X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=5a3f2002683de89e3c78aad525adb756b0a447a0;hb=70b5b191fd43dfe3f2e4661c3ea6b27e037625b5;hp=f59dc351283f590e24313e15c4ca3f64b2c3ca17;hpb=bd6e4025122e0d6c046319955aecefb07724b189;p=open-adventure.git diff --git a/main.c b/main.c index f59dc35..5a3f200 100644 --- a/main.c +++ b/main.c @@ -3,14 +3,15 @@ * * 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 idiomatic C, the following - * is more appropriate: + * 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 two functions in this - * file - they used to be *everywhere*), and the offensive globals. Applying - * the Structured Program Theorem can be hard. + * 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 @@ -43,6 +44,8 @@ long WD1, WD1X, WD2, WD2X; FILE *logfp; bool oldstyle = false; +bool editline = true; +bool prompt = true; lcg_state lcgstate; extern void initialise(); @@ -77,9 +80,9 @@ int main(int argc, char *argv[]) /* Options. */ - while ((ch = getopt(argc, argv, "l:o")) != EOF) { + while ((ch = getopt(argc, argv, "l:os")) != EOF) { switch (ch) { -case 'l': + case 'l': logfp = fopen(optarg, "w"); if (logfp == NULL) fprintf(stderr, @@ -89,6 +92,10 @@ case 'l': break; case 'o': oldstyle = true; + editline = prompt = false; + break; + case 's': + editline = false; break; } } @@ -115,20 +122,9 @@ case 'l': set_seed(seedval); /* Initialize game variables */ - if (!game.setup) - initialise(); - - /* Unlike earlier versions, adventure is no longer restartable. (This - * lets us get away with modifying things such as OBJSND(BIRD) without - * having to be able to undo the changes later.) If a "used" copy is - * rerun, we come here and tell the player to run a fresh copy. */ - if (game.setup <= 0) { - RSPEAK(201); - exit(0); - } + initialise(); /* Start-up, dwarf stuff */ - game.setup= -1; game.zzword=RNDVOC(3,0); game.novice=YES(stdin, 65,1,0); game.newloc=1; @@ -139,7 +135,7 @@ case 'l': if (logfp) fprintf(logfp, "seed %ld\n", seedval); - /* interpret commands ubtil EOF or interrupt */ + /* interpret commands until EOF or interrupt */ for (;;) { if (!do_command(stdin)) break; @@ -164,83 +160,159 @@ static bool fallback_handler(char *buf) return false; } -static void dohint(FILE *cmdin, int hint) -/* Come here if he's been long enough at required loc(s) for some - * unused hint. */ +/* 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). + */ +static void checkhints(FILE *cmdin) { - int i; + if (COND[game.loc] >= game.conds) { + for (int hint=1; hint<=HNTMAX; hint++) { + if (game.hinted[hint]) + continue; + if (!CNDBIT(game.loc,hint+10)) + 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][1]) + { + int i; - switch (hint-1) - { - case 0: - /* cave */ - if (game.prop[GRATE] == 0 && !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[EMRALD] != -1 && game.prop[PYRAM] == -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; + switch (hint-1) + { + case 0: + /* cave */ + if (game.prop[GRATE] == 0 && !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[EMRALD] != -1 && game.prop[PYRAM] == -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(27); + break; + } + + /* Fall through to hint display */ + game.hintlc[hint]=0; + if (!YES(cmdin,HINTS[hint][3],0,54)) + return; + SETPRM(1,HINTS[hint][2],HINTS[hint][2]); + RSPEAK(261); + 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]; } - 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(27); - break; + } } - - /* Fall through to hint display */ - game.hintlc[hint]=0; - if (!YES(cmdin,HINTS[hint][3],0,54)) - return; - SETPRM(1,HINTS[hint][2],HINTS[hint][2]); - RSPEAK(261); - 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]; +} + +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]=0 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 k=0; + for (int j=MINTRS; j<=MAXTRS; j++) { + /* Pirate won't take pyramid from plover room or dark + * room (too easy!). */ + if (j==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) { + return true; + } + if (TOTING(j)) { + if (game.place[CHEST] == 0) { + /* Install chest only once, to insure it is + * the last treasure in the list. */ + MOVE(CHEST,game.chloc); + MOVE(MESSAG,game.chloc2); + } + RSPEAK(128); + for (int