X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=7a179212619ba34b306182894dde4205a0032cb9;hp=42fa5e1123b389c90e72033d31b849da7b593732;hb=18a9be501ff8f0c57c5d540d0f5cd080c0438cd0;hpb=e6f183ba7f4e0d7e12d7cdc848d204e308840f9c diff --git a/main.c b/main.c index 42fa5e1..7a17921 100644 --- a/main.c +++ b/main.c @@ -1,8 +1,19 @@ /* + * There used to be a note that said this: + * * The author - Don Woods - apologises for the style of the code; it * is a result of running the original Fortran IV source through a - * home-brew Fortran-to-C converter.) + * home-brew Fortran-to-C converter. + * + * Now that the code has been restructured into something much closer + * to idiomatic C, the following is more appropriate: + * + * ESR apologizes for the remaing gotos (now confined to one function + * in this file - there used to be over 350 of them, *everywhere*), + * and for the offensive globals. Applying the Structured Program + * Theorem can be hard. */ +#define DEFINE_GLOBALS_FROM_INCLUDES #include #include #include @@ -12,38 +23,37 @@ #include "advent.h" #include "database.h" #include "linenoise/linenoise.h" +#include "newdb.h" struct game_t game; -long LNLENG, LNPOSN, PARMS[MAXPARMS+1]; -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, 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, SIGN, SNAKE, - STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2, - URN, VASE, VEND, VOLCAN, WATER; -long K, SPK, WD1, WD1X, WD2, WD2X; - -FILE *logfp; +long LNLENG, LNPOSN, PARMS[MAXPARMS + 1]; +char rawbuf[LINESIZE], INLINE[LINESIZE + 1]; + +long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD, + BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, + CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, + EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD, + GRATE, HINT, INVENT, JADE, KEYS, + KNIFE, LAMP, LOCK, LOOK, MAGAZINE, + MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER, + PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2, + RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, + STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2, + URN, VASE, VEND, VOLCANO, WATER; +long WD1, WD1X, WD2, WD2X; + +FILE *logfp = NULL, *rfp = NULL; bool oldstyle = false; -lcg_state lcgstate; +bool editline = true; +bool prompt = true; -extern void initialise(); -extern void score(long); -extern int action(FILE *, long, long, long); - -void sig_handler(int signo) +static void sig_handler(int signo) { - if (signo == SIGINT) - if (logfp != NULL) - fflush(logfp); + if (signo == SIGINT) { + if (logfp != NULL) + fflush(logfp); + } exit(0); } @@ -56,7 +66,7 @@ void sig_handler(int signo) * 15-treasure version (adventure) by Don Woods, April-June 1977 * 20-treasure version (rev 2) by Don Woods, August 1978 * Errata fixed: 78/12/25 - * Revived 2017 as Open Advebture. + * Revived 2017 as Open Adventure. */ static bool do_command(FILE *); @@ -64,23 +74,59 @@ static bool do_command(FILE *); int main(int argc, char *argv[]) { int ch; - -/* 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); - signal(SIGINT, sig_handler); - break; - case 'o': - oldstyle = true; - break; - } + /* Options. */ + +#ifndef ADVENT_NOSAVE + char* opts = "l:or:s"; + char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n"; +#else + char* opts = "l:os"; + char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n"; +#endif + while ((ch = getopt(argc, argv, opts)) != EOF) { + switch (ch) { + case 'l': + logfp = fopen(optarg, "w"); + if (logfp == NULL) + fprintf(stderr, + "advent: can't open logfile %s for write\n", + optarg); + signal(SIGINT, sig_handler); + break; + case 'o': + oldstyle = true; + editline = prompt = false; + break; +#ifndef ADVENT_NOSAVE + case 'r': + rfp = fopen(optarg, "r"); + if (rfp == NULL) + fprintf(stderr, + "advent: can't open save file %s for read\n", + optarg); + signal(SIGINT, sig_handler); + break; +#endif + case 's': + editline = false; + break; + default: + fprintf(stderr, + usage, argv[0]); + fprintf(stderr, + " where -l creates a log file of your game named as specified'\n"); + fprintf(stderr, + " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n"); +#ifndef ADVENT_NOSAVE + fprintf(stderr, + " -r indicates restoring from specified saved game file\n"); +#endif + fprintf(stderr, + " -s indicates playing with command editing suppressed\n"); + exit(-1); + break; + } } linenoiseHistorySetMaxLen(350); @@ -97,45 +143,38 @@ case 'l': /* Initialize our LCG PRNG with parameters tested against * Knuth vol. 2. by the original authors */ - lcgstate.a = 1093; - lcgstate.c = 221587; - lcgstate.m = 1048576; + game.lcg_a = 1093; + game.lcg_c = 221587; + game.lcg_m = 1048576; srand(time(NULL)); long seedval = (long)rand(); set_seed(seedval); /* Initialize game variables */ - if (!game.setup) - initialise(); - - /* Unlike earlier versions, adventure is no longer restartable. (This - * lets us get away with modifying things such as OBJSND(BIRD) without - * having to be able to undo the changes later.) If a "used" copy is - * rerun, we come here and tell the player to run a fresh copy. */ - if (game.setup <= 0) { - RSPEAK(201); - exit(0); - } + initialise(); /* Start-up, dwarf stuff */ - game.setup= -1; - game.zzword=RNDVOC(3,0); - game.novice=YES(stdin, 65,1,0); - game.newloc=1; - game.loc=1; - game.limit=330; - if (game.novice)game.limit=1000; + game.zzword = RNDVOC(3, 0); + game.newloc = LOC_START; + game.loc = LOC_START; + game.limit = 330; + if (!rfp) { + game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); + if (game.novice)game.limit = 1000; + } else { + restore(rfp); + } if (logfp) - fprintf(logfp, "seed %ld\n", seedval); + fprintf(logfp, "seed %ld\n", seedval); - /* interpret commands ubtil EOF or interrupt */ + /* interpret commands until EOF or interrupt */ for (;;) { - if (!do_command(stdin)) - break; + if (!do_command(stdin)) + break; } /* show score and exit */ - score(1); + terminate(quitgame); } static bool fallback_handler(char *buf) @@ -143,103 +182,180 @@ static bool fallback_handler(char *buf) { long sv; if (sscanf(buf, "seed %ld", &sv) == 1) { - set_seed(sv); - printf("Seed set to %ld\n", sv); - // autogenerated, so don't charge user time for it. - --game.turns; - // here we reconfigure any global game state that uses random numbers - game.zzword=RNDVOC(3,0); - return true; + set_seed(sv); + printf("Seed set to %ld\n", sv); + // autogenerated, so don't charge user time for it. + --game.turns; + // here we reconfigure any global game state that uses random numbers + game.zzword = RNDVOC(3, 0); + return true; } return false; } -static void dohint(FILE *cmdin, int hint) -/* Come here if he's been long enough at required loc(s) for some - * unused hint. */ +/* Check if this loc is eligible for any hints. If been here + * long enough, branch to help section (on later page). Hints + * all come back here eventually to finish the loop. Ignore + * "HINTS" < 4 (special stuff, see database notes). + */ +static void checkhints(void) { - int i; + if (COND[game.loc] >= game.conds) { + for (int hint = 1; hint <= HNTMAX; hint++) { + if (game.hinted[hint]) + continue; + if (!CNDBIT(game.loc, hint + HBASE)) + game.hintlc[hint] = -1; + ++game.hintlc[hint]; + /* Come here if he's been long enough at required loc(s) for some + * unused hint. */ + if (game.hintlc[hint] >= HINTS[hint][1]) { + int i; + + switch (hint - 1) { + case 0: + /* cave */ + if (game.prop[GRATE] == 0 && !HERE(KEYS)) + break; + game.hintlc[hint] = 0; + return; + case 1: /* bird */ + if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) + break; + return; + case 2: /* snake */ + if (HERE(SNAKE) && !HERE(BIRD)) + break; + game.hintlc[hint] = 0; + return; + case 3: /* maze */ + if (game.atloc[game.loc] == 0 && + game.atloc[game.oldloc] == 0 && + game.atloc[game.oldlc2] == 0 && + game.holdng > 1) + break; + game.hintlc[hint] = 0; + return; + case 4: /* dark */ + if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1) + break; + game.hintlc[hint] = 0; + return; + case 5: /* witt */ + break; + case 6: /* urn */ + if (game.dflag == 0) + break; + game.hintlc[hint] = 0; + return; + case 7: /* woods */ + if (game.atloc[game.loc] == 0 && + game.atloc[game.oldloc] == 0 && + game.atloc[game.oldlc2] == 0) + break; + return; + case 8: /* ogre */ + i = ATDWRF(game.loc); + if (i < 0) { + game.hintlc[hint] = 0; + return; + } + if (HERE(OGRE) && i == 0) + break; + return; + case 9: /* jade */ + if (game.tally == 1 && game.prop[JADE] < 0) + break; + game.hintlc[hint] = 0; + return; + default: + BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); + break; + } + + /* Fall through to hint display */ + game.hintlc[hint] = 0; + if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) + return; + SETPRM(1, HINTS[hint][2], HINTS[hint][2]); + RSPEAK(HINT_COST); + game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]); + if (game.hinted[hint] && game.limit > WARNTIME) + game.limit += WARNTIME * HINTS[hint][2]; + } + } + } +} - switch (hint-1) - { - case 0: - /* cave */ - if (game.prop[GRATE] == 0 && !HERE(KEYS)) - break; - game.hintlc[hint]=0; - return; - case 1: /* bird */ - if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) - break; - return; - case 2: /* snake */ - if (HERE(SNAKE) && !HERE(BIRD)) - break; - game.hintlc[hint]=0; - return; - case 3: /* maze */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0 && - game.holdng > 1) - break; - game.hintlc[hint]=0; - return; - case 4: /* dark */ - if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) - break; - game.hintlc[hint]=0; - return; - case 5: /* witt */ - break; - case 6: /* urn */ - if (game.dflag == 0) - break; - game.hintlc[hint]=0; - return; - case 7: /* woods */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0) - break; - return; - case 8: /* ogre */ - i=ATDWRF(game.loc); - if (i < 0) { - game.hintlc[hint]=0; - return; - } - if (HERE(OGRE) && i == 0) - break; - return; - case 9: /* jade */ - if (game.tally == 1 && game.prop[JADE] < 0) - break; - game.hintlc[hint]=0; - return; - default: - BUG(27); - break; +static bool spotted_by_pirate(int i) +{ + if (i != PIRATE) + return false; + + /* 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. Note + * that game.place[CHEST] = NOWHERE might mean that he's thrown + * it to the troll, but in that case he's seen the chest + * (game.prop=0). */ + if (game.loc == game.chloc || game.prop[CHEST] >= 0) + return true; + int snarfed = 0; + bool movechest = false, robplayer = false; + for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { + /* Pirate won't take pyramid from plover room or dark + * room (too easy!). */ + if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) { + continue; + } + if (TOTING(treasure) || HERE(treasure)) + ++snarfed; + if (TOTING(treasure)) { + movechest = true; + robplayer = true; + } } - - /* Fall through to hint display */ - game.hintlc[hint]=0; - if (!YES(cmdin,HINTS[hint][3],0,54)) - return; - SETPRM(1,HINTS[hint][2],HINTS[hint][2]); - RSPEAK(261); - game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54); - if (game.hinted[hint] && game.limit > 30) - game.limit=game.limit+30*HINTS[hint][2]; + /* Force chest placement before player finds last treasure */ + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) { + RSPEAK(PIRATE_SPOTTED); + movechest = true; + } + /* Do things in this order (chest move before robbery) so chest is listed + * last at the maze location. */ + if (movechest) { + MOVE(CHEST, game.chloc); + MOVE(MESSAG, game.chloc2); + game.dloc[PIRATE] = game.chloc; + game.odloc[PIRATE] = game.chloc; + game.dseen[PIRATE] = false; + } else { + /* You might get a hint of the pirate's presence even if the + * chest doesn't move... */ + if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) + RSPEAK(PIRATE_RUSTLES); + } + if (robplayer) { + RSPEAK(PIRATE_POUNCES); + for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { + if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) { + if (AT(treasure) && game.fixed[treasure] == 0) + CARRY(treasure, game.loc); + if (TOTING(treasure)) + DROP(treasure, game.chloc); + } + } + } + + return true; } static bool dwarfmove(void) /* Dwarves move. Return true if player survives, false if he dies. */ { int kk, stick, attack; - long TK[21]; + long tk[21]; - /* Dwarf stuff. See earlier comments for description of + /* Dwarf stuff. See earlier comments for description of * variables. Remember sixth dwarf is pirate and is thus * very different except for motion rules. */ @@ -252,36 +368,36 @@ static bool dwarfmove(void) * 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 (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) - return true; + if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR)) + return true; /* Dwarf activity level ratchets up */ if (game.dflag == 0) { - if (INDEEP(game.loc)) - game.dflag=1; - return true; + if (INDEEP(game.loc)) + game.dflag = 1; + return true; } /* 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. */ if (game.dflag == 1) { - if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) - return true; - game.dflag=2; - for (int i=1; i<=2; i++) { - int j=1+randrange(NDWARVES-1); - if (PCT(50)) - game.dloc[j]=0; - } - 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); - return true; + if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85)))) + return true; + game.dflag = 2; + for (int i = 1; i <= 2; i++) { + int j = 1 + randrange(NDWARVES - 1); + if (PCT(50)) + game.dloc[j] = 0; + } + 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(DWARF_RAN); + DROP(AXE, game.loc); + return true; } /* Things are in full swing. Move each dwarf at random, @@ -290,139 +406,82 @@ static bool dwarfmove(void) * 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. */ - game.dtotal=0; - attack=0; - stick=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. */ - 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] || - FORCED(game.newloc) || - (i == PIRATE && CNDBIT(game.newloc,3)) || - labs(TRAVEL[kk])/1000000 == 100); - if (!avoided) { - 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) { - /* 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. - * Note that game.place(CHEST)=0 might mean that he's thrown - * it to the troll, but in that case he's seen the chest - * (game.prop=0). */ - if (game.loc == game.chloc || game.prop[CHEST] >= 0) - continue; - 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; - } - if (HERE(j)) - k=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); - 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; - } - - /* This threatening little dwarf is in the room with him! */ - ++game.dtotal; - 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:; + game.dtotal = 0; + attack = 0; + stick = 0; + for (int i = 1; i <= NDWARVES; i++) { + if (game.dloc[i] == 0) + continue; + /* Fill tk array with all the places this dwarf might go. */ + 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 encounter? */ + bool avoided = (SPECIAL(game.newloc) || + !INDEEP(game.newloc) || + 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, NOARRR)) || + labs(TRAVEL[kk]) / 1000000 == 100); + if (!avoided) { + 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 (spotted_by_pirate(i)) + continue; + /* This threatening little dwarf is in the room with him! */ + ++game.dtotal; + if (game.odloc[i] == game.dloc[i]) { + ++attack; + if (game.knfloc >= 0) + game.knfloc = game.loc; + if (randrange(1000) < 95 * (game.dflag - 2)) + ++stick; + } } /* Now we know what's happening. Let's tell the poor sucker about it. * Note that various of the "knife" messages must have specific relative * positions in the RSPEAK database. */ if (game.dtotal == 0) - return true; - SETPRM(1,game.dtotal,0); - RSPEAK(4+1/game.dtotal); + return true; + SETPRM(1, game.dtotal, 0); + RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK); if (attack == 0) - return true; - if (game.dflag == 2)game.dflag=3; - SETPRM(1,attack,0); - K=6; - if (attack > 1)K=250; - RSPEAK(K); - SETPRM(1,stick,0); - RSPEAK(K+1+2/(1+stick)); + return true; + if (game.dflag == 2)game.dflag = 3; + SETPRM(1, attack, 0); + int k = 6; + if (attack > 1)k = THROWN_KNIVES; + RSPEAK(k); + SETPRM(1, stick, 0); + RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */ if (stick == 0) - return true; - game.oldlc2=game.loc; + return true; + game.oldlc2 = game.loc; return false; } /* "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 + * We'll allow this maxdie times. maximum_deaths 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 @@ -439,606 +498,664 @@ static bool dwarfmove(void) * without the lamp!). game.oldloc is zapped so he can't just * "retreat". */ -static void croak(FILE *cmdin) +static void croak(void) /* Okay, he's dead. Let's get on with it. */ { + const char* query = obituaries[game.numdie].query; + const char* yes_response = obituaries[game.numdie].yes_response; + ++game.numdie; 