X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=f8b4b1595f55feeeb5a5c880844d34f937246cd3;hb=73d531083953cb8533115513cb95da8ababf3e19;hp=993cd523d11ea12f30335dc84bff577acd27ffd7;hpb=058e566e60276e8035a128f3c621fc995439cb61;p=open-adventure.git diff --git a/main.c b/main.c index 993cd52..f8b4b15 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 @@ -11,6 +20,8 @@ #include #include "advent.h" #include "database.h" +#include "linenoise/linenoise.h" +#include "newdb.h" struct game_t game; @@ -28,7 +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 WD1, WD1X, WD2, WD2X; FILE *logfp; bool oldstyle = false; @@ -82,6 +93,8 @@ case 'l': } } + linenoiseHistorySetMaxLen(350); + /* Logical variables: * * game.closed says whether we're all the way closed @@ -405,11 +418,11 @@ static bool dwarfmove(void) return true; if (game.dflag == 2)game.dflag=3; SETPRM(1,attack,0); - K=6; - if (attack > 1)K=250; - RSPEAK(K); + int k=6; + if (attack > 1)k=250; + RSPEAK(k); SETPRM(1,stick,0); - RSPEAK(K+1+2/(1+stick)); + RSPEAK(k+1+2/(1+stick)); if (stick == 0) return true; game.oldlc2=game.loc; @@ -473,125 +486,129 @@ 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.) */ -static bool playermove(FILE *cmdin, token_t verb) +static bool playermove(FILE *cmdin, token_t verb, int motion) { int LL, K2, KK=KEY[game.loc]; game.newloc=game.loc; if (KK == 0) BUG(26); - if (K == NUL) + if (motion == NUL) return true; - if (K == BACK) { + else if (motion == 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; + motion=game.oldloc; + if (FORCED(motion)) + motion=game.oldlc2; game.oldlc2=game.oldloc; game.oldloc=game.loc; K2=0; - if (K == game.loc)K2=91; + if (motion == 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 != motion) { + if (LL <= 300) { + if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion) + 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; + motion=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 (motion == 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 (motion == 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) + if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion) break; 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 (motion >= 43 && motion <= 50)spk=52; + if (motion == 29 || motion == 30)spk=52; + if (motion == 7 || motion == 36 || motion == 37)spk=10; + if (motion == 11 || motion == 19)spk=11; + if (verb == FIND || verb == INVENT)spk=59; + if (motion == 62 || motion == 65)spk=42; + if (motion == 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; + motion=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(motion) || (game.newloc > 200 && AT(motion))) + break; + /* else fall through */ + } + else if (game.prop[motion] != 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) @@ -656,285 +673,209 @@ L16: static bool do_command(FILE *cmdin) { - long KQ, VERB, KK, 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; - } + long KQ, VERB, KK, V1, V2; + long i, k, KMOD; + static long igo = 0; + static long obj = 0; + enum speechpart part; + + /* 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; - } - } + /* 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; + } + game.loc=game.newloc; - if (!dwarfmove()) - croak(cmdin); + if (!dwarfmove()) + croak(cmdin); - /* Describe the current location and (maybe) get next command. */ + /* Describe the current location and (maybe) get next command. */ - /* Print text for current loc. */ + /* Print text for current loc. */ L2000: if (game.loc == 0) + croak(cmdin); + 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)) { + RSPEAK(23); + game.oldlc2 = game.loc; 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)) { - /* The easiest way to get killed is to fall into a pit in - * pitch darkness. */ - if (game.wzdark && PCT(35)) { - RSPEAK(23); - game.oldlc2 = game.loc; - croak(cmdin); - goto L2000; - } - KK=RTEXT[16]; + goto L2000; } - if (TOTING(BEAR))RSPEAK(141); - SPEAK(KK); - K=1; - if (FORCED(game.loc)) - goto L8; - if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); - - /* Print out