struct game_t game;
long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
-char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
+char rawbuf[LINESIZE], INLINE[LINESIZE+1];
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, INVENT, JADE, 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,
+ RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
- URN, VASE, VEND,
- VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
+ URN, VASE, VEND, VOLCAN, WATER;
+long K, SPK, WD1, WD1X, WD2, WD2X;
+
FILE *logfp;
bool oldstyle = false;
lcg_state lcgstate;
while ((ch = getopt(argc, argv, "l:o")) != EOF) {
switch (ch) {
- case 'l':
+case 'l':
logfp = fopen(optarg, "w");
if (logfp == NULL)
fprintf(stderr,
set_seed(seedval);
/* Initialize game variables */
- MAP2[1] = 0;
if (!game.setup)
initialise();
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);
+ for (int i=1; i<=2; i++) {
+ int j=1+randrange(NDWARVES-1);
if(PCT(50))
- game.dloc[J]=0;
+ 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];
+ for (int i=1; i<=NDWARVES-1; i++) {
+ if(game.dloc[i] == game.loc)
+ game.dloc[i]=DALTLC;
+ game.odloc[i]=game.dloc[i];
}
RSPEAK(3);
DROP(AXE,game.loc);
game.dtotal=0;
attack=0;
stick=0;
- for (I=1; I<=NDWARVES; I++) {
- if(game.dloc[I] == 0)
+ for (int i=1; i<=NDWARVES; i++) {
+ int k;
+ if(game.dloc[i] == 0)
continue;
/* Fill TK array with all the places this dwarf might go. */
- J=1;
- kk=KEY[game.dloc[I]];
+ 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] ||
+ 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)) ||
+ (i == PIRATE && CNDBIT(game.newloc,3)) ||
labs(TRAVEL[kk])/1000000 == 100);
if (!avoided) {
- TK[J++] = game.newloc;
+ 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.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
- if(!game.dseen[I]) continue;
- game.dloc[I]=game.loc;
- if(I == PIRATE) {
+ 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.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
+ if(!game.dseen[i]) continue;
+ game.dloc[i]=game.loc;
+ 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.
* (game.prop=0). */
if(game.loc == game.chloc || game.prop[CHEST] >= 0)
continue;
- K=0;
- for (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;
+ 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])) {
+ if(HERE(j))
+ k=1;
+ continue;
+ }
+ if(TOTING(j)) {
+ 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;
+ goto jumpout;
}
- L6020:
- if(HERE(J))
- K=1;
+ if(HERE(j))
+ k=1;
}
- if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 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);
- goto L6024;
+ 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 (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);
- }
- }
- L6024:
- game.dloc[PIRATE]=game.chloc;
- game.odloc[PIRATE]=game.chloc;
- game.dseen[PIRATE]=false;
- continue;
}
/* This threatening little dwarf is in the room with him! */
++game.dtotal;
- if(game.odloc[I] == game.dloc[I]) {
+ if(game.odloc[i] == game.dloc[i]) {
++attack;
if(game.knfloc >= 0)
game.knfloc=game.loc;
if(randrange(1000) < 95*(game.dflag-2))
++stick;
}
+ jumpout:;
}
/* Now we know what's happening. Let's tell the poor sucker about it.
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;
game.loc=game.newloc;
if (!dwarfmove())
- goto L99;
+ 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;
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;
+ 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;
L2006: KK=game.prop[obj];
if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
PSPEAK(obj,KK);
-L2008: I=game.link[I];
+L2008: i=game.link[i];
goto L2004;
L2009: K=54;
game.knfloc=0;
/* This is where we get a new command from the user */
- if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
+ if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
return false;
/* Every input, check "game.foobar" flag. If zero, nothing's
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 <= 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;
RSPEAK(276);
}
L2630:
- I=VOCAB(WD1,-1);
- if(I == -1)
+ i=VOCAB(WD1,-1);
+ if(i == -1)
goto L3000;
- K=MOD(I,1000);
- KQ=I/1000+1;
+ 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);
/* Verb and object analysis moved to separate module. */
-L4000: I=4000; VERB=K; goto Laction;
-L4090: I=4090; goto Laction;
-L5000: I=5000;
+L4000: i=4000; VERB=K; goto Laction;
+L4090: i=4090; goto Laction;
+L5000: i=5000; obj = K;
Laction:
- switch (action(cmdin, I, VERB, obj)) {
+ switch (action(cmdin, i, VERB, obj)) {
case 2: return true;
case 8: goto L8;
case 2000: goto L2000;
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;
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;
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;
-
-/* 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;
+ goto L9;
-/* 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. */
L90: RSPEAK(23);
game.oldlc2=game.loc;
-
-/* Okay, he's dead. Let's get on with it. */
-
-L99: 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 (J=1; J<=NOBJECTS; J++) {
- I=NOBJECTS + 1 - J;
- if(TOTING(I)) {
- K=game.oldlc2;
- if(I == LAMP)
- K=1;
- DROP(I,K);
- }
- }
- game.loc=3;
- game.oldloc=game.loc;
- goto L2000;
- }
+ croak(cmdin);
+ goto L2000;
/* Cave closing and scoring */
L10000: game.prop[GRATE]=0;
game.prop[FISSUR]=0;
- for (I=1; I<=NDWARVES; I++) {
- game.dseen[I]=false;
- game.dloc[I]=0;
- } /* end loop */
+ 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]);
RSPEAK(129);
game.clock1= -1;
game.closng=true;
- goto L19999;
+ 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).
/* Leave the grate with normal (non-negative) property. Reuse sign. */
- I=PUT(GRATE,116,0);
- I=PUT(SIGN,116,0);
+ 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[MIRROR]=PUT(MIRROR,115,0);
game.fixed[MIRROR]=116;
- for (I=1; I<=NOBJECTS; I++) {
- if(TOTING(I))
- DSTROY(I);
+ for (int i=1; i<=NOBJECTS; i++) {
+ if(TOTING(i))
+ DSTROY(i);
} /* end loop */
RSPEAK(132);