X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=d11575613113e186e3b5eb37e5f99cd040f8bdf8;hp=5eebcd02a3bfa3d72bd5b11222a20ee80163b927;hb=60ab7a63dc7c2b52bf21887f365a58588a08f708;hpb=4fe6286cc6d432104eeb77ecfe4326d35725b445 diff --git a/main.c b/main.c index 5eebcd0..d115756 100644 --- a/main.c +++ b/main.c @@ -1,7 +1,17 @@ /* + * 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 two functions + * 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. */ #include #include @@ -11,32 +21,36 @@ #include #include "advent.h" #include "database.h" +#include "linenoise/linenoise.h" +#include "newdb.h" struct game_t game; -long LNLENG, LNPOSN, PARMS[26]; -char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; +long LNLENG, LNPOSN, PARMS[MAXPARMS+1]; +char rawbuf[LINESIZE], INLINE[LINESIZE+1]; -long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, +long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, - CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS, + CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, - GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK, - KNIFE, KQ, L, LAMP, LOCK, LOOK, - MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, - NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW, - PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, - SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK, - STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2, - URN, V1, V2, VASE, VEND, VERB, - VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X; + 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 WD1, WD1X, WD2, WD2X; + FILE *logfp; bool oldstyle = false; +bool editline = true; +bool prompt = true; lcg_state lcgstate; extern void initialise(); extern void score(long); -extern int action(FILE *, long); +extern int action(FILE *, long, long, long); void sig_handler(int signo) { @@ -48,93 +62,97 @@ void sig_handler(int signo) /* * 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 Advebture. */ static bool do_command(FILE *); -int main(int argc, char *argv[]) { - int ch; +int main(int argc, char *argv[]) +{ + int ch; -/* 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 */ - - /* 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; - } + while ((ch = getopt(argc, argv, "l:os")) != 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 's': + editline = false; + break; } + } -/* 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 */ - -#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; - srand(time(NULL)); - long seedval = (long)rand(); - set_seed(seedval); - -/* Read the database if we have not yet done so */ - - MAP2[1] = 0; - if (!game.setup)initialise(); - if(game.setup > 0) goto L1; - -/* Unlike earlier versions, adventure is no longer restartable. (This - * lets us get away with modifying things such as OBJSND(BIRD) without - * 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. */ - + 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 */ + lcgstate.a = 1093; + lcgstate.c = 221587; + lcgstate.m = 1048576; + srand(time(NULL)); + long seedval = (long)rand(); + set_seed(seedval); + + /* Initialize game variables */ + if (!game.setup) + initialise(); + + /* Unlike earlier versions, adventure is no longer restartable. (This + * lets us get away with modifying things such as OBJSND(BIRD) without + * having to be able to undo the changes later.) If a "used" copy is + * rerun, we come here and tell the player to run a fresh copy. */ + if (game.setup <= 0) { RSPEAK(201); exit(0); + } -/* Start-up, dwarf stuff */ - -L1: game.setup= -1; - I=0; - game.zzword=RNDVOC(3,0); - game.novice=YES(stdin, 65,1,0); - game.newloc=1; - game.loc=1; - game.limit=330; - if(game.novice)game.limit=1000; - - if (logfp) - fprintf(logfp, "seed %ld\n", seedval); - - for (;;) { - if (!do_command(stdin)) - break; - } - score(1); + /* Start-up, dwarf stuff */ + game.setup= -1; + game.zzword=RNDVOC(3,0); + game.novice=YES(stdin, 65,1,0); + game.newloc=1; + game.loc=1; + game.limit=330; + if (game.novice)game.limit=1000; + + if (logfp) + fprintf(logfp, "seed %ld\n", seedval); + + /* interpret commands ubtil EOF or interrupt */ + for (;;) { + if (!do_command(stdin)) + break; + } + /* show score and exit */ + score(1); } static bool fallback_handler(char *buf) @@ -153,684 +171,599 @@ static bool fallback_handler(char *buf) return false; } -static bool do_command(FILE *cmdin) { - long LL; - -/* Can't leave cave once it's closing (except by main office). */ +/* 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(FILE *cmdin) +{ + if (COND[game.loc] >= game.conds) { + for (int hint=1; hint<=HNTMAX; hint++) { + if (game.hinted[hint]) + continue; + if (!CNDBIT(game.loc,hint+10)) + game.hintlc[hint]= -1; + ++game.hintlc[hint]; + /* 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],0,54)) + return; + SETPRM(1,HINTS[hint][2],HINTS[hint][2]); + RSPEAK(261); + game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54); + if (game.hinted[hint] && game.limit > 30) + game.limit=game.limit+30*HINTS[hint][2]; + } + } + } +} - if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71; - RSPEAK(130); - game.newloc=game.loc; - if(!game.panic)game.clock2=15; - game.panic=true; +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,3)) + return 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). */ + /* Dwarf activity level ratchets up */ + if (game.dflag == 0) { + if (INDEEP(game.loc)) + game.dflag=1; + return true; + } -L71: if(game.newloc == game.loc || FORCED(game.loc) || CNDBIT(game.loc,3)) goto L74; - /* 73 */ for (I=1; I<=NDWARVES-1; I++) { - if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73; - game.newloc=game.loc; - RSPEAK(2); - goto L74; -L73: /*etc*/ ; - } /* end loop */ -L74: game.loc=game.newloc; - -/* Dwarf stuff. See earlier comments for description of variables. Remember - * sixth dwarf is pirate and is thus very different except for motion rules. */ - -/* First off, don't let the dwarves follow him into a pit or a wall. Activate - * the whole mess the first time he gets as far as the hall of mists (loc 15). - * If 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,3)) goto L2000; - if(game.dflag != 0) goto L6000; - if(INDEEP(game.loc))game.dflag=1; - goto L2000; - -/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If - * any of the survivors is at loc, replace him with the alternate. */ - -L6000: if(game.dflag != 1) goto L6010; - if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) 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. */ + if (game.dflag == 1) { + if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) + return true; game.dflag=2; - for (I=1; I<=2; I++) { - J=1+randrange(NDWARVES-1); - if(PCT(50))game.dloc[J]=0; - } /* end loop */ - for (I=1; I<=NDWARVES-1; I++) { - if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC; - game.odloc[I]=game.dloc[I]; - } /* end loop */ + for (int i=1; i<=2; i++) { + int j=1+randrange(NDWARVES-1); + if (PCT(50)) + game.dloc[j]=0; + } + for (int i=1; i<=NDWARVES-1; i++) { + if (game.dloc[i] == game.loc) + game.dloc[i]=DALTLC; + game.odloc[i]=game.dloc[i]; + } RSPEAK(3); DROP(AXE,game.loc); - 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: game.dtotal=0; - ATTACK=0; - STICK=0; - /* 6030 */ for (I=1; I<=NDWARVES; I++) { - if(game.dloc[I] == 0) goto L6030; -/* Fill TK array with all the places this dwarf might go. */ - J=1; - KK=game.dloc[I]; - KK=KEY[KK]; - if(KK == 0) goto L6016; -L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000); - {long x = J-1; - if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 && - game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] || - FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) || - labs(TRAVEL[KK])/1000000 == 100) goto L6014;} - TK[J]=game.newloc; - J=J+1; -L6014: KK=KK+1; - {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} -L6016: TK[J]=game.odloc[I]; - if(J >= 2)J=J-1; - 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]) goto L6030; - game.dloc[I]=game.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 game.place(CHEST)=0 might mean that he's - * thrown it to the troll, but in that case he's seen the chest (game.prop=0). */ - - if(game.loc == game.chloc || game.prop[CHEST] >= 0) 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 && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020; - if(TOTING(J)) goto L6021; -L6020: if(HERE(J))K=1; - } /* end loop */ - if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] - == 1) goto L6025; - if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127); - goto L6030; - -L6021: if(game.place[CHEST] != 0) goto L6022; -/* Install chest only once, to insure it is the last