X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=7a179212619ba34b306182894dde4205a0032cb9;hp=e2c24e59847abc01b035fecc4432fd93da044e3e;hb=18a9be501ff8f0c57c5d540d0f5cd080c0438cd0;hpb=5ae76995d2e8d412f565481505e4c7bc37260bb1 diff --git a/main.c b/main.c index e2c24e5..7a17921 100644 --- a/main.c +++ b/main.c @@ -1,923 +1,1161 @@ /* + * 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 #include #include -#include "main.h" +#include +#include "advent.h" #include "database.h" -#include "misc.h" - -long ABB[186], ATLOC[186], BLKLIN = true, DFLAG, - DLOC[7], FIXED[101], HOLDNG, - LINK[201], LNLENG, LNPOSN, - PARMS[26], PLACE[101], - SETUP = 0; -signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; - -long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, - BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, - CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, - COINS, CONDS, DALTLC, DETAIL, - DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD, - GRATE, HINT, HINTED[21], HINTLC[21], - I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK, - KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL, - LMWARN, LOC, LOCK, LOOK, - MAGZIN, MAXDIE, MAXTRS, MESH = 123456789, - MESSAG, MIRROR, MXSCOR, - NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, - ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, - PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[101], PYRAM, - RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY, - SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK, - STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT, - TRNDEX, TRNLUZ, TROLL, TROLL2, - TURNS, URN, V1, V2, VASE, VEND, VERB, - VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X, - WZDARK = false, ZZWORD; -FILE *logfp; +#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, 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); - -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); } /* * MAIN PROGRAM + * + * Adventure (rev 2: 20 treasures) + * + * History: Original idea & 5-treasure version (adventures) by Willie Crowther + * 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 Adventure. */ static bool do_command(FILE *); -int main(int argc, char *argv[]) { - int ch; +int main(int argc, char *argv[]) +{ + int ch; + + /* 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); + + /* Logical variables: + * + * game.closed says whether we're all the way closed + * game.closng says whether it's closing time yet + * game.clshnt says whether he's read the clue in the endgame + * game.lmwarn says whether he's been warned about lamp going dim + * game.novice says whether he asked for instructions at start-up + * game.panic says whether he's found out he's trapped in the cave + * game.wzdark says whether the loc he's leaving was dark */ + + /* Initialize our LCG PRNG with parameters tested against + * Knuth vol. 2. by the original authors */ + 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 */ + initialise(); + + /* Start-up, dwarf stuff */ + 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); + } -/* Adventure (rev 2: 20 treasures) */ + if (logfp) + fprintf(logfp, "seed %ld\n", seedval); -/* History: Original idea & 5-treasure version (adventures) by Willie Crowther - * 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 */ - - -/* 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; - } - } - -/* Logical variables: - * - * CLOSED says whether we're all the way closed - * CLOSNG says whether it's closing time yet - * CLSHNT says whether he's read the clue in the endgame - * LMWARN says whether he's been warned about lamp going dim - * NOVICE says whether he asked for instructions at start-up - * PANIC says whether he's found out he's trapped in the cave - * WZDARK says whether the loc he's leaving was dark */ - -#include "funcs.h" - -/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */ - - lcgstate.a = 1093; - lcgstate.c = 221587; - lcgstate.m = 1048576; - long seedval = (long)time(NULL); - set_seed(seedval); - -/* Read the database if we have not yet done so */ - - MAP2[1] = 0; - if(!SETUP)initialise(); - if(SETUP > 0) goto L1; - -/* Unlike earlier versions, adventure is no longer restartable. (This - * lets us get away with modifying things such as OBJSND(BIRD) without - * 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. */ - - RSPEAK(201); - exit(0); - -/* Start-up, dwarf stuff */ - -L1: SETUP= -1; - I=0; - ZZWORD=RNDVOC(3,0)+MESH*2; - NOVICE=YES(stdin, 65,1,0); - NEWLOC=1; - LOC=1; - LIMIT=330; - if(NOVICE)LIMIT=1000; - - if (logfp) - fprintf(logfp, "seed %ld\n", seedval); - - for (;;) { - if (!do_command(stdin)) - break; - } - score(1); + /* interpret commands until EOF or interrupt */ + for (;;) { + if (!do_command(stdin)) + break; + } + /* show score and exit */ + terminate(quitgame); } -static bool fallback_handler(signed char *buf) +static bool fallback_handler(char *buf) /* fallback handler for commands not handled by FORTRANish parser */ { long sv; if (sscanf(buf, "seed %ld", &sv) == 1) { - set_seed(sv); - printf("Seed set to %ld\n", sv); - // here we reconfigure any global game state that uses random numbers - ZZWORD=RNDVOC(3,0)+MESH*2; - 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 bool do_command(FILE *cmdin) { - -/* Can't leave cave once it's closing (except by main office). */ - - if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; - RSPEAK(130); - NEWLOC=LOC; - if(!PANIC)CLOCK2=15; - PANIC=true; - -/* See if a dwarf has seen him and has come from where he wants to go. If so, - * the dwarf's blocking his way. If coming from place forbidden to pirate - * (dwarves rooted in place) let him get out (and attacked). */ - -L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; - /* 73 */ for (I=1; I<=5; I++) { - if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73; - NEWLOC=LOC; - RSPEAK(2); - goto L74; -L73: /*etc*/ ; - } /* end loop */ -L74: LOC=NEWLOC; - -/* Dwarf stuff. See earlier comments for description of variables. Remember - * sixth dwarf is pirate and is thus very different except for motion rules. */ - -/* First off, don't let the dwarves follow him into a pit or a wall. Activate - * the whole mess the first time he gets as far as the hall of mists (loc 15). - * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll - * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and - * dwarves can't meet the bear. Also means dwarves won't follow him into dead - * end in maze, but c'est la vie. They'll wait for him outside the dead end. */ - - if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000; - if(DFLAG != 0) goto L6000; - if(INDEEP(LOC))DFLAG=1; - goto L2000; - -/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If - * any of the survivors is at loc, replace him with the alternate. */ - -L6000: if(DFLAG != 1) goto L6010; - if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; - DFLAG=2; - for (I=1; I<=2; I++) { - J=1+randrange(5); - if(PCT(50))DLOC[J]=0; - } /* end loop */ - for (I=1; I<=5; I++) { - if(DLOC[I] == LOC)DLOC[I]=DALTLC; - ODLOC[I]=DLOC[I]; - } /* end loop */ - RSPEAK(3); - DROP(AXE,LOC); - goto L2000; - -/* Things are in full swing. Move each dwarf at random, except if he's seen us - * he sticks with us. Dwarves stay deep inside. If wandering at random, - * they don't back up unless there's no alternative. If they don't have to - * move, they attack. And, of course, dead dwarves don't do much of anything. */ - -L6010: DTOTAL=0; - ATTACK=0; - STICK=0; - /* 6030 */ for (I=1; I<=6; I++) { - if(DLOC[I] == 0) goto L6030; -/* Fill TK array with all the places this dwarf might go. */ - J=1; - KK=DLOC[I]; - KK=KEY[KK]; - if(KK == 0) goto L6016; -L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000); - {long x = J-1; - if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 && - NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] || - FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) || - IABS(TRAVEL[KK])/1000000 == 