extern void initialise();
extern void score(long);
-extern int action(long);
+extern int action(FILE *, long);
/*
* MAIN PROGRAM
*/
-static void do_command(void);
+static void do_command(FILE *);
int main(int argc, char *argv[]) {
int ch;
L1: SETUP= -1;
I=RAN(-1);
ZZWORD=RNDVOC(3,0)+MESH*2;
- NOVICE=YES(65,1,0);
+ NOVICE=YES(stdin, 65,1,0);
NEWLOC=1;
LOC=1;
LIMIT=330;
if(NOVICE)LIMIT=1000;
for (;;) {
- do_command();
+ do_command(stdin);
}
}
-static void do_command(void) {
+static void do_command(FILE *cmdin) {
/* Can't leave cave once it's closing (except by main office). */
L2605: WZDARK=DARK(0);
if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
I=RAN(1);
- GETIN(WD1,WD1X,WD2,WD2X);
+ GETIN(cmdin, WD1,WD1X,WD2,WD2X);
/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
* make neg. If neg, he skipped a word, so make it zero. */
L4090: I=4090; goto Laction;
L5000: I=5000;
Laction:
- switch (action(I)) {
+ switch (action(cmdin, I)) {
case 2: return;
case 8: goto L8;
case 2000: goto L2000;
L99: if(CLOSNG) goto L95;
NUMDIE=NUMDIE+1;
- if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
+ if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
if(NUMDIE == MAXDIE) score(0);
PLACE[WATER]=0;
PLACE[OIL]=0;
BUG(27);
L40010: HINTLC[HINT]=0;
- if(!YES(HINTS[HINT][3],0,54)) goto L2602;
+ if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
RSPEAK(261);
- HINTED[HINT]=YES(175,HINTS[HINT][4],54);
+ HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
L40020: HINTLC[HINT]=0;
L40030: goto L2602;
/* Cave closing and scoring */
-/* These sections handle the closing of the cave. The cave closes "CLOCK1"
+/* 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
+ * 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
+ * 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
+ * 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,
/* 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
+ * 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
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. */
+/* 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: PROP[BOTTLE]=PUT(BOTTLE,115,1);
PROP[PLANT]=PUT(PLANT,115,0);