X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=944a14d45157d06e7a69911dcc2458f001aed2d0;hb=dd9bbe1f00367bce08cdd5d77ced9f4f8d9fddc0;hp=b90942819c3d6e9a248b237be69a6cfe97984f13;hpb=bbe68abd30a0012339501aa47e144ffb7d7390ca;p=open-adventure.git diff --git a/main.c b/main.c index b909428..944a14d 100644 --- a/main.c +++ b/main.c @@ -7,327 +7,513 @@ #include #include #include -#include "main.h" - -#include "misc.h" - -long ABB[186], ATAB[331], ATLOC[186], - DLOC[7], FIXED[101], - KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN, - PARMS[26], PLACE[101], PTEXT[101], RTEXT[278], - SETUP = 0, TABSIZ = 330; -signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129]; - -long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, - BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, - CLAM, CLSHNT, CLSMAX = 12, CLSSES, - COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, - DOOR, DPRSSN, DRAGON, DSEEN[7], DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOD, - GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX, - HNTSIZ = 20, I, INVENT, IGO, J, JADE, K, K2, KEY[186], KEYS, KK, - KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL, - LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186], - MAGZIN, MAXDIE, MAXTRS, MESH = 123456789, - MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ, OBJSND[101], - OBJTXT[101], ODLOC[7], OGRE, OIL, OYSTER, - PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM, - RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, 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, - ZZWORD; -struct game_t game = {.blklin = true}; +#include +#include +#include "advent.h" +#include "database.h" + +struct game_t game; + +long LNLENG, LNPOSN, PARMS[MAXPARMS+1]; +char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; + +long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, + BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, + CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, + EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, + GRATE, HINT, I, INVENT, J, JADE, K, KEYS, + KNIFE, L, LAMP, LOCK, LOOK, MAGZIN, + MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER, + PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, + RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK, + STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2, + URN, VASE, VEND, + VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X; FILE *logfp; bool oldstyle = false; +lcg_state lcgstate; extern void initialise(); extern void score(long); -extern int action(FILE *, long); +extern int action(FILE *, long, long, long); + +void sig_handler(int signo) +{ + if (signo == SIGINT) + if (logfp != NULL) + fflush(logfp); + exit(0); +} /* * MAIN PROGRAM - */ - -static void do_command(FILE *); - -int main(int argc, char *argv[]) { - int ch; - -/* Adventure (rev 2: 20 treasures) */ - -/* History: Original idea & 5-treasure version (adventures) by Willie Crowther + * + * 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 */ + * Errata fixed: 78/12/25 + * Revived 2017 as Open Advebture. + */ +static bool do_command(FILE *); +int main(int argc, char *argv[]) +{ + int ch; + /* Options. */ - while ((ch = getopt(argc, argv, "l:o")) != EOF) { - switch (ch) { - case 'l': - logfp = fopen(optarg, "w+"); - if (logfp == NULL) - fprintf(stderr, - "advent: can't open logfile %s for write\n", - optarg); - break; - case 'o': - oldstyle = true; - break; - } + while ((ch = getopt(argc, argv, "l:o")) != EOF) { + switch (ch) { + case 'l': + logfp = fopen(optarg, "w"); + if (logfp == NULL) + fprintf(stderr, + "advent: can't open logfile %s for write\n", + optarg); + signal(SIGINT, sig_handler); + break; + case 'o': + oldstyle = true; + break; } - -/* Logical variables: - * - * game.closed says whether we're all the way closed - * game.closng says whether it's closing time yet - * CLSHNT says whether he's read the clue in the endgame - * game.lmwarn says whether he's been warned about lamp going dim - * game.novice says whether he asked for instructions at start-up - * game.panic says whether he's found out he's trapped in the cave - * game.wzdark says