100) goto L6014;} - TK[J]=NEWLOC; - J=J+1; -L6014: KK=KK+1; - {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} -L6016: TK[J]=ODLOC[I]; - if(J >= 2)J=J-1; - J=1+randrange(J); - ODLOC[I]=DLOC[I]; - DLOC[I]=TK[J]; - DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); - if(!DSEEN[I]) goto L6030; - DLOC[I]=LOC; - if(I != 6) goto L6027; - -/* 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 PLACE(CHEST)=0 might mean that he's - * thrown it to the troll, but in that case he's seen the chest (PROP=0). */ - - if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030; - K=0; - /* 6020 */ for (J=50; J<=MAXTRS; J++) { -/* Pirate won't take pyramid from plover room or dark room (too easy!). */ - if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020; - if(TOTING(J)) goto L6021; -L6020: if(HERE(J))K=1; - } /* end loop */ - if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP] - == 1) goto L6025; - if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127); - goto L6030; - -L6021: if(PLACE[CHEST] != 0) goto L6022; -/* Install chest only once, to insure it is the last treasure in the list. */ - MOVE(CHEST,CHLOC); - MOVE(MESSAG,CHLOC2); -L6022: RSPEAK(128); - /* 6023 */ for (J=50; J<=MAXTRS; J++) { - if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023; - if(AT(J) && FIXED[J] == 0)CARRY(J,LOC); - if(TOTING(J))DROP(J,CHLOC); -L6023: /*etc*/ ; - } /* end loop */ -L6024: DLOC[6]=CHLOC; - ODLOC[6]=CHLOC; - DSEEN[6]=false; - goto L6030; - -L6025: RSPEAK(186); - MOVE(CHEST,CHLOC); - MOVE(MESSAG,CHLOC2); - goto L6024; - -/* This threatening little dwarf is in the room with him! */ - -L6027: DTOTAL=DTOTAL+1; - if(ODLOC[I] != DLOC[I]) goto L6030; - ATTACK=ATTACK+1; - if(KNFLOC >= 0)KNFLOC=LOC; - if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1; -L6030: /*etc*/ ; - } /* end loop */ - -/* 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(DTOTAL == 0) goto L2000; - SETPRM(1,DTOTAL,0); - RSPEAK(4+1/DTOTAL); - if(ATTACK == 0) goto L2000; - if(DFLAG == 2)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)); - if(STICK == 0) goto L2000; - OLDLC2=LOC; - goto L99; - - - - - - -/* Describe the current location and (maybe) get next command. */ - -/* Print text for current loc. */ - -L2000: if(LOC == 0) goto L99; - KK=STEXT[LOC]; - if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC]; - if(FORCED(LOC) || !DARK(0)) goto L2001; - if(WZDARK && PCT(35)) goto L90; - KK=RTEXT[16]; -L2001: if(TOTING(BEAR))RSPEAK(141); - SPEAK(KK); - K=1; - if(FORCED(LOC)) goto L8; - if(LOC == 33 && PCT(25) && !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 PROP is 1 (dragon on it) till dragon is killed. - * Similarly for chain; PROP is initially 1 (locked to bear). These hacks - * are because PROP=0 is needed to get full score. */ - - if(DARK(0)) goto L2012; - ABB[LOC]=ABB[LOC]+1; - I=ATLOC[LOC]; -L2004: if(I == 0) goto L2012; - OBJ=I; - if(OBJ > 100)OBJ=OBJ-100; - if(OBJ == STEPS && TOTING(NUGGET)) goto L2008; - if(PROP[OBJ] >= 0) goto L2006; - if(CLOSED) goto L2008; - PROP[OBJ]=0; - if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; - TALLY=TALLY-1; -/* Note: There used to be a test here to see whether the player had blown it - * so badly that he could never ever see the remaining treasures, and if so - * the lamp was zapped to 35 turns. But the tests were too simple-minded; - * 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=PROP[OBJ]; - if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1; - PSPEAK(OBJ,KK); -L2008: I=LINK[I]; - goto L2004; - -L2009: K=54; -L2010: SPK=K; -L2011: RSPEAK(SPK); - -L2012: VERB=0; - OLDOBJ=OBJ; - OBJ=0; - -/* 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[LOC] < CONDS) goto L2603; - /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) { - if(HINTED[HINT]) goto L2602; - if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1; - HINTLC[HINT]=HINTLC[HINT]+1; - if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000; -L2602: /*etc*/ ; - } /* end loop */ - -/* Kick