*
* 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>
FILE *logfp;
bool oldstyle = false;
-lcg_state lcgstate;
+bool editline = true;
+bool prompt = true;
extern void initialise();
extern void score(long);
/* Options. */
- while ((ch = getopt(argc, argv, "l:o")) != EOF) {
+ while ((ch = getopt(argc, argv, "l:os")) != EOF) {
switch (ch) {
-case 'l':
+ case 'l':
logfp = fopen(optarg, "w");
if (logfp == NULL)
fprintf(stderr,
break;
case 'o':
oldstyle = true;
+ editline = prompt = false;
+ break;
+ case 's':
+ editline = false;
break;
}
}
/* 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.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,ARB_0);
+ game.newloc = LOC_START;
+ game.loc = LOC_START;
game.limit=330;
if (game.novice)game.limit=1000;
if (logfp)
fprintf(logfp, "seed %ld\n", seedval);
- /* interpret commands ubtil EOF or interrupt */
+ /* interpret commands until EOF or interrupt */
for (;;) {
if (!do_command(stdin))
break;
for (int hint=1; hint<=HNTMAX; hint++) {
if (game.hinted[hint])
continue;
- if (!CNDBIT(game.loc,hint+10))
+ 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])
+ if (game.hintlc[hint] >= HINTS[hint][1])
{
int i;
/* Fall through to hint display */
game.hintlc[hint]=0;
- if (!YES(cmdin,HINTS[hint][3],0,54))
+ if (!YES(cmdin,HINTS[hint][3],ARB_0,OK_MAN))
return;
SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
- RSPEAK(261);
- game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
+ RSPEAK(HINT_COST);
+ game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN);
if (game.hinted[hint] && game.limit > 30)
game.limit=game.limit+30*HINTS[hint][2];
}
}
}
+bool spotted_by_pirate(int i)
+{
+ if (i != PIRATE)
+ return false;
+
+ /* 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)
+ return true;
+ int snarfed=0;
+ bool movechest = false, robplayer = false;
+ 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])) {
+ continue;
+ }
+ if (TOTING(j) || HERE(j))
+ ++snarfed;
+ if (TOTING(j)) {
+ movechest = true;
+ robplayer = true;
+ }
+ }
+ /* Force chest placement before player finds last treasure */
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && 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);
+ }
+ if (robplayer) {
+ RSPEAK(PIRATE_POUNCES);
+ 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);
+ }
+ }
+ }
+
+ 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))
+ if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR))
return true;
/* Dwarf activity level ratchets up */
* the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */
if (game.dflag == 1) {
- if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
+ if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85))))
return true;
game.dflag=2;
for (int i=1; i<=2; i++) {
game.dloc[i]=DALTLC;
game.odloc[i]=game.dloc[i];
}
- RSPEAK(3);
+ RSPEAK(DWARF_RAN);
DROP(AXE,game.loc);
return true;
}
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. */
+ /* 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 ||
+ /* 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 > 1 && game.newloc == tk[j-1]) ||
j >= 20 ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
- (i == PIRATE && CNDBIT(game.newloc,3)) ||
+ (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
labs(TRAVEL[kk])/1000000 == 100);
if (!avoided) {
- TK[j++] = game.newloc;
+ tk[j++] = game.newloc;
}
++kk;
} while
(TRAVEL[kk-1] >= 0);
- TK[j]=game.odloc[i];
+ 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.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);
+ 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]) {
if (randrange(1000) < 95*(game.dflag-2))
++stick;
}
- jumpout:;
}
/* Now we know what's happening. Let's tell the poor sucker about it.
