X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=e10239833a1f72c6156294ef3d5faf21364d09fd;hb=a062d43079d42716ab682f04e5a94c97d1527cba;hp=31eaf4691e9e68131b9f9530941e7a750204dd65;hpb=63e971fc4cfc4d7a5638da032326eaf016c62719;p=open-adventure.git diff --git a/main.c b/main.c index 31eaf46..e102398 100644 --- a/main.c +++ b/main.c @@ -1,7 +1,16 @@ /* + * There used to be a note that said this: + * * The author - Don Woods - apologises for the style of the code; it * is a result of running the original Fortran IV source through a * home-brew Fortran-to-C converter.) + * + * Now that the code has been restructured into idiomatic C, the following + * is more appropriate: + * + * ESR apologizes for the remaing gotos (now confined to two functions in this + * file - they used to be *everywhere*), and the offensive globals. Applying + * the Structured Program Theorem can be hard. */ #include #include @@ -12,6 +21,7 @@ #include "advent.h" #include "database.h" #include "linenoise/linenoise.h" +#include "newdb.h" struct game_t game; @@ -29,7 +39,7 @@ long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2, URN, VASE, VEND, VOLCAN, WATER; -long K, SPK, WD1, WD1X, WD2, WD2X; +long K, WD1, WD1X, WD2, WD2X; FILE *logfp; bool oldstyle = false; @@ -476,7 +486,7 @@ static void croak(FILE *cmdin) * "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 OLgame.dloc will be what killed + * 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 * safe.) */ @@ -488,7 +498,7 @@ static bool playermove(FILE *cmdin, token_t verb) BUG(26); if (K == NUL) return true; - if (K == BACK) { + else 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. */ @@ -501,50 +511,55 @@ static bool playermove(FILE *cmdin, token_t verb) if (K == game.loc)K2=91; if (CNDBIT(game.loc,4))K2=274; if (K2 == 0) { - L21: - LL=MOD((labs(TRAVEL[KK])/1000),1000); - if (LL != K) { - if (LL <= 300) { - if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K) - K2=KK; - } - if (TRAVEL[KK] >= 0) { - KK=KK+1; - goto L21; - } - KK=K2; - if (KK == 0) { - RSPEAK(140); - return true; + for (;;) { + LL=MOD((labs(TRAVEL[KK])/1000),1000); + if (LL != K) { + if (LL <= 300) { + if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K) + K2=KK; + } + if (TRAVEL[KK] >= 0) { + ++KK; + continue; + } + KK=K2; + if (KK == 0) { + RSPEAK(140); + return true; + } } - } - K=MOD(labs(TRAVEL[KK]),1000); - KK=KEY[game.loc]; - goto L9; + K=MOD(labs(TRAVEL[KK]),1000); + KK=KEY[game.loc]; + break; /* fall through to ordinary travel */ + } + } else { + RSPEAK(K2); + return true; } - RSPEAK(K2); - return true; } - if (K == LOOK) { + else 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.detail; game.wzdark=false; game.abbrev[game.loc]=0; return true; } - if (K == CAVE) { + else 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; + else { + /* none of the specials */ + game.oldlc2=game.oldloc; + game.oldloc=game.loc; + } -L9: + /* ordinary travel */ for (;;) { LL=labs(TRAVEL[KK]); if (MOD(LL,1000) == 1 || MOD(LL,1000) == K) @@ -552,49 +567,48 @@ L9: if (TRAVEL[KK] < 0) { /* Non-applicable motion. Various messages depending on * word given. */ - SPK=12; - if (K >= 43 && K <= 50)SPK=52; - if (K == 29 || K == 30)SPK=52; - if (K == 7 || K == 36 || K == 37)SPK=10; - if (K == 11 || K == 19)SPK=11; - if (verb == FIND || verb == INVENT)SPK=59; - if (K == 62 || K == 65)SPK=42; - if (K == 17)SPK=80; - RSPEAK(SPK); + int spk=12; + if (K >= 43 && K <= 50)spk=52; + if (K == 29 || K == 30)spk=52; + if (K == 7 || K == 36 || K == 37)spk=10; + if (K == 11 || K == 