descriptions of objects at this location. If - * not closing and property value is negative, tally off - * another treasure. Rug is special case; once seen, its - * game.prop is 1 (dragon on it) till dragon is killed. - * Similarly for chain; game.prop is initially 1 (locked to - * bear). These hacks are because game.prop=0 is needed to - * get full score. */ - - if (DARK(0)) goto L2012; - game.abbrev[game.loc]=game.abbrev[game.loc]+1; - i=game.atloc[game.loc]; -L2004: if (i == 0) goto L2012; - obj=i; - if (obj > NOBJECTS)obj=obj-NOBJECTS; - if (obj == STEPS && TOTING(NUGGET)) goto L2008; - if (game.prop[obj] >= 0) goto L2006; - if (game.closed) goto L2008; - game.prop[obj]=0; - if (obj == RUG || obj == CHAIN)game.prop[obj]=1; - game.tally=game.tally-1; -/* Note: There used to be a test here to see whether the player had blown it - * so badly that he could never ever see the remaining treasures, and if so - * the lamp was zapped to 35 turns. But the tests were too simple-minded; - * things like killing the bird before the snake was gone (can never see - * jewelry), and doing it "right" was hopeless. E.G., could cross troll - * bridge several times, using up all available treasures, breaking vase, - * using coins to buy batteries, etc., and eventually never be able to get - * across again. If bottle were left on far side, could then never get eggs - * or trident, and the effects propagate. So the whole thing was flushed. - * anyone who makes such a gross blunder isn't likely to find everything - * else anyway (so goes the rationalisation). */ + msg=arbitrary_messages[16]; + } + if (TOTING(BEAR))RSPEAK(141); + newspeak(msg); + KMOD=1; + if (FORCED(game.loc)) { + goto L8; + } + if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); + + /* Print out descriptions of objects at this location. If + * not closing and property value is negative, tally off + * another treasure. Rug is special case; once seen, its + * game.prop is 1 (dragon on it) till dragon is killed. + * Similarly for chain; game.prop is initially 1 (locked to + * bear). These hacks are because game.prop=0 is needed to + * get full score. */ + + if (DARK(game.loc)) goto L2012; + ++game.abbrev[game.loc]; + i=game.atloc[game.loc]; +L2004: + if (i == 0) + goto L2012; + obj=i; + if (obj > NOBJECTS)obj=obj-NOBJECTS; + if (obj == STEPS && TOTING(NUGGET)) goto L2008; + if (game.prop[obj] >= 0) goto L2006; + if (game.closed) goto L2008; + game.prop[obj]=0; + if (obj == RUG || obj == CHAIN)game.prop[obj]=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; + * things like killing the bird before the snake was gone (can never see + * jewelry), and doing it "right" was hopeless. E.G., could cross troll + * bridge several times, using up all available treasures, breaking vase, + * using coins to buy batteries, etc., and eventually never be able to get + * across again. If bottle were left on far side, could then never get eggs + * or trident, and the effects propagate. So the whole thing was flushed. + * anyone who makes such a gross blunder isn't likely to find everything + * else anyway (so goes the rationalisation). */ L2006: KK=game.prop[obj]; - if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1; - PSPEAK(obj,KK); + if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1; + PSPEAK(obj,KK); L2008: i=game.link[i]; - goto L2004; - -L2009: K=54; -L2010: SPK=K; -L2011: RSPEAK(SPK); + goto L2004; L2012: VERB=0; - game.oldobj=obj; - obj=0; - -/* Check if this loc is eligible for any hints. If been here long enough, - * branch to help section (on later page). Hints all come back here eventually - * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes). - */ + game.oldobj=obj; + obj=0; + + /* Check if this loc is eligible for any hints. If been here + * long enough, branch to help section (on later page). Hints + * all come back here eventually to finish the loop. Ignore + * "HINTS" < 4 (special stuff, see database notes). + */ L2600: if (COND[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); - } + 