X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=c780cd70962b1dab1d80ab97a5ff48197fd39341;hb=0a4325ce456f3633ade892c40093133da78d5603;hp=03990db0ab677017a55a347bc46d814a389f81ce;hpb=ff36dff18f30cab559a34b4b08214c3ab87491dd;p=open-adventure.git diff --git a/main.c b/main.c index 03990db..c780cd7 100644 --- a/main.c +++ b/main.c @@ -17,18 +17,18 @@ struct game_t game; long LNLENG, LNPOSN, PARMS[MAXPARMS+1]; char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; -long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, +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, + GRATE, HINT, I, INVENT, JADE, K, KEYS, + KNIFE, 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, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2, - URN, V1, V2, VASE, VEND, - VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X; + STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2, + URN, VASE, VEND, + VOLCAN, WATER, WD1, WD1X, WD2, WD2X; FILE *logfp; bool oldstyle = false; lcg_state lcgstate; @@ -47,93 +47,92 @@ void sig_handler(int signo) /* * MAIN PROGRAM + * + * 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 + * Revived 2017 as Open Advebture. */ static bool do_command(FILE *); -int main(int argc, char *argv[]) { - int ch; +int main(int argc, char *argv[]) +{ + int ch; -/* 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 */ - - /* 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; - } + 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 - * 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 */ - -#include "funcs.h" - -/* 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); - -/* Read the database if we have not yet done so */ - - MAP2[1] = 0; - if (!game.setup)initialise(); - if(game.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: game.setup= -1; - I=0; - 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); - - for (;;) { - if (!do_command(stdin)) - break; - } - score(1); + /* 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 bool fallback_handler(char *buf) @@ -152,175 +151,340 @@ static bool fallback_handler(char *buf) return false; } -static bool do_command(FILE *cmdin) { - long LL, KQ, VERB, KK, K2; - long obj; - long TK[21]; - 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) goto L71; - 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). */ - -L71: if(game.newloc == game.loc || FORCED(game.loc) || CNDBIT(game.loc,3)) goto L74; - /* 73 */ for (I=1; I<=NDWARVES-1; I++) { - if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73; - game.newloc=game.loc; - RSPEAK(2); - goto L74; -L73: /*etc*/ ; - } /* end loop */ -L74: game.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. */ +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]; +} - if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) goto L2000; - if(game.dflag != 0) goto L6000; - if(INDEEP(game.loc))game.dflag=1; - 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; -/* 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. */ + /* Dwarf activity level ratchets up */ + if(game.dflag == 0) { + if(INDEEP(game.loc)) + game.dflag=1; + return true; + } -L6000: if(game.dflag != 1) goto L6010; - if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) 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. */ + 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+randrange(NDWARVES-1); - if(PCT(50))game.dloc[J]=0; - } /* end loop */ + int 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]; - } /* end loop */ + if(game.dloc[I] == game.loc) + game.dloc[I]=DALTLC; + game.odloc[I]=game.dloc[I]; + } RSPEAK(3); DROP(AXE,game.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<=NDWARVES; I++) { - if(game.dloc[I] == 0) goto L6030; -/* Fill TK array with all the places this dwarf might go. */ - J=1; - KK=game.dloc[I]; - KK=KEY[KK]; - if(KK == 0) goto L6016; -L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000); - {long x = J-1; - if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 && - game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] || - FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) || - labs(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]=game.odloc[I]; - if(J >= 2)J=J-1; - J=1+randrange(J); + 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. */ + int j=1; + 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.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]) goto L6030; + if(!game.dseen[I]) continue; game.dloc[I]=game.