19)spk=11; + if (verb == FIND || verb == INVENT)spk=59; + if (K == 62 || K == 65)spk=42; + if (K == 17)spk=80; + RSPEAK(spk); return true; } - KK=KK+1; + ++KK; } LL=LL/1000; -L11: - game.newloc=LL/1000; - K=MOD(game.newloc,100); - if (game.newloc <= 300) { - if (game.newloc <= 100) - goto L14; - if (TOTING(K) || (game.newloc > 200 && AT(K))) - goto L16; - goto L12; + for (;;) { + game.newloc=LL/1000; + K=MOD(game.newloc,100); + if (game.newloc <= 300) { + if (game.newloc <= 100) { + if (game.newloc == 0 || PCT(game.newloc)) + break; + /* else fall through */ + } if (TOTING(K) || (game.newloc > 200 && AT(K))) + break; + /* else fall through */ + } + else if (game.prop[K] != game.newloc/100-3) + break; + L12: + do { + if (TRAVEL[KK] < 0)BUG(25); + ++KK; + game.newloc=labs(TRAVEL[KK])/1000; + } while + (game.newloc == LL); + LL=game.newloc; } - if (game.prop[K] != game.newloc/100-3) - goto L16; -L12: - do { - if (TRAVEL[KK] < 0)BUG(25); - KK=KK+1; - game.newloc=labs(TRAVEL[KK])/1000; - } while - (game.newloc == LL); - LL=game.newloc; - goto L11; -L14: - if (game.newloc != 0 && !PCT(game.newloc)) - goto L12; -L16: game.newloc=MOD(LL,1000); - if (game.newloc <= 300) return true; + if (game.newloc <= 300) + return true; if (game.newloc <= 500) { game.newloc=game.newloc-300; switch (game.newloc) @@ -696,10 +710,10 @@ static bool do_command(FILE *cmdin) 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)) { + char* msg = short_location_descriptions[game.loc]; + if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0) + msg=long_location_descriptions[game.loc]; + if (!FORCED(game.loc) && DARK(game.loc)) { /* The easiest way to get killed is to fall into a pit in * pitch darkness. */ if (game.wzdark && PCT(35)) { @@ -708,13 +722,14 @@ L2000: if (game.loc == 0) croak(cmdin); goto L2000; } - KK=RTEXT[16]; + msg=arbitrary_messages[16]; } if (TOTING(BEAR))RSPEAK(141); - SPEAK(KK); + newspeak(msg); K=1; - if (FORCED(game.loc)) + 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 @@ -725,8 +740,8 @@ L2000: if (game.loc == 0) * bear). These hacks are because game.prop=0 is needed to * get full score. */ - if (DARK(0)) goto L2012; - game.abbrev[game.loc]=game.abbrev[game.loc]+1; + if (DARK(game.loc)) goto L2012; + ++game.abbrev[game.loc]; i=game.atloc[game.loc]; L2004: if (i == 0) goto L2012; obj=i; @@ -736,7 +751,7 @@ L2004: if (i == 0) goto L2012; if (game.closed) goto L2008; game.prop[obj]=0; if (obj == RUG || obj == CHAIN)game.prop[obj]=1; - game.tally=game.tally-1; + --game.tally; /* 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; @@ -754,10 +769,6 @@ L2006: KK=game.prop[obj]; L2008: i=game.link[i]; goto L2004; -L2009: K=54; -L2010: SPK=K; -L2011: RSPEAK(SPK); - L2012: VERB=0; game.oldobj=obj; obj=0; @@ -772,7 +783,7 @@ L2600: if (COND[game.loc] >= game.conds) { continue; if (!CNDBIT(game.loc,hint+10)) game.hintlc[hint]= -1; - game.hintlc[hint] = game.hintlc[hint]+1; + ++game.hintlc[hint]; if (game.hintlc[hint] >= HINTS[hint][1]) dohint(cmdin, hint); } @@ -783,7 +794,7 @@ L2600: if (COND[game.loc] >= game.conds) { * 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.closed) { if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) PSPEAK(OYSTER,1); for (i=1; i<=NOBJECTS; i++) { @@ -791,7 +802,7 @@ L2603: if (game.closed) { game.prop[i] = -1-game.prop[i]; } } - game.wzdark=DARK(0); + game.wzdark=DARK(game.loc); if (game.knfloc > 0 && game.knfloc != game.loc) game.knfloc=0; @@ -803,40 +814,184 @@ L2603: if (game.closed) { * 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; + ++game.turns; if (game.turns == game.thresh) { - SPEAK(TTEXT[game.trndex]); + newspeak(turn_threshold_messages[game.trndex]); game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; - game.trndex=game.trndex+1; - game.thresh= -1; + ++game.trndex; + 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 (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 (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; + if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) + --game.clock1; + + /* Next few 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 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 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 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 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 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 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. */ + if (game.clock1 == 0) + { + game.prop[GRATE]=0; + game.prop[FISSUR]=0; + for (i=1; i<=NDWARVES; i++) { + game.dseen[i]=false; + game.dloc[i]=0; + } + MOVE(TROLL,0); + MOVE(TROLL+NOBJECTS,0); + MOVE(TROLL2,PLAC[TROLL]); + MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); + JUGGLE(CHASM); + 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; + goto L19999; + } else if (game.clock1 < 0) + --game.clock2; + if (game.clock2 == 0) { + /* 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. */ + game.prop[BOTTLE]=PUT(BOTTLE,115,1); + game.prop[PLANT]=PUT(PLANT,115,0); + game.prop[OYSTER]=PUT(OYSTER,115,0); + OBJTXT[OYSTER]=3; + 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; + /* Leave the grate with normal (non-negative) property. + * Reuse sign. */ + PUT(GRATE,116,0); + PUT(SIGN,116,0); + ++OBJTXT[SIGN]; + 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 (int i=1; i<=NOBJECTS; i++) { + if (TOTING(i)) + DSTROY(i); + } + + RSPEAK(132); + game.closed=true; + return true; + } + if (game.prop[LAMP] == 1) + --game.limit; + + /* 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. First following ar, if the lamp and fresh batteries are + * here, in which case we replace the batteries and continue. + * Second is for other cases of lamp dying. 12400 is when it + * goes out. Even then, he can explore outside for a while + * if desired. */ + if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) + { + RSPEAK(188); + game.prop[BATTER]=1; + if (TOTING(BATTER))DROP(BATTER,game.loc); + game.limit=game.limit+2500; + game.lmwarn=false; + } else if (game.limit == 0) { + game.limit= -1; + game.prop[LAMP]=0; + if (HERE(LAMP))RSPEAK(184); + } else if (game.limit <= 30) { + if (!game.lmwarn && HERE(LAMP)) { + game.lmwarn=true; + int spk=187; + if (game.place[BATTER] == 0)spk=183; + if (game.prop[BATTER] == 1)spk=189; + RSPEAK(spk); + } + } L19999: K=43; 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; - if (V1 == ENTER && WD2 > 0) goto L2800; - 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)) + if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) { + RSPEAK(K); + goto L2012; + } + if (V1 == ENTER && WD2 > 0) { + WD1=WD2; + WD1X=WD2X; + WD2=0; + } else { + if (!