X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=2027607c15736d32e4c34100b0116435f15be4fc;hp=49acfa61625999806b3d4e51a455771f958a2ae5;hb=7e5448e9740f211771262dbd4870aedf88c8f3a4;hpb=01b2c05cbb7299241571f7f039a591e09088aeec diff --git a/main.c b/main.c index 49acfa6..2027607 100644 --- a/main.c +++ b/main.c @@ -6,49 +6,54 @@ #include #include #include +#include #include "main.h" #include "misc.h" -long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG, - DLOC[7], FIXED[101], HOLDNG, +long ABB[186], ATAB[331], ATLOC[186], + DLOC[7], FIXED[101], KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN, PARMS[26], PLACE[101], PTEXT[101], RTEXT[278], - SETUP = 0, TABSIZ = 330; + TABSIZ = 330; signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129]; -long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, +long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, - CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES, - COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL, - DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD, + CLAM, CLSMAX = 12, CLSSES, + COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, + DOOR, DPRSSN, DRAGON, DWARF, EGGS, + EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOD, GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX, - HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK, - KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL, - LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186], + HNTSIZ = 20, I, INVENT, IGO, J, JADE, K, K2, KEY[186], KEYS, KK, + KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL, + LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186], MAGZIN, MAXDIE, MAXTRS, MESH = 123456789, - MESSAG, MIRROR, MXSCOR, - NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101], - OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, - PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM, - RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY, - SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK, - STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT, - TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS, - TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB, - VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X, - WZDARK = false, ZZWORD; + MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ, OBJSND[101], + OBJTXT[101], ODLOC[7], OGRE, OIL, OYSTER, + PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM, + RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAY, + SCORE, SECT, SIGN, SNAKE, STEPS, STEXT[186], STICK, + STREAM, TABNDX, THROW, TK[21], TRAVEL[886], TRIDNT, + TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS, + TRVSIZ = 885, TTEXT[6], URN, V1, V2, VASE, VEND, VERB, + VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X; +struct game_t game = {.blklin = true}; +FILE *logfp; +bool oldstyle = false; extern void initialise(); extern void score(long); -extern int action(long); +extern int action(FILE *, long); /* * MAIN PROGRAM */ +static void do_command(FILE *); + int main(int argc, char *argv[]) { + int ch; /* Adventure (rev 2: 20 treasures) */ @@ -58,15 +63,32 @@ int main(int argc, char *argv[]) { * Errata fixed: 78/12/25 */ +/* Options. */ + + while ((ch = getopt(argc, argv, "l:o")) != EOF) { + switch (ch) { + case 'l': + logfp = fopen(optarg, "w+"); + if (logfp == NULL) + fprintf(stderr, + "advent: can't open logfile %s for write\n", + optarg); + break; + case 'o': + oldstyle = true; + break; + } + } + /* Logical variables: * - * CLOSED says whether we're all the way closed - * CLOSNG says whether it's closing time yet - * CLSHNT says whether he's read the clue in the endgame - * LMWARN says whether he's been warned about lamp going dim - * NOVICE says whether he asked for instructions at start-up - * PANIC says whether he's found out he's trapped in the cave - * WZDARK says whether the loc he's leaving was dark */ + * game.closed