treasure in the list. */ - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); -L6022: RSPEAK(128); - /* 6023 */ for (J=50; J<=MAXTRS; J++) { - if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023; - if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc); - if(TOTING(J))DROP(J,game.chloc); -L6023: /*etc*/ ; - } /* end loop */ -L6024: game.dloc[6]=game.chloc; - game.odloc[6]=game.chloc; - game.dseen[6]=false; - goto L6030; - -L6025: RSPEAK(186); - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); - goto L6024; - -/* This threatening little dwarf is in the room with him! */ - -L6027: game.dtotal=game.dtotal+1; - if(game.odloc[I] != game.dloc[I]) goto L6030; - ATTACK=ATTACK+1; - if(game.knfloc >= 0)game.knfloc=game.loc; - if(randrange(1000) < 95*(game.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(game.dtotal == 0) goto L2000; - SETPRM(1,game.dtotal,0); - RSPEAK(4+1/game.dtotal); - if(ATTACK == 0) goto L2000; - if(game.dflag == 2)game.dflag=3; - SETPRM(1,ATTACK,0); - K=6; - if(ATTACK > 1)K=250; - RSPEAK(K); - SETPRM(1,STICK,0); - RSPEAK(K+1+2/(1+STICK)); - if(STICK == 0) goto L2000; - game.oldlc2=game.loc; - goto L99; - -/* Describe the current location and (maybe) get next command. */ - -/* Print text for current loc. */ - -L2000: if(game.loc == 0) goto L99; - KK=STEXT[game.loc]; - if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc]; - if(FORCED(game.loc) || !DARK(0)) goto L2001; - if(game.wzdark && PCT(35)) goto L90; - KK=RTEXT[16]; -L2001: if(TOTING(BEAR))RSPEAK(141); - SPEAK(KK); - K=1; - if(FORCED(game.loc)) goto L8; - if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); - -/* Print out descriptions of objects at this location. If not closing and - * property value is negative, tally off another treasure. Rug is special - * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed. - * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks - * are because game.prop=0 is needed to get full score. */ - - if(DARK(0)) goto L2012; - game.abbrev[game.loc]=game.abbrev[game.loc]+1; - I=game.atloc[game.loc]; -L2004: if(I == 0) goto L2012; - OBJ=I; - if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS; - if(OBJ == STEPS && TOTING(NUGGET)) goto L2008; - if(game.prop[OBJ] >= 0) goto L2006; - if(game.closed) goto L2008; - game.prop[OBJ]=0; - if(OBJ == RUG || OBJ == CHAIN)game.prop[OBJ]=1; - game.tally=game.tally-1; -/* Note: There used to be a test here to see whether the player had blown it - * so badly that he could never ever see the remaining treasures, and if so - * the lamp was zapped to 35 turns. But the tests were too simple-minded; - * things like killing the bird before the snake was gone (can never see - * jewelry), and doing it "right" was hopeless. E.G., could cross troll - * bridge several times, using up all available treasures, breaking vase, - * using coins to buy batteries, etc., and eventually never be able to get - * across again. If bottle were left on far side, could then never get eggs - * or trident, and the effects propagate. So the whole thing was flushed. - * anyone who makes such a gross blunder isn't likely to find everything - * else anyway (so goes the rationalisation). */ -L2006: KK=game.prop[OBJ]; - if(OBJ == STEPS && game.loc == game.fixed[STEPS])KK=1; - PSPEAK(OBJ,KK); -L2008: I=game.link[I]; - goto L2004; - -L2009: K=54; -L2010: SPK=K; -L2011: RSPEAK(SPK); - -L2012: VERB=0; - game.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[game.loc] < game.conds) goto L2603; - /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) { - if(game.hinted[HINT]) goto L2602; - if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1; - game.hintlc[HINT]=game.hintlc[HINT]+1; - if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000; -L2602: /*etc*/ ; - } /* end loop */ - -/* If closing time, check for any objects being toted with game.prop < 0 and set - * the prop to -1-game.prop. This way objects won't be described until they've - * been picked up and put down separate from their respective piles. Don't - * tick game.clock1 unless well into cave (and not at Y2). */ - -L2603: if(!game.closed) goto L2605; - 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]; - } /* end loop */ -L2605: game.wzdark=DARK(0); - if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0; - I=0; - if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) - return