X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=951c90f068bd6192a1f14812103d4f74b93b2674;hb=bb78ca96ce24d30df54f3f8319d9d43129979c59;hp=55dfb4e5aef9990c0e8beef4e40d871258ea943b;hpb=50ed247042f443ae4f6592ae451601601e45bd6d;p=open-adventure.git diff --git a/main.c b/main.c index 55dfb4e..951c90f 100644 --- a/main.c +++ b/main.c @@ -7,51 +7,62 @@ #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 ABB[186], ATLOC[186], BLKLIN = true, DFLAG, + FIXED[NOBJECTS+1], HOLDNG, + LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN, + PARMS[26], PLACE[NOBJECTS+1], + SETUP = 0; +char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; + +long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, + BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, + CLAM, CLOSED, CLOSNG, CLSHNT, COINS, CONDS, DALTLC, DETAIL, + DKILL, DOOR, DPRSSN, DRAGON, DTOTAL, DWARF, EGGS, + EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD, + GRATE, HINT, HINTED[21], HINTLC[21], + I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK, + KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL, + LMWARN, LOC, LOCK, LOOK, + MAGZIN, MAXDIE, MAXTRS, + MESSAG, MIRROR, MXSCOR, + NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, + OGRE, OIL, OLDOBJ, OYSTER, + PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM, + RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY, + SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK, + STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT, + TRNDEX, TRNLUZ, TROLL, TROLL2, + TURNS, URN, V1, V2, VASE, VEND, VERB, + VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X, + WZDARK = false; FILE *logfp; bool oldstyle = false; +lcg_state lcgstate; extern void initialise(); extern void score(long); extern int action(FILE *, long); +void sig_handler(int signo) +{ + if (signo == SIGINT) + if (logfp != NULL) + fflush(logfp); + exit(0); +} + /* * MAIN PROGRAM */ -static void do_command(FILE *); +static bool do_command(FILE *); int main(int argc, char *argv[]) { int ch; @@ -69,11 +80,12 @@ int main(int argc, char *argv[]) { while ((ch = getopt(argc, argv, "l:o")) != EOF) { switch (ch) { case 'l': - logfp = fopen(optarg, "w+"); + 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; @@ -83,23 +95,26 @@ int main(int argc, char *argv[]) { /* Logical variables: * - * game.closed says whether we're all the way closed - * game.closng says whether it's closing time yet + * 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 - * 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 */ + * 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 */ +/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */ - LINES = (long *)calloc(LINSIZ+1,sizeof(long)); - if(!LINES){ - printf("Not enough memory!\n"); - exit(1); - } + lcgstate.a = 1093; + lcgstate.c = 221587; + lcgstate.m = 1048576; + srand(time(NULL)); + long seedval = (long)rand(); + set_seed(seedval); + +/* Read the database if we have not yet done so */ MAP2[1] = 0; if(!SETUP)initialise(); @@ -116,71 +131,92 @@ int main(int argc, char *argv[]) { /* 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; + I=0; + game.zzword=RNDVOC(3,0); + NOVICE=YES(stdin, 65,1,0); + NEWLOC=1; LOC=1; - game.limit=330; - if(game.novice)game.limit=1000; + LIMIT=330; + if(NOVICE)LIMIT=1000; + + if (logfp) + fprintf(logfp, "seed %ld\n", seedval); for (;;) { - do_command(stdin); + if (!do_command(stdin)) + break; } + score(1); } -static void do_command(FILE *cmdin) { +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. + --TURNS; + // here we reconfigure any global game state that uses random numbers + game.zzword=RNDVOC(3,0); + return true; + } + return false; +} + +static bool 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; + if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; RSPEAK(130); - game.newloc=LOC; - if(!game.panic)game.clock2=15; - game.panic=true; + NEWLOC=LOC; + if(!PANIC)game.