says whether we're all the way closed + * game.closng says whether it's closing time yet + * game.clshint says whether he's read the clue in the endgame + * game.lmwarn says whether he's been warned about lamp going dim + * game.novice says whether he asked for instructions at start-up + * game.panic says whether he's found out he's trapped in the cave + * game.wzdark says whether the loc he's leaving was dark */ #include "funcs.h" @@ -79,8 +101,8 @@ int main(int argc, char *argv[]) { } MAP2[1] = 0; - if(!SETUP)initialise(); - if(SETUP > 0) goto L1; + if(!game.setup)initialise(); + if(game.setup > 0) goto L1; /* Unlike earlier versions, adventure is no longer restartable. (This * lets us get away with modifying things such as OBJSND(BIRD) without @@ -90,80 +112,85 @@ int main(int argc, char *argv[]) { RSPEAK(201); exit(0); - - /* Start-up, dwarf stuff */ -L1: SETUP= -1; +L1: game.setup= -1; I=RAN(-1); - ZZWORD=RNDVOC(3,0)+MESH*2; - NOVICE=YES(65,1,0); - NEWLOC=1; + game.zzword=RNDVOC(3,0)+MESH*2; + game.novice=YES(stdin, 65,1,0); + game.newloc=1; LOC=1; - LIMIT=330; - if(NOVICE)LIMIT=1000; + game.limit=330; + if(game.novice)game.limit=1000; + + for (;;) { + do_command(stdin); + } +} + +static void do_command(FILE *cmdin) { /* Can't leave cave once it's closing (except by main office). */ -L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; +L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71; RSPEAK(130); - NEWLOC=LOC; - if(!PANIC)CLOCK2=15; - PANIC=true; + game.newloc=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 + * 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; +L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; /* 73 */ for (I=1; I<=5; I++) { - if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73; - NEWLOC=LOC; + if(ODLOC[I] != game.newloc || !game.dseen[I]) goto L73; + game.newloc=LOC; RSPEAK(2); goto L74; L73: /*etc*/ ; } /* end loop */ -L74: LOC=NEWLOC; +L74: LOC=game.newloc; /* Dwarf stuff. See earlier comments for description of variables. Remember * sixth dwarf is pirate and is thus very different except for motion rules. */ /* First off, don't let the dwarves follow him into a pit or a wall. Activate * the whole mess the first time he gets as far as the hall of mists (loc 15). - * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll + * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and * dwarves can't meet the bear. Also means dwarves won't follow him into dead * end in maze, but c'est la vie. They'll wait for him outside the dead end. */ - if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000; - if(DFLAG != 0) goto L6000; - if(INDEEP(LOC))DFLAG=1; + if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000; + if(game.dflag != 0) goto L6000; + if(INDEEP(LOC))game.dflag=1; goto L2000; /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If * any of the survivors is at loc, replace him with the alternate. */ -L6000: if(DFLAG != 1) goto L6010; +L6000: if(game.dflag != 1) goto L6010; if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; - DFLAG=2; - /* 6001 */ for (I=1; I<=2; I++) { + game.dflag=2; + for (I=1; I<=2; I++) { J=1+RAN(5); -L6001: if(PCT(50))DLOC[J]=0; + if(PCT(50))DLOC[J]=0; } /* end loop */ - /* 6002 */ for (I=1; I<=5; I++) { + for (I=1; I<=5; I++) { if(DLOC[I] == LOC)DLOC[I]=DALTLC; -L6002: ODLOC[I]=DLOC[I]; + ODLOC[I]=DLOC[I]; } /* end loop */ RSPEAK(3); 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. */ -L6010: DTOTAL=0; +L6010: game.dtotal=0; ATTACK=0; STICK=0; /* 6030 */ for (I=1; I<=6; I++) { @@ -173,13 +200,13 @@ L6010: DTOTAL=0; KK=DLOC[I]; KK=KEY[KK]; if(KK == 0) goto L6016; -L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000); +L6012: game.newloc=MOD(IABS(TRAVEL[KK])/1000,1000); {long x = J-1; - if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 && - NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] || - FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) || + if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == ODLOC[I] || (J > 1 && + game.newloc == TK[x]) || J >= 20 || game.newloc == DLOC[I] || + FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) || IABS(TRAVEL[KK])/1000000 == 100) goto L6014;} - TK[J]=NEWLOC; + TK[J]=game.newloc; J=J+1; L6014: KK=KK+1; {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} @@ -188,8 +215,8 @@ L6016: TK[J]=ODLOC[I]; J=1+RAN(J); ODLOC[I]=DLOC[I]; DLOC[I]=TK[J]; - DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); - if(!DSEEN[I]) goto L6030; + game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); + if(!game.dseen[I]) goto L6030; DLOC[I]=LOC; if(I != 6) goto L6027; @@ -206,7 +233,7 @@ L6016: TK[J]=ODLOC[I]; if(TOTING(J)) goto L6021; L6020: if(HERE(J))K=1; } /* end loop */ - if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP] + if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP] == 1) goto L6025; if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127); goto L6030; @@ -224,7 +251,7 @@ L6023: /*etc*/ ; } /* end loop */ L6024: DLOC[6]=CHLOC; ODLOC[6]=CHLOC; - DSEEN[6]=false; + game.dseen[6]=false; goto L6030; L6025: RSPEAK(186); @@ -234,11 +261,11 @@ L6025: RSPEAK(186); /* This threatening little dwarf is in the room with him! */ -L6027: DTOTAL=DTOTAL+1; +L6027: game.dtotal=game.dtotal+1; if(ODLOC[I] != DLOC[I]) goto L6030; ATTACK=ATTACK+1; - if(KNFLOC >= 0)KNFLOC=LOC; - if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1; + if(game.knfloc >= 0)game.knfloc=LOC; + if(RAN(1000) < 95*(game.dflag-2))STICK=STICK+1; L6030: /*etc*/ ; } /* end loop */ @@ -246,11 +273,11 @@ L6030: /*etc*/ ; * Note that various of the "knife" messages must have specific relative * positions in the RSPEAK database. */ - if(DTOTAL == 0) goto L2000; - SETPRM(1,DTOTAL,0); - RSPEAK(4+1/DTOTAL); + if(game.dtotal == 0) goto L2000; + SETPRM(1,game.dtotal,0); + RSPEAK(4+1/game.dtotal); if(ATTACK == 0) goto L2000; - if(DFLAG == 2)DFLAG=3; + if(game.dflag == 2)game.dflag=3; SETPRM(1,ATTACK,0); K=6; if(ATTACK > 1)K=250; @@ -258,7 +285,7 @@ L6030: /*etc*/ ; SETPRM(1,STICK,0); RSPEAK(K+1+2/(1+STICK)); if(STICK == 0) goto L2000; - OLDLC2=LOC; + game.oldlc2=LOC; goto L99; @@ -272,15 +299,15 @@ L6030: /*etc*/ ; L2000: if(LOC == 0) goto L99; KK=STEXT[LOC]; - if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC]; + if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC]; if(FORCED(LOC) || !DARK(0)) goto L2001; - if(WZDARK && PCT(35)) goto L90; + if(game.wzdark && PCT(35)) goto L90; KK=RTEXT[16]; L2001: if(TOTING(BEAR))RSPEAK(141); SPEAK(KK); K=1; if(FORCED(LOC)) goto L8; - if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7); + if(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 @@ -296,10 +323,10 @@ L2004: if(I == 0) goto L2012; if(OBJ > 100)OBJ=OBJ-100; if(OBJ == STEPS && TOTING(NUGGET)) goto L2008; if(PROP[OBJ] >= 0) goto L2006; - if(CLOSED) goto L2008; + if(game.closed) goto L2008; PROP[OBJ]=0; if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; - TALLY=TALLY-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; @@ -318,11 +345,11 @@ L2008: I=LINK[I]; goto L2004; L2009: K=54; -L2010: SPK=K; -L2011: RSPEAK(SPK); +L2010: game.spk=K; +L2011: RSPEAK(game.spk); L2012: VERB=0; - OLDOBJ=OBJ; + game.oldobj=OBJ; OBJ=0; /* Check if this loc is eligible for any hints. If been here long enough, @@ -343,40 +370,40 @@ L2602: /*etc*/ ; * if closing time, check for any objects being toted with PROP < 0 and set * the prop to -1-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 CLOCK1 unless well into cave (and not at Y2). */ + * tick game.clock1 unless well into cave (and not at Y2). */ -L2603: if(!CLOSED) goto L2605; +L2603: if(!game.closed) goto L2605; if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); - /* 2604 */ for (I=1; I<=100; I++) { -L2604: if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; + for (I=1; I<=100; I++) { + if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; } /* end loop */ -L2605: WZDARK=DARK(0); - if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0; +L2605: game.wzdark=DARK(0); + if(game.knfloc > 0 && game.knfloc != LOC)game.