the random number generator just to add variety to the chase. Also, - * if closing time, check for any objects being toted with PROP < 0 and set - * the prop to -1-PROP. This way objects won't be described until they've - * been picked up and put down separate from their respective piles. Don't - * tick CLOCK1 unless well into cave (and not at Y2). */ - -L2603: if(!CLOSED) goto L2605; - if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); - for (I=1; I<=100; I++) { - if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; - } /* end loop */ -L2605: WZDARK=DARK(0); - if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0; - I=0; - if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) - return false; - -/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos, - * make neg. If neg, he skipped a word, so make it zero. */ - -L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0); - TURNS=TURNS+1; - if(TURNS != THRESH) goto L2608; - SPEAK(TTEXT[TRNDEX]); - TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000; - TRNDEX=TRNDEX+1; - THRESH= -1; - if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1; -L2608: if(VERB == SAY && WD2 > 0)VERB=0; - if(VERB == SAY) goto L4090; - if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1; - if(CLOCK1 == 0) goto L10000; - if(CLOCK1 < 0)CLOCK2=CLOCK2-1; - if(CLOCK2 == 0) goto L11000; - if(PROP[LAMP] == 1)LIMIT=LIMIT-1; - if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto - L12000; - if(LIMIT == 0) goto L12400; - if(LIMIT <= 30) goto L12200; -L19999: K=43; - if(LIQLOC(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)) goto L2625; - IWEST=IWEST+1; - if(IWEST == 10)RSPEAK(17); -L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630; - IGO=IGO+1; - if(IGO == 10)RSPEAK(276); -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); - -/* Get second word for analysis. */ - -L2800: WD1=WD2; - WD1X=WD2X; - WD2=0; - goto L2620; - -/* Gee, I don't understand. */ - -L3000: SETPRM(1,WD1,WD1X); - if (fallback_handler(rawbuf)) - return true; - RSPEAK(254); - goto L2600; - -/* Verb and object analysis moved to separate module. */ - -L4000: I=4000; goto Laction; -L4090: I=4090; goto Laction; -L5000: I=5000; -Laction: - switch (action(cmdin, I)) { - 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 - * - * Given the current location in "LOC", and a motion verb number in "K", put - * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case - * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he - * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed - * him, so we need OLDLC2, which is the last place he was safe.) */ - -L8: KK=KEY[LOC]; - NEWLOC=LOC; - if(KK == 0)BUG(26); - if(K == NUL) return true; - if(K == BACK) goto L20; - if(K == LOOK) goto L30; - if(K == CAVE) goto L40; - OLDLC2=OLDLOC; - OLDLOC=LOC; - -L9: LL=IABS(TRAVEL[KK]); - if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; - if(TRAVEL[KK] < 0) goto L50; - KK=KK+1; - goto L9; - -L10: LL=LL/1000; -L11: NEWLOC=LL/1000; - K=MOD(NEWLOC,100); - if(NEWLOC <= 300) goto L13; - if(PROP[K] != NEWLOC/100-3) goto L16; -L12: if(TRAVEL[KK] < 0)BUG(25); - KK=KK+1; - NEWLOC=IABS(TRAVEL[KK])/1000; - if(NEWLOC == LL) goto L12; - LL=NEWLOC; - goto L11; - -L13: if(NEWLOC <= 100) goto L14; - if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16; - goto L12; - -L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12; -L16: NEWLOC=MOD(LL,1000); - if(NEWLOC <= 300) return true; - if(NEWLOC <= 500) goto L30000; - RSPEAK(NEWLOC-500); - NEWLOC=LOC; - return true; - -/* Special motions come here. Labelling convention: statement numbers NNNXX - * (XX=00-99) are used for special case number NNN (NNN=301-500). */ - -L30000: NEWLOC=NEWLOC-300; - switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto - L30300; } - BUG(20); - -/* 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". */ - -L30100: NEWLOC=99+100-LOC; - if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true; - NEWLOC=LOC; - RSPEAK(117); - return