X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=3f6db0da358451f54330b923ca1d61f19d2042fa;hb=7555eb7de35b429438ac54891d17ccd682964cf5;hp=6977bc5d06c4eea1253d0113cb88fd16e1ee587d;hpb=24d7aeaf8a1dc13034884044139728045604fc37;p=open-adventure.git diff --git a/main.c b/main.c index 6977bc5..3f6db0d 100644 --- a/main.c +++ b/main.c @@ -1,251 +1,311 @@ -#include "misc.h" -#ifdef __MSDOS__ -#include "alloc.h" -#endif - -#define TRUE (0==0) -#define FALSE (0!=0) -long ABB[186], ATAB[331], ATLOC[186], BLKLIN = TRUE, DFLAG, - DLOC[7], FIXED[101], HOLDNG, - KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN, - PARMS[26], PLACE[101], PTEXT[101], RTEXT[278], - SETUP = 0, TABSIZ = 330; -char INLINE[101], MAP1[129], MAP2[129]; - -long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, - BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, - CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES, - COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL, - DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD, - GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX, - HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK, - KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL, - LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186], - MAGZIN, MAXDIE, MAXTRS, MESH = 123456789, - MESSAG, MIRROR, MXSCOR, - NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101], - OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, - PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM, - RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY, - SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK, - STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT, - TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS, - TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB, - VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X, - WZDARK = FALSE, ZZWORD; - -extern initialise(); +/* + * The author - Don Woods - apologises for the style of the code; it + * is a result of running the original Fortran IV source through a + * home-brew Fortran-to-C converter.) + */ +#include +#include +#include +#include +#include +#include +#include "advent.h" +#include "database.h" + +struct game_t game; + +long LNLENG, LNPOSN, PARMS[26]; +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, DOOR, DPRSSN, DRAGON, DWARF, EGGS, + EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, + GRATE, HINT, I, INVENT, J, JADE, K, KEYS, + KNIFE, L, LAMP, LOCK, LOOK, MAGZIN, MAXDIE, + 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, V1, V2, VASE, VEND, + VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X; +FILE *logfp; +bool oldstyle = false; +lcg_state lcgstate; + +extern void initialise(); extern void score(long); -extern action(long); +extern int action(FILE *, long, long, long); + +void sig_handler(int signo) +{ + if (signo == SIGINT) + if (logfp != NULL) + fflush(logfp); + exit(0); +} /* * MAIN PROGRAM */ -main() { - -/* 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 */ - +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 + * 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 */ + + +/* 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; + } + } -/* LOGICAL VARIABLES: +/* Logical variables: * - * CLOSED SAYS WHETHER WE'RE ALL THE WAY CLOSED - * CLOSNG SAYS WHETHER IT'S CLOSING TIME YET - * CLSHNT SAYS WHETHER HE'S READ THE CLUE IN THE ENDGAME - * LMWARN SAYS WHETHER HE'S BEEN WARNED ABOUT LAMP GOING DIM - * NOVICE SAYS WHETHER HE ASKED FOR INSTRUCTIONS AT START-UP - * PANIC SAYS WHETHER HE'S FOUND OUT HE'S TRAPPED IN THE CAVE - * WZDARK SAYS WHETHER THE LOC HE'S LEAVING WAS DARK */ + * 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" -/* READ THE DATABASE IF WE HAVE NOT YET DONE SO */ +/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */ - LINES = (long *)calloc(LINSIZ+1,sizeof(long)); - if(!LINES){ - printf("Not enough memory!