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, +/* 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: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0); - TURNS=TURNS+1; - if(TURNS != THRESH) goto L2608; - SPEAK(TTEXT[TRNDEX]); - TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000; - TRNDEX=TRNDEX+1; - THRESH= -1; - if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1; +L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); + game.turns=game.turns+1; + if(game.turns != game.thresh) goto L2608; + SPEAK(TTEXT[game.trndex]); + game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; + game.trndex=game.trndex+1; + game.thresh= -1; + if(game.trndex <= TRNVLS)game.thresh=MOD(TRNVAL[game.trndex],100000)+1; L2608: if(VERB == SAY && WD2 > 0)VERB=0; if(VERB == SAY) goto L4090; - if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1; - if(CLOCK1 == 0) goto L10000; - if(CLOCK1 < 0)CLOCK2=CLOCK2-1; - if(CLOCK2 == 0) goto L11000; - if(PROP[LAMP] == 1)LIMIT=LIMIT-1; - if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto + if(game.tally == 0 && INDEEP(LOC) && 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(PROP[LAMP] == 1)game.limit=game.limit-1; + if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto L12000; - if(LIMIT == 0) goto L12400; - if(LIMIT <= 30) goto L12200; + if(game.limit == 0) goto L12400; + if(game.limit <= 30) goto L12200; L19999: K=43; if(LIQLOC(LOC) == WATER)K=70; V1=VOCAB(WD1,-1); @@ -389,8 +416,8 @@ L19999: K=43; L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))WD1=MAKEWD(301200308); L2620: if(WD1 != MAKEWD(23051920)) goto L2625; - IWEST=IWEST+1; - if(IWEST == 10)RSPEAK(17); + game.iwest=game.iwest+1; + if(game.iwest == 10)RSPEAK(17); L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630; IGO=IGO+1; if(IGO == 10)RSPEAK(276); @@ -421,8 +448,8 @@ L4000: I=4000; goto Laction; L4090: I=4090; goto Laction; L5000: I=5000; Laction: - switch (action(I)) { - case 2: goto L2; + switch (action(cmdin, I)) { + case 2: return; case 8: goto L8; case 2000: goto L2000; case 2009: goto L2009; @@ -449,21 +476,23 @@ L8000: SETPRM(1,WD1,WD1X); /* 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 - * 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.) */ + * Given the current location in "LOC", and a motion verb number in + * "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 game.oldloc will be what + * killed him, so we need game.oldlc2, which is the last place he was + * safe.) */ L8: KK=KEY[LOC]; - NEWLOC=LOC; + game.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; - OLDLC2=OLDLOC; - OLDLOC=LOC; + game.oldlc2=game.oldloc; + game.oldloc=LOC; L9: LL=IABS(TRAVEL[KK]); if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; @@ -472,34 +501,34 @@ L9: LL=IABS(TRAVEL[KK]); goto L9; L10: LL=LL/1000; -L11: NEWLOC=LL/1000; - K=MOD(NEWLOC,100); - if(NEWLOC <= 300) goto L13; - if(PROP[K] != NEWLOC/100-3) goto L16; +L11: game.newloc=LL/1000; + K=MOD(game.newloc,100); + if(game.newloc <= 300) goto L13; + if(PROP[K] != game.newloc/100-3) goto L16; L12: if(TRAVEL[KK] < 0)BUG(25); KK=KK+1; - NEWLOC=IABS(TRAVEL[KK])/1000; - if(NEWLOC == LL) goto L12; - LL=NEWLOC; + game.newloc=IABS(TRAVEL[KK])/1000; + if(game.newloc == LL) goto L12; + LL=game.newloc; goto L11; -L13: if(NEWLOC <= 100) goto L14; - if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16; +L13: if(game.newloc <= 100) goto L14; + if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16; goto L12; -L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12; -L16: NEWLOC=MOD(LL,1000); - if(NEWLOC <= 300) goto L2; - if(NEWLOC <= 500) goto L30000; - RSPEAK(NEWLOC-500); - NEWLOC=LOC; - goto L2; +L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12; +L16: game.newloc=MOD(LL,1000); + if(game.newloc <= 300) return; + if(game.newloc <= 500) goto L30000; + RSPEAK(game.newloc-500); + game.newloc=LOC; + 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; - switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto +L30000: game.newloc=game.newloc-300; + switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto L30300; } BUG(20); @@ -507,11 +536,11 @@ L30000: NEWLOC=NEWLOC-300; * table must include "useless" entries going through passage, which can never * 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; - NEWLOC=LOC; +L30100: game.newloc=99+100-LOC; + if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return; + game.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 @@ -534,36 +563,37 @@ L30300: if(PROP[TROLL] != 1) goto L30310; MOVE(TROLL,PLAC[TROLL]); MOVE(TROLL+100,FIXD[TROLL]); JUGGLE(CHASM); - NEWLOC=LOC; - goto L2; + game.newloc=LOC; + return; -L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; +L30310: game.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; - DROP(BEAR,NEWLOC); + DROP(BEAR,game.newloc); FIXED[BEAR]= -1; PROP[BEAR]=3; - OLDLC2=NEWLOC; + game.oldlc2=game.newloc; goto L99; /* End of specials. */ -/* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2 - * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */ +/* Handle "go back". Look for verb which goes from LOC to + * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion. + * K2 saves entry -> forced loc -> previous loc. */ -L20: K=OLDLOC; - if(FORCED(K))K=OLDLC2; - OLDLC2=OLDLOC; - OLDLOC=LOC; +L20: K=game.oldloc; + if(FORCED(K))K=game.oldlc2; + game.oldlc2=game.oldloc; + game.oldloc=LOC; K2=0; if(K == LOC)K2=91; 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; @@ -577,7 +607,7 @@ L22: if(TRAVEL[KK] < 0) goto L23; L23: KK=K2; if(KK != 0) goto L25; RSPEAK(140); - goto L2; + return; L25: K=MOD(IABS(TRAVEL[KK]),1000); KK=KEY[LOC]; @@ -586,31 +616,31 @@ L25: K=MOD(IABS(TRAVEL[KK]),1000); /* 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(DETAIL < 3)RSPEAK(15); - DETAIL=DETAIL+1; - WZDARK=false; +L30: if(game.detail < 3)RSPEAK(15); + game.detail=game.detail+1; + game.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. */ -L50: 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); - goto L2; +L50: game.spk=12; + if(K >= 43 && K <= 50)game.spk=52; + if(K == 29 || K == 30)game.spk=52; + if(K == 7 || K == 36 || K == 37)game.spk=10; + if(K == 11 || K == 19)game.spk=11; + if(VERB == FIND || VERB == INVENT)game.spk=59; + if(K == 62 || K == 65)game.spk=42; + if(K == 17)game.spk=80; + RSPEAK(game.spk); + return; @@ -618,12 +648,12 @@ L50: SPK=12; /* "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 - * we exit. When reincarnated, all objects being carried get dropped at OLDLC2 + * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2 * (presumably the last place prior to being killed) without change of props. * the loop runs backwards to assure that the bird is dropped before the cage. * (this kluge could be changed once we're sure all references to bird and cage @@ -631,38 +661,38 @@ L50: SPK=12; * it in the cave). It is turned off and left outside the building (only if he * was carrying it, of course). He himself is left inside the building (and * heaven help him if he tries to xyzzy back into the cave without the lamp!). - * OLDLOC is zapped so he can't just "retreat". */ + * game.oldloc is zapped so he can't just "retreat". */ /* The easiest way to get killed is to fall into a pit in pitch darkness. */ L90: RSPEAK(23); - OLDLC2=LOC; + game.oldlc2=LOC; /* Okay, he's dead. Let's get on with it. */ -L99: if(CLOSNG) goto L95; - NUMDIE=NUMDIE+1; - if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0); - if(NUMDIE == MAXDIE) score(0); +L99: if(game.closng) goto L95; + game.numdie=game.numdie+1; + if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0); + if(game.numdie == MAXDIE) score(0); PLACE[WATER]=0; PLACE[OIL]=0; if(TOTING(LAMP))PROP[LAMP]=0; /* 