X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=6cfc411fdd79651cc1aa3d49b0d8de4163f89fc7;hp=55dfb4e5aef9990c0e8beef4e40d871258ea943b;hb=3a2c0ca199cba2efbce5849285c910f02b961441;hpb=50ed247042f443ae4f6592ae451601601e45bd6d diff --git a/main.c b/main.c index 55dfb4e..6cfc411 100644 --- a/main.c +++ b/main.c @@ -11,37 +11,38 @@ #include "misc.h" -long ABB[186], ATAB[331], ATLOC[186], - DLOC[7], FIXED[101], +long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG, + DLOC[7], FIXED[101], HOLDNG, KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN, PARMS[26], PLACE[101], PTEXT[101], RTEXT[278], SETUP = 0, TABSIZ = 330; signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129]; -long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, +long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, - CLAM, CLSHNT, CLSMAX = 12, CLSSES, - COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, - DOOR, DPRSSN, DRAGON, DSEEN[7], DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOD, + 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, GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX, - 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], + 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], MAGZIN, MAXDIE, MAXTRS, MESH = 123456789, - 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, + 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, - ZZWORD; -struct game_t game = {.blklin = true}; + WZDARK = false, ZZWORD; FILE *logfp; bool oldstyle = false; +lcg_state lcgstate; extern void initialise(); extern void score(long); @@ -51,7 +52,7 @@ extern int action(FILE *, long); * MAIN PROGRAM */ -static void do_command(FILE *); +static bool do_command(FILE *); int main(int argc, char *argv[]) { int ch; @@ -69,7 +70,7 @@ int main(int argc, char *argv[]) { while ((ch = getopt(argc, argv, "l:o")) != EOF) { switch (ch) { case 'l': - logfp = fopen(optarg, "w+"); + logfp = fopen(optarg, "w"); if (logfp == NULL) fprintf(stderr, "advent: can't open logfile %s for write\n", @@ -83,16 +84,23 @@ int main(int argc, char *argv[]) { /* Logical variables: * - * game.closed says whether we're all the way closed - * game.closng says whether it's closing time yet + * 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 - * 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 */ + * 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 */ #include "funcs.h" +/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */ + + lcgstate.a = 1093; + lcgstate.c = 221587; + lcgstate.m = 1048576; + set_seed_from_time(); + /* Read the database if we have not yet done so */ LINES = (long *)calloc(LINSIZ+1,sizeof(long)); @@ -116,66 +124,68 @@ int main(int argc, char *argv[]) { /* Start-up, dwarf stuff */ L1: SETUP= -1; - I=RAN(-1); + I=0; ZZWORD=RNDVOC(3,0)+MESH*2; - game.novice=YES(stdin, 65,1,0); - game.newloc=1; + NOVICE=YES(stdin, 65,1,0); + NEWLOC=1; LOC=1; - game.limit=330; - if(game.novice)game.limit=1000; + LIMIT=330; + if(NOVICE)LIMIT=1000; for (;;) { - do_command(stdin); + if (!do_command(stdin)) + break; } + score(1); } -static void do_command(FILE *cmdin) { +static bool do_command(FILE *cmdin) { /* Can't leave cave once it's closing (except by main office). */ -L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71; + if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; RSPEAK(130); - game.newloc=LOC; - if(!game.panic)game.clock2=15; - game.panic=true; + NEWLOC=LOC; + if(!PANIC)CLOCK2=15; + 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). */ -L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; +L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; /* 73 */ for (I=1; I<=5; I++) { - if(ODLOC[I] != game.newloc || !DSEEN[I]) goto L73; - game.newloc=LOC; + if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73; + NEWLOC=LOC; RSPEAK(2); goto L74; L73: /*etc*/ ; } /* end loop */ -L74: LOC=game.newloc; +L74: LOC=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 game.newloc is forbidden to pirate (in particular, if it's beyond the troll + * If 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(game.newloc,3)) goto L2000; - if(game.dflag != 0) goto