\n"); - exit(FALSE); - } + 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(!SETUP)initialise(); - if(SETUP > 0) goto L1; + 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. */ +/* 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. */ RSPEAK(201); - exit(FALSE); + 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; + game.loc=1; + game.limit=330; + if(game.novice)game.limit=1000; -/* START-UP, DWARF STUFF */ + if (logfp) + fprintf(logfp, "seed %ld\n", seedval); -L1: SETUP= -1; - I=RAN(-1); - ZZWORD=RNDVOC(3,0)+MESH*2; - NOVICE=YES(65,1,0); - NEWLOC=1; - LOC=1; - LIMIT=330; - if(NOVICE)LIMIT=1000; + for (;;) { + if (!do_command(stdin)) + break; + } + score(1); +} -/* CAN'T LEAVE CAVE ONCE IT'S CLOSING (EXCEPT BY MAIN OFFICE). */ +static bool fallback_handler(char *buf) +/* fallback handler for commands not handled by FORTRANish parser */ +{ + long sv; + if (sscanf(buf, "seed %ld", &sv) == 1) { + set_seed(sv); + printf("Seed set to %ld\n", sv); + // autogenerated, so don't charge user time for it. + --game.turns; + // here we reconfigure any global game state that uses random numbers + game.zzword=RNDVOC(3,0); + return true; + } + return false; +} -L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; +static bool do_command(FILE *cmdin) { + long LL, KQ, VERB, KK, K2; + long obj; + 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) goto L71; RSPEAK(130); - NEWLOC=LOC; - if(!PANIC)CLOCK2=15; - 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(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; - /* 73 */ for (I=1; I<=5; I++) { - if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73; - NEWLOC=LOC; + game.newloc=game.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 == game.loc || FORCED(game.loc) || CNDBIT(game.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=game.loc; RSPEAK(2); goto L74; L73: /*etc*/ ; } /* end loop */ -L74: LOC=NEWLOC; +L74: 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. */ +/* 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 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. */ +/* 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(NEWLOC,3)) goto L2000; - if(DFLAG != 0) goto L6000; - if(INDEEP(LOC))DFLAG=1; + 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. */ +/* 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(DFLAG != 1) goto L6010; - if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; - DFLAG=2; - /* 6001 */ for (I=1; I<=2; I++) { - J=1+RAN(5); -L6001: if(PCT(50))DLOC[J]=0; +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 */ - /* 6002 */ for (I=1; I<=5; I++) { - if(DLOC[I] == LOC)DLOC[I]=DALTLC; -L6002: ODLOC[I]=DLOC[I]; + for (I=1; I<=NDWARVES-1; I++) { + if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC; + game.odloc[I]=game.dloc[I]; } /* end loop */ RSPEAK(3); - DROP(AXE,LOC); + 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. */ +/* 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: DTOTAL=0; +L6010: game.dtotal=0; ATTACK=0; STICK=0; - /* 6030 */ for (I=1; I<=6; I++) { - if(DLOC[I] == 0) goto L6030; -/* FILL TK ARRAY WITH ALL THE PLACES THIS DWARF MIGHT GO. */ + /* 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. */ J=1; - KK=DLOC[I]; + KK=game.dloc[I]; KK=KEY[KK]; if(KK == 0) goto L6016; -L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000); +L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000); {long x = J-1; - if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 && - NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] || - FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) || - IABS(TRAVEL[KK])/1000000 == 100) goto