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 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) 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 && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020; - if(TOTING(J)) goto L6021; -L6020: if(HERE(J))K=1; - } /* end loop */ - if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] - == 1) goto L6025; - if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127); - goto L6030; - -L6021: if(game.place[CHEST] != 0) goto L6022; -/* Install chest only once, to insure it is the last treasure in the list. */ - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); -L6022: RSPEAK(128); - /* 6023 */ for (J=50; J<=MAXTRS; J++) { - if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023; - if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc); - if(TOTING(J))DROP(J,game.chloc); -L6023: /*etc*/ ; - } /* end loop */ -L6024: game.dloc[6]=game.chloc; - game.odloc[6]=game.chloc; - game.dseen[6]=false; - goto L6030; - -L6025: RSPEAK(186); - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); - goto L6024; - -/* This threatening little dwarf is in the room with him! */ - -L6027: game.dtotal=game.dtotal+1; - if(game.odloc[I] != game.dloc[I]) goto L6030; - ATTACK=ATTACK+1; - if(game.knfloc >= 0)game.knfloc=game.loc; - if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1; -L6030: /*etc*/ ; - } /* end loop */ + if(I == PIRATE) { + /* The pirate's spotted him. He leaves him alone once we've + * found chest. K counts if a treasure is here. If not, and + * tally=1 for an unseen chest, let the pirate be spotted. + * Note that game.place(CHEST)=0 might mean that he's thrown + * it to the troll, but in that case he's seen the chest + * (game.prop=0). */ + if(game.loc == game.chloc || game.prop[CHEST] >= 0) + continue; + K=0; + for (int j=MINTRS; j<=MAXTRS; j++) { + /* Pirate won't take pyramid from plover room or dark + * room (too easy!). */ + if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) + 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 (int j=MINTRS; j<=MAXTRS; j++) { + if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + if(AT(j) && game.fixed[j] == 0) + CARRY(j,game.loc); + if(TOTING(j)) + DROP(j,game.chloc); + } + } + game.dloc[PIRATE]=game.chloc; + game.odloc[PIRATE]=game.chloc; + game.dseen[PIRATE]=false; + continue; + } -/* 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=game.loc; - goto L99; + /* 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 (int j=1; j<=NOBJECTS; j++) { + int i=NOBJECTS + 1 - j; + if(TOTING(i)) { + int 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(game.loc == 0) goto L99; +L2000: if(game.loc == 0) + croak(cmdin); KK=STEXT[game.loc]; if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc]; if(FORCED(game.loc) || !DARK(0)) goto L2001; @@ -378,36 +542,43 @@ L2012: VERB=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[game.loc] < game.conds) goto L2603; - /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) { - if(game.hinted[HINT]) goto L2602; - if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1; - game.hintlc[HINT]=game.hintlc[HINT]+1; - if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000; -L2602: /*etc*/ ; - } /* end loop */ - -/* 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). */ + */ +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; -L2603: if(!game.closed) goto L2605; - 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]; - } /* end loop */ -L2605: game.wzdark=DARK(0); - if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0; - I=0; + /* 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. */ - + /* Every input, check "game.foobar" flag. If zero, nothing's + * going on. If pos, make neg. If neg, he skipped a word, + * so make it zero. */ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); game.turns=game.turns+1; if(game.turns == game.thresh) { @@ -444,11 +615,14 @@ L2620: if(WD1 == MAKEWD(23051920)) { game.iwest=game.iwest+1; if(game.