((V1 != 1000+WATER && V1 != 1000+OIL) || + (V2 != 1000+PLANT && V2 != 1000+DOOR))) { + if (AT(V2-1000)) + WD2=MAKEWD(16152118); + } + 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); + ++game.iwest; + if (game.iwest == 10) + RSPEAK(17); } if (WD1 == MAKEWD( 715) && WD2 != 0) { if (++IGO == 10) @@ -844,8 +999,14 @@ L2620: if (WD1 == MAKEWD(23051920)) { } L2630: i=VOCAB(WD1,-1); - if (i == -1) - goto L3000; + if (i == -1) { + /* Gee, I don't understand. */ + if (fallback_handler(rawbuf)) + return true; + SETPRM(1,WD1,WD1X); + RSPEAK(254); + goto L2600; + } K=MOD(i,1000); KQ=i/1000+1; switch (KQ-1) @@ -853,23 +1014,10 @@ L2630: case 0: goto L8; case 1: goto L5000; case 2: goto L4000; - case 3: goto L2010; + case 3: RSPEAK(K); goto L2012; } BUG(22); - /* Get second word for analysis. */ -L2800: WD1=WD2; - WD1X=WD2X; - WD2=0; - goto L2620; - - /* 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: part=intransitive; VERB=K; goto Laction; @@ -880,162 +1028,34 @@ Laction: case 2: return true; case 8: goto L8; case 2000: goto L2000; - case 2009: goto L2009; - case 2010: goto L2010; - case 2011: goto L2011; case 2012: goto L2012; case 2600: goto L2600; case 2607: goto L2607; case 2630: goto L2630; - case 2800: goto L2800; - case 8000: goto L8000; - case 18999: goto L18999; - case 19000: goto L19000; + case 2800: + /* Get second word for analysis. */ + WD1=WD2; + WD1X=WD2X; + WD2=0; + goto L2620; + case 8000: + /* Random intransitive verbs come here. Clear obj just in case + * (see attack()). */ + SETPRM(1,WD1,WD1X); + RSPEAK(257); + obj=0; + goto L2600; + case 19000: + /* Oh dear, he's disturbed the dwarves. */ + RSPEAK(136); + score(0); + return true; } BUG(99); - /* Random intransitive verbs come here. Clear obj just in case - * (see attack()). */ -L8000: SETPRM(1,WD1,WD1X); - RSPEAK(257); - obj=0; - goto L2600; - - /* Figure out the new location */ L8: if (playermove(cmdin, VERB)) return true; else goto L2000; - -/* Cave closing and scoring */ - -/* 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 - * 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 - * 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 - * 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 - * 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 - * 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 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: game.prop[GRATE]=0; - game.prop[FISSUR]=0; - for (i=1; i<=NDWARVES; i++) { - game.dseen[i]=false; - game.dloc[i]=0; - } - MOVE(TROLL,0); - MOVE(TROLL+NOBJECTS,0); - MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - 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; - 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. */ - -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; - 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; - -/* Leave the grate with normal (non-negative) property. Reuse sign. */ - - PUT(GRATE,116,0); - PUT(SIGN,116,0); - OBJTXT[SIGN]=OBJTXT[SIGN]+1; - 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 (int i=1; i<=NOBJECTS; i++) { - if (TOTING(i)) - DSTROY(i); - } - - RSPEAK(132); - 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 - * and fresh batteries are here, in which case we replace the batteries and - * continue. 12200 is for other cases of lamp dying. 12400 is when it goes - * out. Even then, he can explore outside for a while if desired. */ - -L12000: RSPEAK(188); - game.prop[BATTER]=1; - if (TOTING(BATTER))DROP(BATTER,game.loc); - game.limit=game.limit+2500; - game.lmwarn=false; - goto L19999; - -L12200: if (game.lmwarn || !HERE(LAMP)) goto L19999; - game.lmwarn=true; - SPK=187; - if (game.place[BATTER] == 0)SPK=183; - if (game.prop[BATTER] == 1)SPK=189; - RSPEAK(SPK); - goto L19999; - -L12400: game.limit= -1; - game.prop[LAMP]=0; - if (HERE(LAMP))RSPEAK(184); - goto L19999; - -/* Oh dear, he's disturbed the dwarves. */ - -L18999: RSPEAK(SPK); -L19000: RSPEAK(136); - score(0); - return true; }