L6014;} - TK[J]=NEWLOC; + 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; {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} -L6016: TK[J]=ODLOC[I]; +L6016: TK[J]=game.odloc[I]; if(J >= 2)J=J-1; - J=1+RAN(J); - ODLOC[I]=DLOC[I]; - DLOC[I]=TK[J]; - DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); - if(!DSEEN[I]) goto L6030; - DLOC[I]=LOC; + 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; + 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 PLACE(CHEST)=0 MIGHT MEAN THAT HE'S - * THROWN IT TO THE TROLL, BUT IN THAT CASE HE'S SEEN THE CHEST (PROP=0). */ +/* 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(LOC == CHLOC || 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; +/* 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(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP] + if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) goto L6025; - if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127); + if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127); goto L6030; -L6021: if(PLACE[CHEST] != 0) goto L6022; -/* INSTALL CHEST ONLY ONCE, TO INSURE IT IS THE LAST TREASURE IN THE LIST. */ - MOVE(CHEST,CHLOC); - MOVE(MESSAG,CHLOC2); +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 && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023; - if(AT(J) && FIXED[J] == 0)CARRY(J,LOC); - if(TOTING(J))DROP(J,CHLOC); + 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: DLOC[6]=CHLOC; - ODLOC[6]=CHLOC; - DSEEN[6]=FALSE; +L6024: game.dloc[6]=game.chloc; + game.odloc[6]=game.chloc; + game.dseen[6]=false; goto L6030; L6025: RSPEAK(186); - MOVE(CHEST,CHLOC); - MOVE(MESSAG,CHLOC2); + MOVE(CHEST,game.chloc); + MOVE(MESSAG,game.chloc2); goto L6024; -/* THIS THREATENING LITTLE DWARF IS IN THE ROOM WITH HIM! */ +/* This threatening little dwarf is in the room with him! */ -L6027: DTOTAL=DTOTAL+1; - if(ODLOC[I] != DLOC[I]) goto L6030; +L6027: game.dtotal=game.dtotal+1; + if(game.odloc[I] != game.dloc[I]) goto L6030; ATTACK=ATTACK+1; - if(KNFLOC >= 0)KNFLOC=LOC; - if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1; + if(game.knfloc >= 0)game.knfloc=game.loc; + if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1; L6030: /*etc*/ ; } /* end loop */ -/* NOW WE KNOW WHAT'S HAPPENING. LET'S TELL THE POOR SUCKER ABOUT IT. - * NOTE THAT VARIOUS OF THE "KNIFE" MESSAGES MUST HAVE SPECIFIC RELATIVE - * POSITIONS IN THE RSPEAK DATABASE. */ +/* Now we know what's happening. Let's tell the poor sucker about it. + * Note that various of the "knife" messages must have specific relative + * positions in the RSPEAK database. */ - if(DTOTAL == 0) goto L2000; - SETPRM(1,DTOTAL,0); - RSPEAK(4+1/DTOTAL); + if(game.dtotal == 0) goto L2000; + SETPRM(1,game.dtotal,0); + RSPEAK(4+1/game.dtotal); if(ATTACK == 0) goto L2000; - if(DFLAG == 2)DFLAG=3; + if(game.dflag == 2)game.dflag=3; SETPRM(1,ATTACK,0); K=6; if(ATTACK > 1)K=250; @@ -253,63 +313,58 @@ L6030: /*etc*/ ; SETPRM(1,STICK,0); RSPEAK(K+1+2/(1+STICK)); if(STICK == 0) goto L2000; - OLDLC2=LOC; + game.oldlc2=game.loc; goto L99; +/* Describe the current location and (maybe) get next command. */ +/* Print text for current loc. */ - - - -/* 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(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC]; - if(FORCED(LOC) || !DARK(0)) goto L2001; - if(WZDARK && PCT(35)) goto L90; +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) && !