return false;
}
+static void dohint(FILE *cmdin, int hint)
+{
+ /* 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 game.hintlc back to zero,
+ * 40030 to take no action yet. */
+
+ 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:
+ 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];
+L40020: game.hintlc[hint]=0;
+L40030: return;
+
+/* Now for the quick tests. See database description for one-line notes. */
+
+L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS))
+ goto L40010;
+ goto L40020;
+
+L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
+ goto L40030;
+
+L40300: if(HERE(SNAKE) && !HERE(BIRD))
+ goto L40010;
+ goto L40020;
+
+L40400: if(game.atloc[game.loc] == 0 &&
+ game.atloc[game.oldloc] == 0 &&
+ game.atloc[game.oldlc2] == 0 &&
+ game.holdng > 1)
+ goto L40010;
+ goto L40020;
+
+L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
+ goto L40010;
+ goto L40020;
+
+L40600: goto L40010;
+
+L40700: if(game.dflag == 0)
+ goto L40010;
+ goto L40020;
+
+L40800: if(game.atloc[game.loc] == 0 &&
+ game.atloc[game.oldloc] == 0 &&
+ game.atloc[game.oldlc2] == 0)
+ goto L40010;
+ goto L40030;
+
+L40900: I=ATDWRF(game.loc);
+ if(I < 0)
+ goto L40020;
+ if(HERE(OGRE) && I == 0)
+ goto L40010;
+ goto L40030;
+
+L41000: if(game.tally == 1 && game.prop[JADE] < 0)
+ goto L40010;
+ goto L40020;
+}
+
+
static bool dwarfmove(void)
/* Dwarves move. Return true if player survives, false if he dies. */
{
game.dtotal=0;
attack=0;
stick=0;
- /* 6030 */ for (I=1; I<=NDWARVES; I++) {
- if(game.dloc[I] == 0) goto L6030;
+ for (I=1; I<=NDWARVES; I++) {
+ if(game.dloc[I] == 0)
+ continue;
/* Fill TK array with all the places this dwarf might go. */
J=1;
- kk=game.dloc[I];
- kk=KEY[kk];
- if(kk == 0) goto L6016;
- L6012: game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
- {long x = J-1;
- if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
- game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
- FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
- labs(TRAVEL[kk])/1000000 == 100) goto L6014;}
- TK[J]=game.newloc;
- J=J+1;
- L6014:
- kk=kk+1;
- if(TRAVEL[kk-1] >= 0)
- goto L6012;
- L6016:
+ 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;
+ 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]) goto L6030;
+ if(!game.dseen[I]) continue;
game.dloc[I]=game.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 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) 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 && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
- if(TOTING(J)) goto L6021;
- L6020: if(HERE(J))K=1;
- } /* end loop */
- if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
- == 1) goto L6025;
- if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
- goto L6030;
-
- L6021: if(game.place[CHEST] != 0) goto L6022;
- /* Install chest only once, to insure it is the last treasure in
- * the list. */
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- L6022: RSPEAK(128);
- /* 6023 */ for (J=50; J<=MAXTRS; J++) {
- if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
- if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
- if(TOTING(J))DROP(J,game.chloc);
- L6023: /*etc*/ ;
- } /* end loop */
- L6024: game.dloc[6]=game.chloc;
- game.odloc[6]=game.chloc;
- game.dseen[6]=false;
- goto L6030;
-
- L6025:
- RSPEAK(186);
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- goto L6024;
-
- /* This threatening little dwarf is in the room with him! */
- L6027:
+ 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 (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]))
+ goto L6020;
+ if(TOTING(J)) {
+ goto L6021;
+ }
+ L6020:
+ if(HERE(J))
+ K=1;
+ }
+ if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
+ RSPEAK(186);
+ MOVE(CHEST,game.chloc);
+ MOVE(MESSAG,game.chloc2);
+ goto L6024;
+ }
+ if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+ RSPEAK(127);
+ continue;
+
+ L6021:
+ 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 (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);
+ }
+ }
+ L6024:
+ game.dloc[PIRATE]=game.chloc;
+ game.odloc[PIRATE]=game.chloc;
+ game.dseen[PIRATE]=false;
+ continue;
+ }
+
+ /* This threatening little dwarf is in the room with him! */
++game.dtotal;
if(game.odloc[I] == game.dloc[I]) {
++attack;
if(randrange(1000) < 95*(game.dflag-2))
++stick;
}
- L6030:;
}
/* Now we know what's happening. Let's tell the poor sucker about it.
* 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) goto L2603;
- /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
- if(game.hinted[HINT]) goto L2602;
- if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
- game.hintlc[HINT]=game.hintlc[HINT]+1;
- if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
-L2602: /*etc*/ ;
- } /* end loop */
-
+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] = game.hintlc[hint]+1;
+ if(game.hintlc[hint] >= HINTS[hint][1])
+ dohint(cmdin, hint);
+ }
+ }
+
/* If closing time, check for any objects being toted with
* game.prop < 0 and set the prop to -1-game.prop. This way
* objects won't be described until they've been picked up
game.iwest=game.iwest+1;
if(game.iwest == 10)RSPEAK(17);
}
- 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;
+ if(WD1 == MAKEWD( 715) && WD2 != 0) {
+ if(++IGO == 10)
+ RSPEAK(276);
+ }
+L2630:
+ I=VOCAB(WD1,-1);
+ if(I == -1)
+ goto L3000;
K=MOD(I,1000);
KQ=I/1000+1;
switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
/* End of specials. */
-/* 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. */
+/* 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. */
L20: K=game.oldloc;
if(FORCED(K))K=game.oldlc2;
goto L2000;
}
-/* 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 game.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: game.hintlc[HINT]=0;
- if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
- 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];
-L40020: game.hintlc[HINT]=0;
-L40030: goto L2602;
-
-/* Now for the quick tests. See database description for one-line notes. */
-
-L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
- goto L40020;
-
-L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
- goto L40030;
-
-L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
- goto L40020;
-
-L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
- 1) goto L40010;
- goto L40020;
-
-L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
- goto L40020;
-
-L40600: goto L40010;
-
-L40700: if(game.dflag == 0) goto L40010;
- goto L40020;
-
-L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
- L40010;
- goto L40030;
-
-L40900: I=ATDWRF(game.loc);
- if(I < 0) goto L40020;
- if(HERE(OGRE) && I == 0) goto L40010;
- goto L40030;
-
-L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
- goto L40020;
-
-
-
-
-
/* Cave closing and scoring */