X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=557e4e395f0abf1955ec058c7c64ec564d589cf3;hb=3d3cd4ba397018aa9d245b5ce8cb7b4802a82304;hp=9730b7ac2961be627da7569cabd75cc5c249dedc;hpb=17ad4891ee2e30976325f7294b2e4f82919267ee;p=open-adventure.git diff --git a/main.c b/main.c index 9730b7a..345a7b2 100644 --- a/main.c +++ b/main.c @@ -1,864 +1,1187 @@ /* + * There used to be a note that said this: + * * 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.) + * home-brew Fortran-to-C converter. + * + * Now that the code has been restructured into something much closer + * to idiomatic C, the following is more appropriate: + * + * ESR apologizes for the remaing gotos (now confined to one function + * in this file - there used to be over 350 of them, *everywhere*), + * and for the offensive globals. Applying the Structured Program + * Theorem can be hard. */ + #include #include #include -#include "main.h" - -#include "misc.h" - -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; -signed char INLINE[LINESIZE], 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 void initialise(); -extern void score(long); -extern int action(long); +#include +#include +#include +#include "advent.h" +#include "dungeon.h" + +#define DIM(a) (sizeof(a)/sizeof(a[0])) + +FILE *logfp = NULL; +bool oldstyle = false; +bool prompt = true; + +// LCOV_EXCL_START +// exclude from coverage analysis because it requires interactivity to test +static void sig_handler(int signo) +{ + if (signo == SIGINT) { + if (logfp != NULL) + fflush(logfp); + } + exit(EXIT_FAILURE); +} +// LCOV_EXCL_STOP /* * MAIN PROGRAM + * + * 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 + * Revived 2017 as Open Adventure. */ -int main(int argc, char *argv[]) { +static bool do_command(void); + +int main(int argc, char *argv[]) +{ + int ch; + + /* Options. */ + +#ifndef ADVENT_NOSAVE + const char* opts = "l:or:"; + const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n"; + FILE *rfp = NULL; +#else + const char* opts = "l:o"; + const char* usage = "Usage: %s [-l logfilename] [-o]\n"; +#endif + while ((ch = getopt(argc, argv, opts)) != 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; + prompt = false; + break; +#ifndef ADVENT_NOSAVE + case 'r': + rfp = fopen(optarg, "r"); + if (rfp == NULL) + fprintf(stderr, + "advent: can't open save file %s for read\n", + optarg); + signal(SIGINT, sig_handler); + break; +#endif + default: + fprintf(stderr, + usage, argv[0]); + fprintf(stderr, + " -l create a log file of your game named as specified'\n"); + fprintf(stderr, + " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n"); +#ifndef ADVENT_NOSAVE + fprintf(stderr, + " -r restore from specified saved game file\n"); +#endif + exit(EXIT_FAILURE); + break; + } + } + + /* Initialize game variables */ + long seedval = initialise(); + +#ifndef ADVENT_NOSAVE + if (!rfp) { + game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); + if (game.novice) + game.limit = NOVICELIMIT; + } else { + restore(rfp); + } +#endif + + if (logfp) + fprintf(logfp, "seed %ld\n", seedval); + + /* interpret commands until EOF or interrupt */ + for (;;) { + if (!do_command()) + break; + } + /* show score and exit */ + terminate(quitgame); +} -/* ADVENTURE (REV 2: 20 TREASURES) */ +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; + return true; + } + return false; +} -/* 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 */ +/* Check if this loc is eligible for any hints. If been here long + * enough, display. Ignore "HINTS" < 4 (special stuff, see database + * notes). */ +static void checkhints(void) +{ + if (conditions[game.loc] >= game.conds) { + for (int hint = 0; hint < NHINTS; hint++) { + if (game.hinted[hint]) + continue; + if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) + game.hintlc[hint] = -1; + ++game.hintlc[hint]; + /* Come here if he's been long enough at required loc(s) for some + * unused hint. */ + if (game.hintlc[hint] >= hints[hint].turns) { + int i; + + switch (hint) { + case 0: + /* cave */ + if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS)) + break; + game.hintlc[hint] = 0; + return; + case 1: /* bird */ + if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) + break; + return; + case 2: /* snake */ + if (HERE(SNAKE) && !HERE(BIRD)) + break; + game.hintlc[hint] = 0; + return; + case 3: /* maze */ + if (game.atloc[game.loc] == 0 && + game.atloc[game.oldloc] == 0 && + game.atloc[game.oldlc2] == 0 && + game.holdng > 1) + break; + game.hintlc[hint] = 