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 - * CASE; ONCE SEEN, ITS PROP IS 1 (DRAGON ON IT) TILL DRAGON IS KILLED. - * SIMILARLY FOR CHAIN; PROP IS INITIALLY 1 (LOCKED TO BEAR). THESE HACKS - * ARE BECAUSE 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; - ABB[LOC]=ABB[LOC]+1; - I=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 > 100)OBJ=OBJ-100; - if(OBJ == STEPS && TOTING(NUGGET)) goto L2008; - if(PROP[OBJ] >= 0) goto L2006; - if(CLOSED) goto L2008; - PROP[OBJ]=0; - if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; - TALLY=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 - * THE LAMP WAS ZAPPED TO 35 TURNS. BUT THE TESTS WERE TOO SIMPLE-MINDED; - * THINGS LIKE KILLING THE BIRD BEFORE THE SNAKE WAS GONE (CAN NEVER SEE - * JEWELRY), AND DOING IT "RIGHT" WAS HOPELESS. E.G., COULD CROSS TROLL - * BRIDGE SEVERAL TIMES, USING UP ALL AVAILABLE TREASURES, BREAKING VASE, - * USING COINS TO BUY BATTERIES, ETC., AND EVENTUALLY NEVER BE ABLE TO GET - * ACROSS AGAIN. IF BOTTLE WERE LEFT ON FAR SIDE, COULD THEN NEVER GET EGGS - * 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=PROP[OBJ]; - if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1; - PSPEAK(OBJ,KK); -L2008: I=LINK[I]; + 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.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 + * the lamp was zapped to 35 turns. But the tests were too simple-minded; + * things like killing the bird before the snake was gone (can never see + * jewelry), and doing it "right" was hopeless. E.G., could cross troll + * bridge several times, using up all available treasures, breaking vase, + * using coins to buy batteries, etc., and eventually never be able to get + * across again. If bottle were left on far side, could then never get eggs + * 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 && game.loc == game.fixed[STEPS])KK=1; + PSPEAK(obj,KK); +L2008: I=game.link[I]; goto L2004; L2009: K=54; @@ -317,63 +372,65 @@ L2010: SPK=K; L2011: RSPEAK(SPK); L2012: VERB=0; - 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). +/* 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] < CONDS) goto L2603; +L2600: if(COND[game.loc] < game.conds) goto L2603; /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) { - if(HINTED[HINT]) goto L2602; - if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1; - HINTLC[HINT]=HINTLC[HINT]+1; - if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000; + 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 */ -/* KICK THE RANDOM NUMBER GENERATOR JUST TO ADD VARIETY TO THE CHASE. ALSO, - * IF CLOSING TIME, CHECK FOR ANY OBJECTS BEING TOTED WITH PROP < 0 AND SET - * THE PROP TO -1-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 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(!CLOSED) goto L2605; - if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); - /* 2604 */ for (I=1; I<=100; I++) { -L2604: if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; +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: WZDARK=DARK(0); - if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0; - I=RAN(1); - GETIN(WD1,WD1X,WD2,WD2X); - -/* EVERY INPUT, CHECK "FOOBAR" FLAG. IF ZERO, NOTHING'S GOING ON. IF POS, - * MAKE NEG. IF NEG, HE SKIPPED A WORD, SO MAKE IT ZERO. */ - -L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0); - TURNS=TURNS+1; - if(TURNS != THRESH) goto L2608; - SPEAK(TTEXT[TRNDEX]); - TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000; - TRNDEX=TRNDEX+1; - THRESH= -1; - if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1; -L2608: if(VERB == SAY && WD2 > 0)VERB=0; +L2605: game.wzdark=DARK(0); + if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0; + I=0; + 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. */ + +L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); + game.turns=game.turns+1; + if(game.turns == game.thresh) { + SPEAK(TTEXT[game.trndex]); + game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; + game.trndex=game.trndex+1; + game.thresh= -1; + if(game.trndex <= TRNVLS) + game.thresh=MOD(TRNVAL[game.trndex],100000)+1; + } + if(VERB == SAY && WD2 > 0)VERB=0; if(VERB == SAY) goto L4090; - if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1; - if(CLOCK1 == 0) goto L10000; - if(CLOCK1 < 0)CLOCK2=CLOCK2-1; - if(CLOCK2 == 0) goto L11000; - if(PROP[LAMP] == 1)LIMIT=LIMIT-1; - if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto + 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.prop[LAMP] == 1)game.limit=game.limit-1; + if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto L12000; - if(LIMIT == 0) goto L12400; - if(LIMIT <= 30) goto L12200; + 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; @@ -381,12 +438,13 @@ L19999: K=43; if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 != 1000+DOOR)) goto L2610; {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);} -L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && - HERE(BIRD))WD1=MAKEWD(301200308); -L2620: if(WD1 != MAKEWD(23051920)) goto L2625; - IWEST=IWEST+1; - if(IWEST == 10)RSPEAK(17); -L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630; +L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD)) + WD1=MAKEWD(301200308); +L2620: if(WD1 == MAKEWD(23051920)) { + 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); @@ -397,27 +455,29 @@ L2630: I=VOCAB(WD1,-1); case 3: goto L2010; } BUG(22); -/* GET SECOND WORD FOR ANALYSIS. */ +/* Get second word for analysis. */ L2800: WD1=WD2; WD1X=WD2X; WD2=0; goto L2620; -/* GEE, I DON'T UNDERSTAND. */ +/* Gee, I don't understand. */ L3000: SETPRM(1,WD1,WD1X); + if (fallback_handler(rawbuf)) + return true; RSPEAK(254); goto L2600; -/* VERB AND OBJECT ANALYSIS MOVED TO SEPARATE MODULE. */ +/* 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(I)) { - case 2: goto L2; + switch (action(cmdin, I, VERB, obj)) { + case 2: return true; case 8: goto L8; case 2000: goto L2000; case 2009: goto L2009; @@ -434,167 +494,173 @@ Laction: } BUG(99); -/* RANDOM INTRANSITIVE VERBS COME HERE. CLEAR OBJ JUST IN CASE (SEE "ATTACK"). +/* Random intransitive verbs come here. Clear obj just in case (see "attack"). */ L8000: SETPRM(1,WD1,WD1X); RSPEAK(257); - OBJ=0; + obj=0; goto L2600; -/* FIGURE OUT THE NEW LOCATION +/* Figure out the new location * - * GIVEN THE CURRENT LOCATION IN "LOC", AND A MOTION VERB NUMBER IN "K", PUT - * THE NEW LOCATION IN "NEWLOC". THE CURRENT LOC IS SAVED IN "OLDLOC" IN CASE - * HE WANTS TO RETREAT. THE CURRENT OLDLOC IS SAVED IN OLDLC2, IN CASE HE - * DIES. (IF HE DOES, NEWLOC WILL BE LIMBO, AND OLDLOC WILL BE WHAT KILLED - * HIM, SO WE NEED OLDLC2, WHICH IS THE LAST PLACE HE WAS SAFE.) */ - -L8: KK=KEY[LOC]; - NEWLOC=LOC; + * 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.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[game.loc]; + game.newloc=game.loc; if(KK == 0)BUG(26); - if(K == NUL) goto L2; + if(K == NUL) return true; if(K == BACK) goto L20; if(K == LOOK) goto L30; if(K == CAVE) goto L40; - OLDLC2=OLDLOC; - OLDLOC=LOC; + game.oldlc2=game.oldloc; + game.oldloc=game.loc; -L9: LL=IABS(TRAVEL[KK]); +L9: LL=labs(TRAVEL[KK]); if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; if(TRAVEL[KK] < 0) goto L50; KK=KK+1; goto L9; L10: LL=LL/1000; -L11: NEWLOC=LL/1000; - K=MOD(NEWLOC,100); - if(NEWLOC <= 300) goto L13; - if(PROP[K] != NEWLOC/100-3) goto L16; +L11: game.newloc=LL/1000; + K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */ + if(game.newloc <= 300) goto L13; + if(game.prop[K] != game.newloc/100-3) goto L16; L12: if(TRAVEL[KK] < 0)BUG(25); KK=KK+1; - NEWLOC=IABS(TRAVEL[KK])/1000; - if(NEWLOC == LL) goto L12; - LL=NEWLOC; + game.newloc=labs(TRAVEL[KK])/1000; + if(game.newloc == LL) goto L12; + LL=game.newloc; goto L11; -L13: if(NEWLOC <= 100) goto L14; - if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16; +L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */ + if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16; goto L12; -L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12; -L16: NEWLOC=MOD(LL,1000); - if(NEWLOC <= 300) goto L2; - if(NEWLOC <= 500) goto L30000; - RSPEAK(NEWLOC-500); - NEWLOC=LOC; - goto L2; +L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12; +L16: game.newloc=MOD(LL,1000); + if(game.newloc <= 300) return true; + if(game.newloc <= 500) goto L30000; + RSPEAK(game.newloc-500); + game.newloc=game.loc; + return true; -/* SPECIAL MOTIONS COME HERE. LABELLING CONVENTION: STATEMENT NUMBERS NNNXX - * (XX=00-99) ARE USED FOR SPECIAL CASE NUMBER NNN (NNN=301-500). */ +/* Special motions come here. Labelling convention: statement numbers NNNXX + * (XX=00-99) are used for special case number NNN (NNN=301-500). */ -L30000: NEWLOC=NEWLOC-300; - switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto +L30000: game.newloc=game.newloc-300; + switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto L30300; } BUG(20); -/* 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". */ +/* 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". */ -L30100: NEWLOC=99+100-LOC; - if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2; - NEWLOC=LOC; +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=game.loc; RSPEAK(117); - goto L2; + return true; -/* 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. */ +/* 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. */ -L30200: DROP(EMRALD,LOC); +L30200: DROP(EMRALD,game.loc); goto L12; -/* 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 - * PROP(TROLL)=1, HE'S CROSSED SINCE PAYING, SO STEP OUT AND BLOCK HIM. - * (STANDARD TRAVEL ENTRIES CHECK FOR PROP(TROLL)=0.) SPECIAL STUFF FOR BEAR. */ +/* 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. */ -L30300: if(PROP[TROLL] != 1) goto L30310; +L30300: if(game.prop[TROLL] != 1) goto L30310; PSPEAK(TROLL,1); - PROP[TROLL]=0; + game.prop[TROLL]=0; MOVE(TROLL2,0); - MOVE(TROLL2+100,0); + MOVE(TROLL2+NOBJECTS,0); MOVE(TROLL,PLAC[TROLL]); - MOVE(TROLL+100,FIXD[TROLL]); + MOVE(TROLL+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); - NEWLOC=LOC; - goto L2; + game.newloc=game.loc; + return true; -L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; - if(PROP[TROLL] == 0)PROP[TROLL]=1; - if(!TOTING(BEAR)) goto L2; +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); - PROP[CHASM]=1; - PROP[TROLL]=2; - DROP(BEAR,NEWLOC); - FIXED[BEAR]= -1; - PROP[BEAR]=3; - OLDLC2=NEWLOC; + game.prop[CHASM]=1; + game.prop[TROLL]=2; + DROP(BEAR,game.newloc); + game.fixed[BEAR]= -1; + game.prop[BEAR]=3; + game.oldlc2=game.newloc; goto L99; -/* END OF SPECIALS. */ +/* End of specials. */ -/* HANDLE "GO BACK". LOOK FOR VERB WHICH GOES FROM LOC TO OLDLOC, OR TO OLDLC2 - * IF 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=OLDLOC; - if(FORCED(K))K=OLDLC2; - OLDLC2=OLDLOC; - OLDLOC=LOC; +L20: K=game.oldloc; + if(FORCED(K))K=game.oldlc2; + game.oldlc2=game.oldloc; + 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); - goto L2; - -L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000); - if(LL == K) goto L25; - if(LL > 300) goto L22; - J=KEY[LL]; - if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK; -L22: if(TRAVEL[KK] < 0) goto L23; - KK=KK+1; - goto L21; - -L23: KK=K2; - if(KK != 0) goto L25; - RSPEAK(140); - goto L2; + return true; + +L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); + if(LL != K) { + if(LL <= 300) { + J=KEY[LL]; + if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K) + K2=KK; + } + if(TRAVEL[KK] < 0) goto L23; + KK=KK+1; + goto L21; + +L23: KK=K2; + if(KK == 0) { + RSPEAK(140); + return true; + } + } -L25: K=MOD(IABS(TRAVEL[KK]),1000); - KK=KEY[LOC]; + K=MOD(labs(TRAVEL[KK]),1000); + KK=KEY[game.loc]; goto L9; -/* LOOK. CAN'T GIVE MORE