whether the loc he's leaving was dark */ - -#include "funcs.h" - -/* Read the database if we have not yet done so */ - - 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. */ - + } + + /* Logical variables: + * + * game.closed says whether we're all the way closed + * game.closng says whether it's closing time yet + * game.clshnt says whether he's read the clue in the endgame + * game.lmwarn says whether he's been warned about lamp going dim + * game.novice says whether he asked for instructions at start-up + * game.panic says whether he's found out he's trapped in the cave + * game.wzdark says whether the loc he's leaving was dark */ + + /* Initialize our LCG PRNG with parameters tested against + * Knuth vol. 2. by the original authors */ + lcgstate.a = 1093; + lcgstate.c = 221587; + lcgstate.m = 1048576; + srand(time(NULL)); + long seedval = (long)rand(); + set_seed(seedval); + + /* Initialize game variables */ + MAP2[1] = 0; + 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); - -/* Start-up, dwarf stuff */ - -L1: SETUP= -1; - I=RAN(-1); - ZZWORD=RNDVOC(3,0)+MESH*2; - game.novice=YES(stdin, 65,1,0); - game.newloc=1; - LOC=1; - game.limit=330; - if(game.novice)game.limit=1000; - - for (;;) { - do_command(stdin); - } + } + + /* Start-up, dwarf stuff */ + game.setup= -1; + game.zzword=RNDVOC(3,0); + game.novice=YES(stdin, 65,1,0); + game.newloc=1; + game.loc=1; + game.limit=330; + if(game.novice)game.limit=1000; + + if (logfp) + fprintf(logfp, "seed %ld\n", seedval); + + /* interpret commands ubtil EOF or interrupt */ + for (;;) { + if (!do_command(stdin)) + break; + } + /* show score and exit */ + score(1); } -static void do_command(FILE *cmdin) { - -/* Can't leave cave once it's closing (except by main office). */ - -L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71; - RSPEAK(130); - game.newloc=LOC; - if(!game.panic)game.clock2=15; - game.panic=true; - -/* See if a dwarf has seen him and has come from where he wants to go. If so, - * the dwarf's blocking his way. If coming from place forbidden to pirate - * (dwarves rooted in place) let him get out (and attacked). */ - -L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; - /* 73 */ for (I=1; I<=5; I++) { - if(ODLOC[I] != game.newloc || !DSEEN[I]) goto L73; - game.newloc=LOC; - RSPEAK(2); - goto L74; -L73: /*etc*/ ; - } /* end loop */ -L74: LOC=game.newloc; - -/* Dwarf stuff. See earlier comments for description of variables. Remember - * sixth dwarf is pirate and is thus very different except for motion rules. */ - -/* First off, don't let the dwarves follow him into a pit or a wall. Activate - * the whole mess the first time he gets as far as the hall of mists (loc 15). - * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll - * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and - * dwarves can't meet the bear. Also means dwarves won't follow him into dead - * end in maze, but c'est la vie. They'll wait for him outside the dead end. */ - - if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000; - if(game.dflag != 0) goto L6000; - if(INDEEP(LOC))game.dflag=1; - goto L2000; +static bool fallback_handler(char *buf) +/* fallback handler for commands not handled by FORTRANish parser */ +{ + long sv; + if (sscanf(buf, "seed %ld", &sv) == 1) { + set_seed(sv); + printf("Seed set to %ld\n", sv); + // autogenerated, so don't charge user time for it. + --game.turns; + // here we reconfigure any global game state that uses random numbers + game.zzword=RNDVOC(3,0); + return true; + } + return false; +} -/* 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. */ +static void dohint(FILE *cmdin, int hint) +/* Come here if he's been long enough at required loc(s) for some + * unused hint. */ +{ + 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; + } + 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]; +} -L6000: if(game.dflag != 1) goto L6010; - if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; +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,3)) + 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,4) || PCT(85)))) + return true; game.dflag=2; for (I=1; I<=2; I++) { - J=1+RAN(5); - if(PCT(50))DLOC[J]=0; - } /* end