0; + return; + case 4: /* dark */ + if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1) + break; + game.hintlc[hint] = 0; + return; + case 5: /* witt */ + break; + case 6: /* urn */ + if (game.dflag == 0) + break; + game.hintlc[hint] = 0; + return; + case 7: /* woods */ + if (game.atloc[game.loc] == 0 && + game.atloc[game.oldloc] == 0 && + game.atloc[game.oldlc2] == 0) + break; + return; + case 8: /* ogre */ + i = atdwrf(game.loc); + if (i < 0) { + game.hintlc[hint] = 0; + return; + } + if (HERE(OGRE) && i == 0) + break; + return; + case 9: /* jade */ + if (game.tally == 1 && game.prop[JADE] < 0) + break; + game.hintlc[hint] = 0; + return; + default: + BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE + break; + } + + /* Fall through to hint display */ + game.hintlc[hint] = 0; + if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) + return; + rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty); + game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]); + if (game.hinted[hint] && game.limit > WARNTIME) + game.limit += WARNTIME * hints[hint].penalty; + } + } + } +} +static bool spotted_by_pirate(int i) +{ + if (i != PIRATE) + return false; + + /* 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] = LOC_NOWHERE 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) + return true; + int snarfed = 0; + bool movechest = false, robplayer = false; + for (int treasure = 1; treasure <= NOBJECTS; treasure++) { + if (!objects[treasure].is_treasure) + continue; + /* Pirate won't take pyramid from plover room or dark + * room (too easy!). */ + if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) { + continue; + } + if (TOTING(treasure) || HERE(treasure)) + ++snarfed; + if (TOTING(treasure)) { + movechest = true; + robplayer = true; + } + } + /* Force chest placement before player finds last treasure */ + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) { + rspeak(PIRATE_SPOTTED); + movechest = true; + } + /* Do things in this order (chest move before robbery) so chest is listed + * last at the maze location. */ + if (movechest) { + move(CHEST, game.chloc); + move(MESSAG, game.chloc2); + game.dloc[PIRATE] = game.chloc; + game.odloc[PIRATE] = game.chloc; + game.dseen[PIRATE] = false; + } else { + /* You might get a hint of the pirate's presence even if the + * chest doesn't move... */ + if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) + rspeak(PIRATE_RUSTLES); + } + if (robplayer) { + rspeak(PIRATE_POUNCES); + for (int treasure = 1; treasure <= NOBJECTS; treasure++) { + if (!objects[treasure].is_treasure) + continue; + if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) { + if (AT(treasure) && game.fixed[treasure] == 0) + carry(treasure, game.loc); + if (TOTING(treasure)) + drop(treasure, game.chloc); + } + } + } + + return true; +} -/* 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 */ - -#include "funcs.h" - -/* READ THE DATABASE IF WE HAVE NOT YET DONE SO */ - - LINES = (long *)calloc(LINSIZ+1,sizeof(long)); - if(!LINES){ - printf("Not enough memory!\n"); - exit(1); - } - - MAP2[1] = 0; - if(!SETUP)initialise(); - if(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. */ - - RSPEAK(201); - exit(0); - - - -/* START-UP, DWARF STUFF */ - -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; - -/* CAN'T LEAVE CAVE ONCE IT'S CLOSING (EXCEPT BY MAIN OFFICE). */ - -L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !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; - RSPEAK(2); - goto L74; -L73: /*etc*/ ; - } /* end loop */ -L74: LOC=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 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; - 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(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; - } /* end loop */ - /* 6002 */ for (I=1; I<=5; I++) { - if(DLOC[I] == LOC)DLOC[I]=DALTLC; -L6002: ODLOC[I]=DLOC[I]; - } /* end loop */ - 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. */ - -L6010: 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. */ - J=1; - KK=DLOC[I]; - KK=KEY[KK]; - if(KK == 0) goto L6016; -L6012: NEWLOC=MOD(IABS(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; - J=J+1; -L6014: KK=KK+1; - {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} -L6016: TK[J]=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; - 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). */ - - if(LOC == CHLOC || 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(TOTING(J)) goto L6021; -L6020: if(HERE(J))K=1; - } /* end loop */ - if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP] - == 1) goto L6025; - if(ODLOC[6] != 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); -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); -L6023: /*etc*/ ; - } /* end loop */ -L6024: DLOC[6]=CHLOC; - ODLOC[6]=CHLOC; - DSEEN[6]=false; - goto L6030; - -L6025: RSPEAK(186); - MOVE(CHEST,CHLOC); - MOVE(MESSAG,CHLOC2); - goto L6024; - -/* THIS THREATENING LITTLE DWARF IS IN THE ROOM WITH HIM! */ - -L6027: DTOTAL=DTOTAL+1; - if(ODLOC[I] != DLOC[I]) goto L6030; - ATTACK=ATTACK+1; - if(KNFLOC >= 0)KNFLOC=LOC; - if(RAN(1000) < 95*(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. */ - - if(DTOTAL == 0) goto L2000; - SETPRM(1,DTOTAL,0); - RSPEAK(4+1/DTOTAL); - if(ATTACK == 0) goto L2000; - if(DFLAG == 2)DFLAG=3; - SETPRM(1,ATTACK,0); - K=6; - if(ATTACK > 1)K=250; - RSPEAK(K); - SETPRM(1,STICK,0); - RSPEAK(K+1+2/(1+STICK)); - if(STICK == 0) goto L2000; - OLDLC2=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(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC]; - if(FORCED(LOC) || !DARK(0)) goto L2001; - if(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); - -/* 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. */ - - if(DARK(0)) goto L2012; - ABB[LOC]=ABB[LOC]+1; - I=ATLOC[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]; - goto L2004; - -L2009: K=54; -L2010: SPK=K; -L2011: RSPEAK(SPK); - -L2012: VERB=0; - 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] < 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; -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). */ - -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]; - } /* 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; - 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 - L12000; - if(LIMIT == 0) goto L12400; - if(LIMIT <= 30) goto L12200; -L19999: K=43; - if(LIQLOC(LOC) == WATER)K=70; - V1=VOCAB(WD1,-1); - V2=VOCAB(WD2,-1); - if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010; - if(V1 == ENTER && WD2 > 0) goto L2800; - 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; - IGO=IGO+1; - 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; - case 3: goto L2010; } - BUG(22); - -/* GET SECOND WORD FOR ANALYSIS. */ - -L2800: WD1=WD2; - WD1X=WD2X; - WD2=0; - goto L2620; - -/* GEE, I DON'T UNDERSTAND. */ - -L3000: SETPRM(1,WD1,WD1X); - RSPEAK(254); - goto L2600; - -/* VERB AND OBJECT ANALYSIS MOVED TO SEPARATE MODULE. */ - -L4000: I=4000; goto Laction; -L4090: I=4090; goto Laction; -L5000: I=5000; -Laction: - switch (action(I)) { - case 2: goto L2; - case 8: goto L8; - case 2000: goto L2000; - case 2009: goto L2009; - case 2010: goto L2010; - case 2011: goto L2011; - case 2012: goto L2012; - case 2600: goto L2600; - case 2607: goto L2607; - case 2630: goto L2630; - case 2800: goto L2800; - case 8000: goto L8000; - case 18999: goto L18999; - case 19000: goto L19000; - } - BUG(99); - -/* RANDOM INTRANSITIVE VERBS COME HERE. CLEAR OBJ JUST IN CASE (SEE "ATTACK"). - */ - -L8000: SETPRM(1,WD1,WD1X); - RSPEAK(257); - OBJ=0; - goto L2600; - -/* 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; - if(KK == 0)BUG(26); - if(K == NUL) goto L2; - if(K == BACK) goto L20; - if(K == LOOK) goto L30; - if(K == CAVE) goto L40; - OLDLC2=OLDLOC; - OLDLOC=LOC; - -L9: LL=IABS(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; -L12: if(TRAVEL[KK] < 0)BUG(25); - KK=KK+1; - NEWLOC=IABS(TRAVEL[KK])/1000; - if(NEWLOC == LL) goto L12; - LL=NEWLOC; - goto L11; - -L13: if(NEWLOC <= 100) goto L14; - if(TOTING(K) || (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; - -/* 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 - 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". */ - -L30100: NEWLOC=99+100-LOC; - if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2; - NEWLOC=LOC; - RSPEAK(117); - goto L2; - -/* 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); - 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. */ - -L30300: if(PROP[TROLL] != 1) goto L30310; - PSPEAK(TROLL,1); - PROP[TROLL]=0; - MOVE(TROLL2,0); - MOVE(TROLL2+100,0); - MOVE(TROLL,PLAC[TROLL]); - MOVE(TROLL+100,FIXD[TROLL]); - JUGGLE(CHASM); - NEWLOC=LOC; - goto L2; - -L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; - if(PROP[TROLL] == 0)PROP[TROLL]=1; - if(!TOTING(BEAR)) goto L2; - RSPEAK(162); - PROP[CHASM]=1; - PROP[TROLL]=2; - DROP(BEAR,NEWLOC); - FIXED[BEAR]= -1; - PROP[BEAR]=3; - OLDLC2=NEWLOC; - goto L99; - -/* 