j=MINTRS; j<=MAXTRS; j++) { + if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + if (AT(j) && game.fixed[j] == 0) + CARRY(j,game.loc); + if (TOTING(j)) + DROP(j,game.chloc); + } + } + game.dloc[PIRATE]=game.chloc; + game.odloc[PIRATE]=game.chloc; + game.dseen[PIRATE]=false; + return true; + } + if (HERE(j)) + k=1; + } + /* Force chest placement before player finds last treasure */ + if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { + RSPEAK(186); + MOVE(CHEST,game.chloc); + MOVE(MESSAG,game.chloc2); + game.dloc[PIRATE]=game.chloc; + game.odloc[PIRATE]=game.chloc; + game.dseen[PIRATE]=false; + return true; + } + if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) + RSPEAK(127); + return true; } static bool dwarfmove(void) @@ -304,7 +376,6 @@ static bool dwarfmove(void) attack=0; stick=0; for (int i=1; i<=NDWARVES; i++) { - int k; if (game.dloc[i] == 0) continue; /* Fill TK array with all the places this dwarf might go. */ @@ -338,63 +409,8 @@ static bool dwarfmove(void) 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 (i == PIRATE) { - /* 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 (game.loc == game.chloc || game.prop[CHEST] >= 0) - continue; - k=0; - for (int j=MINTRS; j<=MAXTRS; j++) { - /* Pirate won't take pyramid from plover room or dark - * room (too easy!). */ - if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) { - if (HERE(j)) - k=1; - continue; - } - if (TOTING(j)) { - if (game.place[CHEST] == 0) { - /* Install chest only once, to insure it is - * the last treasure in the list. */ - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); - } - RSPEAK(128); - for (int j=MINTRS; j<=MAXTRS; j++) { - if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { - if (AT(j) && game.fixed[j] == 0) - CARRY(j,game.loc); - if (TOTING(j)) - DROP(j,game.chloc); - } - } - game.dloc[PIRATE]=game.chloc; - game.odloc[PIRATE]=game.chloc; - game.dseen[PIRATE]=false; - goto jumpout; - } - if (HERE(j)) - k=1; - } - /* Force chest placement before player finds last treasure */ - if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { - RSPEAK(186); - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); - game.dloc[PIRATE]=game.chloc; - game.odloc[PIRATE]=game.chloc; - game.dseen[PIRATE]=false; - continue; - } - if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) - RSPEAK(127); + 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]) { @@ -404,7 +420,6 @@ static bool dwarfmove(void) if (randrange(1000) < 95*(game.dflag-2)) ++stick; } - jumpout:; } /* Now we know what's happening. Let's tell the poor sucker about it. @@ -582,90 +597,104 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) } LL=LL/1000; - for (;;) { - game.newloc=LL/1000; - motion=MOD(game.newloc,100); - if (game.newloc <= 300) { - if (game.newloc <= 100) { - if (game.newloc == 0 || PCT(game.newloc)) - break; + do { + /* + * (ESR) This special-travel loop may have to be repeated if it includes + * the plover passage. Same deal for any future cases wgerw we beed to + * block travel and then redo it once the blocking condition has been + * removed. + */ + for (;;) { + game.newloc=LL/1000; + motion=MOD(game.newloc,100); + if (game.newloc <= 300) { + if (game.newloc <= 100) { + if (game.newloc == 0 || PCT(game.newloc)) + break; + /* else fall through */ + } if (TOTING(motion) || (game.newloc > 200 && AT(motion))) + break; /* else fall through */ - } if (TOTING(motion) || (game.newloc > 200 && AT(motion))) - break; - /* else fall through */ + } + else if (game.prop[motion] != game.newloc/100-3) + break; + do { + if (TRAVEL[KK] < 0)BUG(25); + ++KK; + game.newloc=labs(TRAVEL[KK])/1000; + } while + (game.newloc == LL); + LL=game.newloc; } - else if (game.prop[motion] != game.newloc/100-3) - break; - L12: - do { - if (TRAVEL[KK] < 0)BUG(25); - ++KK; - game.newloc=labs(TRAVEL[KK])/1000; - } while - (game.newloc == LL); - LL=game.newloc; - } - game.newloc=MOD(LL,1000); - if (game.newloc <= 300) - return true; - if (game.newloc <= 500) { - game.newloc=game.newloc-300; - 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". */ - game.newloc=99+100-game.loc; - if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) - return true; - game.newloc=game.loc; - RSPEAK(117); + game.newloc=MOD(LL,1000); + if (game.newloc <= 300) 