X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=944a14d45157d06e7a69911dcc2458f001aed2d0;hb=da76563f40474ed90eb274da0796714633d60c3a;hp=b35f252078212ddbc6540848ad61ad1669dbe0ce;hpb=fc0c48f0f2603214b3f72623904eb349f471d39d;p=open-adventure.git diff --git a/main.c b/main.c index b35f252..944a14d 100644 --- a/main.c +++ b/main.c @@ -152,93 +152,84 @@ static bool fallback_handler(char *buf) } static void dohint(FILE *cmdin, int hint) +/* Come here if he's been long enough at required loc(s) for some + * unused hint. */ { - /* 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 game.hintlc back to zero, - * 40030 to take no action yet. */ + int i; 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; + 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; } -/* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE - * JADE */ - BUG(27); - -L40010: + + /* Fall through to hint display */ game.hintlc[hint]=0; - if(!YES(cmdin,HINTS[hint][3],0,54)) return; + 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]; -L40020: game.hintlc[hint]=0; -L40030: return; - -/* Now for the quick tests. See database description for one-line notes. */ - -L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) - goto L40010; - goto L40020; - -L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010; - goto L40030; - -L40300: if(HERE(SNAKE) && !HERE(BIRD)) - goto L40010; - goto L40020; - -L40400: if(game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0 && - game.holdng > 1) - goto L40010; - goto L40020; - -L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) - goto L40010; - goto L40020; - -L40600: goto L40010; - -L40700: if(game.dflag == 0) - goto L40010; - goto L40020; - -L40800: if(game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0) - goto L40010; - goto L40030; - -L40900: I=ATDWRF(game.loc); - if(I < 0) - goto L40020; - if(HERE(OGRE) && I == 0) - goto L40010; - goto L40030; - -L41000: if(game.tally == 1 && game.prop[JADE] < 0) - goto L40010; - goto L40020; } - static bool dwarfmove(void) /* Dwarves move. Return true if player survives, false if he dies. */ { @@ -355,11 +346,15 @@ static bool dwarfmove(void) 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); - goto L6024; + 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); @@ -381,7 +376,6 @@ static bool dwarfmove(void) DROP(J,game.chloc); } } - L6024: game.dloc[PIRATE]=game.chloc; game.odloc[PIRATE]=game.chloc; game.dseen[PIRATE]=false; @@ -421,6 +415,39 @@ static bool dwarfmove(void) return false; } +static void croak(FILE *cmdin) +/* Okay, he's dead. Let's get on with it. */ +{ + if(game.closng) { + /* He died during closing time. No resurrection. Tally up a + * death and exit. */ + RSPEAK(131); + ++game.numdie; + score(0); + } else { + ++game.numdie; + if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) + score(0); + if(game.numdie == MAXDIE) + score(0); + game.place[WATER]=0; + game.place[OIL]=0; + if(TOTING(LAMP)) + game.prop[LAMP]=0; + for (J=1; J<=NOBJECTS; J++) { + I=NOBJECTS + 1 - J; + if(TOTING(I)) { + K=game.oldlc2; + if(I == LAMP) + K=1; + DROP(I,K); + } + } + game.loc=3; + game.oldloc=game.loc; + } +} + static bool do_command(FILE *cmdin) { long LL, KQ, VERB, KK, K2, V1, V2; long obj, i; @@ -450,13 +477,14 @@ static bool do_command(FILE *cmdin) { game.loc=game.newloc; if (!dwarfmove()) - goto L99; + croak(cmdin); /* Describe the current location and (maybe) get next command. */ /* Print text for current loc. */ -L2000: if(game.loc == 0) goto L99; +L2000: if(game.loc == 