struct game_t game;
-long LNLENG, LNPOSN, PARMS[26];
+long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
- CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
+ CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
- GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
- KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
- MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
- NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
- PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
- SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
- STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
- URN, V1, V2, VASE, VEND, VERB,
+ GRATE, HINT, I, INVENT, J, JADE, K, KEYS,
+ KNIFE, L, LAMP, LOCK, LOOK, MAGZIN,
+ MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
+ PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
+ RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK,
+ STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
+ URN, VASE, VEND,
VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
FILE *logfp;
bool oldstyle = false;
extern void initialise();
extern void score(long);
-extern int action(FILE *, long);
+extern int action(FILE *, long, long, long);
void sig_handler(int signo)
{
/*
* MAIN PROGRAM
- */
-
-static bool do_command(FILE *);
-
-int main(int argc, char *argv[]) {
- int ch;
-
-/* Adventure (rev 2: 20 treasures) */
-
-/* History: Original idea & 5-treasure version (adventures) by Willie Crowther
+ *
+ * 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 */
+ * Errata fixed: 78/12/25
+ * Revived 2017 as Open Advebture.
+ */
+static bool do_command(FILE *);
+int main(int argc, char *argv[])
+{
+ int ch;
+
/* Options. */
- while ((ch = getopt(argc, argv, "l:o")) != EOF) {
- switch (ch) {
- case 'l':
- logfp = fopen(optarg, "w");
- if (logfp == NULL)
- fprintf(stderr,
- "advent: can't open logfile %s for write\n",
- optarg);
- signal(SIGINT, sig_handler);
- break;
- case 'o':
- oldstyle = true;
- break;
- }
+ while ((ch = getopt(argc, argv, "l:o")) != EOF) {
+ switch (ch) {
+ case 'l':
+ logfp = fopen(optarg, "w");
+ if (logfp == NULL)
+ fprintf(stderr,
+ "advent: can't open logfile %s for write\n",
+ optarg);
+ signal(SIGINT, sig_handler);
+ break;
+ case 'o':
+ oldstyle = true;
+ break;
}
+ }
-/* 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 */
-
-#include "funcs.h"
-
-/* 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);
-
-/* Read the database if we have not yet done so */
-
- MAP2[1] = 0;
- if (!game.setup)initialise();
- if(game.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. */
-
+ /* 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 */
+ MAP2[1] = 0;
+ 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 */
-
-L1: game.setup= -1;
- I=0;
- game.zzword=RNDVOC(3,0);
- game.novice=YES(stdin, 65,1,0);
- game.newloc=1;
- LOC=1;
- game.limit=330;
- if(game.novice)game.limit=1000;
-
- if (logfp)
- fprintf(logfp, "seed %ld\n", seedval);
-
- for (;;) {
- if (!do_command(stdin))
- break;
- }
- score(1);
+ /* 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)
}
static bool do_command(FILE *cmdin) {
+ long LL, KQ, VERB, KK, K2, V1, V2;
+ long obj, i;
+ long TK[21];
+ static long IGO = 0;
+
+ /* 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;
+ }
-/* Can't leave cave once it's closing (except by main office). */
-
- if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
- RSPEAK(130);
- game.newloc=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). */
-
-L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
- /* 73 */ for (I=1; I<=NDWARVES-1; I++) {
- if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
- game.newloc=LOC;
- RSPEAK(2);
- goto L74;
-L73: /*etc*/ ;
- } /* end loop */
-L74: LOC=game.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 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(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
- if(game.dflag != 0) goto L6000;
- if(INDEEP(LOC))game.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(game.dflag != 1) goto L6010;
- if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
+ /* 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;
+
+ /* 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))
+ goto L2000;
+ if(game.dflag != 0)
+ goto L6000;
+ if(INDEEP(game.loc))
+ game.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(game.dflag != 1)
+ goto L6010;
+ if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
+ goto L2000;
game.dflag=2;
for (I=1; I<=2; I++) {
- J=1+randrange(NDWARVES-1);
- if(PCT(50))game.dloc[J]=0;
- } /* end loop */
+ J=1+randrange(NDWARVES-1);
+ if(PCT(50))
+ game.dloc[J]=0;
+ }
for (I=1; I<=NDWARVES-1; I++) {
- if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