loop */ - for (I=1; I<=5; I++) { - if(DLOC[I] == LOC)DLOC[I]=DALTLC; - ODLOC[I]=DLOC[I]; - } /* end loop */ + J=1+randrange(NDWARVES-1); + if(PCT(50)) + game.dloc[J]=0; + } + for (I=1; I<=NDWARVES-1; I++) { + if(game.dloc[I] == game.loc) + game.dloc[I]=DALTLC; + game.odloc[I]=game.dloc[I]; + } 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: game.dtotal=0; - ATTACK=0; - STICK=0; - /* 6030 */ for (I=1; I<=6; I++) { - if(DLOC[I] == 0) goto L6030; -/* Fill TK array with all the places this dwarf might go. */ + 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 (I=1; I<=NDWARVES; I++) { + if(game.dloc[I] == 0) + continue; + /* 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: game.newloc=MOD(IABS(TRAVEL[KK])/1000,1000); - {long x = J-1; - if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == ODLOC[I] || (J > 1 && - game.newloc == TK[x]) || J >= 20 || game.newloc == DLOC[I] || - FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) || - IABS(TRAVEL[KK])/1000000 == 100) goto L6014;} - TK[J]=game.newloc; - J=J+1; -L6014: KK=KK+1; - {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} -L6016: TK[J]=ODLOC[I]; - 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: game.dtotal=game.dtotal+1; - if(ODLOC[I] != DLOC[I]) goto L6030; - ATTACK=ATTACK+1; - if(game.knfloc >= 0)game.knfloc=LOC; - if(RAN(1000) < 95*(game.dflag-2))STICK=STICK+1; -L6030: /*etc*/ ; - } /* end loop */ - -/* Now we know what's happening. Let's tell the poor sucker about it. - * Note that various of the "knife" messages must have specific relative - * positions in the RSPEAK database. */ - - if(game.dtotal == 0) goto L2000; - SETPRM(1,game.dtotal,0); - RSPEAK(4+1/game.dtotal); - if(ATTACK == 0) goto L2000; - if(game.dflag == 2)game.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; - game.oldlc2=LOC; - goto L99; + kk=KEY[game.dloc[I]]; + if(kk != 0) + do { + game.newloc=MOD(labs(TRAVEL[kk])/1000,1000); + /* Have we avoided a dwarf enciounter? */ + bool avoided = (game.newloc > 300 || + !INDEEP(game.newloc) || + game.newloc == game.odloc[I] || + (J > 1 && game.newloc == TK[J-1]) || + J >= 20 || + game.newloc == game.dloc[I] || + FORCED(game.newloc) || + (I == PIRATE && CNDBIT(game.newloc,3)) || + labs(TRAVEL[kk])/1000000 == 100); + if (!avoided) { + TK[J++] = game.newloc; + } + ++kk; + } while + (TRAVEL[kk-1] >= 0); + 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(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 (J=MINTRS; J<=MAXTRS; J++) { + /* Pirate won't take pyramid from plover room or dark + * room (too easy!). */ + if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) + goto L6020; + if(TOTING(J)) { + goto L6021; + } + L6020: + 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); + continue; + + L6021: + if(game.place[CHEST] == 0) { + /* Install chest only once, to insure it is the last treasure in + * the list. */ + MOVE(CHEST,game.chloc); + MOVE(MESSAG,game.chloc2); + } + RSPEAK(128); + for (J=MINTRS; J<=MAXTRS; J++) { + if (!(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + if(AT(J) && game.fixed[J] == 0) + CARRY(J,game.loc); + if(TOTING(J)) + DROP(J,game.chloc); + } + } + game.dloc[PIRATE]=game.chloc; + game.odloc[PIRATE]=game.chloc; + game.dseen[PIRATE]=false; + continue; + } + /* This threatening little dwarf is in the room with him! */ + ++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; + SETPRM(1,game.dtotal,0); + RSPEAK(4+1/game.dtotal); + if(attack == 0) + return true; + if(game.dflag == 2)game.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) + return true; + game.oldlc2=game.loc; + 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; + static long IGO = 0; + + /* Can't leave cave once it's closing (except by main office). */ + if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) { + RSPEAK(130); + game.newloc=game.loc; + if(!game.panic)game.clock2=15; + game.panic=true; + } + /* See if a dwarf has seen him and has come from where he + * wants to go. If so, the dwarf's blocking his way. If + * coming from place forbidden to pirate (dwarves rooted in + * place) let him get out (and attacked). */ + if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) { + for (i=1; i<=NDWARVES-1; i++) { + if(game.odloc[i] == game.newloc && game.dseen[i]) { + game.newloc=game.loc; + RSPEAK(2); + break; + } + } + } + game.loc=game.newloc; + if (!dwarfmove()) + croak(cmdin); /* 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],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC]; - if(FORCED(LOC) || !DARK(0)) goto L2001; +L2000: if(game.loc == 0) + croak(cmdin); + KK=STEXT[game.loc]; + if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc]; + if(FORCED(game.loc) || !DARK(0)) goto L2001; if(game.wzdark && PCT(35)) goto L90; KK=RTEXT[16]; L2001: if(TOTING(BEAR))RSPEAK(141); SPEAK(KK); K=1; - if(FORCED(LOC)) goto L8; - if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7); + if(FORCED(game.loc)) goto L8; + if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); /* Print out descriptions of objects at this location. If not closing and * property value is negative, tally off another treasure. Rug is special - * case; once seen, its PROP is 1 (dragon on it) till dragon is killed. - * Similarly for chain; PROP is initially 1 (locked to bear). These hacks - * are because PROP=0 is needed to get full score. */ + * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed. + * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks + * are because game.prop=0 is needed to get full score. */ if(DARK(0)) goto L2012; - ABB[LOC]=ABB[LOC]+1; - I=ATLOC[LOC]; + game.abbrev[game.loc]=game.abbrev[game.loc]+1; + I=game.atloc[game.loc]; L2004: if(I == 0) goto L2012; - OBJ=I; - if(OBJ > 100)OBJ=OBJ-100; - if(OBJ == STEPS && TOTING(NUGGET)) goto L2008; - if(PROP[OBJ] >= 0) goto L2006; + 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; - PROP[OBJ]=0; - if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; - TALLY=TALLY-1; + game.prop[obj]=0; + if(obj == RUG || obj == CHAIN)game.prop[obj]=1; + game.tally=game.tally-1; /* Note: There used to be a test here to see whether the player had blown it * so badly that he could never ever see the remaining treasures, and if so * the lamp was zapped to 35 turns. But the tests were too simple-minded; @@ -339,10 +525,10 @@ L2004: if(I == 0) goto L2012; * 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]; +L2006: KK=game.prop[obj]; + if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1; + PSPEAK(obj,KK); +L2008: I=game.link[I]; goto L2004; L2009: K=54; @@ -350,63 +536,72 @@ L2010: SPK=K; L2011: RSPEAK(SPK); L2012: VERB=0; - game.oldobj=OBJ; - OBJ=0; + game.oldobj=obj; + obj=0; /* Check if this loc is eligible for any hints. If been here long enough, * branch to help section (on later page). Hints all come back here eventually * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes). - */ - -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 game.clock1 unless well into cave (and not at Y2). */ - -L2603: if(!game.closed) goto L2605; - if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); - for (I=1; I<=100; I++) { - if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; - } /* end loop */ -L2605: game.wzdark=DARK(0); - if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0; - I=RAN(1); - GETIN(cmdin, WD1,WD1X,WD2,WD2X); + */ +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] = game.hintlc[hint]+1; + 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). */ +L2603: 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(0); + if(game.knfloc > 0 && game.knfloc != game.loc) + game.knfloc=0; -/* 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. */ + /* 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); - 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; + game.turns=game.turns+1; + if(game.turns == game.thresh) { + SPEAK(TTEXT[game.trndex]); + game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; + game.trndex=game.trndex+1; + game.thresh= -1; + if(game.trndex <= TRNVLS) + game.thresh=MOD(TRNVAL[game.trndex],100000)+1; + } + if(VERB == SAY && WD2 > 0)VERB=0; if(VERB == SAY) goto L4090; - if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1; + if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1; if(game.clock1 == 0) goto L10000; if(game.clock1 < 