X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=b3310bb535e5076b12aac31cc57e4271a69119b5;hb=62ee15c892eb1cd1e0333ff8d83888765923e1b4;hp=49acfa61625999806b3d4e51a455771f958a2ae5;hpb=01b2c05cbb7299241571f7f039a591e09088aeec;p=open-adventure.git diff --git a/main.c b/main.c index 49acfa6..b3310bb 100644 --- a/main.c +++ b/main.c @@ -6,49 +6,65 @@ #include #include #include -#include "main.h" - -#include "misc.h" - -long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG, - DLOC[7], FIXED[101], HOLDNG, - KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN, - PARMS[26], PLACE[101], PTEXT[101], RTEXT[278], - SETUP = 0, TABSIZ = 330; -signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129]; - -long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, - BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, - CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES, - COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL, - DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD, - GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX, - HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK, - KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL, - LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186], - MAGZIN, MAXDIE, MAXTRS, MESH = 123456789, +#include +#include +#include +#include "advent.h" +#include "database.h" + +struct game_t game; + +long ABB[186], ATLOC[186], 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 AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, + BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, + CLAM, CLSHNT, COINS, DALTLC, + DOOR, DPRSSN, DRAGON, 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, OBJSND[101], - OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, - PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM, - RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY, - SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK, - STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT, - TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS, - TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB, - VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X, - WZDARK = false, ZZWORD; + 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; +FILE *logfp; +bool oldstyle = false; +lcg_state lcgstate; extern void initialise(); extern void score(long); -extern int action(long); +extern int action(FILE *, long); + +void sig_handler(int signo) +{ + if (signo == SIGINT) + if (logfp != NULL) + fflush(logfp); + exit(0); +} /* * MAIN PROGRAM */ +static bool do_command(FILE *); + int main(int argc, char *argv[]) { + int ch; /* Adventure (rev 2: 20 treasures) */ @@ -58,25 +74,46 @@ int main(int argc, char *argv[]) { * Errata fixed: 78/12/25 */ +/* 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); + signal(SIGINT, sig_handler); + break; + case 'o': + oldstyle = true; + break; + } + } + /* Logical variables: * - * CLOSED says whether we're all the way closed - * CLOSNG says whether it's closing time yet + * 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 * 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 */ + * game.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(); @@ -90,34 +127,60 @@ int main(int argc, char *argv[]) { RSPEAK(201); exit(0); - - /* Start-up, dwarf stuff */ L1: SETUP= -1; - I=RAN(-1); - ZZWORD=RNDVOC(3,0)+MESH*2; - NOVICE=YES(65,1,0); + I=0; + game.zzword=RNDVOC(3,0); + NOVICE=YES(stdin, 65,1,0); NEWLOC=1; LOC=1; LIMIT=330; if(NOVICE)LIMIT=1000; + if (logfp) + fprintf(logfp, "seed %ld\n", seedval); + + for (;;) { + if (!do_command(stdin)) + break; + } + score(1); +} + +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(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; + if(!OUTSID(NEWLOC) || NEWLOC == 0 || !game.closng) goto L71; RSPEAK(130); NEWLOC=LOC; - if(!PANIC)CLOCK2=15; + 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 + * the dwarf's blocking his way. If coming from place forbidden to pirate * (dwarves rooted in place) let him get out (and attacked). */ L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; - /* 73 */ for (I=1; I<=5; I++) { - if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73; + /* 73 */ for (I=1; I<=NDWARVES-1; I++) { + if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73; NEWLOC=LOC; RSPEAK(2); goto