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. */ - -L20: K=OLDLOC; - if(FORCED(K))K=OLDLC2; - OLDLC2=OLDLOC; - OLDLOC=LOC; - K2=0; - if(K == LOC)K2=91; - if(CNDBIT(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; - -L25: K=MOD(IABS(TRAVEL[KK]),1000); - KK=KEY[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. */ - -L30: if(DETAIL < 3)RSPEAK(15); - DETAIL=DETAIL+1; - WZDARK=false; - ABB[LOC]=0; - goto L2; - -/* CAVE. DIFFERENT MESSAGES DEPENDING ON WHETHER ABOVE GROUND. */ - -L40: K=58; - if(OUTSID(LOC) && LOC != 8)K=57; - RSPEAK(K); - goto L2; - -/* 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); - goto L2; - - - - - -/* "YOU'RE DEAD, JIM." +static bool dwarfmove(void) +/* Dwarves move. Return true if player survives, false if he dies. */ +{ + int kk, stick, attack; + long tk[21]; + + /* 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, COND_NOARRR)) + return true; + + /* Dwarf activity level ratchets up */ + if (game.dflag == 0) { + if (INDEEP(game.loc)) + game.dflag = 1; + return true; + } + + /* 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. */ + if (game.dflag == 1) { + if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) + return true; + game.dflag = 2; + for (int i = 1; i <= 2; i++) { + int j = 1 + randrange(NDWARVES - 1); + if (PCT(50)) + game.dloc[j] = 0; + } + + /* Alternate initial loc for dwarf, in case one of them + * starts out on top of the adventurer. */ + for (int i = 1; i <= NDWARVES - 1; i++) { + if (game.dloc[i] == game.loc) + game.dloc[i] = DALTLC; // + game.odloc[i] = game.dloc[i]; + } + rspeak(DWARF_RAN); + drop(AXE, game.loc); + return true; + } + + /* 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. */ + game.dtotal = 0; + attack = 0; + stick = 0; + for (int i = 1; i <= NDWARVES; i++) { + if (game.dloc[i] == 0) + continue; + /* Fill tk array with all the places this dwarf might go. */ + unsigned int j = 1; + kk = tkey[game.dloc[i]]; + if (kk != 0) + do { + game.newloc = travel[kk].dest; + /* Have we avoided a dwarf encounter? */ + if (SPECIAL(game.newloc)) + continue; + else if (!INDEEP(game.newloc)) + continue; + else if (game.newloc == game.odloc[i]) + continue; + else if (j > 1 && game.newloc == tk[j - 1]) + continue; + else if (j >= DIM(tk) - 1) + continue; + else if (game.newloc == game.dloc[i]) + continue; + else if (FORCED(game.newloc)) + continue; + else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) + continue; + else if (travel[kk].nodwarves) + continue; + tk[j++] = game.newloc; + } while + (!travel[kk++].stop); + tk[j] = game.odloc[i]; + 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]) + continue; + game.dloc[i] = game.loc; + if (spotted_by_pirate(i)) + continue; + /* This threatening little dwarf is in the room with him! */ + ++game.dtotal; + if (game.odloc[i] == game.dloc[i]) { + ++attack; + if (game.knfloc >= 0) + game.knfloc = game.loc; + if (randrange(1000) < 95 * (game.dflag - 2)) + ++stick; + } + } + + /* 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 (game.dtotal == 0) + return true; + rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal); + if (attack == 0) + return true; + if (game.dflag == 2) + game.dflag = 3; + if (attack > 1) { + rspeak(THROWN_KNIVES, attack); + rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick); + } else { + rspeak(KNIFE_THROWN); + rspeak(MISSES_YOU); + } + if (stick == 0) + return true; + game.oldlc2 = game.loc; + 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 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". */ + * If the current loc is zero, it means the clown got himself killed. + * We'll allow this maxdie times. NDEATHS is automatically set based + * on the number of snide messages available. Each death results in + * a message (obituaries[n]) which offers reincarnation; if accepted, + * this results in message obituaries[0], obituaries[2], 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(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 + * death and exit. */ + rspeak(DEATH_CLOSING); + terminate(endgame); + } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN])) + terminate(endgame); + else { + game.place[WATER] = game.place[OIL] = LOC_NOWHERE; + if (TOTING(LAMP)) + game.prop[LAMP] = LAMP_DARK; + for (int j = 1; j <= NOBJECTS; j++) { + int i = NOBJECTS + 1 - j; + if (TOTING(i)) { + /* Always leave lamp where it's accessible aboveground */ + drop(i, (i == LAMP) ? LOC_START : game.oldlc2); + } + } + game.loc = LOC_BUILDING; + game.oldloc = game.loc; + } +} -/* THE