true; - -/* Travel 302. Plover transport. Drop the emerald (only use special travel if - * toting it), so he's forced to use the plover-passage to get it out. Having - * dropped it, go back and pretend he wasn't carrying it after all. */ - -L30200: DROP(EMRALD,LOC); - goto L12; - -/* 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 - * PROP(TROLL)=1, he's crossed since paying, so step out and block him. - * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */ - -L30300: if(PROP[TROLL] != 1) goto L30310; - PSPEAK(TROLL,1); - PROP[TROLL]=0; - MOVE(TROLL2,0); - MOVE(TROLL2+100,0); - MOVE(TROLL,PLAC[TROLL]); - MOVE(TROLL+100,FIXD[TROLL]); - JUGGLE(CHASM); - NEWLOC=LOC; - return true; - -L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; - if(PROP[TROLL] == 0)PROP[TROLL]=1; - if(!TOTING(BEAR)) return true; - RSPEAK(162); - PROP[CHASM]=1; - PROP[TROLL]=2; - DROP(BEAR,NEWLOC); - FIXED[BEAR]= -1; - PROP[BEAR]=3; - OLDLC2=NEWLOC; - goto L99; - -/* End of specials. */ - -/* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2 - * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */ - -L20: K=OLDLOC; - if(FORCED(K))K=OLDLC2; - OLDLC2=OLDLOC; - OLDLOC=LOC; - K2=0; - if(K == LOC)K2=91; - if(CNDBIT(LOC,4))K2=274; - if(K2 == 0) goto L21; - RSPEAK(K2); - return true; - -L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000); - if(LL == K) goto L25; - if(LL > 300) goto L22; - J=KEY[LL]; - if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK; -L22: if(TRAVEL[KK] < 0) goto L23; - KK=KK+1; - goto L21; - -L23: KK=K2; - if(KK != 0) goto L25; - RSPEAK(140); - return true; - -L25: K=MOD(IABS(TRAVEL[KK]),1000); - KK=KEY[LOC]; - goto L9; - -/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now" - * be dark) so he won't fall into a pit while staring into the gloom. */ - -L30: if(DETAIL < 3)RSPEAK(15); - DETAIL=DETAIL+1; - WZDARK=false; - ABB[LOC]=0; - return true; - -/* Cave. Different messages depending on whether above ground. */ - -L40: K=58; - if(OUTSID(LOC) && LOC != 8)K=57; - RSPEAK(K); - return true; - -/* Non-applicable motion. Various messages depending on word given. */ - -L50: SPK=12; - if(K >= 43 && K <= 50)SPK=52; - if(K == 29 || K == 30)SPK=52; - if(K == 7 || K == 36 || K == 37)SPK=10; - if(K == 11 || K == 19)SPK=11; - if(VERB == FIND || VERB == INVENT)SPK=59; - if(K == 62 || K == 65)SPK=42; - if(K == 17)SPK=80; - RSPEAK(SPK); - return true; - -/* "You're dead, Jim." - * - * If the current loc is zero, it means the clown got himself killed. We'll - * allow this maxdie times. MAXDIE is automatically set based on the number of - * snide messages available. Each death results in a message (81, 83, etc.) - * which offers reincarnation; if accepted, this results in message 82, 84, - * etc. The last time, if he wants another chance, he gets a snide remark as - * we exit. When reincarnated, all objects being carried get dropped at OLDLC2 - * (presumably the last place prior to being killed) without change of props. - * the loop runs backwards to assure that the bird is dropped before the cage. - * (this kluge could be changed once we're sure all references to bird and cage - * are done by keywords.) The lamp is a special case (it wouldn't do to leave - * it in the cave). It is turned off and left outside the building (only if he - * was carrying it, of course). He himself is left inside the building (and - * heaven help him if he tries to xyzzy back into the cave without the lamp!). - * OLDLOC is zapped so he can't just "retreat". */ - -/* The easiest way to get killed is to fall into a pit in pitch darkness. */ - -L90: RSPEAK(23); - OLDLC2=LOC; - -/* Okay, he's dead. Let's get on with it. */ - -L99: if(CLOSNG) goto L95; - NUMDIE=NUMDIE+1; - if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0); - if(NUMDIE == MAXDIE) score(0); - PLACE[WATER]=0; - PLACE[OIL]=0; - if(TOTING(LAMP))PROP[LAMP]=0; - /* 98 */ for (J=1; J<=100; J++) { - I=101-J; - if(!TOTING(I)) goto L98; - K=OLDLC2; - if(I == LAMP)K=1; - DROP(I,K); -L98: /*etc*/ ; - } /* end loop */ - LOC=3; - OLDLOC=LOC; - goto L2000; - -/* He died during closing time. No resurrection. Tally up a death and exit. */ - -L95: RSPEAK(131); - NUMDIE=NUMDIE+1; - score(0); - - - - -/* Hints */ - -/* Come here if he's been long enough at required loc(s) for some unused hint. - * hint number is in variable "hint". Branch to quick test for additional - * conditions, then come back to do neat stuff. Goto 40010 if conditions are - * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero, - * 40030 to take no action yet. */ - -L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto - L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto - L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto - L40900; case 9: goto L41000; } -/* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE - * JADE */ - BUG(27); - -L40010: HINTLC[HINT]=0; - if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602; - SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); - RSPEAK(261); - HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54); - if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2]; -L40020: HINTLC[HINT]=0; -L40030: goto L2602; - -/* Now for the quick tests. See database description for one-line notes. */ - -L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010; - goto L40020; +/* 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) +{ + 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]; + } + } + } +} -L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010; - goto L40030; +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; + } + } + /* 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); + } + } + } -L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; - goto L40020; + return true; +} -L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG > - 1) goto L40010; - goto L40020; +static bool dwarfmove(void) +/* Dwarves move. Return true if player survives, false if he dies. */ +{ + int kk, stick, attack; + long tk[21]; + + /* Dwarf stuff. See earlier comments for description of + * variables. Remember sixth dwarf is pirate and is thus + * very different except for motion rules. */ + + /* First off, don't let the dwarves follow him into a pit or + * a wall. Activate the whole mess the first time he gets as + * far as the hall of mists (loc 15). If game.newloc is + * forbidden to pirate (in particular, if it's beyond the + * troll bridge), bypass dwarf stuff. That way pirate can't + * steal return toll, and dwarves can't meet the bear. Also + * means dwarves won't follow him into dead end in maze, but + * c'est la vie. They'll wait for him outside the dead + * end. */ + if (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; + } -L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010; - goto L40020; + /* 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; + } -L40600: goto L40010; + /* Things are in full swing. Move each dwarf at random, + * except if he's seen us he sticks with us. Dwarves stay + * deep inside. If wandering at random, they don't back up + * unless there's no alternative. If they don't have to + * move, they attack. And, of course, dead dwarves don't do + * much of anything. */ + 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; + } + } -L40700: if(DFLAG == 0) goto L40010; - goto L40020; + /* 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(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; + 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 false; +} -L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto - L40010; - goto L40030; +/* "You're dead, Jim." + * + * If the current loc is zero, it means the clown got himself killed. + * 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 + * another chance, he gets a snide remark as we exit. When + * reincarnated, all objects being carried get dropped at game.oldlc2 + * (presumably the last place prior to being killed) without change + * of props. the loop runs