L74; @@ -146,51 +209,51 @@ L74: LOC=NEWLOC; L6000: if(DFLAG != 1) goto L6010; if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; DFLAG=2; - /* 6001 */ for (I=1; I<=2; I++) { - J=1+RAN(5); -L6001: if(PCT(50))DLOC[J]=0; + for (I=1; I<=2; I++) { + J=1+randrange(NDWARVES-1); + if(PCT(50))game.dloc[J]=0; } /* end loop */ - /* 6002 */ for (I=1; I<=5; I++) { - if(DLOC[I] == LOC)DLOC[I]=DALTLC; -L6002: 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); goto L2000; -/* Things are in full swing. move each dwarf at random, except if he's seen us +/* Things are in full swing. Move each dwarf at random, except if he's seen us * he sticks with us. Dwarves stay deep inside. If wandering at random, * they don't back up unless there's no alternative. If they don't have to * move, they attack. And, of course, dead dwarves don't do much of anything. */ -L6010: DTOTAL=0; +L6010: game.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: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000); +L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000); {long x = J-1; - if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 && - NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] || + 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)) || - IABS(TRAVEL[KK])/1000000 == 100) goto L6014;} + 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 @@ -198,7 +261,7 @@ L6016: TK[J]=ODLOC[I]; * 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; + if(LOC == game.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!). */ @@ -208,37 +271,37 @@ 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; /* Install chest only once, to insure it is the last treasure in the list. */ - MOVE(CHEST,CHLOC); - MOVE(MESSAG,CHLOC2); + MOVE(CHEST,game.chloc); + MOVE(MESSAG,game.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); + if(TOTING(J))DROP(J,game.chloc); L6023: /*etc*/ ; } /* end loop */ -L6024: DLOC[6]=CHLOC; - ODLOC[6]=CHLOC; - DSEEN[6]=false; +L6024: game.dloc[6]=game.chloc; + game.odloc[6]=game.chloc; + game.dseen[6]=false; goto L6030; L6025: RSPEAK(186); - MOVE(CHEST,CHLOC); - MOVE(MESSAG,CHLOC2); + MOVE(CHEST,game.chloc); + MOVE(MESSAG,game.chloc2); goto L6024; /* This threatening little dwarf is in the room with him! */ -L6027: DTOTAL=DTOTAL+1; - if(ODLOC[I] != DLOC[I]) goto L6030; +L6027: game.dtotal=game.dtotal+1; + if(game.odloc[I] != game.dloc[I]) goto L6030; ATTACK=ATTACK+1; if(KNFLOC >= 0)KNFLOC=LOC; - if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1; + if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1; L6030: /*etc*/ ; } /* end loop */ @@ -246,9 +309,9 @@ L6030: /*etc*/ ; * Note that various of the "knife" messages must have specific relative * positions in the RSPEAK database. */ - if(DTOTAL == 0) goto L2000; - SETPRM(1,DTOTAL,0); - RSPEAK(4+1/DTOTAL); + if(game.dtotal == 0) goto L2000; + SETPRM(1,game.dtotal,0); + RSPEAK(4+1/game.dtotal); if(ATTACK == 0) goto L2000; if(DFLAG == 2)DFLAG=3; SETPRM(1,ATTACK,0); @@ -258,7 +321,7 @@ L6030: /*etc*/ ; SETPRM(1,STICK,0); RSPEAK(K+1+2/(1+STICK)); if(STICK == 0) goto L2000; - OLDLC2=LOC; + game.oldlc2=LOC; goto L99; @@ -272,15 +335,15 @@ L6030: /*etc*/ ; L2000: if(LOC == 0) goto L99; KK=STEXT[LOC]; - if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC]; + if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC]; if(FORCED(LOC) || !DARK(0)) goto L2001; - if(WZDARK && PCT(35)) goto L90; + 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) && !CLOSNG)RSPEAK(7); + if(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 @@ -293,10 +356,10 @@ 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(CLOSED) goto L2008; + if(game.closed) goto L2008; PROP[OBJ]=0; if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; TALLY=TALLY-1; @@ -330,7 +393,7 @@ L2012: VERB=0; * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes). */ -L2600: if(COND[LOC] < CONDS) goto L2603; +L2600: if(COND[LOC] < game.conds) goto L2603; /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) { if(HINTED[HINT]) goto L2602; if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1; @@ -339,39 +402,41 @@ 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 CLOCK1 unless well into cave (and not at Y2). */ + * tick game.clock1 unless well into cave (and not at Y2). */ -L2603: if(!CLOSED) goto