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(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; +L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; + /* 73 */ for (I=1; I<=NDWARVES-1; I++) { + if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73; + NEWLOC=LOC; RSPEAK(2); goto L74; L73: /*etc*/ ; } /* end loop */ -L74: LOC=game.newloc; +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 game.newloc is forbidden to pirate (in particular, if it's beyond the troll + * 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(game.newloc,3)) goto L2000; - if(game.dflag != 0) goto L6000; - if(INDEEP(LOC))game.dflag=1; + 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(game.dflag != 1) goto L6010; +L6000: if(DFLAG != 1) goto L6010; if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; - game.dflag=2; + DFLAG=2; for (I=1; I<=2; I++) { - J=1+RAN(5); - if(PCT(50))DLOC[J]=0; + J=1+randrange(NDWARVES-1); + if(PCT(50))game.dloc[J]=0; } /* end loop */ - for (I=1; I<=5; I++) { - if(DLOC[I] == LOC)DLOC[I]=DALTLC; - ODLOC[I]=DLOC[I]; + for (I=1; I<=NDWARVES-1; I++) { + if(game.dloc[I] == LOC)game.dloc[I]=DALTLC; + game.odloc[I]=game.dloc[I]; } /* end loop */ RSPEAK(3); DROP(AXE,LOC); @@ -191,34 +227,34 @@ L6000: if(game.dflag != 1) goto L6010; * 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; +L6010: DTOTAL=0; ATTACK=0; STICK=0; - /* 6030 */ for (I=1; I<=6; I++) { - if(DLOC[I] == 0) goto L6030; + /* 6030 */ for (I=1; I<=NDWARVES; I++) { + if(game.dloc[I] == 0) goto L6030; /* Fill TK array with all the places this dwarf might go. */ J=1; - KK=DLOC[I]; + KK=game.dloc[I]; KK=KEY[KK]; if(KK == 0) goto L6016; -L6012: game.newloc=MOD(IABS(TRAVEL[KK])/1000,1000); +L6012: NEWLOC=MOD(labs(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; + if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == game.odloc[I] || (J > 1 && + NEWLOC == TK[x]) || J >= 20 || NEWLOC == game.dloc[I] || + FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) || + labs(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]; +L6016: TK[J]=game.odloc[I]; if(J >= 2)J=J-1; - J=1+RAN(J); - ODLOC[I]=DLOC[I]; - DLOC[I]=TK[J]; - DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); - if(!DSEEN[I]) goto L6030; - DLOC[I]=LOC; + J=1+randrange(J); + game.odloc[I]=game.dloc[I]; + game.dloc[I]=TK[J]; + game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC); + if(!game.dseen[I]) goto L6030; + game.dloc[I]=LOC; if(I != 6) goto L6027; /* The pirate's spotted him. He leaves him alone once we've found chest. K @@ -236,7 +272,7 @@ 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); + if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127); goto L6030; L6021: if(PLACE[CHEST] != 0) goto L6022; @@ -250,9 +286,9 @@ L6022: RSPEAK(128); if(TOTING(J))DROP(J,CHLOC); L6023: /*etc*/ ; } /* end loop */ -L6024: DLOC[6]=CHLOC; - ODLOC[6]=CHLOC; - DSEEN[6]=false; +L6024: game.dloc[6]=CHLOC; + game.odloc[6]=CHLOC; + game.dseen[6]=false; goto L6030; L6025: RSPEAK(186); @@ -262,11 +298,11 @@ L6025: RSPEAK(186); /* This threatening little dwarf is in the room with him! */ -L6027: game.dtotal=game.dtotal+1; - if(ODLOC[I] != DLOC[I]) goto L6030; +L6027: DTOTAL=DTOTAL+1; + if(game.odloc[I] != game.dloc[I]) goto L6030; ATTACK=ATTACK+1; - if(game.knfloc >= 0)game.knfloc=LOC; - if(RAN(1000) < 95*(game.dflag-2))STICK=STICK+1; + if(KNFLOC >= 0)KNFLOC=LOC; + if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1; L6030: /*etc*/ ; } /* end loop */ @@ -274,11 +310,11 @@ L6030: /*etc*/ ; * 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(DTOTAL == 0) goto L2000; + SETPRM(1,DTOTAL,0); + RSPEAK(4+1/DTOTAL); if(ATTACK == 0) goto L2000; - if(game.dflag == 2)game.dflag=3; + if(DFLAG == 2)DFLAG=3; SETPRM(1,ATTACK,0); K=6; if(ATTACK > 1)K=250; @@ -300,15 +336,15 @@ L6030: /*etc*/ ; L2000: if(LOC == 0) goto L99; KK=STEXT[LOC]; - if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC]; + if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC]; if(FORCED(LOC) || !DARK(0)) goto L2001; - if(game.wzdark && PCT(35)) goto L90; + 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) && !game.closng)RSPEAK(7); + 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 @@ -321,10 +357,10 @@ L2001: if(TOTING(BEAR))RSPEAK(141); I=ATLOC[LOC]; L2004: if(I == 0) goto L2012; OBJ=I; - if(OBJ > 100)OBJ=OBJ-100; + if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS; if(OBJ == STEPS && TOTING(NUGGET)) goto L2008; if(PROP[OBJ] >= 0) goto L2006; - if(game.closed) goto L2008; + if(CLOSED) goto L2008; PROP[OBJ]=0; if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; TALLY=TALLY-1; @@ -350,7 +386,7 @@ L2010: SPK=K; L2011: RSPEAK(SPK); L2012: VERB=0; - game.oldobj=OBJ; + OLDOBJ=OBJ; OBJ=0; /* Check if this loc is eligible for any hints. If been here long enough, @@ -367,44 +403,46 @@ L2600: if(COND[LOC] < CONDS) goto L2603; 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 +/* 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; +L2603: if(!CLOSED) goto L2605; if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); - for (I=1; I<=100; I++) { + for (I=1; I<=NOBJECTS; 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); +L2605: WZDARK=DARK(0); + if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0; + I=0; + if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) + return false; -/* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos, +/* 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: game.foobar=(game.foobar>0 ? -game.foobar : 0); +L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0); TURNS=TURNS+1; - if(TURNS != THRESH) goto L2608; + if(TURNS == THRESH) { 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(TRNDEX <= TRNVLS) + THRESH=MOD(TRNVAL[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.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(PROP[LAMP] == 1)LIMIT=LIMIT-1; + if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto L12000; - if(game.limit == 0) goto L12400; - if(game.limit <= 30) goto L12200; + if(LIMIT == 0) goto L12400; + if(LIMIT <= 30) goto L12200; L19999: K=43; if(LIQLOC(LOC) == WATER)K=70; V1=VOCAB(WD1,-1); @@ -414,12 +452,13 @@ L19999: K=43; if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 != 1000+DOOR)) goto L2610; {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);} -L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && - HERE(BIRD))WD1=MAKEWD(301200308); -L2620: if(WD1 != MAKEWD(23051920)) goto L2625; - game.iwest=game.iwest+1; - if(game.iwest == 10)RSPEAK(17); -L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630; +L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD)) + WD1=MAKEWD(301200308); +L2620: if(WD1 == MAKEWD(23051920)) { + IWEST=IWEST+1; + if(IWEST == 10)RSPEAK(17); + } + if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630; IGO=IGO+1; if(IGO == 10)RSPEAK(276); L2630: I=VOCAB(WD1,-1); @@ -440,6 +479,8 @@ L2800: WD1=WD2; /* Gee, I don't understand. */ L3000: SETPRM(1,WD1,WD1X); + if (fallback_handler(rawbuf)) + return true; RSPEAK(254); goto L2600; @@ -450,7 +491,7 @@ L4090: I=4090; goto Laction; L5000: I=5000; Laction: switch (action(cmdin, I)) { - case 2: return; + case 2: return true; case 8: goto L8; case 2000: goto L2000; case 2009: goto L2009; @@ -478,58 +519,58 @@ L8000: SETPRM(1,WD1,WD1X); /* 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 + * "K", put the new location in "NEWLOC". The current loc is saved + * in "game.olddloc" 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, 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; + NEWLOC=LOC; if(KK == 0)BUG(26); - if(K == NUL) return; + if(K == NUL) return true; if(K == BACK) goto L20; if(K == LOOK) goto L30; if(K == CAVE) goto L40; game.oldlc2=game.oldloc; game.oldloc=LOC; -L9: LL=IABS(TRAVEL[KK]); +L9: LL=labs(TRAVEL[KK]); if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; if(TRAVEL[KK] < 0) goto L50; KK=KK+1; goto L9; L10: LL=LL/1000; -L11: game.newloc=LL/1000; - K=MOD(game.newloc,100); - if(game.newloc <= 300) goto L13; - if(PROP[K] != game.newloc/100-3) goto L16; +L11: NEWLOC=LL/1000; + K=MOD(NEWLOC,100); /* ESR: an instance of NOBJECTS? */ + if(NEWLOC <= 300) goto L13; + if(PROP[K] != NEWLOC/100-3) goto L16; L12: if(TRAVEL[KK] < 0)BUG(25); KK=KK+1; - game.newloc=IABS(TRAVEL[KK])/1000; - if(game.newloc == LL) goto L12; - LL=game.newloc; + NEWLOC=labs(TRAVEL[KK])/1000; + if(NEWLOC == LL) goto L12; + LL=NEWLOC; goto L11; -L13: if(game.newloc <= 100) goto L14; - if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16; +L13: if(NEWLOC <= 100) goto L14; /* ESR: an instance of NOBJECTS? */ + if(TOTING(K) || (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 <= 500) goto L30000; - RSPEAK(game.newloc-500); - game.newloc=LOC; - return; +L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12; +L16: NEWLOC=MOD(LL,1000); + if(NEWLOC <= 300) return true; + if(NEWLOC <= 500) goto L30000; + RSPEAK(NEWLOC-500); + NEWLOC=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). */ -L30000: game.newloc=game.newloc-300; - switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto +L30000: NEWLOC=NEWLOC-300; + switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto L30300; } BUG(20); @@ -537,11 +578,11 @@ 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: NEWLOC=99+100-LOC; /* ESR: an instance of NOBJECTS? */ + if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true; + NEWLOC=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 @@ -560,23 +601,23 @@ L30300: if(PROP[TROLL] != 1) goto L30310; PSPEAK(TROLL,1); 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; + NEWLOC=LOC; + return