if (game.dtotal == 0)
return true;
SETPRM(1,game.dtotal,0);
- RSPEAK(4+1/game.dtotal);
+ RSPEAK(DWARF_PACK+1/game.dtotal); /* FIXME: Arithmetic on message number */
if (attack == 0)
return true;
if (game.dflag == 2)game.dflag=3;
SETPRM(1,attack,0);
int k=6;
- if (attack > 1)k=250;
+ if (attack > 1)k=THROWN_KNIVES;
RSPEAK(k);
SETPRM(1,stick,0);
- RSPEAK(k+1+2/(1+stick));
+ RSPEAK(k+1+2/(1+stick)); /* FIXME: Arithmetic on message number */
if (stick == 0)
return true;
game.oldlc2=game.loc;
static void croak(FILE *cmdin)
/* Okay, he's dead. Let's get on with it. */
{
+ ++game.numdie;
if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
* death and exit. */
- RSPEAK(131);
- ++game.numdie;
+ RSPEAK(DEATH_CLOSING);
score(0);
} else {
- ++game.numdie;
- if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
+ /* FIXME: Arithmetic on message numbers */
+ if (!YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN))
score(0);
if (game.numdie == MAXDIE)
score(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);
+ /* Always leave lamp where it's accessible aboveground */
+ DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
}
}
- game.loc=3;
+ 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
static bool playermove(FILE *cmdin, token_t verb, int motion)
{
- int LL, K2, KK=KEY[game.loc];
+ int scratchloc, k2, kk=KEY[game.loc];
game.newloc=game.loc;
- if (KK == 0)
+ 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. */
+ * 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) {
+ k2=0;
+ if (motion == game.loc)k2=FORGOT_PATH;
+ if (CNDBIT(game.loc,NOBACK))k2=TWIST_TURN;
+ 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;
+ 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;
+ if (TRAVEL[kk] >= 0) {
+ ++kk;
continue;
}
- KK=K2;
- if (KK == 0) {
- RSPEAK(140);
+ kk=k2;
+ if (kk == 0) {
+ RSPEAK(NOT_CONNECTED);
return true;
}
}
- motion=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[game.loc];
+ motion=MOD(labs(TRAVEL[kk]),1000);
+ kk=KEY[game.loc];
break; /* fall through to ordinary travel */
}
} else {
- RSPEAK(K2);
+ 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
+ * (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);
+ if (game.detail < 3)
+ RSPEAK(NO_MORE_DETAIL);
++game.detail;
game.wzdark=false;
game.abbrev[game.loc]=0;
}
else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
+ RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
return true;
}
else {
/* ordinary travel */
for (;;) {
- LL=labs(TRAVEL[KK]);
- if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
+ scratchloc=labs(TRAVEL[kk]);
+ if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
break;
- if (TRAVEL[KK] < 0) {
+ if (TRAVEL[kk] < 0) {
+ /* FIXME: Magic numbers! */
/* 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;
+ 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=NEreplace;
+ if (motion == 62 || motion == 65)spk=NOTHING_HAPPENS;
+ if (motion == 17)spk=WHICH_WAY;
RSPEAK(spk);
return true;
}
- ++KK;
+ ++kk;
}
- LL=LL/1000;
+ scratchloc=scratchloc/1000;
- 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;
+ 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=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 */
- } 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 == scratchloc);
+ scratchloc=game.newloc;
}
- else if (game.prop[motion] != 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;
- }
- 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);
+ game.newloc=MOD(scratchloc,1000);
+ if (!SPECIAL(game.newloc))
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);
+ 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 == 0 || (game.holdng == 1 && TOTING(EMRALD)))
+ return true;
game.newloc=game.loc;
+ RSPEAK(MUST_DROP);
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;
+ 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 == scratchloc);
+ 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(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(cmdin);
+ return false;
+ }
}
+ BUG(20);
}
- BUG(20);
- }
+ } while
+ (false);
+ /* FIXME: Arithmetic on location number, becoming a message number */
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
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
game.fixed[CHAIN]=0;
game.prop[AXE]=0;
game.fixed[AXE]=0;
- RSPEAK(129);
+ RSPEAK(CAVE_CLOSING);
game.clock1= -1;
game.closng=true;
return true;
* 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);
+ 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,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;
+ 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,116,0);
- PUT(SIGN,116,0);