backwards to assure that the bird is + * dropped before the cage. (this kluge could be changed once we're + * sure all references to bird and cage are done by keywords.) The + * lamp is a special case (it wouldn't do to leave it in the cave). + * It is turned off and left outside the building (only if he was + * carrying it, of course). He himself is left inside the building + * (and heaven help him if he tries to xyzzy back into the cave + * without the lamp!). game.oldloc is zapped so he can't just + * "retreat". */ + +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); + 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; + } +} -L40900: I=ATDWRF(LOC); - if(I < 0) goto L40020; - if(HERE(OGRE) && I == 0) goto L40010; - goto L40030; +/* Given the current location in "game.loc", and a motion verb number in + * "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 game.oldloc will be what killed + * him, so we need game.oldlc2, which is the last place he was + * safe.) */ -L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; - goto L40020; +static bool playermove(token_t verb, int motion) +{ + 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; + } + /* 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 = NEARBY; + if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS; + if (motion == 17)spk = WHICH_WAY; + RSPEAK(spk); + return true; + } + ++kk; + } + 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 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 + (false); + /* FIXME: Arithmetic on location number, becoming a message number */ + RSPEAK(game.newloc - 500); + game.newloc = game.loc; + return true; +} +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. */ +{ + 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; + } + return false; +} +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); + } + } +} -/* Cave closing and scoring */ +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); + } + } +} +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; + } -/* 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. */ + /* 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; + + if (!dwarfmove()) + croak(); + + /* Describe the current location and (maybe) get next command. */ + + 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); + } -/* 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: PROP[GRATE]=0; - PROP[FISSUR]=0; - for (I=1; I<=6; I++) { - DSEEN[I]=false; - DLOC[I]=0; - } /* end loop */ - MOVE(TROLL,0); - MOVE(TROLL+100,0); - MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+100,FIXD[TROLL]); - JUGGLE(CHASM); - if(PROP[BEAR] != 3)DSTROY(BEAR); - PROP[CHAIN]=0; - FIXED[CHAIN]=0; - PROP[AXE]=0; - FIXED[AXE]=0; - RSPEAK(129); - CLOCK1= -1; - 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: PROP[BOTTLE]=PUT(BOTTLE,115,1); - PROP[PLANT]=PUT(PLANT,115,0); - PROP[OYSTER]=PUT(OYSTER,115,0); - OBJTXT[OYSTER]=3; - PROP[LAMP]=PUT(LAMP,115,0); - PROP[ROD]=PUT(ROD,115,0); - PROP[DWARF]=PUT(DWARF,115,0); - LOC=115; - OLDLOC=115; - NEWLOC=115; - -/* Leave the grate with normal (non-negative) property. Reuse sign. */ - - I=PUT(GRATE,116,0); - I=PUT(SIGN,116,0); - OBJTXT[SIGN]=OBJTXT[SIGN]+1; - PROP[SNAKE]=PUT(SNAKE,116,1); - PROP[BIRD]=PUT(BIRD,116,1); - PROP[CAGE]=PUT(CAGE,116,0); - PROP[ROD2]=PUT(ROD2,116,0); - PROP[PILLOW]=PUT(PILLOW,116,0); - - PROP[MIRROR]=PUT(MIRROR,115,0); - FIXED[MIRROR]=116; - - for (I=1; I<=100; I++) { - if(TOTING(I))DSTROY(I); - } /* end loop */ - - RSPEAK(132); - 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); - PROP[BATTER]=1; - if(TOTING(BATTER))DROP(BATTER,LOC); - LIMIT=LIMIT+2500; - LMWARN=false; - goto L19999; - -L12200: if(LMWARN || !HERE(LAMP)) goto L19999; - LMWARN=true; - SPK=187; - if(PLACE[BATTER] == 0)SPK=183; - if(PROP[BATTER] == 1)SPK=189; - RSPEAK(SPK); - goto L19999; - -L12400: LIMIT= -1; - 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); +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); + } + } } + +/* end */