DETAIL. PRETEND IT WASN'T DARK (THOUGH IT MAY "NOW" - * BE DARK) SO HE WON'T FALL INTO A PIT WHILE STARING INTO THE GLOOM. */ +/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now" + * be dark) so he won't fall into a pit while staring into the gloom. */ -L30: if(DETAIL < 3)RSPEAK(15); - DETAIL=DETAIL+1; - WZDARK=FALSE; - ABB[LOC]=0; - goto L2; +L30: if(game.detail < 3)RSPEAK(15); + game.detail=game.detail+1; + game.wzdark=false; + game.abbrev[game.loc]=0; + return true; -/* CAVE. DIFFERENT MESSAGES DEPENDING ON WHETHER ABOVE GROUND. */ +/* 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); - goto L2; + return true; -/* NON-APPLICABLE MOTION. VARIOUS MESSAGES DEPENDING ON WORD GIVEN. */ +/* Non-applicable motion. Various messages depending on word given. */ L50: SPK=12; if(K >= 43 && K <= 50)SPK=52; @@ -605,71 +671,67 @@ L50: SPK=12; if(K == 62 || K == 65)SPK=42; if(K == 17)SPK=80; RSPEAK(SPK); - goto L2; - - - + return true; - -/* "YOU'RE DEAD, JIM." +/* "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 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!). - * OLDLOC IS ZAPPED SO HE CAN'T JUST "RETREAT". */ - -/* THE EASIEST WAY TO GET KILLED IS TO FALL INTO A PIT IN PITCH DARKNESS. */ + * 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); - OLDLC2=LOC; - -/* OKAY, HE'S DEAD. LET'S GET ON WITH IT. */ - -L99: if(CLOSNG) goto L95; - NUMDIE=NUMDIE+1; - if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0); - if(NUMDIE == MAXDIE) score(0); - PLACE[WATER]=0; - PLACE[OIL]=0; - if(TOTING(LAMP))PROP[LAMP]=0; - /* 98 */ for (J=1; J<=100; J++) { - I=101-J; + game.oldlc2=game.loc; + +/* Okay, he's dead. Let's get on with it. */ + +L99: if(game.closng) goto L95; + game.numdie=game.numdie+1; + if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0); + if(game.numdie == MAXDIE) score(0); + game.place[WATER]=0; + game.place[OIL]=0; + if(TOTING(LAMP))game.prop[LAMP]=0; + /* 98 */ for (J=1; J<=NOBJECTS; J++) { + I=NOBJECTS + 1 - J; if(!TOTING(I)) goto L98; - K=OLDLC2; + K=game.oldlc2; if(I == LAMP)K=1; DROP(I,K); L98: /*etc*/ ; } /* end loop */ - LOC=3; - OLDLOC=LOC; + game.loc=3; + game.oldloc=game.loc; goto L2000; -/* HE DIED DURING CLOSING TIME. NO RESURRECTION. TALLY UP A DEATH AND EXIT. */ +/* He died during closing time. No resurrection. Tally up a death and exit. */ L95: RSPEAK(131); - NUMDIE=NUMDIE+1; + game.numdie=game.numdie+1; score(0); -/* HINTS */ +/* 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 HINTLC BACK TO ZERO, - * 40030 TO TAKE NO ACTION YET. */ +/* 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 @@ -679,181 +741,183 @@ L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: g * JADE */ BUG(27); -L40010: HINTLC[HINT]=0; - if(!YES(HINTS[HINT][3],0,54)) goto L2602; +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); - HINTED[HINT]=YES(175,HINTS[HINT][4],54); - if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2]; -L40020: HINTLC[HINT]=0; + 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. */ +/* Now for the quick tests. See database description for one-line notes. */ -L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010; +L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010; goto L40020; -L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && 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(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && 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; -L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010; +L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010; goto L40020; L40600: goto L40010; -L40700: if(DFLAG == 0) goto L40010; +L40700: if(game.dflag == 0) goto L40010; goto L40020; -L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[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; -L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; +L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010; goto L40020; -/* CAVE CLOSING AND SCORING */ - - -/* THESE 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 MT. 