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); - if(I == -1) goto L3000; + 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; @@ -474,7 +648,7 @@ L3000: SETPRM(1,WD1,WD1X); L4000: I=4000; VERB=K; goto Laction; L4090: I=4090; goto Laction; -L5000: I=5000; +L5000: I=5000; obj = K; Laction: switch (action(cmdin, I, VERB, obj)) { case 2: return true; @@ -514,11 +688,40 @@ L8000: SETPRM(1,WD1,WD1X); L8: KK=KEY[game.loc]; game.newloc=game.loc; - if(KK == 0)BUG(26); - if(K == NUL) return true; - if(K == BACK) goto L20; - if(K == LOOK) goto L30; - if(K == CAVE) goto L40; + if(KK == 0) + BUG(26); + if(K == NUL) + return true; + if(K == BACK) { + /* Handle "go back". Look for verb which goes from game.loc to + * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion. + * K2 saves entry -> forced loc -> previous loc. */ + K=game.oldloc; + if(FORCED(K))K=game.oldlc2; + game.oldlc2=game.oldloc; + game.oldloc=game.loc; + K2=0; + if(K == game.loc)K2=91; + if(CNDBIT(game.loc,4))K2=274; + if(K2 == 0) goto L21; + RSPEAK(K2); + return true; + } + if(K == LOOK) { + /* Look. Can't give more detail. Pretend it wasn't dark + * (though it may "now" be dark) so he won't fall into a + * pit while staring into the gloom. */ + if(game.detail < 3)RSPEAK(15); + game.detail=game.detail+1; + game.wzdark=false; + game.abbrev[game.loc]=0; + return true; + } + if(K == CAVE) { + /* Cave. Different messages depending on whether above ground. */ + RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58); + return true; + } game.oldlc2=game.oldloc; game.oldloc=game.loc; @@ -526,7 +729,7 @@ L9: LL=labs(TRAVEL[KK]); if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; if(TRAVEL[KK] < 0) goto L50; KK=KK+1; - goto L9; + goto L9; L10: LL=LL/1000; L11: game.newloc=LL/1000; @@ -604,61 +807,33 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; game.fixed[BEAR]= -1; game.prop[BEAR]=3; game.oldlc2=game.newloc; - goto L99; + croak(cmdin); + goto L2000; /* End of specials. */ -/* Handle "go back". Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2 - * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */ - -L20: K=game.oldloc; - if(FORCED(K))K=game.oldlc2; - game.oldlc2=game.oldloc; - game.oldloc=game.loc; - K2=0; - if(K == game.loc)K2=91; - if(CNDBIT(game.loc,4))K2=274; - if(K2 == 0) goto L21; - RSPEAK(K2); - return true; - L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); if(LL != K) { - if(LL <= 300) { - 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; - } + if(LL <= 300) { + if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/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; + } } K=MOD(labs(TRAVEL[KK]),1000); KK=KEY[game.loc]; - goto L9; + goto L9; -/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now" - * be dark) so he won't fall into a pit while staring into the gloom. */ - -L30: if(game.detail < 3)RSPEAK(15); - game.detail=game.detail+1; - game.wzdark=false; - game.abbrev[game.loc]=0; - return true; - -/* Cave. Different messages depending on whether above ground. */ - -L40: K=58; - if(OUTSID(game.loc) && game.loc != 8)K=57; - RSPEAK(K); - return true; /* Non-applicable motion. Various messages depending on word given. */ @@ -694,100 +869,8 @@ L50: SPK=12; L90: RSPEAK(23); game.oldlc2=game.loc; - -/* Okay, he's dead. Let's get on with it. */ - -L99: if(game.closng) 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); - game.place[WATER]=0; - game.place[OIL]=0; - if(TOTING(LAMP))game.prop[LAMP]=0; - /* 98 */ for (J=1; J<=NOBJECTS; J++) { - I=NOBJECTS + 1 - J; - if(!TOTING(I)) goto L98; - K=game.oldlc2; - if(I == LAMP)K=1; - DROP(I,K); -L98: /*etc*/ ; - } /* end loop */ - game.loc=3; - game.oldloc=game.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 game.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: game.hintlc[HINT]=0; - if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602; - SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); - RSPEAK(261); - game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54); - if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2]; -L40020: game.hintlc[HINT]=0; -L40030: goto L2602; - -/* Now for the quick tests. See database description for one-line notes. */ - -L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010; - goto L40020; - -L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010; - goto L40030; - -L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; - goto L40020; - -L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng > - 1) goto L40010; - goto L40020; - -L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010; - goto L40020; - -L40600: goto L40010; - -L40700: if(game.dflag == 0) goto L40010; - goto L40020; - -L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto - L40010; - goto L40030; - -L40900: I=ATDWRF(game.loc); - if(I < 0) goto L40020; - if(HERE(OGRE) && I == 0) goto L40010; - goto L40030; - -L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010; - goto L40020; - - - - + croak(cmdin); + goto L2000; /* Cave closing and scoring */