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(EMRALD,game.loc); - goto L12; - case 3: - /* Travel 303. Troll bridge. Must be done only as special - * motion so that dwarves won't wander across and encounter - * the bear. (They won't follow the player there because - * that region is forbidden to the pirate.) If - * game.prop(TROLL)=1, he's crossed since paying, so step out - * and block him. (standard travel entries check for - * game.prop(TROLL)=0.) Special stuff for bear. */ - if (game.prop[TROLL] == 1) { - PSPEAK(TROLL,1); - game.prop[TROLL]=0; - MOVE(TROLL2,0); - MOVE(TROLL2+NOBJECTS,0); - MOVE(TROLL,PLAC[TROLL]); - MOVE(TROLL+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); + if (game.newloc <= 500) { + game.newloc=game.newloc-300; + 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". */ + game.newloc=99+100-game.loc; + if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) + return true; game.newloc=game.loc; + RSPEAK(117); return true; - } else { - game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; - if (game.prop[TROLL] == 0)game.prop[TROLL]=1; - if (!TOTING(BEAR)) return true; - RSPEAK(162); - game.prop[CHASM]=1; - game.prop[TROLL]=2; - DROP(BEAR,game.newloc); - game.fixed[BEAR]= -1; - game.prop[BEAR]=3; - game.oldlc2=game.newloc; - croak(cmdin); - return false; + 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(EMRALD,game.loc); + do { + if (TRAVEL[KK] < 0)BUG(25); + ++KK; + game.newloc=labs(TRAVEL[KK])/1000; + } while + (game.newloc == LL); + continue; /* back to top of do/while loop */ + case 3: + /* Travel 303. Troll bridge. Must be done only as special + * motion so that dwarves won't wander across and encounter + * the bear. (They won't follow the player there because + * that region is forbidden to the pirate.) If + * game.prop(TROLL)=1, he's crossed since paying, so step out + * and block him. (standard travel entries check for + * game.prop(TROLL)=0.) Special stuff for bear. */ + if (game.prop[TROLL] == 1) { + PSPEAK(TROLL,1); + game.prop[TROLL]=0; + MOVE(TROLL2,0); + MOVE(TROLL2+NOBJECTS,0); + MOVE(TROLL,PLAC[TROLL]); + MOVE(TROLL+NOBJECTS,FIXD[TROLL]); + JUGGLE(CHASM); + game.newloc=game.loc; + return true; + } else { + game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; + if (game.prop[TROLL] == 0)game.prop[TROLL]=1; + if (!TOTING(BEAR)) return true; + RSPEAK(162); + game.prop[CHASM]=1; + game.prop[TROLL]=2; + DROP(BEAR,game.newloc); + game.fixed[BEAR]= -1; + game.prop[BEAR]=3; + game.oldlc2=game.newloc; + croak(cmdin); + return false; + } } + BUG(20); } - BUG(20); - } + } while + (false); RSPEAK(game.newloc-500); game.newloc=game.loc; return true; @@ -695,7 +724,6 @@ static bool closecheck(void) if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) --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 @@ -786,10 +814,94 @@ static bool closecheck(void) return false; } +static void lampcheck(void) +/* Check game limit and lamp timers */ +{ + if (game.prop[LAMP] == 1) + --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 ar, 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. 12400 is when it + * goes out. Even then, he can explore outside for a while + * if desired. */ + if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) + { + RSPEAK(188); + game.prop[BATTER]=1; + if (TOTING(BATTER)) + DROP(BATTER,game.loc); + game.limit=game.limit+2500; + game.lmwarn=false; + } else if (game.limit == 0) { + game.limit= -1; + game.prop[LAMP]=0; + if (HERE(LAMP)) + RSPEAK(184); + } else if (game.limit <= 30) { + if (!game.lmwarn && HERE(LAMP)) { + game.lmwarn=true; + int spk=187; + if (game.place[BATTER] == 0)spk=183; + if (game.prop[BATTER] == 1)spk=189; + 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 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(game.loc)) { + long obj; + ++game.abbrev[game.loc]; + for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) { + 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 || obj == CHAIN) + game.prop[obj]=1; + --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,kk); + } + } +} static bool do_command(FILE *cmdin) +/* Get and execute a command */ { - long KQ, VERB, KK, V1, V2; + long KQ, VERB, V1, V2; long i, k, KMOD; static long igo = 0; static long obj = 0; @@ -823,259 +935,180 @@ static bool do_command(FILE *cmdin) /* Describe the current location and (maybe) get next command. */ - /* Print text for current loc. */ - -L2000: - if (game.loc == 0) - croak(cmdin); - char* msg = short_location_descriptions[game.loc]; - if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0) - msg=long_location_descriptions[game.loc]; - 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(23); - game.oldlc2 = game.loc; + for (;;) { + if (game.loc == 0) croak(cmdin); - goto L2000; + char* msg = short_location_descriptions[game.loc]; + if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0) + msg=long_location_descriptions[game.loc]; + 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(23); + game.oldlc2 = game.loc; + croak(cmdin); + continue; /* back to top of main interpreter loop */ + } + msg=arbitrary_messages[16]; } - msg=arbitrary_messages[16]; - } - if (TOTING(BEAR))RSPEAK(141); - newspeak(msg); - KMOD=1; - if (FORCED(game.loc)) { - goto L8; - } - if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); + if (TOTING(BEAR))RSPEAK(141); + newspeak(msg); + if (FORCED(game.loc)) { + if (playermove(cmdin, VERB, 1)) + return true; + else + continue; /* back to top of main interpreter loop */ + } + if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); - /* Print out descriptions of objects at this location. If - * not closing and property value is negative, tally off - * another treasure. Rug is special case; once seen, its - * game.prop is 1 (dragon on it) till dragon is killed. - * Similarly for chain; game.prop is initially 1 (locked to - * bear). These hacks are because game.prop=0 is needed to - * get full score. */ + listobjects(); - if (DARK(game.loc)) goto L2012; - ++game.abbrev[game.loc]; - i=game.atloc[game.loc]; -L2004: - if (i == 0) - goto L2012; - obj=i; - if (obj > NOBJECTS)obj=obj-NOBJECTS; - if (obj == STEPS && TOTING(NUGGET)) goto L2008; - if (game.prop[obj] >= 0) goto L2006; - if (game.closed) goto L2008; - game.prop[obj]=0; - if (obj == RUG || obj == CHAIN)game.prop[obj]=1; - --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). */ -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; + L2012: + VERB=0; + game.oldobj=obj; + obj=0; -L2012: VERB=0; - game.oldobj=obj; - obj=0; + L2600: + checkhints(cmdin); - /* 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[game.loc] >= game.conds) { - for (int hint=1; hint<=HNTMAX; hint++) { - if (game.hinted[hint]) - continue; - if (!CNDBIT(game.loc,hint+10)) - game.hintlc[hint]= -1; - ++game.hintlc[hint]; - if (game.hintlc[hint] >= HINTS[hint][1]) - dohint(cmdin, hint); - } - } - - /* 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,1); - for (i=1; i<=NOBJECTS; i++) { - if (TOTING(i) && game.prop[i] < 0) - game.prop[i] = -1-game.prop[i]; + /* 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,1); + for (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; + 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 */ - if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X)) - return false; + /* This is where we get a new command from the user */ + if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X)) + return false; - /* Every input, check "game.foobar" flag. If zero, nothing's - * going on. If pos, make neg. If neg, he skipped a word, - * so make it zero. */ -L2607: - game.foobar=(game.foobar>0 ? -game.foobar : 0); - ++game.turns; - if (game.turns == game.thresh) { - newspeak(turn_threshold_messages[game.trndex]); - game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; - ++game.trndex; - 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) { - part=transitive; - goto Laction; - } - if (closecheck()) - if (game.closed) - return true; - else - goto L19999; - - if (game.prop[LAMP] == 1) - --game.limit; + /* 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 (game.turns == game.thresh) { + newspeak(turn_threshold_messages[game.trndex]); + game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; + ++game.trndex; + 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) { + part=transitive; + goto Laction; + } + if (closecheck()) { + if (game.closed) + return true; + } else + lampcheck(); - /* 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 ar, 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. 