VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
WZDARK = false, ZZWORD;
FILE *logfp;
+bool oldstyle = false;
extern void initialise();
extern void score(long);
* MAIN PROGRAM
*/
+static void do_command(void);
+
int main(int argc, char *argv[]) {
int ch;
/* Options. */
- while ((ch = getopt(argc, argv, "l:")) != EOF) {
+ while ((ch = getopt(argc, argv, "l:o")) != EOF) {
switch (ch) {
case 'l':
logfp = fopen(optarg, "w+");
"advent: can't open logfile %s for write\n",
optarg);
break;
+ case 'o':
+ oldstyle = true;
+ break;
}
}
LIMIT=330;
if(NOVICE)LIMIT=1000;
+ for (;;) {
+ do_command();
+ }
+}
+
+static void do_command(void) {
+
/* Can't leave cave once it's closing (except by main office). */
L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
PANIC=true;
/* See if a dwarf has seen him and has come from where he wants to go. If so,
- * the dwarf's blocking his way. if coming from place forbidden to pirate
+ * the dwarf's blocking his way. If coming from place forbidden to pirate
* (dwarves rooted in place) let him get out (and attacked). */
L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
DROP(AXE,LOC);
goto L2000;
-/* Things are in full swing. move each dwarf at random, except if he's seen us
+/* Things are in full swing. Move each dwarf at random, except if he's seen us
* he sticks with us. Dwarves stay deep inside. If wandering at random,
* they don't back up unless there's no alternative. If they don't have to
* move, they attack. And, of course, dead dwarves don't do much of anything. */
L5000: I=5000;
Laction:
switch (action(I)) {
- case 2: goto L2;
+ case 2: return;
case 8: goto L8;
case 2000: goto L2000;
case 2009: goto L2009;
/* Figure out the new location
*
* Given the current location in "LOC", and a motion verb number in "K", put
- * the new location in "NEWLOC". the current loc is saved in "OLDLOC" in case
- * he wants to retreat. the current OLDLOC is saved in OLDLC2, in case he
+ * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
+ * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
* dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
* him, so we need OLDLC2, which is the last place he was safe.) */
L8: KK=KEY[LOC];
NEWLOC=LOC;
if(KK == 0)BUG(26);
- if(K == NUL) goto L2;
+ if(K == NUL) return;
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
L16: NEWLOC=MOD(LL,1000);
- if(NEWLOC <= 300) goto L2;
+ if(NEWLOC <= 300) return;
if(NEWLOC <= 500) goto L30000;
RSPEAK(NEWLOC-500);
NEWLOC=LOC;
- goto L2;
+ return;
-/* Special motions come here. labelling convention: statement numbers NNNXX
+/* Special motions come here. Labelling convention: statement numbers NNNXX
* (XX=00-99) are used for special case number NNN (NNN=301-500). */
L30000: NEWLOC=NEWLOC-300;
* be used for actual motion, but can be spotted by "go back". */
L30100: NEWLOC=99+100-LOC;
- if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2;
+ if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return;
NEWLOC=LOC;
RSPEAK(117);
- goto L2;
+ return;
/* Travel 302. Plover transport. Drop the emerald (only use special travel if
* toting it), so he's forced to use the plover-passage to get it out. Having
MOVE(TROLL+100,FIXD[TROLL]);
JUGGLE(CHASM);
NEWLOC=LOC;
- goto L2;
+ return;
L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
if(PROP[TROLL] == 0)PROP[TROLL]=1;
- if(!TOTING(BEAR)) goto L2;
+ if(!TOTING(BEAR)) return;
RSPEAK(162);
PROP[CHASM]=1;
PROP[TROLL]=2;
if(CNDBIT(LOC,4))K2=274;
if(K2 == 0) goto L21;
RSPEAK(K2);
- goto L2;
+ return;
L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
if(LL == K) goto L25;
L23: KK=K2;
if(KK != 0) goto L25;
RSPEAK(140);
- goto L2;
+ return;
L25: K=MOD(IABS(TRAVEL[KK]),1000);
KK=KEY[LOC];
DETAIL=DETAIL+1;
WZDARK=false;
ABB[LOC]=0;
- goto L2;
+ return;
/* Cave. Different messages depending on whether above ground. */
L40: K=58;
if(OUTSID(LOC) && LOC != 8)K=57;
RSPEAK(K);
- goto L2;
+ return;
/* Non-applicable motion. Various messages depending on word given. */
if(K == 62 || K == 65)SPK=42;
if(K == 17)SPK=80;
RSPEAK(SPK);
- goto L2;
+ return;
/* "You're dead, Jim."
*
- * If the current loc is zero, it means the clown got himself killed. we'll
- * allow this maxdie times. maxdie is automatically set based on the number of
+ * If the current loc is zero, it means the clown got himself killed. We'll
+ * allow this maxdie times. MAXDIE is automatically set based on the number of
* snide messages available. Each death results in a message (81, 83, etc.)
* which offers reincarnation; if accepted, this results in message 82, 84,
* etc. The last time, if he wants another chance, he gets a snide remark as
* oil, since there are beanstalks which we don't want to be able to water,
* since the code can't handle it. Also, we can have no keys, since there is a
* grate (having moved the fixed object!) there separating him from all the
- * treasures. most of these problems arise from the use of negative prop
+ * treasures. Most of these problems arise from the use of negative prop
* numbers to suppress the object descriptions until he's actually moved the
* objects. */
* from now until CLOCK2 runs out, he cannot unlock the grate, move to any
* location outside the cave, or create the bridge. Nor can he be
* resurrected if he dies. Note that the snake is already gone, since he got
- * to the treasure accessible only via the hall of the mt. king. Also, he's
+ * to the treasure accessible only via the hall of the mountain king. Also, he's
* been in giant room (to get eggs), so we can refer to it. Also also, he's
* gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
* must have been activated, since we've found chest. */
OLDLOC=115;
NEWLOC=115;
-/* Leave the grate with normal (non-negative) property. reuse sign. */
+/* Leave the grate with normal (non-negative) property. Reuse sign. */
I=PUT(GRATE,116,0);
I=PUT(SIGN,116,0);
RSPEAK(132);
CLOSED=true;
- goto L2;
+ return;
/* 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