- game.odloc[I]=game.dloc[I];
- } /* end loop */
+ 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. */
-
+ DROP(AXE,game.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: game.dtotal=0;
ATTACK=0;
STICK=0;
/* 6030 */ for (I=1; I<=NDWARVES; I++) {
if(game.dloc[I] == 0) goto L6030;
-/* Fill TK array with all the places this dwarf might go. */
+ /* Fill TK array with all the places this dwarf might go. */
J=1;
KK=game.dloc[I];
KK=KEY[KK];
J=1+randrange(J);
game.odloc[I]=game.dloc[I];
game.dloc[I]=TK[J];
- game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
+ 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;
- game.dloc[I]=LOC;
+ 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
* 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(LOC == game.chloc || game.prop[CHEST] >= 0) goto L6030;
+ 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 && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
+ 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 */
MOVE(MESSAG,game.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) && game.fixed[J] == 0)CARRY(J,LOC);
+ 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 */
L6027: game.dtotal=game.dtotal+1;
if(game.odloc[I] != game.dloc[I]) goto L6030;
ATTACK=ATTACK+1;
- if(game.knfloc >= 0)game.knfloc=LOC;
+ if(game.knfloc >= 0)game.knfloc=game.loc;
if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
L6030: /*etc*/ ;
} /* end loop */
SETPRM(1,STICK,0);
RSPEAK(K+1+2/(1+STICK));
if(STICK == 0) goto L2000;
- game.oldlc2=LOC;
+ game.oldlc2=game.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(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
- if(FORCED(LOC) || !DARK(0)) goto L2001;
+L2000: if(game.loc == 0) goto L99;
+ KK=STEXT[game.loc];
+ if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
+ if(FORCED(game.loc) || !DARK(0)) goto L2001;
if(game.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) && !game.closng)RSPEAK(7);
+ if(FORCED(game.loc)) goto L8;
+ if(game.loc == 33 && PCT(25) && !game.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
* are because game.prop=0 is needed to get full score. */
if(DARK(0)) goto L2012;
- game.abbrev[LOC]=game.abbrev[LOC]+1;
- I=game.atloc[LOC];
+ game.abbrev[game.loc]=game.abbrev[game.loc]+1;
+ I=game.atloc[game.loc];
L2004: if(I == 0) goto L2012;
- OBJ=I;
- if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
- if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
- if(game.prop[OBJ] >= 0) goto L2006;
+ obj=I;
+ if(obj > NOBJECTS)obj=obj-NOBJECTS;
+ if(obj == STEPS && TOTING(NUGGET)) goto L2008;
+ if(game.prop[obj] >= 0) goto L2006;
if(game.closed) goto L2008;
- game.prop[OBJ]=0;
- if(OBJ == RUG || OBJ == CHAIN)game.prop[OBJ]=1;
+ game.prop[obj]=0;
+ if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
game.tally=game.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
* or trident, and the effects propagate. So the whole thing was flushed.
* anyone who makes such a gross blunder isn't likely to find everything
* else anyway (so goes the rationalisation). */
-L2006: KK=game.prop[OBJ];
- if(OBJ == STEPS && LOC == game.fixed[STEPS])KK=1;
- PSPEAK(OBJ,KK);
+L2006: KK=game.prop[obj];
+ if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
+ PSPEAK(obj,KK);
L2008: I=game.link[I];
goto L2004;
L2011: RSPEAK(SPK);
L2012: VERB=0;
- game.oldobj=OBJ;
- OBJ=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[LOC] < game.conds) goto L2603;
+ */
+L2600: if(COND[game.loc] < game.conds) goto L2603;
/* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
if(game.hinted[HINT]) goto L2602;
- if(!CNDBIT(LOC,HINT+10))game.hintlc[HINT]= -1;
+ 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 */
-/* 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 closing time, check for any objects being toted with
+ * game.prop < 0 and set the prop to -1-game.prop. This way
+ * objects won't be described until they've been picked up
+ * and put down separate from their respective piles. Don't
+ * tick game.clock1 unless well into cave (and not at Y2). */
+L2603: if(game.closed) {
+ if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
+ PSPEAK(OYSTER,1);
+ for (i=1; i<=NOBJECTS; i++) {
+ if(TOTING(i) && game.prop[i] < 0)
+ game.prop[i] = -1-game.prop[i];
+ }
+ }
+ game.wzdark=DARK(0);
+ if(game.knfloc > 0 && game.knfloc != game.loc)
+ game.knfloc=0;
-L2603: if(!game.closed) goto L2605;
- 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];
- } /* end loop */
-L2605: game.wzdark=DARK(0);
- if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
- I=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. */
-
+ /* 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=game.turns+1;
if(game.turns == game.thresh) {
}
if(VERB == SAY && WD2 > 0)VERB=0;
