X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=7a179212619ba34b306182894dde4205a0032cb9;hp=a6fea59070fffdc6d5e3cc6ec759862f3b61ae46;hb=18a9be501ff8f0c57c5d540d0f5cd080c0438cd0;hpb=300d2461799808a5acb8f6f4a866325c0e50d996 diff --git a/main.c b/main.c index a6fea59..7a17921 100644 --- a/main.c +++ b/main.c @@ -27,20 +27,20 @@ struct game_t game; -long LNLENG, LNPOSN, PARMS[MAXPARMS+1]; -char rawbuf[LINESIZE], INLINE[LINESIZE+1]; +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 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; @@ -48,15 +48,12 @@ bool oldstyle = false; bool editline = true; bool prompt = true; -extern void initialise(); -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); } @@ -69,7 +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 *); @@ -77,35 +74,59 @@ static bool do_command(FILE *); int main(int argc, char *argv[]) { int ch; - -/* Options. */ - while ((ch = getopt(argc, argv, "l:or:s")) != 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; - 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; - case 's': - editline = false; - 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); @@ -133,27 +154,27 @@ int main(int argc, char *argv[]) initialise(); /* Start-up, dwarf stuff */ - game.zzword=RNDVOC(3,0); + game.zzword = RNDVOC(3, 0); game.newloc = LOC_START; game.loc = LOC_START; - game.limit=330; - if (!rfp){ - game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,NO_MESSAGE); - if (game.novice)game.limit=1000; + 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 until EOF or interrupt */ for (;;) { - if (!do_command(stdin)) - break; + if (!do_command(stdin)) + break; } /* show score and exit */ - score(quitgame); + terminate(quitgame); } static bool fallback_handler(char *buf) @@ -161,13 +182,13 @@ 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; } @@ -177,101 +198,99 @@ static bool fallback_handler(char *buf) * all come back here eventually to finish the loop. Ignore * "HINTS" < 4 (special stuff, see database notes). */ -static void checkhints(FILE *cmdin) +static void checkhints(void) { 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; + 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[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; - } - - /* Fall through to hint display */ - game.hintlc[hint]=0; - if (!YES(cmdin,HINTS[hint][3],NO_MESSAGE,OK_MAN)) - return; - SETPRM(1,HINTS[hint][2],HINTS[hint][2]); - RSPEAK(HINT_COST); - game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],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[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]; + } + } } } -bool spotted_by_pirate(int i) +static bool spotted_by_pirate(int i) { - if (i != PIRATE) - return false; + 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 @@ -280,51 +299,51 @@ bool spotted_by_pirate(int i) * 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; + return true; + int snarfed = 0; bool movechest = false, robplayer = false; - 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])) { - continue; - } - if (TOTING(j) || HERE(j)) - ++snarfed; - if (TOTING(j)) { - movechest = true; - robplayer = true; - } + 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; + } } /* 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; + 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; + 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); + /* 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 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); - } - } + 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; @@ -349,36 +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,NOARRR)) - 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,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; + 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, @@ -387,82 +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++) { - 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; - } + 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(DWARF_PACK+1/game.dtotal); /* FIXME: Arithmetic on message number */ + 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); - int k=6; - if (attack > 1)k=THROWN_KNIVES; + 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 */ + 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 @@ -479,33 +498,32 @@ 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(DEATH_CLOSING); - score(endgame); - - } - /* FIXME: Arithmetic on message numbers */ - else if (game.numdie == MAXDIE || !YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN)) - score(endgame); + /* 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; + 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; } } @@ -517,202 +535,204 @@ static void croak(FILE *cmdin) * him, so we need game.oldlc2, which is the last place he was * safe.) */ -static bool playermove(FILE *cmdin, token_t verb, int motion) +static bool playermove(token_t verb, int motion) { - int scratchloc, k2, kk=KEY[game.loc]; - game.newloc=game.loc; + int scratchloc, k2, kk = KEY[game.loc]; + game.newloc = game.loc; if (kk == 0) - BUG(26); + BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); if (motion == NUL) - return true; + 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; - } - } + /* 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; + 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; } /* ordinary travel */ for (;;) { - 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=NEreplace; - if (motion == 62 || motion == 65)spk=NOTHING_HAPPENS; - if (motion == 17)spk=WHICH_WAY; - 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; } - scratchloc=scratchloc/1000; + scratchloc = scratchloc / 1000; do { - /* - * (ESR) This special-travel loop may have to be repeated if it includes - * the plover