+ PUT(GRATE,LOC_SW,0);
+ PUT(SIGN,LOC_SW,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[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);
- game.prop[MIRROR]=PUT(MIRROR,115,0);
- game.fixed[MIRROR]=116;
+ game.prop[MIRROR]=PUT(MIRROR,LOC_NE,0);
+ game.fixed[MIRROR]=LOC_SW;
for (int i=1; i<=NOBJECTS; i++) {
if (TOTING(i))
DSTROY(i);
}
- RSPEAK(132);
+ RSPEAK(CAVE_CLOSED);
game.closed=true;
return true;
}
* if desired. */
if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
{
- RSPEAK(188);
+ RSPEAK(REPLACE_BATTERIES);
game.prop[BATTER]=1;
if (TOTING(BATTER))
DROP(BATTER,game.loc);
game.limit= -1;
game.prop[LAMP]=0;
if (HERE(LAMP))
- RSPEAK(184);
+ RSPEAK(LAMP_OUT);
} 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;
+ int spk=GET_BATTERIES;
+ if (game.place[BATTER] == 0)spk=LAMP_DIM;
+ if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES;
RSPEAK(spk);
}
}
* 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;
+ long obj=i;
if (obj > NOBJECTS)obj=obj-NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
}
static bool do_command(FILE *cmdin)
+/* Get and execute a command */
{
- long KQ, VERB, KK, V1, V2;
- long i, k, KMOD;
+ long kq, verb, 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);
+ RSPEAK(EXIT_CLOSED);
game.newloc=game.loc;
if (!game.panic)game.clock2=15;
game.panic=true;
* wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */
- if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
+ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) {
for (i=1; i<=NDWARVES-1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc=game.loc;
- RSPEAK(2);
+ RSPEAK(DWARF_BLOCK);
break;
}
}
/* Describe the current location and (maybe) get next command. */
- /* Print text for current loc. */
-
-L2000:
- 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;
+ for (;;) {
+ if (game.loc == 0)
croak(cmdin);
- goto L2000;
+ 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(cmdin);
+ continue; /* back to top of main interpreter loop */
+ }
+ msg=arbitrary_messages[PITCH_DARK];
}
- msg=arbitrary_messages[16];
- }
- if (TOTING(BEAR))RSPEAK(141);
- newspeak(msg);
- KMOD=1;
- if (FORCED(game.loc)) {
- goto L8;
- }
- if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
+ if (TOTING(BEAR))RSPEAK(TAME_BEAR);
+ 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(SAYS_PLUGH);
- listobjects();
+ listobjects();
-L2012:
- VERB=0;
- game.oldobj=obj;
- obj=0;
+ 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;
+ L2600:
+ checkhints(cmdin);
- /* This is where we get a new command from the user */
- if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
- return false;
+ /* 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;
- /* 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
- goto L19999;
+ /* This is where we get a new command from the user */
+ if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
+ return false;
- lampcheck();
+ /* 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();
-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)) {
- 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);
+ k=WHERE_QUERY;
+ if (LIQLOC(game.loc) == WATER)k=FEET_WET;
+ 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(W_IS_WEST);
+ }
+ if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (++igo == 10)
+ RSPEAK(GO_UNNEEDED);
+ }
+ L2630:
+ i=VOCAB(WD1,-1);
+ if (i == -1) {
+ /* Gee, I don't understand. */
+ if (fallback_handler(rawbuf))
+ return true;
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(DONT_KNOW);
+ 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);
}
- 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: goto L8;
- 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 2: return true;
- case 8: KMOD=NUL; goto L8;
- case 2000: goto L2000;
- case 2012: goto L2012;
- case 2600: goto L2600;
- case 2607: goto L2607;
- case 2630: goto L2630;
- case 2800:
- /* Get second word for analysis. */
- WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
- case 8000:
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
- SETPRM(1,WD1,WD1X);
- RSPEAK(257);
- obj=0;
- goto L2600;
- case 19000:
- /* Oh dear, he's disturbed the dwarves. */
- RSPEAK(136);
- score(0);
- return true;
- default:
- BUG(99);
+ 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(DO_WHAT);
+ obj=0;
+ goto L2600;
+ case GO_DWARFWAKE:
+ /* Oh dear, he's disturbed the dwarves. */
+ RSPEAK(DWARVES_AWAKEN);
+ score(0);
+ return true;
+ default:
+ BUG(99);
+ }
}
-
- /* no fallthrough here */
-
- /* Figure out the new location */
-L8: if (playermove(cmdin, VERB, KMOD))
- return true;
- else
- goto L2000;
}
+
+/* end */