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; + /* He died during closing time. No resurrection. Tally up a + * death and exit. */ + RSPEAK(DEATH_CLOSING); + terminate(endgame); + } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN])) + terminate(endgame); + else { + game.place[WATER] = game.place[OIL] = NOWHERE; + if (TOTING(LAMP)) + game.prop[LAMP] = 0; + for (int j = 1; j <= NOBJECTS; j++) { + int i = NOBJECTS + 1 - j; + if (TOTING(i)) { + /* Always leave lamp where it's accessible aboveground */ + DROP(i, (i == LAMP) ? LOC_START : game.oldlc2); + } + } + game.loc = LOC_BUILDING; + game.oldloc = game.loc; } } /* Given the current location in "game.loc", and a motion verb number in - * "K", put the new location in "game.newloc". The current loc is saved + * "motion", 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 OLgame.dloc will be what killed + * 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.) */ -static bool playermove(FILE *cmdin, token_t verb) +static bool playermove(token_t verb, int motion) { - int LL, K2, KK=KEY[game.loc]; - game.newloc=game.loc; - 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) { - L21: - LL=MOD((labs(TRAVEL[KK])/1000),1000); - if (LL != K) { - if (LL <= 300) { - if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K) - K2=KK; - } - if (TRAVEL[KK] >= 0) { - ++KK; - goto L21; - } - KK=K2; - if (KK == 0) { - RSPEAK(140); - return true; - } - } - - K=MOD(labs(TRAVEL[KK]),1000); - KK=KEY[game.loc]; - goto L9; - } - 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.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; + int scratchloc, k2, kk = KEY[game.loc]; + game.newloc = game.loc; + if (kk == 0) + BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); + if (motion == NUL) + return true; + else if (motion == 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. */ + motion = game.oldloc; + if (FORCED(motion)) + motion = game.oldlc2; + game.oldlc2 = game.oldloc; + game.oldloc = game.loc; + k2 = 0; + if (motion == game.loc)k2 = FORGOT_PATH; + if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN; + if (k2 == 0) { + for (;;) { + scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000); + if (scratchloc != motion) { + if (!SPECIAL(scratchloc)) { + if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion) + k2 = kk; + } + if (TRAVEL[kk] >= 0) { + ++kk; + continue; + } + kk = k2; + if (kk == 0) { + RSPEAK(NOT_CONNECTED); + return true; + } + } + + motion = MOD(labs(TRAVEL[kk]), 1000); + kk = KEY[game.loc]; + break; /* fall through to ordinary travel */ + } + } else { + RSPEAK(k2); + return true; + } + } else if (motion == 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(NO_MORE_DETAIL); + ++game.detail; + game.wzdark = false; + game.abbrev[game.loc] = 0; + return true; + } else if (motion == CAVE) { + /* Cave. Different messages depending on whether above ground. */ + RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); + return true; + } else { + /* none of the specials */ + game.oldlc2 = game.oldloc; + game.oldloc = game.loc; } - game.oldlc2=game.oldloc; - game.oldloc=game.loc; -L9: + /* ordinary travel */ for (;;) { - LL=labs(TRAVEL[KK]); - if (MOD(LL,1000) == 1 || MOD(LL,1000) == K) - break; - if (TRAVEL[KK] < 0) { - /* Non-applicable motion. Various messages depending on - * word given. */ - 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); - return true; - } - ++KK; + scratchloc = labs(TRAVEL[kk]); + if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion) + break; + if (TRAVEL[kk] < 0) { + /* FIXME: Magic numbers! */ + /* Non-applicable motion. Various messages depending on + * word given. */ + int spk = CANT_APPLY; + if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION; + if (motion == 29 || motion == 30)spk = BAD_DIRECTION; + if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING; + if (motion == 11 || motion == 19)spk = NO_INOUT_HERE; + if (verb == FIND || verb == INVENT)spk = NEARBY; + if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS; + if (motion == 17)spk = WHICH_WAY; + RSPEAK(spk); + return true; + } + ++kk; } - LL=LL/1000; + scratchloc = scratchloc / 1000; -L11: - game.newloc=LL/1000; - K=MOD(game.newloc,100); - if (game.newloc <= 300) { - if (game.newloc <= 100) - goto L14; - if (TOTING(K) || (game.newloc > 200 && AT(K))) - goto L16; - goto L12; - } - if (game.prop[K] != game.newloc/100-3) - goto L16; -L12: do { - if (TRAVEL[KK] < 0)BUG(25); - ++KK; - game.newloc=labs(TRAVEL[KK])/1000; + /* + * (ESR) This special-travel loop may have to be repeated if it includes + * the plover passage. Same deal for any future cases where we need to + * block travel and then redo it once the blocking condition has been + * removed. + */ + for (;;) { /* L12 loop */ + for (;;) { + game.newloc = scratchloc / 1000; + motion = MOD(game.newloc, 100); + if (!SPECIAL(game.newloc)) { + if (game.newloc <= 100) { + if (game.newloc == 0 || PCT(game.newloc)) + break; + /* else fall through */ + } + if (TOTING(motion) || (game.newloc > 200 && AT(motion))) + break; + /* else fall through */ + } else if (game.prop[motion] != game.newloc / 100 - 3) + break; + do { + if (TRAVEL[kk] < 0) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); + ++kk; + game.newloc = labs(TRAVEL[kk]) / 1000; + } while + (game.newloc == scratchloc); + scratchloc = game.newloc; + } + + game.newloc = MOD(scratchloc, 1000); + if (!SPECIAL(game.newloc)) + return true; + if (game.newloc <= 500) { + game.newloc -= SPECIALBASE; + switch (game.newloc) { + case 1: + /* Travel 301. Plover-alcove passage. Can carry only + * emerald. Note: travel table must include "useless" + * entries going