L2605; +L2603: if(!game.closed) goto L2605; if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); - /* 2604 */ for (I=1; I<=100; I++) { -L2604: if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; + for (I=1; I<=NOBJECTS; I++) { + if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; } /* end loop */ -L2605: WZDARK=DARK(0); +L2605: game.wzdark=DARK(0); if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0; - I=RAN(1); - GETIN(WD1,WD1X,WD2,WD2X); + I=0; + if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) + return false; /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos, * make neg. If neg, he skipped a word, so make it zero. */ L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0); TURNS=TURNS+1; - if(TURNS != THRESH) goto L2608; + 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)CLOCK1=CLOCK1-1; - if(CLOCK1 == 0) goto L10000; - if(CLOCK1 < 0)CLOCK2=CLOCK2-1; - if(CLOCK2 == 0) goto L11000; + 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)LIMIT=LIMIT-1; if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto L12000; @@ -386,12 +451,13 @@ 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; - IWEST=IWEST+1; - if(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); @@ -412,6 +478,8 @@ L2800: WD1=WD2; /* Gee, I don't understand. */ L3000: SETPRM(1,WD1,WD1X); + if (fallback_handler(rawbuf)) + return true; RSPEAK(254); goto L2600; @@ -421,8 +489,8 @@ L4000: I=4000; goto Laction; L4090: I=4090; goto Laction; L5000: I=5000; Laction: - switch (action(I)) { - case 2: goto L2; + switch (action(cmdin, I)) { + case 2: return true; case 8: goto L8; case 2000: goto L2000; case 2009: goto L2009; @@ -449,23 +517,25 @@ 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 "NEWLOC". the current loc is saved in "OLDLOC" in case - * he wants to retreat. the current OLDLOC is saved in OLDLC2, in case he - * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed - * him, so we need OLDLC2, which is the last place he was safe.) */ + * Given the current location in "LOC", and a motion verb number in + * "K", put the new location in "NEWLOC". The current loc is saved + * in "game.olddloc" in case he wants to retreat. The current + * game.oldloc is saved in game.oldlc2, in case he dies. (if he + * 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]; NEWLOC=LOC; if(KK == 0)BUG(26); - if(K == NUL) goto L2; + if(K == NUL) return true; if(K == BACK) goto L20; if(K == LOOK) goto L30; if(K == CAVE) goto L40; - OLDLC2=OLDLOC; - OLDLOC=LOC; + 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; @@ -473,29 +543,29 @@ L9: LL=IABS(TRAVEL[KK]); L10: LL=LL/1000; L11: NEWLOC=LL/1000; - K=MOD(NEWLOC,100); + 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; - NEWLOC=IABS(TRAVEL[KK])/1000; + NEWLOC=labs(TRAVEL[KK])/1000; if(NEWLOC == LL) goto L12; LL=NEWLOC; goto L11; -L13: if(NEWLOC <= 100) goto L14; +L13: if(NEWLOC <= 100) goto L14; /* ESR: an instance of NOBJECTS? */ if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16; goto L12; L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12; L16: NEWLOC=MOD(LL,1000); - if(NEWLOC <= 300) goto L2; + if(NEWLOC <= 300) return true; if(NEWLOC <= 500) goto L30000; RSPEAK(NEWLOC-500); NEWLOC=LOC; - goto L2; + return true; -/* Special motions come here. labelling convention: statement numbers NNNXX +/* Special motions come here. Labelling convention: statement numbers NNNXX * (XX=00-99) are used for special case number NNN (NNN=301-500). */ L30000: NEWLOC=NEWLOC-300; @@ -507,11 +577,11 @@ L30000: NEWLOC=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: NEWLOC=99+100-LOC; - if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2; +L30100: NEWLOC=99+100-LOC; /* ESR: an instance of NOBJECTS? */ + if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true; NEWLOC=LOC; RSPEAK(117); - goto L2; + 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 @@ -530,74 +600,78 @@ 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); NEWLOC=LOC; - goto L2; + return true; L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; if(PROP[TROLL] == 0)PROP[TROLL]=1; - if(!TOTING(BEAR)) goto L2; + if(!TOTING(BEAR)) return true; RSPEAK(162); PROP[CHASM]=1; PROP[TROLL]=2; DROP(BEAR,NEWLOC); FIXED[BEAR]= -1; PROP[BEAR]=3; - OLDLC2=NEWLOC; + game.oldlc2=NEWLOC; goto L99; /* End of specials. */ -/* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2 - * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */ +/* 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=OLDLOC; - if(FORCED(K))K=OLDLC2; - OLDLC2=OLDLOC; - OLDLOC=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); - goto L2; - -L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000); - if(LL == K) goto L25; - if(LL > 300) goto L22; - J=KEY[LL]; - if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK; -L22: if(TRAVEL[KK] < 0) goto L23; - KK=KK+1; - goto L21; - -L23: KK=K2; - if(KK != 0) goto L25; - RSPEAK(140); - goto L2; + 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(DETAIL < 3)RSPEAK(15); - DETAIL=DETAIL+1; - WZDARK=false; +L30: if(game.detail < 3)RSPEAK(15); + game.detail=game.detail+1; + game.wzdark=false; ABB[LOC]=0; - goto L2; + return true; /* Cave. Different messages depending on whether above ground. */ L40: K=58; if(OUTSID(LOC) && LOC != 8)K=57; RSPEAK(K); - goto L2; + return true; /* Non-applicable motion. Various messages depending on word given. */ @@ -610,20 +684,16 @@ L50: SPK=12; if(K == 62 || K == 65)SPK=42; if(K == 17)SPK=80; RSPEAK(SPK); - goto L2; - - - - + return true; /* "You're dead, Jim." * - * If the current loc is zero, it means the clown got himself killed. we'll - * allow this maxdie times. maxdie is automatically set based on the number of + * If the current loc is zero, it means the clown got himself killed. We'll + * allow this maxdie times. MAXDIE is automatically set based on the number of * snide messages available. Each death results in a message (81, 83, etc.) * which offers reincarnation; if accepted, this results in message 82, 84, * etc. The last time, if he wants another chance, he gets a snide remark as - * we exit. When reincarnated, all objects being carried get dropped at OLDLC2 + * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2 * (presumably the last place prior to being killed) without change of props. * the loop runs backwards to assure that the bird is dropped before the cage. * (this kluge could be changed once we're sure all references to bird and cage @@ -631,32 +701,32 @@ L50: SPK=12; * it in the cave). It is turned off and left outside the building (only if he * was carrying it, of course). He himself is left inside the building (and * heaven help him if he tries to xyzzy back into the cave without the lamp!). - * OLDLOC is zapped so he can't just "retreat". */ + * game.oldloc is zapped so he can't just "retreat". */ /* The easiest way to get killed is to fall into a pit in pitch darkness. */ L90: RSPEAK(23); - OLDLC2=LOC; + game.oldlc2=LOC; /* Okay, he's dead. Let's get on with it. */ -L99: if(CLOSNG) goto L95; +L99: if(game.closng) goto L95; NUMDIE=NUMDIE+1; - if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0); + 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=OLDLC2; + K=game.oldlc2; if(I == LAMP)K=1; DROP(I,K); L98: /*etc*/ ; } /* end loop */ LOC=3; - OLDLOC=LOC; + game.oldloc=LOC; goto L2000; /* He died during closing time. No resurrection. Tally up a death and exit. */ @@ -685,10 +755,10 @@ L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: g BUG(27); L40010: HINTLC[HINT]=0; - if(!YES(HINTS[HINT][3],0,54)) goto L2602; + if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602; SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); RSPEAK(261); - HINTED[HINT]=YES(175,HINTS[HINT][4],54); + HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54); if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2]; L40020: HINTLC[HINT]=0; L40030: goto L2602; @@ -704,7 +774,7 @@ L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010; L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; goto L40020; -L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG > +L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && HOLDNG > 1) goto L40010; goto L40020; @@ -716,7 +786,7 @@ L40600: goto L40010; L40700: if(DFLAG == 0) goto L40010; goto L40020; -L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto +L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto L40010; goto L40030; @@ -735,45 +805,45 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; /* Cave closing and scoring */ -/* These sections handle the closing of the cave. The cave closes "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 