12400 is when it - * goes out. Even then, he can explore outside for a while - * if desired. */ - if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) - { - RSPEAK(188); - game.prop[BATTER]=1; - if (TOTING(BATTER))DROP(BATTER,game.loc); - game.limit=game.limit+2500; - game.lmwarn=false; - } else if (game.limit == 0) { - game.limit= -1; - game.prop[LAMP]=0; - if (HERE(LAMP))RSPEAK(184); - } else if (game.limit <= 30) { - if (!game.lmwarn && HERE(LAMP)) { - game.lmwarn=true; - int spk=187; - if (game.place[BATTER] == 0)spk=183; - if (game.prop[BATTER] == 1)spk=189; - RSPEAK(spk); + k=43; + if (LIQLOC(game.loc) == WATER)k=70; + V1=VOCAB(WD1,-1); + V2=VOCAB(WD2,-1); + if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) { + RSPEAK(k); + goto L2012; } - } -L19999: - k=43; - if (LIQLOC(game.loc) == WATER)k=70; - V1=VOCAB(WD1,-1); - V2=VOCAB(WD2,-1); - if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) { - RSPEAK(k); - goto L2012; - } - if (V1 == ENTER && WD2 > 0) { - WD1=WD2; - WD1X=WD2X; - WD2=0; - } else { - if (!((V1 != 1000+WATER && V1 != 1000+OIL) || - (V2 != 1000+PLANT && V2 != 1000+DOOR))) { - if (AT(V2-1000)) - WD2=MAKEWD(16152118); + if (V1 == ENTER && WD2 > 0) { + WD1=WD2; + WD1X=WD2X; + WD2=0; + } else { + if (!((V1 != 1000+WATER && V1 != 1000+OIL) || + (V2 != 1000+PLANT && V2 != 1000+DOOR))) { + if (AT(V2-1000)) + WD2=MAKEWD(16152118); + } + if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD)) + WD1=MAKEWD(301200308); + } + L2620: + if (WD1 == MAKEWD(23051920)) { + ++game.iwest; + if (game.iwest == 10) + RSPEAK(17); + } + if (WD1 == MAKEWD( 715) && WD2 != 0) { + if (++igo == 10) + RSPEAK(276); + } + L2630: + i=VOCAB(WD1,-1); + if (i == -1) { + /* Gee, I don't understand. */ + if (fallback_handler(rawbuf)) + return true; + SETPRM(1,WD1,WD1X); + RSPEAK(254); + goto L2600; + } + KMOD=MOD(i,1000); + KQ=i/1000+1; + switch (KQ-1) + { + case 0: + if (playermove(cmdin, VERB, KMOD)) + return true; + else + continue; /* back to top of main interpreter loop */ + case 1: part=unknown; obj = KMOD; break; + case 2: part=intransitive; VERB = KMOD; break; + case 3: RSPEAK(KMOD); goto L2012; + default: BUG(22); } - if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD)) - WD1=MAKEWD(301200308); - } -L2620: - if (WD1 == MAKEWD(23051920)) { - ++game.iwest; - if (game.iwest == 10) - RSPEAK(17); - } - if (WD1 == MAKEWD( 715) && WD2 != 0) { - if (++igo == 10) - RSPEAK(276); - } -L2630: - i=VOCAB(WD1,-1); - if (i == -1) { - /* Gee, I don't understand. */ - if (fallback_handler(rawbuf)) - return true; - SETPRM(1,WD1,WD1X); - RSPEAK(254); - goto L2600; - } - KMOD=MOD(i,1000); - KQ=i/1000+1; - switch (KQ-1) - { - case 0: goto L8; - case 1: part=unknown; obj = KMOD; break; - case 2: part=intransitive; VERB = KMOD; break; - case 3: RSPEAK(KMOD); goto L2012; - default: BUG(22); - } -Laction: - switch (action(cmdin, part, VERB, obj)) { - case 2: return true; - case 8: KMOD=NUL; goto L8; - case 2000: goto L2000; - case 2012: goto L2012; - case 2600: goto L2600; - case 2607: goto L2607; - case 2630: goto L2630; - case 2800: - /* Get second word for analysis. */ - WD1=WD2; - WD1X=WD2X; - WD2=0; - goto L2620; - case 8000: - /* Random intransitive verbs come here. Clear obj just in case - * (see attack()). */ - SETPRM(1,WD1,WD1X); - RSPEAK(257); - obj=0; - goto L2600; - case 19000: - /* Oh dear, he's disturbed the dwarves. */ - RSPEAK(136); - score(0); - return true; - default: - BUG(99); + Laction: + switch (action(cmdin, part, VERB, obj)) { + case GO_TERMINATE: + return true; + case GO_MOVE: + playermove(cmdin, VERB, 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 L2630; + case GO_WORD2: + /* Get second word for analysis. */ + WD1=WD2; + WD1X=WD2X; + WD2=0; + goto L2620; + case GO_UNKNOWN: + /* Random intransitive verbs come here. Clear obj just in case + * (see attack()). */ + SETPRM(1,WD1,WD1X); + RSPEAK(257); + obj=0; + goto L2600; + case GO_DWARFWAKE: + /* Oh dear, he's disturbed the dwarves. */ + RSPEAK(136); + score(0); + return true; + default: + BUG(99); + } } - - /* no fallthrough here */ - - /* Figure out the new location */ -L8: if (playermove(cmdin, VERB, KMOD)) - return true; - else - goto L2000; } + +/* end */