passage. Same deal for any future cases wgerw we beed to - * block travel and then redo it once the blocking condition has been - * removed. - */ - 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(25); - ++kk; - game.newloc=labs(TRAVEL[kk])/1000; - } while - (game.newloc == scratchloc); - scratchloc=game.newloc; - } + /* + * (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=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 == 0 || (game.holdng == 1 && TOTING(EMRALD))) - return true; - 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(EMRALD,game.loc); - do { - if (TRAVEL[kk] < 0)BUG(25); - ++kk; - game.newloc=labs(TRAVEL[kk])/1000; - } while - (game.newloc == scratchloc); - continue; /* back to top of do/while loop */ - 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(cmdin); - return false; - } - } - BUG(20); - } + 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 - (false); + (false); /* FIXME: Arithmetic on location number, becoming a message number */ - RSPEAK(game.newloc-500); - game.newloc=game.loc; + RSPEAK(game.newloc - 500); + game.newloc = game.loc; return true; } @@ -738,7 +758,7 @@ static bool closecheck(void) * objects. */ { if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) - --game.clock1; + --game.clock1; /* When the first warning comes, we lock the grate, destroy * the bridge, kill all the dwarves (and the pirate), remove @@ -753,78 +773,77 @@ static bool closecheck(void) * 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[FISSUR]=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; + 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; + --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); + /* 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; + 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); - } + for (int i = 1; i <= NOBJECTS; i++) { + if (TOTING(i)) + DESTROY(i); + } - RSPEAK(CAVE_CLOSED); - game.closed=true; - return true; + RSPEAK(CAVE_CLOSED); + game.closed = true; + return true; } return false; @@ -834,7 +853,7 @@ static void lampcheck(void) /* Check game limit and lamp timers */ { if (game.prop[LAMP] == 1) - --game.limit; + --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 @@ -843,27 +862,26 @@ static void lampcheck(void) * 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(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) - { - RSPEAK(REPLACE_BATTERIES); - game.prop[BATTER]=1; - if (TOTING(BATTER)) - DROP(BATTER,game.loc); - game.limit=game.limit+2500; - game.lmwarn=false; + 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); + 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[BATTER] == NOWHERE)spk=LAMP_DIM; - if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES; - RSPEAK(spk); - } + 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); + } } } @@ -877,252 +895,266 @@ static void listobjects(void) * 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); - } + ++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); + } } } static bool do_command(FILE *cmdin) -/* Get and execute a command */ +/* Get and execute a command */ { - long kq, verb, V1, V2; - long i, k, kmod; + 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=15; - game.panic=true; + RSPEAK(EXIT_CLOSED); + game.newloc = game.loc; + if (!game.panic)game.clock2 = PANICTIME; + 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,NOARRR)) { - for (i=1; i<=NDWARVES-1; i++) { - if (game.odloc[i] == game.newloc && game.dseen[i]) { - game.newloc=game.loc; - RSPEAK(DWARF_BLOCK); - break; - } - } + 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; + game.loc = game.newloc; if (!dwarfmove()) - croak(cmdin); + croak(); /* Describe the current location and (maybe) get next command. */ for (;;) { - if (game.loc == 0) - croak(cmdin); - 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(cmdin); - continue; /* back to top of main interpreter loop */ - } - msg=arbitrary_messages[PITCH_DARK]; - } - if (TOTING(BEAR))RSPEAK(TAME_BEAR); - newspeak(msg); - if (FORCED(game.loc)) { - if (playermove(cmdin, verb, 1)) - return true; - else - continue; /* back to top of main interpreter loop */ - } - if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH); + 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(); + listobjects(); - L2012: - verb=0; - game.oldobj=obj; - obj=0; +L2012: + verb = 0; + game.oldobj = obj; + obj = 0; - L2600: - checkhints(cmdin); +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 (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; + /* 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; + /* 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) { - newspeak(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(); + /* 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(); - k=WHERE_QUERY; - if (LIQLOC(game.loc) == WATER)k=FEET_WET; - V1=VOCAB(WD1,-1); - V2=VOCAB(WD2,-1); - if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) { - RSPEAK(k); - 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); - } - L2630: - i=VOCAB(WD1,-1); - if (i == -1) { - /* Gee, I don't understand. */ - if (fallback_handler(rawbuf)) - continue; - SETPRM(1,WD1,WD1X); - RSPEAK(DONT_KNOW); - goto L2600; - } - kmod=MOD(i,1000); - kq=i/1000+1; - switch (kq-1) - { - case 0: - if (playermove(cmdin, 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(22); - } + 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); + } - Laction: - switch (action(cmdin, part, verb, obj)) { - case GO_TERMINATE: - return true; - case GO_MOVE: - playermove(cmdin, 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 L2630; - 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); - score(endgame); - return true; - default: - BUG(99); - } +Laction: + 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); + } } }