0) + croak(cmdin); KK=STEXT[game.loc]; if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc]; if(FORCED(game.loc) || !DARK(0)) goto L2001; @@ -660,11 +688,40 @@ L8000: SETPRM(1,WD1,WD1X); L8: KK=KEY[game.loc]; game.newloc=game.loc; - if(KK == 0)BUG(26); - if(K == NUL) return true; - if(K == BACK) goto L20; - if(K == LOOK) goto L30; - if(K == CAVE) goto L40; + if(KK == 0) + BUG(26); + if(K == NUL) + return true; + if(K == 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. + * K2 saves entry -> forced loc -> previous loc. */ + K=game.oldloc; + if(FORCED(K))K=game.oldlc2; + game.oldlc2=game.oldloc; + game.oldloc=game.loc; + K2=0; + if(K == game.loc)K2=91; + if(CNDBIT(game.loc,4))K2=274; + if(K2 == 0) goto L21; + RSPEAK(K2); + return true; + } + if(K == 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(15); + game.detail=game.detail+1; + game.wzdark=false; + game.abbrev[game.loc]=0; + return true; + } + if(K == CAVE) { + /* Cave. Different messages depending on whether above ground. */ + RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58); + return true; + } game.oldlc2=game.oldloc; game.oldloc=game.loc; @@ -672,7 +729,7 @@ L9: LL=labs(TRAVEL[KK]); if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; if(TRAVEL[KK] < 0) goto L50; KK=KK+1; - goto L9; + goto L9; L10: LL=LL/1000; L11: game.newloc=LL/1000; @@ -750,25 +807,11 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; game.fixed[BEAR]= -1; game.prop[BEAR]=3; game.oldlc2=game.newloc; - goto L99; + croak(cmdin); + goto L2000; /* End of specials. */ -/* Handle "go back". Look for verb which goes from game.loc to - * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion. - * K2 saves entry -> forced loc -> previous loc. */ - -L20: K=game.oldloc; - if(FORCED(K))K=game.oldlc2; - game.oldlc2=game.oldloc; - game.oldloc=game.loc; - K2=0; - if(K == game.loc)K2=91; - if(CNDBIT(game.loc,4))K2=274; - if(K2 == 0) goto L21; - RSPEAK(K2); - return true; - L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); if(LL != K) { if(LL <= 300) { @@ -776,7 +819,8 @@ L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K) K2=KK; } - if(TRAVEL[KK] < 0) goto L23; + if(TRAVEL[KK] < 0) + goto L23; KK=KK+1; goto L21; @@ -789,23 +833,8 @@ L23: KK=K2; K=MOD(labs(TRAVEL[KK]),1000); KK=KEY[game.loc]; - goto L9; - -/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now" - * be dark) so he won't fall into a pit while staring into the gloom. */ - -L30: if(game.detail < 3)RSPEAK(15); - game.detail=game.detail+1; - game.wzdark=false; - game.abbrev[game.loc]=0; - return true; + goto L9; -/* Cave. Different messages depending on whether above ground. */ - -L40: K=58; - if(OUTSID(game.loc) && game.loc != 8)K=57; - RSPEAK(K); - return true; /* Non-applicable motion. Various messages depending on word given. */ @@ -841,38 +870,8 @@ L50: SPK=12; L90: RSPEAK(23); game.oldlc2=game.loc; - -/* Okay, he's dead. Let's get on with it. */ - -L99: if(game.closng) { - /* He died during closing time. No resurrection. Tally up a - * death and exit. */ - RSPEAK(131); - ++game.numdie; - score(0); - } else { - ++game.numdie; - if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) - score(0); - if(game.numdie == MAXDIE) - score(0); - game.place[WATER]=0; - game.place[OIL]=0; - if(TOTING(LAMP)) - game.prop[LAMP]=0; - for (J=1; J<=NOBJECTS; J++) { - I=NOBJECTS + 1 - J; - if(TOTING(I)) { - K=game.oldlc2; - if(I == LAMP) - K=1; - DROP(I,K); - } - } - game.loc=3; - game.oldloc=game.loc; - goto L2000; - } + croak(cmdin); + goto L2000; /* Cave closing and scoring */