EASIEST WAY TO GET KILLED IS TO FALL INTO A PIT IN PITCH DARKNESS. */ +static bool traveleq(long a, long b) +/* Are two travel entries equal for purposes of skip after failed condition? */ +{ + return (travel[a].cond == travel[b].cond) + && (travel[a].dest == travel[b].dest); +} -L90: RSPEAK(23); - OLDLC2=LOC; +/* Given the current location in "game.loc", and a motion verb number in + * "motion", 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 game.oldloc will be what killed + * him, so we need game.oldlc2, which is the last place he was + * safe.) */ + +static bool playermove( int motion) +{ + int scratchloc, travel_entry = tkey[game.loc]; + game.newloc = game.loc; + if (travel_entry == 0) + BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE + if (motion == NUL) + return true; + else if (motion == BACK) { + /* Handle "go back". Look for verb which goes from game.loc to + * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion. + * te_tmp saves entry -> forced loc -> previous loc. */ + motion = game.oldloc; + if (FORCED(motion)) + motion = game.oldlc2; + game.oldlc2 = game.oldloc; + game.oldloc = game.loc; + int spk = 0; + if (motion == game.loc) + spk = FORGOT_PATH; + if (CNDBIT(game.loc, COND_NOBACK)) + spk = TWIST_TURN; + if (spk == 0) { + int te_tmp = 0; + for (;;) { + scratchloc = travel[travel_entry].dest; + if (scratchloc != motion) { + if (!SPECIAL(scratchloc)) { + if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion) + te_tmp = travel_entry; + } + if (!travel[travel_entry].stop) { + ++travel_entry; /* go to next travel entry for this location */ + continue; + } + /* we've reached the end of travel entries for game.loc */ + travel_entry = te_tmp; + if (travel_entry == 0) { + rspeak(NOT_CONNECTED); + return true; + } + } + + motion = travel[travel_entry].motion; + travel_entry = tkey[game.loc]; + break; /* fall through to ordinary travel */ + } + } else { + rspeak(spk); + return true; + } + } else if (motion == LOOK) { + /* 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. */ + if (game.detail < 3) + rspeak(NO_MORE_DETAIL); + ++game.detail; + game.wzdark = false; + game.abbrev[game.loc] = 0; + return true; + } else if (motion == CAVE) { + /* Cave. Different messages depending on whether above ground. */ + rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); + return true; + } else { + /* none of the specials */ + game.oldlc2 = game.oldloc; + game.oldloc = game.loc; + } + + /* Look for a way to fulfil the motion verb passed in - travel_entry indexes + * the beginning of the motion entries for here (game.loc). */ + for (;;) { + if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion) + break; + if (travel[travel_entry].stop) { + /* Couldn't find an entry matching the motion word passed + * in. Various messages depending on word given. */ + int spk = CANT_APPLY; + if (motion >= EAST && motion <= NW) + spk = BAD_DIRECTION; + if (motion == UP || motion == DOWN) + spk = BAD_DIRECTION; + if (motion == FORWARD || motion == LEFT || motion == RIGHT) + spk = UNSURE_FACING; + if (motion == OUTSIDE || motion == INSIDE) + spk = NO_INOUT_HERE; + if (motion == XYZZY || motion == PLUGH) + spk = NOTHING_HAPPENS; + if (motion == CRAWL) + spk = WHICH_WAY; + rspeak(spk); + return true; + } + ++travel_entry; + } + + /* (ESR) We've found a destination that goes with the motion verb. + * Next we need to check any conditional(s) on this destination, and + * possibly on following entries. */ + /* FIXME: Magic numbers related to move opcodes */ + do { + for (;;) { /* L12 loop */ + for (;;) { + long cond = travel[travel_entry].cond; + long arg = MOD(cond, 100); + if (!SPECIAL(cond)) { + /* YAML N and [pct N] conditionals */ + if (cond <= 100) { + if (cond == 0 || PCT(cond)) + break; + /* else fall through */ + } + /* YAML [with OBJ] clause */ + if (TOTING(arg) || (cond > 200 && AT(arg))) + break; + /* else fall through to check [not OBJ STATE] */ + } else if (game.prop[arg] != cond / 100 - 3) + break; + + /* We arrive here on conditional failure. + * Skip to next non-matching destination */ + long te_tmp = travel_entry; + do { + if (travel[te_tmp].stop) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE + ++te_tmp; + } while + (traveleq(travel_entry, te_tmp)); + travel_entry = te_tmp; + } + + /* Found an eligible rule, now execute it */ + game.newloc = travel[travel_entry].dest; + if (!SPECIAL(game.newloc)) + return true; + + if (game.newloc > 500) { + /* Execute a speak rule */ + rspeak(L_SPEAK(game.newloc)); + game.newloc = game.loc; + return true; + } else { + 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; + 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); + int te_tmp = travel_entry; + do { + if (travel[te_tmp].stop) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE + ++te_tmp; + } while + (traveleq(travel_entry, te_tmp)); + travel_entry = te_tmp; + 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] == TROLL_PAIDONCE) { + pspeak(TROLL, look, TROLL_PAIDONCE); + game.prop[TROLL] = TROLL_UNPAID; + move(TROLL2, 0); + move(TROLL2 + NOBJECTS, 0); + move(TROLL, objects[TROLL].plac); + move(TROLL + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); + game.newloc = game.loc; + return true; + } else { + game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc; + if (game.prop[TROLL] == TROLL_UNPAID) + game.prop[TROLL] = TROLL_PAIDONCE; + if (!TOTING(BEAR)) + return true; + rspeak(BRIDGE_COLLAPSE); + game.prop[CHASM] = BRIDGE_WRECKED; + game.prop[TROLL] = TROLL_GONE; + drop(BEAR, game.newloc); + game.fixed[BEAR] = -1; + game.prop[BEAR] = BEAR_DEAD; + game.oldlc2 = game.newloc; + croak(); + return true; + } + default: + BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE + } + } + break; /* Leave L12 loop */ + } + } while + (false); +} -/* OKAY, HE'S DEAD. LET'S GET ON WITH IT. */ +static bool closecheck(void) +/* 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 + * 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. */ +{ + if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) + --game.clock1; + + /* 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. */ + if (game.clock1 == 0) { + game.prop[GRATE] = GRATE_CLOSED; + game.prop[FISSURE] = UNBRIDGED; + for (int i = 1; i <= NDWARVES; i++) { + game.dseen[i] = false; + game.dloc[i] = 0; + } + move(TROLL, 0); + move(TROLL + NOBJECTS, 0); + move(TROLL2, objects[TROLL].plac); + move(TROLL2 + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); + if (game.prop[BEAR] != BEAR_DEAD) + DESTROY(BEAR); + game.prop[CHAIN] = CHAIN_HEAP; + game.fixed[CHAIN] = CHAIN_HEAP; + game.prop[AXE] = 0; + game.fixed[AXE] = 0; + rspeak(CAVE_CLOSING); + game.clock1 = -1; + game.closng = true; + return true; + } else if (game.clock1 < 0) + --game.clock2; + if (game.clock2 == 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 LOC_NE and LOC_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. */ + game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE); + game.prop[PLANT] = put(PLANT, LOC_NE, 0); + game.prop[OYSTER] = put(OYSTER, LOC_NE, 0); + game.prop[LAMP] = put(LAMP, LOC_NE, 0); + game.prop[ROD] = put(ROD, LOC_NE, 0); + game.prop[DWARF] = put(DWARF, LOC_NE, 0); + game.loc = LOC_NE; + game.oldloc = LOC_NE; + game.newloc = LOC_NE; + /* Leave the grate with normal (non-negative) property. + * Reuse sign. */ + put(GRATE, LOC_SW, 0); + put(SIGN, LOC_SW, 0); + game.prop[SIGN] = ENDGAME_SIGN; + game.prop[SNAKE] = put(SNAKE, LOC_SW, 1); + game.prop[BIRD] = put(BIRD, LOC_SW, 1); + game.prop[CAGE] = put(CAGE, LOC_SW, 0); + game.prop[ROD2] = put(ROD2, LOC_SW, 0); + game.prop[PILLOW] = put(PILLOW, LOC_SW, 0); + + game.prop[MIRROR] = put(MIRROR, LOC_NE, 0); + game.fixed[MIRROR] = LOC_SW; + + for (int i = 1; i <= NOBJECTS; i++) { + if (TOTING(i)) + DESTROY(i); + } + + rspeak(CAVE_CLOSED); + game.closed = true; + return true; + } + + return false; +} -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; - if(!TOTING(I)) goto L98; - K=OLDLC2; - if(I == LAMP)K=1; - DROP(I,K); -L98: /*etc*/ ; - } /* end loop */ - LOC=3; - OLDLOC=LOC; - goto L2000; - -/* HE DIED DURING CLOSING TIME. NO RESURRECTION. TALLY UP A DEATH AND EXIT. */ - -L95: RSPEAK(131); - NUMDIE=NUMDIE+1; - score(0); - - - - -/* 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. */ - -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: HINTLC[HINT]=0; - if(!YES(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; -L40030: goto L2602; - -/* NOW FOR THE QUICK TESTS. SEE DATABASE DESCRIPTION FOR ONE-LINE NOTES. */ - -L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010; - goto L40020; - -L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && 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 > - 1) goto L40010; - goto L40020; - -L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010; - goto L40020; - -L40600: goto L40010; - -L40700: if(DFLAG == 0) goto L40010; - goto L40020; - -L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto - L40010; - goto L40030; - -L40900: I=ATDWRF(LOC); - if(I < 0) goto L40020; - if(HERE(OGRE) && I == 0) goto L40010; - goto L40030; - -L41000: if(TALLY == 1 && 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; - } /* end loop */ - MOVE(TROLL,0); - MOVE(TROLL+100,0); - MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+100,FIXD[TROLL]); - JUGGLE(CHASM); - if(PROP[BEAR] != 3)DSTROY(BEAR); - PROP[CHAIN]=0; - FIXED[CHAIN]=0; - PROP[AXE]=0; - FIXED[AXE]=0; - RSPEAK(129); - CLOCK1= -1; - 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); - 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; - -/* 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); - } /* end loop */ - - RSPEAK(132); - CLOSED=true; - goto L2; - -/* 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; - goto L19999; - -L12200: if(LMWARN || !HERE(LAMP)) goto L19999; - LMWARN=true; - SPK=187; - if(PLACE[BATTER] == 0)SPK=183; - if(PROP[BATTER] == 1)SPK=189; - RSPEAK(SPK); - goto L19999; - -L12400: LIMIT= -1; - PROP[LAMP]=0; - if(HERE(LAMP))RSPEAK(184); - goto L19999; - -/* OH DEAR, HE'S DISTURBED THE DWARVES. */ - -L18999: RSPEAK(SPK); -L19000: RSPEAK(136); - score(0); +static void lampcheck(void) +/* Check game limit and lamp timers */ +{ + if (game.prop[LAMP] == LAMP_BRIGHT) + --game.limit; + + /* 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. + * First following arm checks if the lamp and fresh batteries are + * here, in which case we replace the batteries and continue. + * Second is for other cases of lamp dying. Eve after it goes + * out, he can explore outside for a while if desired. */ + if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { + rspeak(REPLACE_BATTERIES); + game.prop[BATTERY] = DEAD_BATTERIES; + if (TOTING(BATTERY)) + drop(BATTERY, game.loc); + game.limit += BATTERYLIFE; + game.lmwarn = false; + } else if (game.limit == 0) { + game.limit = -1; + game.prop[LAMP] = LAMP_DARK; + if (HERE(LAMP)) + rspeak(LAMP_OUT); + } else if (game.limit <= WARNTIME) { + if (!game.lmwarn && HERE(LAMP)) { + game.lmwarn = true; + int spk = GET_BATTERIES; + if (game.place[BATTERY] == LOC_NOWHERE) + spk = LAMP_DIM; + if (game.prop[BATTERY] == DEAD_BATTERIES) + spk = MISSING_BATTERIES; + rspeak(spk); + } + } } + +static void listobjects(void) +/* 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 RUG_DRAGON (dragon on it) till dragon is killed. + * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to + * bear). These hacks are because game.prop=0 is needed to + * get full score. */ +{ + if (!DARK(game.loc)) { + ++game.abbrev[game.loc]; + for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) { + long obj = i; + if (obj > NOBJECTS) + obj = obj - NOBJECTS; + if (obj == STEPS && TOTING(NUGGET)) + continue; + if (game.prop[obj] < 0) { + if (game.closed) + continue; + game.prop[obj] = 0; + if (obj == RUG) + game.prop[RUG] = RUG_DRAGON; + if (obj == CHAIN) + game.prop[CHAIN] = CHAINING_BEAR; + --game.tally; + /* 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). */ + } + int kk = game.prop[obj]; + if (obj == STEPS && game.loc == game.fixed[STEPS]) + kk = 1; + pspeak(obj, look, kk); + } + } +} + +static bool do_command() +/* Get and execute a command */ +{ + long V1, V2; + long kmod, defn; + static long igo = 0; + static struct command_t command; + command.verb = 0; + + /* Can't leave cave once it's closing (except by main office). */ + if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { + rspeak(EXIT_CLOSED); + game.newloc = game.loc; + if (!game.panic) + game.clock2 = PANICTIME; + 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). */ + if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) { + for (size_t i = 1; i <= NDWARVES - 1; i++) { + if (game.odloc[i] == game.newloc && game.dseen[i]) { + game.newloc = game.loc; + rspeak(DWARF_BLOCK); + break; + } + } + } + game.loc = game.newloc; + + if (!dwarfmove()) + croak(); + + /* Describe the current location and (maybe) get next command. */ + + for (;;) { + if (game.loc == 0) + croak(); + const char* msg = locations[game.loc].description.small; + if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0) + msg = locations[game.loc].description.big; + if (!FORCED(game.loc) && DARK(game.loc)) { + /* The easiest way to get killed is to fall into a pit in + * pitch darkness. */ + if (game.wzdark && PCT(35)) { + rspeak(PIT_FALL); + game.oldlc2 = game.loc; + croak(); + continue; /* back to top of main interpreter loop */ + } + msg = arbitrary_messages[PITCH_DARK]; + } + if (TOTING(BEAR)) + rspeak(TAME_BEAR); + speak(msg); + if (FORCED(game.loc)) { + if (playermove(HERE)) + return true; + else + continue; /* back to top of main interpreter loop */ + } + if (game.loc == LOC_Y2 && PCT(25) && !game.closng) + rspeak(SAYS_PLUGH); + + listobjects(); + +L2012: + command.verb = 0; + game.oldobj = command.obj; + command.obj = 0; + +L2600: + checkhints(); + + /* 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 (game.closed) { + if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) + pspeak(OYSTER, look, 1); + for (size_t i = 1; i <= NOBJECTS; i++) { + if (TOTING(i) && game.prop[i] < 0) + game.prop[i] = -1 - game.prop[i]; + } + } + game.wzdark = DARK(game.loc); + if (game.knfloc > 0 && game.knfloc != game.loc) + game.knfloc = 0; + + /* This is where we get a new command from the user */ + char* input; + char inputbuf[LINESIZE]; + + for (;;) { + input = get_input(); + if (input == NULL) + return (false); + if (word_count(input) > 2) { + rspeak(TWO_WORDS); + continue; + } + if (strcmp(input, "") != 0) + break; + } + + strncpy(inputbuf, input, LINESIZE - 1); + free(input); + + long tokens[4]; + tokenize(inputbuf, tokens); + command.wd1 = tokens[0]; + command.wd1x = tokens[1]; + command.wd2 = tokens[2]; + command.wd2x = tokens[3]; + + /* 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; + + /* If a turn threshold has been met, apply penalties and tell + * the player about it. */ + for (int i = 0; i < NTHRESHOLDS; ++i) { + if (game.turns == turn_thresholds[i].threshold + 1) { + game.trnluz += turn_thresholds[i].point_loss; + speak(turn_thresholds[i].message); + } + } + + if (command.verb == SAY && command.wd2 > 0) + command.verb = 0; + if (command.verb == SAY) { + command.part = transitive; + goto Laction; + } + if (closecheck()) { + if (game.closed) + return true; + } else + lampcheck(); + + char word1[6]; + char word2[6]; + packed_to_token(command.wd1, word1); + packed_to_token(command.wd2, word2); + V1 = get_vocab_id(word1); + V2 = get_vocab_id(word2); + if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) { + if (LIQLOC(game.loc) == WATER) { + rspeak(FEET_WET); + } else { + rspeak(WHERE_QUERY); + } + goto L2012; + } + if (V1 == ENTER && command.wd2 > 0) { + command.wd1 = command.wd2; + command.wd1x = command.wd2x; + wordclear(&command.wd2); + } else { + /* FIXME: Magic numbers related to vocabulary */ + if (!((V1 != PROMOTE_WORD(WATER) && V1 != PROMOTE_WORD(OIL)) || + (V2 != PROMOTE_WORD(PLANT) && V2 != PROMOTE_WORD(DOOR)))) { + if (AT(DEMOTE_WORD(V2))) + command.wd2 = token_to_packed("POUR"); + } + if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) + command.wd1 = token_to_packed("CATCH"); + } +L2620: + if (wordeq(command.wd1, token_to_packed("WEST"))) { + ++game.iwest; + if (game.iwest == 10) + rspeak(W_IS_WEST); + } + if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) { + if (++igo == 10) + rspeak(GO_UNNEEDED); + } +Lookup: + packed_to_token(command.wd1, word1); + defn = get_vocab_id(word1); + if (defn == -1) { + /* Gee, I don't understand. */ + if (fallback_handler(inputbuf)) + continue; + rspeak(DONT_KNOW, command.wd1, command.wd1x); + goto L2600; + } + /* FIXME: magic numbers related to vocabulary */ + kmod = MOD(defn, 1000); + switch (defn / 1000) { + case 0: + if (playermove(kmod)) + return true; + else + continue; /* back to top of main interpreter loop */ + case 1: + command.part = unknown; + command.obj = kmod; + break; + case 2: + command.part = intransitive; + command.verb = kmod; + break; + case 3: + speak(specials[kmod].message); + goto L2012; + default: + BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE + } + +Laction: + switch (action(&command)) { + case GO_TERMINATE: + return true; + case GO_MOVE: + playermove(NUL); + return true; + case GO_TOP: + continue; /* back to top of main interpreter loop */ + case GO_CLEAROBJ: + goto L2012; + case GO_CHECKHINT: + goto L2600; + case GO_CHECKFOO: + goto L2607; + case GO_LOOKUP: + goto Lookup; + case GO_WORD2: + /* Get second word for analysis. */ + command.wd1 = command.wd2; + command.wd1x = command.wd2x; + wordclear(&command.wd2); + goto L2620; + case GO_UNKNOWN: + /* Random intransitive verbs come here. Clear obj just in case + * (see attack()). */ + rspeak(DO_WHAT, command.wd1, command.wd1x); + command.obj = 0; + goto L2600; + case GO_DWARFWAKE: + /* Oh dear, he's disturbed the dwarves. */ + rspeak(DWARVES_AWAKEN); + terminate(endgame); + default: + BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE + } + } +} + +/* end */