L6000; - if(INDEEP(LOC))game.dflag=1; + if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000; + if(DFLAG != 0) goto L6000; + if(INDEEP(LOC))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(game.dflag != 1) goto L6010; +L6000: if(DFLAG != 1) goto L6010; if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; - game.dflag=2; + DFLAG=2; for (I=1; I<=2; I++) { - J=1+RAN(5); + J=1+randrange(5); if(PCT(50))DLOC[J]=0; } /* end loop */ for (I=1; I<=5; I++) { @@ -191,7 +201,7 @@ L6000: if(game.dflag != 1) goto L6010; * 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: game.dtotal=0; +L6010: DTOTAL=0; ATTACK=0; STICK=0; /* 6030 */ for (I=1; I<=6; I++) { @@ -201,19 +211,19 @@ L6010: game.dtotal=0; KK=DLOC[I]; KK=KEY[KK]; if(KK == 0) goto L6016; -L6012: game.newloc=MOD(IABS(TRAVEL[KK])/1000,1000); +L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000); {long x = J-1; - 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)) || + 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)) || IABS(TRAVEL[KK])/1000000 == 100) goto L6014;} - TK[J]=game.newloc; + TK[J]=NEWLOC; J=J+1; L6014: KK=KK+1; {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} L6016: TK[J]=ODLOC[I]; if(J >= 2)J=J-1; - J=1+RAN(J); + J=1+randrange(J); ODLOC[I]=DLOC[I]; DLOC[I]=TK[J]; DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); @@ -262,11 +272,11 @@ L6025: RSPEAK(186); /* This threatening little dwarf is in the room with him! */ -L6027: game.dtotal=game.dtotal+1; +L6027: DTOTAL=DTOTAL+1; if(ODLOC[I] != DLOC[I]) goto L6030; ATTACK=ATTACK+1; - if(game.knfloc >= 0)game.knfloc=LOC; - if(RAN(1000) < 95*(game.dflag-2))STICK=STICK+1; + if(KNFLOC >= 0)KNFLOC=LOC; + if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1; L6030: /*etc*/ ; } /* end loop */ @@ -274,11 +284,11 @@ L6030: /*etc*/ ; * Note that various of the "knife" messages must have specific relative * positions in the RSPEAK database. */ - if(game.dtotal == 0) goto L2000; - SETPRM(1,game.dtotal,0); - RSPEAK(4+1/game.dtotal); + if(DTOTAL == 0) goto L2000; + SETPRM(1,DTOTAL,0); + RSPEAK(4+1/DTOTAL); if(ATTACK == 0) goto L2000; - if(game.dflag == 2)game.dflag=3; + if(DFLAG == 2)DFLAG=3; SETPRM(1,ATTACK,0); K=6; if(ATTACK > 1)K=250; @@ -286,7 +296,7 @@ L6030: /*etc*/ ; SETPRM(1,STICK,0); RSPEAK(K+1+2/(1+STICK)); if(STICK == 0) goto L2000; - game.oldlc2=LOC; + OLDLC2=LOC; goto L99; @@ -300,15 +310,15 @@ L6030: /*etc*/ ; L2000: if(LOC == 0) goto L99; KK=STEXT[LOC]; - if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC]; + if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC]; if(FORCED(LOC) || !DARK(0)) goto L2001; - if(game.wzdark && PCT(35)) goto L90; + if(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) && !game.closng)RSPEAK(7); + if(LOC == 33 && PCT(25) && !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 @@ -324,7 +334,7 @@ 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(game.closed) goto L2008; + if(CLOSED) goto L2008; PROP[OBJ]=0; if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; TALLY=TALLY-1; @@ -350,7 +360,7 @@ L2010: SPK=K; L2011: RSPEAK(SPK); L2012: VERB=0; - game.oldobj=OBJ; + OLDOBJ=OBJ; OBJ=0; /* Check if this loc is eligible for any hints. If been here long enough, @@ -371,22 +381,23 @@ 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 game.clock1 unless well into cave (and not at Y2). */ + * tick CLOCK1 unless well into cave (and not at Y2). */ -L2603: if(!game.closed) goto L2605; +L2603: if(!CLOSED) goto L2605; if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); for (I=1; I<=100; I++) { if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; } /* end loop */ -L2605: game.wzdark=DARK(0); - if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0; - I=RAN(1); - GETIN(cmdin, WD1,WD1X,WD2,WD2X); +L2605: WZDARK=DARK(0); + if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0; + I=0; + if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) + return false; -/* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos, +/* 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. */ -L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); +L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0); TURNS=TURNS+1; if(TURNS != THRESH) goto L2608; SPEAK(TTEXT[TRNDEX]); @@ -396,15 +407,15 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1; L2608: if(VERB == SAY && WD2 > 0)VERB=0; if(VERB == SAY) goto L4090; - if(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 + 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 L12000; - if(game.limit == 0) goto L12400; - if(game.limit <= 30) goto L12200; + if(LIMIT == 0) goto L12400; + if(LIMIT <= 30) goto L12200; L19999: K=43; if(LIQLOC(LOC) == WATER)K=70; V1=VOCAB(WD1,-1); @@ -417,8 +428,8 @@ 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; - game.iwest=game.iwest+1; - if(game.iwest == 10)RSPEAK(17); + IWEST=IWEST+1; + if(IWEST == 10)RSPEAK(17); L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630; IGO=IGO+1; if(IGO == 10)RSPEAK(276); @@ -450,7 +461,7 @@ L4090: I=4090; goto Laction; L5000: I=5000; Laction: switch (action(cmdin, I)) { - case 2: return; + case 2: return true; case 8: goto L8; case 2000: goto L2000; case 2009: goto L2009; @@ -477,23 +488,21 @@ 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 "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.) */ + * 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.) */ L8: KK=KEY[LOC]; - game.newloc=LOC; + NEWLOC=LOC; if(KK == 0)BUG(26); - if(K == NUL) return; + if(K == NUL) return true; if(K == BACK) goto L20; if(K == LOOK) goto L30; if(K == CAVE) goto L40; - game.oldlc2=game.oldloc; - game.oldloc=LOC; + OLDLC2=OLDLOC; + OLDLOC=LOC; L9: LL=IABS(TRAVEL[KK]); if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; @@ -502,34 +511,34 @@ L9: LL=IABS(TRAVEL[KK]); goto L9; L10: LL=LL/1000; -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; +L11: NEWLOC=LL/1000; + K=MOD(NEWLOC,100); + if(NEWLOC <= 300) goto L13; + if(PROP[K] != NEWLOC/100-3) goto L16; L12: if(TRAVEL[KK] < 0)BUG(25); KK=KK+1; - game.newloc=IABS(TRAVEL[KK])/1000; - if(game.newloc == LL) goto L12; - LL=game.newloc; + NEWLOC=IABS(TRAVEL[KK])/1000; + if(NEWLOC == LL) goto L12; + LL=NEWLOC; goto L11; -L13: if(game.newloc <= 100) goto L14; - if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16; +L13: if(NEWLOC <= 100) goto L14; + if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16; goto L12; -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; +L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12; +L16: NEWLOC=MOD(LL,1000); + if(NEWLOC <= 300) return true; + if(NEWLOC <= 500) goto L30000; + RSPEAK(NEWLOC-500); + NEWLOC=LOC; + return true; /* Special motions come here. Labelling convention: statement numbers NNNXX * (XX=00-99) are used for special case number NNN (NNN=301-500). */ -L30000: game.newloc=game.newloc-300; - switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto +L30000: NEWLOC=NEWLOC-300; + switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto L30300; } BUG(20); @@ -537,11 +546,11 @@ L30000: game.newloc=game.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: game.newloc=99+100-LOC; - if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return; - game.newloc=LOC; +L30100: NEWLOC=99+100-LOC; + if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true; + NEWLOC=LOC; RSPEAK(117); - return; + return true; /* 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 @@ -564,36 +573,36 @@ L30300: if(PROP[TROLL] != 1) goto L30310; MOVE(TROLL,PLAC[TROLL]); MOVE(TROLL+100,FIXD[TROLL]); JUGGLE(CHASM); - game.newloc=LOC; - return; + NEWLOC=LOC; + return true; -L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC; +L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; if(PROP[TROLL] == 0)PROP[TROLL]=1; - if(!TOTING(BEAR)) return; + if(!TOTING(BEAR)) return true; RSPEAK(162); PROP[CHASM]=1; PROP[TROLL]=2; - DROP(BEAR,game.newloc); + DROP(BEAR,NEWLOC); FIXED[BEAR]= -1; PROP[BEAR]=3; - game.oldlc2=game.newloc; + OLDLC2=NEWLOC; goto L99; /* End of specials. */ -/* 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. */ +/* 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. */ -L20: K=game.oldloc; - if(FORCED(K))K=game.oldlc2; - game.oldlc2=game.oldloc; - game.oldloc=LOC; +L20: K=OLDLOC; + if(FORCED(K))K=OLDLC2; + OLDLC2=OLDLOC; + OLDLOC=LOC; K2=0; if(K == LOC)K2=91; if(CNDBIT(LOC,4))K2=274; if(K2 == 0) goto L21; RSPEAK(K2); - return; + return true; L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000); if(LL == K) goto L25; @@ -607,7 +616,7 @@ L22: if(TRAVEL[KK] < 0) goto L23; L23: KK=K2; if(KK != 0) goto L25; RSPEAK(140); - return; + return true; L25: K=MOD(IABS(TRAVEL[KK]),1000); KK=KEY[LOC]; @@ -616,18 +625,18 @@ 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(game.detail < 3)RSPEAK(15); - game.detail=game.detail+1; - game.wzdark=false; +L30: if(DETAIL < 3)RSPEAK(15); + DETAIL=DETAIL+1; + WZDARK=false; ABB[LOC]=0; - return; + return true; /* Cave. Different messages depending on whether above ground. */ L40: K=58; if(OUTSID(LOC) && LOC != 8)K=57; RSPEAK(K); - return; + return true; /* Non-applicable motion. Various messages depending on word given. */ @@ -640,11 +649,7 @@ L50: SPK=12; if(K == 62 || K == 65)SPK=42; if(K == 17)SPK=80; RSPEAK(SPK); - return; - - - - + return true; /* "You're dead, Jim." * @@ -653,7 +658,7 @@ L50: SPK=12; * 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 game.oldlc2 + * we exit. When reincarnated, all objects being carried get dropped at 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 @@ -661,38 +666,38 @@ 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!). - * game.oldloc is zapped so he can't just "retreat". */ + * 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); - game.oldlc2=LOC; + OLDLC2=LOC; /* Okay, he's dead. Let's get on with it. */ -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); +L99: if(CLOSNG) goto L95; + NUMDIE=NUMDIE+1; + if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0); + if(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=game.oldlc2; + K=OLDLC2; if(I == LAMP)K=1; DROP(I,K); L98: /*etc*/ ; } /* end loop */ LOC=3; - game.oldloc=LOC; + OLDLOC=LOC; goto L2000; /* He died during closing time. No resurrection. Tally up a death and exit. */ L95: RSPEAK(131); - game.numdie=game.numdie+1; + NUMDIE=NUMDIE+1; score(0); @@ -719,7 +724,7 @@ L40010: HINTLC[HINT]=0; SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); RSPEAK(261); HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54); - if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2]; + if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2]; L40020: HINTLC[HINT]=0; L40030: goto L2602; @@ -728,13 +733,13 @@ L40030: goto L2602; L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010; goto L40020; -L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010; +L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010; goto L40030; L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; goto L40020; -L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng > +L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG > 1) goto L40010; goto L40020; @@ -743,10 +748,10 @@ L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010; L40600: goto L40010; -L40700: if(game.dflag == 0) goto L40010; +L40700: if(DFLAG == 0) goto L40010; goto L40020; -L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto +L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto L40010; goto L40030; @@ -811,8 +816,8 @@ L10000: PROP[GRATE]=0; PROP[AXE]=0; FIXED[AXE]=0; RSPEAK(129); - game.clock1= -1; - game.closng=true; + CLOCK1= -1; + CLOSNG=true; goto L19999; /* Once he's panicked, and clock2 has run out, we come here to set up the @@ -835,8 +840,8 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[ROD]=PUT(ROD,115,0); PROP[DWARF]=PUT(DWARF,115,0); LOC=115; - game.oldloc=115; - game.newloc=115; + OLDLOC=115; + NEWLOC=115; /* Leave the grate with normal (non-negative) property. Reuse sign. */ @@ -857,8 +862,8 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); } /* end loop */ RSPEAK(132); - game.closed=true; - return; + 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 @@ -869,19 +874,19 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); L12000: RSPEAK(188); PROP[BATTER]=1; if(TOTING(BATTER))DROP(BATTER,LOC); - game.limit=game.limit+2500; - game.lmwarn=false; + LIMIT=LIMIT+2500; + LMWARN=false; goto L19999; -L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999; - game.lmwarn=true; +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); goto L19999; -L12400: game.limit= -1; +L12400: LIMIT= -1; PROP[LAMP]=0; if(HERE(LAMP))RSPEAK(184); goto L19999;