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(FILE *cmdin)
{
- int i;
+ 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;
+ 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];
}
- 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];
}
static bool dwarfmove(void)
return true;
}
+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+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;
+ 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;
+ game.prop[LAMP]=PUT(LAMP,115,0);
+ game.prop[ROD]=PUT(ROD,115,0);
+ game.prop[DWARF]=PUT(DWARF,115,0);
+ game.loc=115;
+ game.oldloc=115;
+ game.newloc=115;
+ /* Leave the grate with normal (non-negative) property.
+ * Reuse sign. */
+ PUT(GRATE,116,0);
+ PUT(SIGN,116,0);
+ ++OBJTXT[SIGN];
+ game.prop[SNAKE]=PUT(SNAKE,116,1);
+ game.prop[BIRD]=PUT(BIRD,116,1);
+ game.prop[CAGE]=PUT(CAGE,116,0);
+ game.prop[ROD2]=PUT(ROD2,116,0);
+ game.prop[PILLOW]=PUT(PILLOW,116,0);
+
+ game.prop[MIRROR]=PUT(MIRROR,115,0);
+ game.fixed[MIRROR]=116;
+
+ for (int i=1; i<=NOBJECTS; i++) {
+ if (TOTING(i))
+ DSTROY(i);
+ }
+
+ RSPEAK(132);
+ game.closed=true;
+ return true;
+ }
+
+ 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 bool do_command(FILE *cmdin)
{
long KQ, VERB, KK, V1, V2;
/* Print text for current loc. */
-L2000: if (game.loc == 0)
+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)
* 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];
+L2006:
+ KK=game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
PSPEAK(obj,KK);
-L2008: i=game.link[i];
+L2008:
+ i=game.link[i];
goto L2004;
-L2012: VERB=0;
+L2012:
+ VERB=0;
game.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[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);
- }
- }
-
+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
part=transitive;
goto Laction;
}
- if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
- --game.clock1;
-
- /* Next few sections handle the closing of the cave. The
- * cave closes "clock1" turns after the last treasure has
- * been located (including the pirate's chest, which may of
- * course never show up). Note that the treasures need not
- * have been taken yet, just located. Hence clock1 must be
- * large enough to get out of the cave (it only ticks while
- * inside the cave). When it hits zero, we branch to 10000
- * to start closing the cave, and then sit back and wait for
- * him to try to get out. If he doesn't within clock2 turns,
- * we close the cave; if he does try, we assume he panics,
- * and give him a few additional turns to get frantic before
- * we close. When clock2 hits zero, we branch to 11000 to
- * transport him into the final puzzle. Note that the puzzle
- * depends upon all sorts of random things. For instance,
- * there must be no water or oil, since there are beanstalks
- * which we don't want to be able to water, since the code
- * can't handle it. Also, we can have no keys, since there
- * is a grate (having moved the fixed object!) there
- * separating him from all the treasures. Most of these
- * problems arise from the use of negative prop numbers to
- * suppress the object descriptions until he's actually moved
- * the objects. */
-
- /* When the first warning comes, we lock the grate, destroy
- * the bridge, kill all the dwarves (and the pirate), remove
- * the troll and bear (unless dead), and set "closng" to
- * true. Leave the dragon; too much trouble to move it.
- * from now until clock2 runs out, he cannot unlock the
- * grate, move to any location outside the cave, or create
- * the bridge. Nor can he be resurrected if he dies. Note
- * that the snake is already gone, since he got to the
- * treasure accessible only via the hall of the mountain
- * king. Also, he's been in giant room (to get eggs), so we
- * can refer to it. Also also, he's gotten the pearl, so we
- * know the bivalve is an oyster. *And*, the dwarves must
- * have been activated, since we've found chest. */
- if (game.clock1 == 0)
- {
- game.prop[GRATE]=0;
- game.prop[FISSUR]=0;
- for (i=1; i<=NDWARVES; i++) {
- game.dseen[i]=false;
- game.dloc[i]=0;
- }
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- if (game.prop[BEAR] != 3)DSTROY(BEAR);
- game.prop[CHAIN]=0;
- game.fixed[CHAIN]=0;
- game.prop[AXE]=0;
- game.fixed[AXE]=0;
- RSPEAK(129);
- game.clock1= -1;
- game.closng=true;
- goto L19999;
- } else if (game.clock1 < 0)
- --game.clock2;
- if (game.clock2 == 0) {
- /* Once he's panicked, and clock2 has run out, we come here
- * to set up the storage room. The room has two locs,
- * hardwired as 115 (ne) and 116 (sw). At the ne end, we
- * place empty bottles, a nursery of plants, a bed of
- * oysters, a pile of lamps, rods with stars, sleeping
- * dwarves, and him. At the sw end we place grate over
- * treasures, snake pit, covey of caged birds, more rods, and
- * pillows. A mirror stretches across one wall. Many of the
- * objects come from known locations and/or states (e.g. the
- * snake is known to have been destroyed and needn't be
- * carried away from its old "place"), making the various
- * objects be handled differently. We also drop all other
- * objects he might be carrying (lest he have some which
- * could cause trouble, such as the keys). We describe the
- * flash of light and trundle back. */
- game.prop[BOTTLE]=PUT(BOTTLE,115,1);
- game.prop[PLANT]=PUT(PLANT,115,0);
- game.prop[OYSTER]=PUT(OYSTER,115,0);
- OBJTXT[OYSTER]=3;
- game.prop[LAMP]=PUT(LAMP,115,0);
- game.prop[ROD]=PUT(ROD,115,0);
- game.prop[DWARF]=PUT(DWARF,115,0);
- game.loc=115;
- game.oldloc=115;
- game.newloc=115;
- /* Leave the grate with normal (non-negative) property.
- * Reuse sign. */
- PUT(GRATE,116,0);
- PUT(SIGN,116,0);
- ++OBJTXT[SIGN];
- game.prop[SNAKE]=PUT(SNAKE,116,1);
- game.prop[BIRD]=PUT(BIRD,116,1);
- game.prop[CAGE]=PUT(CAGE,116,0);
- game.prop[ROD2]=PUT(ROD2,116,0);
- game.prop[PILLOW]=PUT(PILLOW,116,0);
-
- game.prop[MIRROR]=PUT(MIRROR,115,0);
- game.fixed[MIRROR]=116;
-
- for (int i=1; i<=NOBJECTS; i++) {
- if (TOTING(i))
- DSTROY(i);
- }
+ if (closecheck())
+ if (game.closed)
+ return true;
+ else
+ goto L19999;
- RSPEAK(132);
- game.closed=true;
- return true;
- }
- if (game.prop[LAMP] == 1)
- --game.limit;
+ lampcheck();
- /* 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);
- }
- }
L19999:
k=43;
if (LIQLOC(game.loc) == WATER)k=70;