if(VERB == SAY) goto L4090;
- if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
+ if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
if(game.clock1 == 0) goto L10000;
if(game.clock1 < 0)game.clock2=game.clock2-1;
if(game.clock2 == 0) goto L11000;
if(game.limit == 0) goto L12400;
if(game.limit <= 30) goto L12200;
L19999: K=43;
- if(LIQLOC(LOC) == WATER)K=70;
+ if(LIQLOC(game.loc) == WATER)K=70;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
/* Verb and object analysis moved to separate module. */
-L4000: I=4000; goto Laction;
+L4000: I=4000; VERB=K; goto Laction;
L4090: I=4090; goto Laction;
L5000: I=5000;
Laction:
- switch (action(cmdin, I)) {
+ switch (action(cmdin, I, VERB, obj)) {
case 2: return true;
case 8: goto L8;
case 2000: goto L2000;
L8000: SETPRM(1,WD1,WD1X);
RSPEAK(257);
- OBJ=0;
+ obj=0;
goto L2600;
/* Figure out the new location
*
- * Given the current location in "LOC", and a motion verb number in
+ * 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.olddloc" in case he wants to retreat. The current
+ * 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 OLgame.dloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-L8: KK=KEY[LOC];
- game.newloc=LOC;
+L8: KK=KEY[game.loc];
+ game.newloc=game.loc;
if(KK == 0)BUG(26);
if(K == NUL) return true;
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
game.oldlc2=game.oldloc;
- game.oldloc=LOC;
+ game.oldloc=game.loc;
L9: LL=labs(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
if(game.newloc <= 300) return true;
if(game.newloc <= 500) goto L30000;
RSPEAK(game.newloc-500);
- game.newloc=LOC;
+ game.newloc=game.loc;
return true;
/* Special motions come here. Labelling convention: statement numbers NNNXX
* table must include "useless" entries going through passage, which can never
* be used for actual motion, but can be spotted by "go back". */
-L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
+L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
- game.newloc=LOC;
+ game.newloc=game.loc;
RSPEAK(117);
return true;
* 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);
+L30200: DROP(EMRALD,game.loc);
goto L12;
/* Travel 303. Troll bridge. Must be done only as special motion so that
MOVE(TROLL,PLAC[TROLL]);
MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- game.newloc=LOC;
+ game.newloc=game.loc;
return true;
-L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
+L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
if(!TOTING(BEAR)) return true;
RSPEAK(162);
/* End of specials. */
-/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
+/* 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;
game.oldlc2=game.oldloc;
- game.oldloc=LOC;
+ game.oldloc=game.loc;
K2=0;
- if(K == LOC)K2=91;
- if(CNDBIT(LOC,4))K2=274;
+ if(K == game.loc)K2=91;
+ if(CNDBIT(game.loc,4))K2=274;
if(K2 == 0) goto L21;
RSPEAK(K2);
return true;
}
K=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[LOC];
+ KK=KEY[game.loc];
goto L9;
/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
L30: if(game.detail < 3)RSPEAK(15);
game.detail=game.detail+1;
game.wzdark=false;
- game.abbrev[LOC]=0;
+ game.abbrev[game.loc]=0;
return true;
/* Cave. Different messages depending on whether above ground. */
L40: K=58;
- if(OUTSID(LOC) && LOC != 8)K=57;
+ if(OUTSID(game.loc) && game.loc != 8)K=57;
RSPEAK(K);
return true;
/* The easiest way to get killed is to fall into a pit in pitch darkness. */
L90: RSPEAK(23);
- game.oldlc2=LOC;
+ game.oldlc2=game.loc;
/* Okay, he's dead. Let's get on with it. */
DROP(I,K);
L98: /*etc*/ ;
} /* end loop */
- LOC=3;
- game.oldloc=LOC;
+ game.loc=3;
+ game.oldloc=game.loc;
goto L2000;
/* He died during closing time. No resurrection. Tally up a death and exit. */
L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
goto L40020;
-L40200: if(game.place[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
+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[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
+L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
1) goto L40010;
goto L40020;
L40700: if(game.dflag == 0) goto L40010;
goto L40020;
-L40800: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
+L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
L40010;
goto L40030;
-L40900: I=ATDWRF(LOC);
+L40900: I=ATDWRF(game.loc);
if(I < 0) goto L40020;
if(HERE(OGRE) && I == 0) goto L40010;
goto L40030;
game.prop[LAMP]=PUT(LAMP,115,0);
game.prop[ROD]=PUT(ROD,115,0);
game.prop[DWARF]=PUT(DWARF,115,0);
- LOC=115;
+ game.loc=115;
game.oldloc=115;
game.newloc=115;
L12000: RSPEAK(188);
game.prop[BATTER]=1;
- if(TOTING(BATTER))DROP(BATTER,LOC);
+ if(TOTING(BATTER))DROP(BATTER,game.loc);
game.limit=game.limit+2500;
game.lmwarn=false;
goto L19999;