through passage, which can never be used for + * actual motion, but can be spotted by "go back". */ + /* FIXME: Arithmetic on location numbers */ + game.newloc = 99 + 100 - game.loc; + if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { + game.newloc = game.loc; + RSPEAK(MUST_DROP); + } + return true; + case 2: + /* 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 dropped it, go back and + * pretend he wasn't carrying it after all. */ + DROP(EMERALD, game.loc); + do { + if (TRAVEL[kk] < 0) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); + ++kk; + game.newloc = labs(TRAVEL[kk]) / 1000; + } while + (game.newloc == scratchloc); + scratchloc = game.newloc; + continue; /* goto L12 */ + case 3: + /* Travel 303. Troll bridge. Must be done only as special + * motion so that dwarves won't wander across and encounter + * the bear. (They won't follow the player there because + * that region is forbidden to the pirate.) If + * game.prop(TROLL)=1, he's crossed since paying, so step out + * and block him. (standard travel entries check for + * game.prop(TROLL)=0.) Special stuff for bear. */ + if (game.prop[TROLL] == 1) { + PSPEAK(TROLL, 1); + game.prop[TROLL] = 0; + MOVE(TROLL2, 0); + MOVE(TROLL2 + NOBJECTS, 0); + MOVE(TROLL, PLAC[TROLL]); + MOVE(TROLL + NOBJECTS, FIXD[TROLL]); + JUGGLE(CHASM); + game.newloc = game.loc; + return true; + } else { + game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc; + if (game.prop[TROLL] == 0)game.prop[TROLL] = 1; + if (!TOTING(BEAR)) return true; + RSPEAK(BRIDGE_COLLAPSE); + game.prop[CHASM] = 1; + game.prop[TROLL] = 2; + DROP(BEAR, game.newloc); + game.fixed[BEAR] = -1; + game.prop[BEAR] = 3; + game.oldlc2 = game.newloc; + croak(); + return true; + } + } + BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); + } + break; /* Leave L12 loop */ + } } while - (game.newloc == LL); - LL=game.newloc; - goto L11; - -L14: - if (game.newloc != 0 && !PCT(game.newloc)) - goto L12; -L16: - game.newloc=MOD(LL,1000); - if (game.newloc <= 300) return true; - if (game.newloc <= 500) { - game.newloc=game.newloc-300; - switch (game.newloc) - { - case 1: - /* Travel 301. Plover-alcove passage. Can carry only - * emerald. Note: travel table must include "useless" - * entries going through passage, which can never be used for - * actual motion, but can be spotted by "go back". */ - game.newloc=99+100-game.loc; - if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) - return true; - game.newloc=game.loc; - RSPEAK(117); - return true; - case 2: - /* 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 dropped it, go back and - * pretend he wasn't carrying it after all. */ - DROP(EMRALD,game.loc); - goto L12; - case 3: - /* Travel 303. Troll bridge. Must be done only as special - * motion so that dwarves won't wander across and encounter - * the bear. (They won't follow the player there because - * that region is forbidden to the pirate.) If - * game.prop(TROLL)=1, he's crossed since paying, so step out - * and block him. (standard travel entries check for - * game.prop(TROLL)=0.) Special stuff for bear. */ - if (game.prop[TROLL] == 1) { - PSPEAK(TROLL,1); - game.prop[TROLL]=0; - MOVE(TROLL2,0); - MOVE(TROLL2+NOBJECTS,0); - MOVE(TROLL,PLAC[TROLL]); - MOVE(TROLL+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - game.newloc=game.loc; - return true; - } else { - game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; - if (game.prop[TROLL] == 0)game.prop[TROLL]=1; - if (!TOTING(BEAR)) return true; - RSPEAK(162); - game.prop[CHASM]=1; - game.prop[TROLL]=2; - DROP(BEAR,game.newloc); - game.fixed[BEAR]= -1; - game.prop[BEAR]=3; - game.oldlc2=game.newloc; - croak(cmdin); - return false; - } - } - BUG(20); - } - RSPEAK(game.newloc-500); - game.newloc=game.loc; + (false); + /* FIXME: Arithmetic on location number, becoming a message number */ + RSPEAK(game.newloc - 500); + game.newloc = game.loc; return true; } -static bool do_command(FILE *cmdin) +static bool closecheck(void) +/* 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 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 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 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 numbers + * to suppress the object descriptions until he's actually moved the + * objects. */ { - long KQ, VERB, KK, V1, V2; - long obj, i; - static long IGO = 0; - enum speechpart part; - - /* Can't leave cave once it's closing (except by main office). */ - if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { - RSPEAK(130); - game.newloc=game.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 (dwarves rooted in - * place) let him get out (and attacked). */ - if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) { - for (i=1; i<=NDWARVES-1; i++) { - if (game.odloc[i] == game.newloc && game.dseen[i]) { - game.newloc=game.loc; - RSPEAK(2); - break; - } - } - } - game.loc=game.newloc; - - if (!dwarfmove()) - croak(cmdin); - - /* Describe the current location and (maybe) get next command. */ - - /* Print text for current loc. */ - -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)) { - /* The easiest way to get killed is to fall into a pit in - * pitch darkness. */ - if (game.wzdark && PCT(35)) { - RSPEAK(23); - game.oldlc2 = game.loc; - croak(cmdin); - goto L2000; - } - KK=RTEXT[16]; - } - if (TOTING(BEAR))RSPEAK(141); - SPEAK(KK); - K=1; - if (FORCED(game.loc)) - goto L8; - if (game.