98 */ for (J=1; J<=100; J++) { I=101-J; if(!TOTING(I)) goto L98; - K=OLDLC2; + K=game.oldlc2; if(I == LAMP)K=1; DROP(I,K); L98: /*etc*/ ; } /* end loop */ LOC=3; - OLDLOC=LOC; + game.oldloc=LOC; goto L2000; /* He died during closing time. No resurrection. Tally up a death and exit. */ L95: RSPEAK(131); - NUMDIE=NUMDIE+1; + game.numdie=game.numdie+1; score(0); @@ -685,11 +715,11 @@ L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: g 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); - if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2]; + HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54); + if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2]; L40020: HINTLC[HINT]=0; L40030: goto L2602; @@ -698,13 +728,13 @@ L40030: goto L2602; L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010; goto L40020; -L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010; +L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010; goto L40030; L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; goto L40020; -L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG > +L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng > 1) goto L40010; goto L40020; @@ -713,10 +743,10 @@ L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010; L40600: goto L40010; -L40700: if(DFLAG == 0) goto L40010; +L40700: if(game.dflag == 0) goto L40010; goto L40020; -L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto +L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto L40010; goto L40030; @@ -725,7 +755,7 @@ L40900: I=ATDWRF(LOC); if(HERE(OGRE) && I == 0) goto L40010; goto L40030; -L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; +L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010; goto L40020; @@ -735,40 +765,40 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; /* 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, * 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. */ /* 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 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. */ L10000: PROP[GRATE]=0; PROP[FISSUR]=0; - /* 10010 */ for (I=1; I<=6; I++) { - DSEEN[I]=false; -L10010: DLOC[I]=0; + for (I=1; I<=6; I++) { + game.dseen[I]=false; + DLOC[I]=0; } /* end loop */ MOVE(TROLL,0); MOVE(TROLL+100,0); @@ -781,21 +811,21 @@ L10010: DLOC[I]=0; PROP[AXE]=0; FIXED[AXE]=0; RSPEAK(129); - CLOCK1= -1; - CLOSNG=true; + 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. */ +/* 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); @@ -805,10 +835,10 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[ROD]=PUT(ROD,115,0); PROP[DWARF]=PUT(DWARF,115,0); LOC=115; - OLDLOC=115; - NEWLOC=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. */ I=PUT(GRATE,116,0); I=PUT(SIGN,116,0); @@ -822,13 +852,13 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[MIRROR]=PUT(MIRROR,115,0); FIXED[MIRROR]=116; - /* 11010 */ for (I=1; I<=100; I++) { -L11010: if(TOTING(I))DSTROY(I); + for (I=1; I<=100; I++) { + if(TOTING(I))DSTROY(I); } /* end loop */ RSPEAK(132); - CLOSED=true; - goto L2; + game.closed=true; + 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 @@ -839,26 +869,26 @@ L11010: if(TOTING(I))DSTROY(I); L12000: RSPEAK(188); PROP[BATTER]=1; if(TOTING(BATTER))DROP(BATTER,LOC); - LIMIT=LIMIT+2500; - LMWARN=false; + game.limit=game.limit+2500; + game.lmwarn=false; goto L19999; -L12200: if(LMWARN || !HERE(LAMP)) goto L19999; - LMWARN=true; - SPK=187; - if(PLACE[BATTER] == 0)SPK=183; - if(PROP[BATTER] == 1)SPK=189; - RSPEAK(SPK); +L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999; + game.lmwarn=true; + game.spk=187; + if(PLACE[BATTER] == 0)game.spk=183; + if(PROP[BATTER] == 1)game.spk=189; + RSPEAK(game.spk); goto L19999; -L12400: LIMIT= -1; +L12400: game.limit= -1; PROP[LAMP]=0; if(HERE(LAMP))RSPEAK(184); goto L19999; /* Oh dear, he's disturbed the dwarves. */ -L18999: RSPEAK(SPK); +L18999: RSPEAK(game.spk); L19000: RSPEAK(136); score(0); }