struct game_t game;
long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
-char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
+char rawbuf[LINESIZE], INLINE[LINESIZE+1];
long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
while ((ch = getopt(argc, argv, "l:o")) != EOF) {
switch (ch) {
- case 'l':
+case 'l':
logfp = fopen(optarg, "w");
if (logfp == NULL)
fprintf(stderr,
set_seed(seedval);
/* Initialize game variables */
- MAP2[1] = 0;
if (!game.setup)
initialise();
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. */
* (game.prop=0). */
if(game.loc == game.chloc || game.prop[CHEST] >= 0)
continue;
- K=0;
+ 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]))
- goto L6020;
+ /* 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)) {
- goto 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 (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;
}
- L6020:
if(HERE(j))
- K=1;
+ 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) {
+ 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);
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 (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;
- continue;
}
/* This threatening little dwarf is in the room with him! */
if(randrange(1000) < 95*(game.dflag-2))
++stick;
}
+ jumpout:;
}
/* Now we know what's happening. Let's tell the poor sucker about it.
return false;
}
+/* "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
+ * 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
+ * another chance, he gets a snide remark as we exit. When
+ * reincarnated, all objects being carried get dropped at game.oldlc2
+ * (presumably the last place prior to being killed) without change
+ * of props. the loop runs backwards to assure that the bird is
+ * dropped before the cage. (this kluge could be changed once we're
+ * sure all references to bird and cage are done by keywords.) The
+ * lamp is a special case (it wouldn't do to leave it in the cave).
+ * It is turned off and left outside the building (only if he was
+ * carrying it, of course). He himself is left inside the building
+ * (and heaven help him if he tries to xyzzy back into the cave
+ * without the lamp!). game.oldloc is zapped so he can't just
+ * "retreat". */
+
static void croak(FILE *cmdin)
/* Okay, he's dead. Let's get on with it. */
{
if (!dwarfmove())
croak(cmdin);
-/* Describe the current location and (maybe) get next command. */
+ /* Describe the current location and (maybe) get next command. */
-/* Print text for current loc. */
+ /* Print text for current loc. */
L2000: if(game.loc == 0)
croak(cmdin);
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);
+ if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
+ KK=LTEXT[game.loc];
+ if(!FORCED(game.loc) && DARK(0)) {
+ /* 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;
+ croak(cmdin);
+ goto L2000;
+ }
+ KK=RTEXT[16];
+ }
+ if(TOTING(BEAR))RSPEAK(141);
SPEAK(KK);
K=1;
- if(FORCED(game.loc)) goto L8;
+ 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
- * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
- * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
- * are because game.prop=0 is needed to get full score. */
+ /* Print out descriptions of objects at this location. If
+ * not closing and property value is negative, tally off
+ * another treasure. Rug is special case; once seen, its
+ * game.prop is 1 (dragon on it) till dragon is killed.
+ * Similarly for chain; game.prop is initially 1 (locked to
+ * bear). These hacks are because game.prop=0 is needed to
+ * get full score. */
if(DARK(0)) goto L2012;
game.abbrev[game.loc]=game.abbrev[game.loc]+1;
L9: LL=labs(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
- if(TRAVEL[KK] < 0) goto L50;
+ if(TRAVEL[KK] < 0) {
+ /* Non-applicable motion. Various messages depending on
+ * word given. */
+ SPK=12;
+ if(K >= 43 && K <= 50)SPK=52;
+ if(K == 29 || K == 30)SPK=52;
+ if(K == 7 || K == 36 || K == 37)SPK=10;
+ if(K == 11 || K == 19)SPK=11;
+ if(VERB == FIND || VERB == INVENT)SPK=59;
+ if(K == 62 || K == 65)SPK=42;
+ if(K == 17)SPK=80;
+ RSPEAK(SPK);
+ return true;
+ }
KK=KK+1;
goto L9;
KK=KEY[game.loc];
goto L9;
-
-/* Non-applicable motion. Various messages depending on word given. */
-
-L50: SPK=12;
- if(K >= 43 && K <= 50)SPK=52;
- if(K == 29 || K == 30)SPK=52;
- if(K == 7 || K == 36 || K == 37)SPK=10;
- if(K == 11 || K == 19)SPK=11;
- if(VERB == FIND || VERB == INVENT)SPK=59;
- if(K == 62 || K == 65)SPK=42;
- if(K == 17)SPK=80;
- RSPEAK(SPK);
- return true;
-
-/* "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 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 another chance, he gets a snide remark as
- * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
- * (presumably the last place prior to being killed) without change of props.
- * the loop runs backwards to assure that the bird is dropped before the cage.
- * (this kluge could be changed once we're sure all references to bird and cage
- * are done by keywords.) The lamp is a special case (it wouldn't do to leave
- * it in the cave). It is turned off and left outside the building (only if he
- * was carrying it, of course). He himself is left inside the building (and
- * heaven help him if he tries to xyzzy back into the cave without the lamp!).
- * game.oldloc is zapped so he can't just "retreat". */
-
-/* The easiest way to get killed is to fall into a pit in pitch darkness. */
-
-L90: RSPEAK(23);
- game.oldlc2=game.loc;
- croak(cmdin);
- goto L2000;
-
/* Cave closing and scoring */