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 case; once seen, its - * game.prop is 1 (dragon on it) till dragon is killed. - * Similarly for chain; game.prop is initially 1 (locked to - * bear). These hacks are because game.prop=0 is needed to - * get full score. */ - - if (DARK(0)) goto L2012; - ++game.abbrev[game.loc]; - 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; - if (game.closed) goto L2008; - game.prop[obj]=0; - if (obj == RUG || obj == CHAIN)game.prop[obj]=1; - --game.tally; -/* 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; - * things like killing the bird before the snake was gone (can never see - * jewelry), and doing it "right" was hopeless. E.G., could cross troll - * bridge several times, using up all available treasures, breaking vase, - * using coins to buy batteries, etc., and eventually never be able to get - * across again. If bottle were left on far side, could then never get eggs - * or trident, and the effects propagate. So the whole thing was flushed. - * anyone who makes such a gross blunder isn't likely to find everything - * else anyway (so goes the rationalisation). */ -L2006: KK=game.prop[obj]; - if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1; - PSPEAK(obj,KK); -L2008: i=game.link[i]; - goto L2004; + if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) + --game.clock1; + + /* 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 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 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. */ + if (game.clock1 == 0) { + game.prop[GRATE] = 0; + game.prop[FISSURE] = 0; + for (int i = 1; i <= NDWARVES; i++) { + game.dseen[i] = false; + game.dloc[i] = 0; + } + MOVE(TROLL, 0); + MOVE(TROLL + NOBJECTS, 0); + MOVE(TROLL2, PLAC[TROLL]); + MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]); + JUGGLE(CHASM); + if (game.prop[BEAR] != 3)DESTROY(BEAR); + game.prop[CHAIN] = 0; + game.fixed[CHAIN] = 0; + game.prop[AXE] = 0; + game.fixed[AXE] = 0; + RSPEAK(CAVE_CLOSING); + game.clock1 = -1; + game.closng = true; + return true; + } else if (game.clock1 < 0) + --game.clock2; + if (game.clock2 == 0) { + /* 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. */ + game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1); + game.prop[PLANT] = PUT(PLANT, LOC_NE, 0); + game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0); + OBJTXT[OYSTER] = 3; + game.prop[LAMP] = PUT(LAMP, LOC_NE, 0); + game.prop[ROD] = PUT(ROD, LOC_NE, 0); + game.prop[DWARF] = PUT(DWARF, LOC_NE, 0); + game.loc = LOC_NE; + game.oldloc = LOC_NE; + game.newloc = LOC_NE; + /* Leave the grate with normal (non-negative) property. + * Reuse sign. */ + PUT(GRATE, LOC_SW, 0); + PUT(SIGN, LOC_SW, 0); + ++OBJTXT[SIGN]; + game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1); + game.prop[BIRD] = PUT(BIRD, LOC_SW, 1); + game.prop[CAGE] = PUT(CAGE, LOC_SW, 0); + game.prop[ROD2] = PUT(ROD2, LOC_SW, 0); + game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0); + + game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0); + game.fixed[MIRROR] = LOC_SW; + + for (int i = 1; i <= NOBJECTS; i++) { + if (TOTING(i)) + DESTROY(i); + } + + RSPEAK(CAVE_CLOSED); + game.closed = true; + return true; + } -L2009: K=54; -L2010: SPK=K; -L2011: RSPEAK(SPK); + return false; +} -L2012: VERB=0; - game.oldobj=obj; - obj=0; +static void lampcheck(void) +/* Check game limit and lamp timers */ +{ + if (game.prop[LAMP] == 1) + --game.limit; + + /* 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. First following ar, if the lamp and fresh batteries are + * here, in which case we replace the batteries and continue. + * Second is for other cases of lamp dying. 12400 is when it + * goes out. Even then, he can explore outside for a while + * if desired. */ + if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) { + RSPEAK(REPLACE_BATTERIES); + game.prop[BATTERY] = 1; + if (TOTING(BATTERY)) + DROP(BATTERY, game.loc); + game.limit += BATTERYLIFE; + game.lmwarn = false; + } else if (game.limit == 0) { + game.limit = -1; + game.prop[LAMP] = 0; + if (HERE(LAMP)) + RSPEAK(LAMP_OUT); + } else if (game.limit <= WARNTIME) { + if (!game.lmwarn && HERE(LAMP)) { + game.lmwarn = true; + int spk = GET_BATTERIES; + if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM; + if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES; + RSPEAK(spk); + } + } +} -/* Check if this loc is eligible for any hints. If been here long enough, - * branch to help section (on later page). Hints all come back here eventually - * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes). - */ -L2600: if (COND[game.loc] >= game.conds) { - for (int hint=1; hint<=HNTMAX; hint++) { - if (game.hinted[hint]) - continue; - if (!CNDBIT(game.loc,hint+10)) - game.hintlc[hint]= -1; - ++game.hintlc[hint]; - if (game.hintlc[hint] >= HINTS[hint][1]) - dohint(cmdin, hint); - } - } - - /* If closing time, check for any objects being toted with - * game.prop < 0 and set the prop to -1-game.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). */ -L2603: if (game.closed) { - if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) - PSPEAK(OYSTER,1); - for (i=1; i<=NOBJECTS; i++) { - if (TOTING(i) && game.prop[i] < 0) - game.prop[i] = -1-game.prop[i]; - } - } - game.wzdark=DARK(0); - if (game.knfloc > 0 && game.knfloc != game.loc) - game.knfloc=0; +static void listobjects(void) +/* Print out descriptions of objects at this location. If + * not closing and property value is negative, tally off + * another treasure. Rug is special case; once seen, its + * game.prop is 1 (dragon on it) till dragon is killed. + * Similarly for chain; game.prop is initially 1 (locked to + * bear). These hacks are because game.prop=0 is needed to + * get full score. */ +{ + if (!DARK(game.loc)) { + ++game.abbrev[game.loc]; + for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) { + long