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. */ - -L10000: PROP[GRATE]=0; - PROP[FISSUR]=0; - /* 10010 */ for (I=1; I<=6; I++) { - DSEEN[I]=FALSE; -L10010: DLOC[I]=0; +/* Cave closing and scoring */ + + +/* These 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. */ + +L10000: game.prop[GRATE]=0; + game.prop[FISSUR]=0; + for (I=1; I<=NDWARVES; I++) { + game.dseen[I]=false; + game.dloc[I]=0; } /* end loop */ MOVE(TROLL,0); - MOVE(TROLL+100,0); + MOVE(TROLL+NOBJECTS,0); MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+100,FIXD[TROLL]); + MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); - if(PROP[BEAR] != 3)DSTROY(BEAR); - PROP[CHAIN]=0; - FIXED[CHAIN]=0; - PROP[AXE]=0; - FIXED[AXE]=0; + 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); - CLOCK1= -1; - CLOSNG=TRUE; + game.clock1= -1; + game.closng=true; goto L19999; -/* 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. */ - -L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); - PROP[PLANT]=PUT(PLANT,115,0); - PROP[OYSTER]=PUT(OYSTER,115,0); +/* 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. */ + +L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); + game.prop[PLANT]=PUT(PLANT,115,0); + game.prop[OYSTER]=PUT(OYSTER,115,0); OBJTXT[OYSTER]=3; - PROP[LAMP]=PUT(LAMP,115,0); - PROP[ROD]=PUT(ROD,115,0); - PROP[DWARF]=PUT(DWARF,115,0); - LOC=115; - OLDLOC=115; - NEWLOC=115; + 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. */ +/* Leave the grate with normal (non-negative) property. Reuse sign. */ I=PUT(GRATE,116,0); I=PUT(SIGN,116,0); OBJTXT[SIGN]=OBJTXT[SIGN]+1; - PROP[SNAKE]=PUT(SNAKE,116,1); - PROP[BIRD]=PUT(BIRD,116,1); - PROP[CAGE]=PUT(CAGE,116,0); - PROP[ROD2]=PUT(ROD2,116,0); - PROP[PILLOW]=PUT(PILLOW,116,0); - - PROP[MIRROR]=PUT(MIRROR,115,0); - FIXED[MIRROR]=116; - - /* 11010 */ for (I=1; I<=100; I++) { -L11010: if(TOTING(I))DSTROY(I); + 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 (I=1; I<=NOBJECTS; I++) { + if(TOTING(I)) + DSTROY(I); } /* end loop */ RSPEAK(132); - CLOSED=TRUE; - goto L2; + game.closed=true; + return true; -/* 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. WE GO TO 12000 IF THE LAMP - * AND FRESH BATTERIES ARE HERE, IN WHICH CASE WE REPLACE THE BATTERIES AND - * CONTINUE. 12200 IS FOR OTHER CASES OF LAMP DYING. 12400 IS WHEN IT GOES - * OUT. EVEN THEN, HE CAN EXPLORE OUTSIDE FOR A WHILE IF DESIRED. */ +/* 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. We go to 12000 if the lamp + * and fresh batteries are here, in which case we replace the batteries and + * continue. 12200 is for other cases of lamp dying. 12400 is when it goes + * out. Even then, he can explore outside for a while if desired. */ L12000: RSPEAK(188); - PROP[BATTER]=1; - if(TOTING(BATTER))DROP(BATTER,LOC); - LIMIT=LIMIT+2500; - LMWARN=FALSE; + game.prop[BATTER]=1; + if(TOTING(BATTER))DROP(BATTER,game.loc); + game.limit=game.limit+2500; + game.lmwarn=false; goto L19999; -L12200: if(LMWARN || !HERE(LAMP)) goto L19999; - LMWARN=TRUE; +L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999; + game.lmwarn=true; SPK=187; - if(PLACE[BATTER] == 0)SPK=183; - if(PROP[BATTER] == 1)SPK=189; + if(game.place[BATTER] == 0)SPK=183; + if(game.prop[BATTER] == 1)SPK=189; RSPEAK(SPK); goto L19999; -L12400: LIMIT= -1; - PROP[LAMP]=0; +L12400: game.limit= -1; + game.prop[LAMP]=0; if(HERE(LAMP))RSPEAK(184); goto L19999; -/* OH DEAR, HE'S DISTURBED THE DWARVES. */ +/* Oh dear, he's disturbed the dwarves. */ L18999: RSPEAK(SPK); L19000: RSPEAK(136); score(0); + return true; }