0)game.clock2=game.clock2-1; if(game.clock2 == 0) goto L11000; - if(PROP[LAMP] == 1)game.limit=game.limit-1; - if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto + if(game.prop[LAMP] == 1)game.limit=game.limit-1; + if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto L12000; if(game.limit == 0) goto L12400; if(game.limit <= 30) goto L12200; L19999: K=43; - if(LIQLOC(LOC) == WATER)K=70; + if(LIQLOC(game.loc) == WATER)K=70; V1=VOCAB(WD1,-1); V2=VOCAB(WD2,-1); if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010; @@ -414,16 +609,20 @@ L19999: K=43; if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 != 1000+DOOR)) goto L2610; {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);} -L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && - HERE(BIRD))WD1=MAKEWD(301200308); -L2620: if(WD1 != MAKEWD(23051920)) goto L2625; - game.iwest=game.iwest+1; - if(game.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; +L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD)) + WD1=MAKEWD(301200308); +L2620: if(WD1 == MAKEWD(23051920)) { + game.iwest=game.iwest+1; + if(game.iwest == 10)RSPEAK(17); + } + if(WD1 == MAKEWD( 715) && WD2 != 0) { + 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; @@ -440,17 +639,19 @@ L2800: WD1=WD2; /* Gee, I don't understand. */ L3000: SETPRM(1,WD1,WD1X); + if (fallback_handler(rawbuf)) + return true; RSPEAK(254); goto L2600; /* Verb and object analysis moved to separate module. */ -L4000: I=4000; goto Laction; +L4000: I=4000; VERB=K; goto Laction; L4090: I=4090; goto Laction; L5000: I=5000; Laction: - switch (action(cmdin, I)) { - case 2: return; + switch (action(cmdin, I, VERB, obj)) { + case 2: return true; case 8: goto L8; case 2000: goto L2000; case 2009: goto L2009; @@ -472,58 +673,87 @@ Laction: L8000: SETPRM(1,WD1,WD1X); RSPEAK(257); - OBJ=0; + 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 "game.newloc". The current loc is - * saved in "game.oldloc" in case he wants to retreat. The current + * Given the current location in "game.loc", and a motion verb number in + * "K", put the new location in "game.newloc". The current loc is saved + * in "game.oldloc" in case he wants to retreat. The current * game.oldloc is saved in game.oldlc2, in case he dies. (if he - * does, game.newloc will be limbo, and game.oldloc will be what - * killed him, so we need game.oldlc2, which is the last place he was + * does, game.newloc will be limbo, and OLgame.dloc will be what killed + * him, so we need game.oldlc2, which is the last place he was * safe.) */ -L8: KK=KEY[LOC]; - game.newloc=LOC; - if(KK == 0)BUG(26); - if(K == NUL) return; - if(K == BACK) goto L20; - if(K == LOOK) goto L30; - if(K == CAVE) goto L40; +L8: KK=KEY[game.loc]; + game.newloc=game.loc; + 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=LOC; + game.oldloc=game.loc; -L9: LL=IABS(TRAVEL[KK]); +L9: LL=labs(TRAVEL[KK]); if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; if(TRAVEL[KK] < 0) goto L50; KK=KK+1; - goto L9; + goto L9; L10: LL=LL/1000; L11: game.newloc=LL/1000; - K=MOD(game.newloc,100); + K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */ if(game.newloc <= 300) goto L13; - if(PROP[K] != game.newloc/100-3) goto L16; + if(game.prop[K] != game.newloc/100-3) goto L16; L12: if(TRAVEL[KK] < 0)BUG(25); KK=KK+1; - game.newloc=IABS(TRAVEL[KK])/1000; + game.newloc=labs(TRAVEL[KK])/1000; if(game.newloc == LL) goto L12; LL=game.newloc; goto L11; -L13: if(game.newloc <= 100) goto L14; +L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */ if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16; goto L12; L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12; L16: game.newloc=MOD(LL,1000); - if(game.newloc <= 300) return; + if(game.newloc <= 300) return true; if(game.newloc <= 500) goto L30000; RSPEAK(game.newloc-500); - game.newloc=LOC; - return; + game.newloc=game.loc; + return true; /* Special motions come here. Labelling convention: statement numbers NNNXX * (XX=00-99) are used for special case number NNN (NNN=301-500). */ @@ -537,97 +767,74 @@ L30000: game.newloc=game.newloc-300; * table must include "useless" entries going through passage, which can never * be