ return true;
+ else
+ continue; /* back to top of main interpreter loop */
+ }
+ if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
+
+ listobjects();
+
+ L2012:
+ VERB=0;
+ game.oldobj=obj;
+ obj=0;
+
+ L2600:
+ checkhints(cmdin);
+
+ /* 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 (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;
+
+ /* This is where we get a new command from the user */
+ if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
+ return false;
+
+ /* 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) {
+ newspeak(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();
+
+ 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)) {
+ 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;
+ 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) {
+ /* Gee, I don't understand. */
+ if (fallback_handler(rawbuf))
+ return true;
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(254);
+ goto L2600;
+ }
+ KMOD=MOD(i,1000);
+ KQ=i/1000+1;
+ switch (KQ-1)
+ {
+ case 0:
+ if (playermove(cmdin, VERB, KMOD))
+ return true;
+ else
+ continue; /* back to top of main interpreter loop */
+ case 1: part=unknown; obj = KMOD; break;
+ case 2: part=intransitive; VERB = KMOD; break;
+ case 3: RSPEAK(KMOD); goto L2012;
+ default: BUG(22);
+ }
+
+ Laction:
+ switch (action(cmdin, part, VERB, obj)) {
+ case GO_TERMINATE:
+ return true;
+ case GO_MOVE:
+ playermove(cmdin, 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 L2630;
+ 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(257);
+ obj=0;
+ goto L2600;
+ case GO_DWARFWAKE:
+ /* Oh dear, he's disturbed the dwarves. */
+ RSPEAK(136);
+ score(0);
+ return true;
+ default:
+ BUG(99);
+ }
+ }
+}
+
+/* end */