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]; + 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]; - } + /* 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). */ + 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; - - /* This is where we get a new command from the user */ - if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X)) - return false; - - /* Every input, check "game.foobar" flag. If zero, nothing's - * going on. If pos, make neg. If neg, he skipped a word, - * so make it zero. */ -L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); - game.turns=game.turns+1; - if (game.turns == game.thresh) { - SPEAK(TTEXT[game.trndex]); + } + game.wzdark=DARK(game.loc); + if (game.knfloc > 0 && game.knfloc != game.loc) + game.knfloc=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. */ +L2607: + game.foobar=(game.foobar>0 ? -game.foobar : 0); + ++game.turns; + if (game.turns == game.thresh) { + 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; -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)) - WD1=MAKEWD(301200308); -L2620: if (WD1 == MAKEWD(23051920)) { - game.iwest=game.iwest+1; - if (game.iwest == 10)RSPEAK(17); - } - if (WD1 == MAKEWD( 715) && WD2 != 0) { - if (++IGO == 10) - RSPEAK(276); - } -L2630: - i=VOCAB(WD1,-1); - if (i == -1) - goto L3000; - K=MOD(i,1000); - KQ=i/1000+1; - switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000; - case 3: goto L2010; } - 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: i=4000; VERB=K; goto Laction; -L4090: i=4090; goto Laction; -L5000: i=5000; obj = K; -Laction: - switch (action(cmdin, i, VERB, obj)) { - 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; - } - 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; + } + if (VERB == SAY && WD2 > 0) + VERB=0; + if (VERB == SAY) { + part=transitive; + goto Laction; + } + 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; @@ -954,20 +895,25 @@ L10000: game.prop[GRATE]=0; 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); + } 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; @@ -977,12 +923,11 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); game.loc=115; game.oldloc=115; game.newloc=115; - -/* Leave the grate with normal (non-negative) property. Reuse sign. */ - + /* Leave the grate with normal (non-negative) property. + * Reuse sign. */ PUT(GRATE,116,0); PUT(SIGN,116,0); - OBJTXT[SIGN]=OBJTXT[SIGN]+1; + ++OBJTXT[SIGN]; game.prop[SNAKE]=PUT(SNAKE,116,1); game.prop[BIRD]=PUT(BIRD,116,1); game.prop[CAGE]=PUT(CAGE,116,0); @@ -1000,37 +945,126 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); 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); + } + 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; - 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; + } else if (game.limit == 0) { + game.limit= -1; game.prop[LAMP]=0; if (HERE(LAMP))RSPEAK(184); - goto L19999; - -/* Oh dear, he's disturbed the dwarves. */ + } 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)) { + 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; + if (game.iwest == 10) + RSPEAK(17); + } + if (WD1 == MAKEWD( 715) && WD2 != 0) { + if (++igo == 10) + RSPEAK(276); + } +L2630: + i=VOCAB(WD1,-1); + if (i == -1) { + /* Gee, I don't understand. */ + if (fallback_handler(rawbuf)) + return true; + SETPRM(1,WD1,WD1X); + RSPEAK(254); + goto L2600; + } + KMOD=MOD(i,1000); + KQ=i/1000+1; + switch (KQ-1) + { + case 0: goto L8; + case 1: part=unknown; obj = KMOD; break; + case 2: part=intransitive; VERB = KMOD; break; + case 3: RSPEAK(KMOD); goto L2012; + default: BUG(22); + } -L18999: RSPEAK(SPK); -L19000: RSPEAK(136); +Laction: + switch (action(cmdin, part, VERB, obj)) { + case 2: return true; + case 8: KMOD=NUL; goto L8; + case 2000: goto L2000; + case 2012: goto L2012; + case 2600: goto L2600; + case 2607: goto L2607; + case 2630: goto L2630; + 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; + default: + BUG(99); + } + + /* no fallthrough here */ + + /* Figure out the new location */ +L8: if (playermove(cmdin, VERB, KMOD)) + return true; + else + goto L2000; }