used for actual motion, but can be spotted by "go back". */ -L30100: game.newloc=99+100-LOC; - if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return; - game.newloc=LOC; +L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */ + if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true; + game.newloc=game.loc; RSPEAK(117); - return; + return true; /* Travel 302. Plover transport. Drop the emerald (only use special travel if * toting it), so he's forced to use the plover-passage to get it out. Having * dropped it, go back and pretend he wasn't carrying it after all. */ -L30200: DROP(EMRALD,LOC); +L30200: DROP(EMRALD,game.loc); goto L12; /* Travel 303. Troll bridge. Must be done only as special motion so that * dwarves won't wander across and encounter the bear. (They won't follow the * player there because that region is forbidden to the pirate.) If - * PROP(TROLL)=1, he's crossed since paying, so step out and block him. - * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */ + * game.prop(TROLL)=1, he's crossed since paying, so step out and block him. + * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */ -L30300: if(PROP[TROLL] != 1) goto L30310; +L30300: if(game.prop[TROLL] != 1) goto L30310; PSPEAK(TROLL,1); - PROP[TROLL]=0; + game.prop[TROLL]=0; MOVE(TROLL2,0); - MOVE(TROLL2+100,0); + MOVE(TROLL2+NOBJECTS,0); MOVE(TROLL,PLAC[TROLL]); - MOVE(TROLL+100,FIXD[TROLL]); + MOVE(TROLL+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); - game.newloc=LOC; - return; + game.newloc=game.loc; + return true; -L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC; - if(PROP[TROLL] == 0)PROP[TROLL]=1; - if(!TOTING(BEAR)) return; +L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; + if(game.prop[TROLL] == 0)game.prop[TROLL]=1; + if(!TOTING(BEAR)) return true; RSPEAK(162); - PROP[CHASM]=1; - PROP[TROLL]=2; + game.prop[CHASM]=1; + game.prop[TROLL]=2; DROP(BEAR,game.newloc); - FIXED[BEAR]= -1; - PROP[BEAR]=3; + 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 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=LOC; - K2=0; - if(K == LOC)K2=91; - if(CNDBIT(LOC,4))K2=274; - if(K2 == 0) goto L21; - RSPEAK(K2); - return; - -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); - return; - -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(game.detail < 3)RSPEAK(15); - game.detail=game.detail+1; - game.wzdark=false; - ABB[LOC]=0; - return; +L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); + if(LL != K) { + if(LL <= 300) { + J=KEY[LL]; + if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K) + K2=KK; + } + if(TRAVEL[KK] < 0) + goto L23; + KK=KK+1; + goto L21; + +L23: KK=K2; + if(KK == 0) { + RSPEAK(140); + return true; + } + } -/* Cave. Different messages depending on whether above ground. */ + K=MOD(labs(TRAVEL[KK]),1000); + KK=KEY[game.loc]; + goto L9; -L40: K=58; - if(OUTSID(LOC) && LOC != 8)K=57; - RSPEAK(K); - return; /* Non-applicable motion. Various messages depending on word given. */ @@ -640,11 +847,7 @@ L50: SPK=12; if(K == 62 || K == 65)SPK=42; if(K == 17)SPK=80; RSPEAK(SPK); - return; - - - - + return true; /* "You're dead, Jim." * @@ -666,114 +869,22 @@ L50: SPK=12; /* The easiest way to get killed is to fall into a pit in pitch darkness. */ L90: RSPEAK(23); - game.oldlc2=LOC; - -/* Okay, he's dead. Let's get on with it. */ - -L99: if(game.closng) goto L95; - game.numdie=game.numdie+1; - if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0); - if(game.numdie == MAXDIE) score(0); - 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=game.oldlc2; - if(I == LAMP)K=1; - DROP(I,K); -L98: /*etc*/ ; - } /* end loop */ - LOC=3; - game.oldloc=LOC; - goto L2000; - -/* He died during closing time. No resurrection. Tally up a death and exit. */ - -L95: RSPEAK(131); - game.numdie=game.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(cmdin,HINTS[HINT][3],0,54)) goto L2602; - SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); - RSPEAK(261); - HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54); - if(HINTED[HINT] && game.limit > 30)game.limit=game.