if (game.dtotal == 0)
return true;
SETPRM(1, game.dtotal, 0);
- RSPEAK(DWARF_PACK + 1 / game.dtotal); /* FIXME: Arithmetic on message number */
+ RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
if (attack == 0)
return true;
if (game.dflag == 2)game.dflag = 3;
/* "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
+ * We'll allow this maxdie times. maximum_deaths 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
static void croak(void)
/* Okay, he's dead. Let's get on with it. */
{
+ const char* query = obituaries[game.numdie].query;
+ const char* yes_response = obituaries[game.numdie].yes_response;
++game.numdie;
if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
RSPEAK(DEATH_CLOSING);
terminate(endgame);
}
- /* FIXME: Arithmetic on message numbers */
- else if (game.numdie == MAXDIE || !YES(arbitrary_messages[WATCH_IT + game.numdie * 2], arbitrary_messages[WHICH_WAY + game.numdie * 2], arbitrary_messages[OK_MAN]))
+ else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
terminate(endgame);
else {
game.place[WATER] = game.place[OIL] = NOWHERE;
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 (verb == FIND || verb == INVENT)spk = NEARBY;
if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
if (motion == 17)spk = WHICH_WAY;
RSPEAK(spk);
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
+ * the plover passage. Same deal for any future cases where we need 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))
+ for (;;) { /* L12 loop */
+ 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)))
+ } else if (game.prop[motion] != game.newloc / 100 - 3)
break;
- /* else fall through */
- } else if (game.prop[motion] != game.newloc / 100 - 3)
- break;
-L12:
- do {
- if (TRAVEL[kk] < 0)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
- ++kk;
- game.newloc = labs(TRAVEL[kk]) / 1000;
- } while
- (game.newloc == scratchloc);
- scratchloc = game.newloc;
- }
+ do {
+ if (TRAVEL[kk] < 0)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+ ++kk;
+ game.newloc = labs(TRAVEL[kk]) / 1000;
+ } while
+ (game.newloc == scratchloc);
+ scratchloc = game.newloc;
+ }
- game.newloc = MOD(scratchloc, 1000);
- if (!SPECIAL(game.newloc))
- return true;
- 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 > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
- game.newloc = game.loc;
- RSPEAK(MUST_DROP);
- }
+ 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(EMERALD, 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);
- game.newloc = game.loc;
+ if (game.newloc <= 500) {
+ 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 > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
+ 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(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();
+ 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(EMERALD, game.loc);
+ do {
+ if (TRAVEL[kk] < 0)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+ ++kk;
+ game.newloc = labs(TRAVEL[kk]) / 1000;
+ } while
+ (game.newloc == scratchloc);
+ scratchloc = game.newloc;
+ continue; /* 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);
+ 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();
+ return true;
+ }
}
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
- BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
+ break; /* Leave L12 loop */
}
} while
(false);
game.prop[BATTERY] = 1;
if (TOTING(BATTERY))
DROP(BATTERY, game.loc);
- game.limit = game.limit + 2500;
+ game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (game.limit == 0) {
game.limit = -1;
else
continue; /* back to top of main interpreter loop */
}
- if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
+ if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
+ RSPEAK(SAYS_PLUGH);
listobjects();