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 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 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, * since the code can't handle it. Also, we can have no keys, since there is a * grate (having moved the fixed object!) there separating him from all the - * treasures. most of these problems arise from the use of negative prop + * treasures. Most of these problems arise from the use of negative prop * numbers to suppress the object descriptions until he's actually moved the * objects. */ /* When the first warning comes, we lock the grate, destroy the bridge, kill * all the dwarves (and the pirate), remove the troll and bear (unless dead), - * and set "CLOSNG" to true. Leave the dragon; too much trouble to move it. - * from now until CLOCK2 runs out, he cannot unlock the grate, move to any + * and set "closng" to true. Leave the dragon; too much trouble to move it. + * from now until clock2 runs out, he cannot unlock the grate, move to any * location outside the cave, or create the bridge. Nor can he be * resurrected if he dies. Note that the snake is already gone, since he got - * to the treasure accessible only via the hall of the mt. king. Also, he's + * to the treasure accessible only via the hall of the mountain king. Also, he's * been in giant room (to get eggs), so we can refer to it. Also also, he's * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves * must have been activated, since we've found chest. */ L10000: PROP[GRATE]=0; PROP[FISSUR]=0; - /* 10010 */ for (I=1; I<=6; I++) { - DSEEN[I]=false; -L10010: 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; @@ -781,21 +851,21 @@ L10010: DLOC[I]=0; PROP[AXE]=0; FIXED[AXE]=0; RSPEAK(129); - CLOCK1= -1; - CLOSNG=true; + game.clock1= -1; + game.closng=true; goto L19999; -/* ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE - * STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW). - * AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF - * OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT - * THE SW END WE PLACE GRATE OVER TREASURES, SNAKE PIT, COVEY OF CAGED BIRDS, - * MORE RODS, AND PILLOWS. A MIRROR STRETCHES ACROSS ONE WALL. MANY OF THE - * OBJECTS COME FROM KNOWN LOCATIONS AND/OR STATES (E.G. THE SNAKE IS KNOWN TO - * HAVE BEEN DESTROYED AND NEEDN'T BE CARRIED AWAY FROM ITS OLD "PLACE"), - * MAKING THE VARIOUS OBJECTS BE HANDLED DIFFERENTLY. WE ALSO DROP ALL OTHER - * OBJECTS HE MIGHT BE CARRYING (LEST HE HAVE SOME WHICH COULD CAUSE TROUBLE, - * SUCH AS THE KEYS). WE DESCRIBE THE FLASH OF LIGHT AND TRUNDLE BACK. */ +/* Once he's panicked, and clock2 has run out, we come here to set up the + * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw). + * At the ne end, we place empty bottles, a nursery of plants, a bed of + * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At + * the sw end we place grate over treasures, snake pit, covey of caged birds, + * more rods, and pillows. A mirror stretches across one wall. Many of the + * objects come from known locations and/or states (e.g. the snake is known to + * have been destroyed and needn't be carried away from its old "place"), + * making the various objects be handled differently. We also drop all other + * objects he might be carrying (lest he have some which could cause trouble, + * such as the keys). We describe the flash of light and trundle back. */ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[PLANT]=PUT(PLANT,115,0); @@ -805,10 +875,10 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[ROD]=PUT(ROD,115,0); PROP[DWARF]=PUT(DWARF,115,0); LOC=115; - OLDLOC=115; + game.oldloc=115; NEWLOC=115; -/* Leave the grate with normal (non-negative) property. reuse sign. */ +/* Leave the grate with normal (non-negative) property. Reuse sign. */ I=PUT(GRATE,116,0); I=PUT(SIGN,116,0); @@ -822,13 +892,14 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[MIRROR]=PUT(MIRROR,115,0); FIXED[MIRROR]=116; - /* 11010 */ for (I=1; I<=100; I++) { -L11010: if(TOTING(I))DSTROY(I); + for (I=1; I<=NOBJECTS; I++) { + if(TOTING(I)) + DSTROY(I); } /* end loop */ RSPEAK(132); - CLOSED=true; - goto L2; + game.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 @@ -861,4 +932,5 @@ L12400: LIMIT= -1; L18999: RSPEAK(SPK); L19000: RSPEAK(136); score(0); + return true; }