obj = i; + if (obj > NOBJECTS)obj = obj - NOBJECTS; + if (obj == STEPS && TOTING(NUGGET)) + continue; + if (game.prop[obj] < 0) { + if (game.closed) + continue; + game.prop[obj] = 0; + if (obj == RUG || obj == CHAIN) + game.prop[obj] = 1; + --game.tally; + /* 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; things + * like killing the bird before the snake was gone (can never + * see jewelry), and doing it "right" was hopeless. E.G., + * could cross troll bridge several times, using up all + * available treasures, breaking vase, using coins to buy + * batteries, etc., and eventually never be able to get + * across again. If bottle were left on far side, could then + * never get eggs or trident, and the effects propagate. So + * the whole thing was flushed. anyone who makes such a + * gross blunder isn't likely to find everything else anyway + * (so goes the rationalisation). */ + } + int kk = game.prop[obj]; + if (obj == STEPS && game.loc == game.fixed[STEPS]) + kk = 1; + PSPEAK(obj, kk); + } + } +} - /* This is where we get a new command from the user */ - if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X)) - return false; +static bool do_command(FILE *cmdin) +/* Get and execute a command */ +{ + long verb = 0, V1, V2; + long kmod, defn; + static long igo = 0; + static long obj = 0; + enum speechpart part; + + /* Can't leave cave once it's closing (except by main office). */ + if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { + RSPEAK(EXIT_CLOSED); + game.newloc = game.loc; + if (!game.panic)game.clock2 = PANICTIME; + game.panic = true; + } - /* 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: game.foobar=(game.foobar>0 ? -game.foobar : 0); - ++game.turns; - if (game.turns == game.thresh) { - SPEAK(TTEXT[game.trndex]); - game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; - ++game.trndex; - game.thresh = -1; - if (game.trndex <= TRNVLS) - game.thresh=MOD(TRNVAL[game.trndex],100000)+1; - } - if (VERB == SAY && WD2 > 0)VERB=0; - if (VERB == SAY) goto L4090; - if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) - --game.clock1; - if (game.clock1 == 0) goto L10000; - if (game.clock1 < 0) - --game.clock2; - if (game.clock2 == 0) goto L11000; - if (game.prop[LAMP] == 1) - --game.limit; - 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; - if (LIQLOC(game.loc) == WATER)K=70; - V1=VOCAB(WD1,-1); - V2=VOCAB(WD2,-1); - if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010; - if (V1 == ENTER && WD2 > 0) goto L2800; - if ((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 != - 1000+DOOR)) goto L2610; - {long x = V2-1000; if (AT(x))WD2=MAKEWD(16152118);} -L2610: if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD)) - WD1=MAKEWD(301200308); -L2620: if (WD1 == MAKEWD(23051920)) { - ++game.iwest; - if (game.iwest == 10)RSPEAK(17); - } - if (WD1 == MAKEWD( 715) && WD2 != 0) { - if (++IGO == 10) - RSPEAK(276); - } -L2630: - i=VOCAB(WD1,-1); - if (i == -1) - goto L3000; - 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); + /* 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). */ + if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) { + for (size_t i = 1; i <= NDWARVES - 1; i++) { + if (game.odloc[i] == game.newloc && game.dseen[i]) { + game.newloc = game.loc; + RSPEAK(DWARF_BLOCK); + break; + } + } + } + game.loc = game.newloc; - /* Get second word for analysis. */ -L2800: WD1=WD2; - WD1X=WD2X; - WD2=0; - goto L2620; + if (!dwarfmove()) + croak(); - /* Gee, I don't understand. */ -L3000: SETPRM(1,WD1,WD1X); - if (fallback_handler(rawbuf)) - return true; - RSPEAK(254); - goto L2600; + /* Describe the current location and (maybe) get next command. */ -/* Verb and object analysis moved to separate module. */ + for (;;) { + if (game.loc == 0) + croak(); + const char* msg = locations[game.loc].description.small; + if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0) + msg = locations[game.loc].description.big; + if (!FORCED(game.loc) && DARK(game.loc)) { + /* The easiest way to get killed is to fall into a pit in + * pitch darkness. */ + if (game.wzdark && PCT(35)) { + RSPEAK(PIT_FALL); + game.oldlc2 = game.loc; + croak(); + continue; /* back to top of main interpreter loop */ + } + msg = arbitrary_messages[PITCH_DARK]; + } + if (TOTING(BEAR))RSPEAK(TAME_BEAR); + speak(msg); + if (FORCED(game.loc)) { + if (playermove(verb, 1)) + return true; + else + continue; /* back to top of main interpreter loop */ + } + if (game.loc == LOC_Y2 && PCT(25) && !game.closng) + RSPEAK(SAYS_PLUGH); + + listobjects(); + +L2012: + verb = 0; + game.oldobj = obj; + obj = 0; + +L2600: + checkhints(); + + /* If closing time, check for any objects being toted with + * game.prop < 0 and set the prop to -1-game.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). */ + if (game.closed) { + if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) + PSPEAK(OYSTER, 1); + for (size_t i = 1; i <= NOBJECTS; i++) { + if (TOTING(i) && game.prop[i] < 0) + game.prop[i] = -1 - game.prop[i]; + } + } + game.wzdark = DARK(game.loc); + if (game.knfloc > 0 && game.knfloc != game.loc) + game.knfloc = 0; + + /* This is where we get a new command from the user */ + if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X)) + return false; + + /* 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: + game.foobar = (game.foobar > 0 ? -game.foobar : 0); + ++game.turns; + if (game.turns == game.thresh) { + speak(turn_threshold_messages[game.trndex]); + game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000; + ++game.trndex; + game.thresh = -1; + if (game.trndex <= TRNVLS) + game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1; + } + if (verb == SAY && WD2 > 0) + verb = 0; + if (verb == SAY) { + part = transitive; + goto Laction; + } + if (closecheck()) { + if (game.closed) + return true; + } else + lampcheck(); + + V1 = VOCAB(WD1, -1); + V2 = VOCAB(WD2, -1); + if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) { + if (LIQLOC(game.loc) == WATER) { + RSPEAK(FEET_WET); + } else { + RSPEAK(WHERE_QUERY); + } + goto L2012; + } + if (V1 == ENTER && WD2 > 0) { + WD1 = WD2; + WD1X = WD2X; + WD2 = 0; + } else { + if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) || + (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) { + if (AT(V2 - 1000)) + WD2 = MAKEWD(16152118); + } + if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD)) + WD1 = MAKEWD(301200308); + } +L2620: + if (WD1 == MAKEWD(23051920)) { + ++game.iwest; + if (game.iwest == 10) + RSPEAK(W_IS_WEST); + } + if (WD1 == MAKEWD( 715) && WD2 != 0) { + if (++igo == 10) + RSPEAK(GO_UNNEEDED); + } +Lookup: + defn = VOCAB(WD1, -1); + if (defn == -1) { + /* Gee, I don't understand. */ + if (fallback_handler(rawbuf)) + continue; + SETPRM(1, WD1, WD1X); + RSPEAK(DONT_KNOW); + goto L2600; + } + kmod = MOD(defn, 1000); + switch (defn / 1000) { + case 0: + if (playermove(verb, kmod)) + return true; + else + continue; /* back to top of main interpreter loop */ + case 1: + part = unknown; + obj = kmod; + break; + case 2: + part = intransitive; + verb = kmod; + break; + case 3: + RSPEAK(kmod); + goto L2012; + default: + BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); + } -L4000: part=intransitive; VERB=K; goto Laction; -L4090: part=transitive; goto Laction; -L5000: part=unknown; obj = K; Laction: - switch (action(cmdin, part, VERB, obj)) { - case 2: return true; - case 8: goto L8; - case 2000: goto L2000; - case 2009: goto L2009; - case 2010: goto L2010; - case 2011: goto L2011; - case 2012: goto L2012; - case 2600: goto L2600; - case 2607: goto L2607; - case 2630: goto L2630; - case 2800: goto L2800; - case 8000: goto L8000; - case 18999: goto L18999; - case 19000: goto L19000; - } - BUG(99); - - /* Random intransitive verbs come here. Clear obj just in case - * (see attack()). */ -L8000: SETPRM(1,WD1,WD1X); - RSPEAK(257); - obj=0; - goto L2600; - - - /* Figure out the new location */ -L8: if (playermove(cmdin, VERB)) - return true; - else - goto L2000; - -/* Cave closing and scoring */ - -/* 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 - * 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 - * 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 - * 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 - * 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 - * 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 - * 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: game.prop[GRATE]=0; - game.prop[FISSUR]=0; - 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]); - MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - if (game.prop[BEAR] != 3)DSTROY(BEAR); - game.prop[CHAIN]=0; - game.fixed[CHAIN]=0; - game.prop[AXE]=0; - game.fixed[AXE]=0; - RSPEAK(129); - 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. */ - -L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); - game.prop[PLANT]=PUT(PLANT,115,0); - game.prop[OYSTER]=PUT(OYSTER,115,0); - OBJTXT[OYSTER]=3; - game.prop[LAMP]=PUT(LAMP,115,0); - game.prop[ROD]=PUT(ROD,115,0); - game.prop[DWARF]=PUT(DWARF,115,0); - game.loc=115; - game.oldloc=115; - game.newloc=115; - -/* Leave the grate with normal (non-negative) property. Reuse sign. */ - - PUT(GRATE,116,0); - PUT(SIGN,116,0); - ++OBJTXT[SIGN]; - game.prop[SNAKE]=PUT(SNAKE,116,1); - game.prop[BIRD]=PUT(BIRD,116,1); - game.prop[CAGE]=PUT(CAGE,116,0); - game.prop[ROD2]=PUT(ROD2,116,0); - game.prop[PILLOW]=PUT(PILLOW,116,0); - - game.prop[MIRROR]=PUT(MIRROR,115,0); - game.fixed[MIRROR]=116; - - for (int i=1; i<=NOBJECTS; i++) { - if (TOTING(i)) - DSTROY(i); - } - - RSPEAK(132); - game.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 - * and fresh batteries are here, in which case we replace the batteries and - * continue. 12200 is for other cases of lamp dying. 12400 is when it goes - * out. Even then, he can explore outside for a while if desired. */ - -L12000: RSPEAK(188); - game.prop[BATTER]=1; - if (TOTING(BATTER))DROP(BATTER,game.loc); - game.limit=game.limit+2500; - game.lmwarn=false; - goto L19999; - -L12200: if (game.lmwarn || !HERE(LAMP)) goto L19999; - game.lmwarn=true; - SPK=187; - if (game.place[BATTER] == 0)SPK=183; - if (game.prop[BATTER] == 1)SPK=189; - RSPEAK(SPK); - goto L19999; - -L12400: game.limit= -1; - game.prop[LAMP]=0; - if (HERE(LAMP))RSPEAK(184); - goto L19999; - -/* Oh dear, he's disturbed the dwarves. */ - -L18999: RSPEAK(SPK); -L19000: RSPEAK(136); - score(0); - return true; + switch (action(cmdin, part, verb, obj)) { + case GO_TERMINATE: + return true; + case GO_MOVE: + playermove(verb, NUL); + return true; + case GO_TOP: + continue; /* back to top of main interpreter loop */ + case GO_CLEAROBJ: + goto L2012; + case GO_CHECKHINT: + goto L2600; + case GO_CHECKFOO: + goto L2607; + case GO_LOOKUP: + goto Lookup; + case GO_WORD2: + /* Get second word for analysis. */ + WD1 = WD2; + WD1X = WD2X; + WD2 = 0; + goto L2620; + case GO_UNKNOWN: + /* Random intransitive verbs come here. Clear obj just in case + * (see attack()). */ + SETPRM(1, WD1, WD1X); + RSPEAK(DO_WHAT); + obj = 0; + goto L2600; + case GO_DWARFWAKE: + /* Oh dear, he's disturbed the dwarves. */ + RSPEAK(DWARVES_AWAKEN); + terminate(endgame); + default: + BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); + } + } } + +/* end */