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) && game.oldobj == BIRD) goto L40010; - goto L40030; - -L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; - goto L40020; - -L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng > - 1) goto L40010; - goto L40020; - -L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010; - goto L40020; - -L40600: goto L40010; - -L40700: if(game.dflag == 0) goto L40010; - goto L40020; - -L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.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; - - - - + game.oldlc2=game.loc; + croak(cmdin); + goto L2000; /* Cave closing and scoring */ -/* These sections handle the closing of the cave. The cave closes "game.clock1" +/* 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 game.clock1 must be large enough to get + * 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 game.clock2 turns, we close the + * 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 game.clock2 hits zero, we branch to + * 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, @@ -785,7 +896,7 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; /* 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 "game.closng" to true. Leave the dragon; too much trouble to move it. + * 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 @@ -794,22 +905,22 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; * 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; - for (I=1; I<=6; I++) { - DSEEN[I]=false; - DLOC[I]=0; +L10000: game.prop[GRATE]=0; + game.prop[FISSUR]=0; + for (I=1; I<=NDWARVES; I++) { + game.dseen[I]=false; + game.dloc[I]=0; } /* end loop */ MOVE(TROLL,0); - MOVE(TROLL+100,0); + MOVE(TROLL+NOBJECTS,0); MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+100,FIXD[TROLL]); + MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); - if(PROP[BEAR] != 3)DSTROY(BEAR); - PROP[CHAIN]=0; - FIXED[CHAIN]=0; - PROP[AXE]=0; - FIXED[AXE]=0; + if(game.prop[BEAR] != 3)DSTROY(BEAR); + game.prop[CHAIN]=0; + game.fixed[CHAIN]=0; + game.prop[AXE]=0; + game.fixed[AXE]=0; RSPEAK(129); game.clock1= -1; game.closng=true; @@ -820,21 +931,21 @@ L10000: PROP[GRATE]=0; * 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 + * 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); +L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); + game.prop[PLANT]=PUT(PLANT,115,0); + game.prop[OYSTER]=PUT(OYSTER,115,0); OBJTXT[OYSTER]=3; - PROP[LAMP]=PUT(LAMP,115,0); - PROP[ROD]=PUT(ROD,115,0); - PROP[DWARF]=PUT(DWARF,115,0); - LOC=115; + game.prop[LAMP]=PUT(LAMP,115,0); + game.prop[ROD]=PUT(ROD,115,0); + game.prop[DWARF]=PUT(DWARF,115,0); + game.loc=115; game.oldloc=115; game.newloc=115; @@ -843,22 +954,23 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); 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; - - for (I=1; I<=100; I++) { - if(TOTING(I))DSTROY(I); + game.prop[SNAKE]=PUT(SNAKE,116,1); + game.prop[BIRD]=PUT(BIRD,116,1); + game.prop[CAGE]=PUT(CAGE,116,0); + game.prop[ROD2]=PUT(ROD2,116,0); + game.prop[PILLOW]=PUT(PILLOW,116,0); + + game.prop[MIRROR]=PUT(MIRROR,115,0); + game.fixed[MIRROR]=116; + + for (I=1; I<=NOBJECTS; I++) { + if(TOTING(I)) + DSTROY(I); } /* end loop */ RSPEAK(132); game.closed=true; - return; + return true; /* Another way we can force an end to things is by having the lamp give out. * When it gets close, we come here to warn him. We go to 12000 if the lamp @@ -867,8 +979,8 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); * out. Even then, he can explore outside for a while if desired. */ L12000: RSPEAK(188); - PROP[BATTER]=1; - if(TOTING(BATTER))DROP(BATTER,LOC); + game.prop[BATTER]=1; + if(TOTING(BATTER))DROP(BATTER,game.loc); game.limit=game.limit+2500; game.lmwarn=false; goto L19999; @@ -876,13 +988,13 @@ L12000: RSPEAK(188); L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999; game.lmwarn=true; SPK=187; - if(PLACE[BATTER] == 0)SPK=183; - if(PROP[BATTER] == 1)SPK=189; + if(game.place[BATTER] == 0)SPK=183; + if(game.prop[BATTER] == 1)SPK=189; RSPEAK(SPK); goto L19999; L12400: game.limit= -1; - PROP[LAMP]=0; + game.prop[LAMP]=0; if(HERE(LAMP))RSPEAK(184); goto L19999; @@ -891,4 +1003,5 @@ L12400: game.limit= -1; L18999: RSPEAK(SPK); L19000: RSPEAK(136); score(0); + return true; }