true; -L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC; +L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; if(PROP[TROLL] == 0)PROP[TROLL]=1; - if(!TOTING(BEAR)) return; + if(!TOTING(BEAR)) return true; RSPEAK(162); PROP[CHASM]=1; PROP[TROLL]=2; - DROP(BEAR,game.newloc); + DROP(BEAR,NEWLOC); FIXED[BEAR]= -1; PROP[BEAR]=3; - game.oldlc2=game.newloc; + game.oldlc2=NEWLOC; goto L99; /* End of specials. */ @@ -593,41 +634,45 @@ L20: K=game.oldloc; 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; + return true; + +L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); + if(LL != K) { + if(LL <= 300) { + J=KEY[LL]; + if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K) + K2=KK; + } + if(TRAVEL[KK] < 0) goto L23; + KK=KK+1; + goto L21; + +L23: KK=K2; + if(KK == 0) { + RSPEAK(140); + return true; + } + } -L25: K=MOD(IABS(TRAVEL[KK]),1000); + K=MOD(labs(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; +L30: if(DETAIL < 3)RSPEAK(15); + DETAIL=DETAIL+1; + WZDARK=false; ABB[LOC]=0; - return; + return true; /* Cave. Different messages depending on whether above ground. */ L40: K=58; if(OUTSID(LOC) && LOC != 8)K=57; RSPEAK(K); - return; + return true; /* Non-applicable motion. Various messages depending on word given. */ @@ -640,11 +685,7 @@ L50: SPK=12; if(K == 62 || K == 65)SPK=42; if(K == 17)SPK=80; RSPEAK(SPK); - return; - - - - + return true; /* "You're dead, Jim." * @@ -670,15 +711,15 @@ L90: RSPEAK(23); /* 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); +L99: if(CLOSNG) goto L95; + NUMDIE=NUMDIE+1; + if(!YES(cmdin,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; + /* 98 */ for (J=1; J<=NOBJECTS; J++) { + I=NOBJECTS + 1 - J; if(!TOTING(I)) goto L98; K=game.oldlc2; if(I == LAMP)K=1; @@ -692,7 +733,7 @@ L98: /*etc*/ ; /* He died during closing time. No resurrection. Tally up a death and exit. */ L95: RSPEAK(131); - game.numdie=game.numdie+1; + NUMDIE=NUMDIE+1; score(0); @@ -719,7 +760,7 @@ L40010: HINTLC[HINT]=0; 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]; + if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2]; L40020: HINTLC[HINT]=0; L40030: goto L2602; @@ -728,13 +769,13 @@ L40030: goto L2602; L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010; goto L40020; -L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010; +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[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng > +L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && HOLDNG > 1) goto L40010; goto L40020; @@ -743,7 +784,7 @@ L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010; L40600: goto L40010; -L40700: if(game.dflag == 0) goto L40010; +L40700: if(DFLAG == 0) goto L40010; goto L40020; L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto @@ -796,14 +837,14 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; L10000: PROP[GRATE]=0; PROP[FISSUR]=0; - for (I=1; I<=6; I++) { - DSEEN[I]=false; - DLOC[I]=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; @@ -812,7 +853,7 @@ L10000: PROP[GRATE]=0; FIXED[AXE]=0; RSPEAK(129); game.clock1= -1; - game.closng=true; + CLOSNG=true; goto L19999; /* Once he's panicked, and clock2 has run out, we come here to set up the @@ -836,7 +877,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[DWARF]=PUT(DWARF,115,0); LOC=115; game.oldloc=115; - game.newloc=115; + NEWLOC=115; /* Leave the grate with normal (non-negative) property. Reuse sign. */ @@ -852,13 +893,14 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[MIRROR]=PUT(MIRROR,115,0); FIXED[MIRROR]=116; - for (I=1; I<=100; I++) { - if(TOTING(I))DSTROY(I); + for (I=1; I<=NOBJECTS; I++) { + if(TOTING(I)) + DSTROY(I); } /* end loop */ RSPEAK(132); - game.closed=true; - return; + CLOSED=true; + return true; /* Another way we can force an end to things is by having the lamp give out. * When it gets close, we come here to warn him. We go to 12000 if the lamp @@ -869,19 +911,19 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); L12000: RSPEAK(188); PROP[BATTER]=1; if(TOTING(BATTER))DROP(BATTER,LOC); - game.limit=game.limit+2500; - game.lmwarn=false; + LIMIT=LIMIT+2500; + LMWARN=false; goto L19999; -L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999; - game.lmwarn=true; +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: game.limit= -1; +L12400: LIMIT= -1; PROP[LAMP]=0; if(HERE(LAMP))RSPEAK(184); goto L19999; @@ -891,4 +933,5 @@ L12400: game.limit= -1; L18999: RSPEAK(SPK); L19000: RSPEAK(136); score(0); + return true; }