false; + return true; + } -/* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos, - * make neg. If neg, he skipped a word, so make it zero. */ - -L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); - game.turns=game.turns+1; - if(game.turns == game.thresh) { - SPEAK(TTEXT[game.trndex]); - game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; - game.trndex=game.trndex+1; - game.thresh= -1; - if(game.trndex <= TRNVLS) - game.thresh=MOD(TRNVAL[game.trndex],100000)+1; + /* 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++) { + int k; + if (game.dloc[i] == 0) + continue; + /* Fill TK array with all the places this dwarf might go. */ + int j=1; + kk=KEY[game.dloc[i]]; + if (kk != 0) + do { + game.newloc=MOD(labs(TRAVEL[kk])/1000,1000); + /* Have we avoided a dwarf enciounter? */ + bool avoided = (game.newloc > 300 || + !INDEEP(game.newloc) || + game.newloc == game.odloc[i] || + (j > 1 && game.newloc == TK[j-1]) || + j >= 20 || + game.newloc == game.dloc[i] || + FORCED(game.newloc) || + (i == PIRATE && CNDBIT(game.newloc,3)) || + labs(TRAVEL[kk])/1000000 == 100); + if (!avoided) { + TK[j++] = game.newloc; + } + ++kk; + } while + (TRAVEL[kk-1] >= 0); + TK[j]=game.odloc[i]; + if (j >= 2) + --j; + j=1+randrange(j); + game.odloc[i]=game.dloc[i]; + game.dloc[i]=TK[j]; + game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc); + if (!game.dseen[i]) continue; + game.dloc[i]=game.loc; + if (i == PIRATE) { + /* The pirate's spotted him. He leaves him alone once we've + * found chest. K counts if a treasure is here. If not, and + * tally=1 for an unseen chest, let the pirate be spotted. + * Note that game.place(CHEST)=0 might mean that he's thrown + * it to the troll, but in that case he's seen the chest + * (game.prop=0). */ + if (game.loc == game.chloc || game.prop[CHEST] >= 0) + continue; + k=0; + for (int j=MINTRS; j<=MAXTRS; j++) { + /* Pirate won't take pyramid from plover room or dark + * room (too easy!). */ + if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) { + if (HERE(j)) + k=1; + continue; + } + if (TOTING(j)) { + if (game.place[CHEST] == 0) { + /* Install chest only once, to insure it is + * the last treasure in the list. */ + MOVE(CHEST,game.chloc); + MOVE(MESSAG,game.chloc2); + } + RSPEAK(128); + for (int j=MINTRS; j<=MAXTRS; j++) { + if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + if (AT(j) && game.fixed[j] == 0) + CARRY(j,game.loc); + if (TOTING(j)) + DROP(j,game.chloc); + } + } + game.dloc[PIRATE]=game.chloc; + game.odloc[PIRATE]=game.chloc; + game.dseen[PIRATE]=false; + /* C doesn't have what the Structured rogramming + * Theorem says we need here - multi-level loop + * breakout. We simulate with a goto. Irreducible, alas. + */ + goto jumpout; + } + if (HERE(j)) + k=1; + } + /* Force chest placement before player finds last treasure */ + if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { + RSPEAK(186); + MOVE(CHEST,game.chloc); + MOVE(MESSAG,game.chloc2); + game.dloc[PIRATE]=game.chloc; + game.odloc[PIRATE]=game.chloc; + game.dseen[PIRATE]=false; + continue; + } + if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) + RSPEAK(127); + continue; } - if(VERB == SAY && WD2 > 0)VERB=0; - if(VERB == SAY) goto L4090; - if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1; - if(game.clock1 == 0) goto L10000; - if(game.clock1 < 0)game.clock2=game.clock2-1; - if(game.clock2 == 0) goto L11000; - if(game.prop[LAMP] == 1)game.limit=game.limit-1; - if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto - L12000; - if(game.limit == 0) goto L12400; - if(game.limit <= 30) goto L12200; -L19999: K=43; - if(LIQLOC(game.loc) == WATER)K=70; - V1=VOCAB(WD1,-1); - V2=VOCAB(WD2,-1); - if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010; - if(V1 == ENTER && WD2 > 0) goto L2800; - if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 != - 1000+DOOR)) goto L2610; - {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);} -L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD)) - WD1=MAKEWD(301200308); -L2620: if(WD1 == MAKEWD(23051920)) { - game.iwest=game.iwest+1; - if(game.iwest == 10)RSPEAK(17); + + /* 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; } - 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 + jumpout:; + } + + /* Now we know what's happening. Let's tell the poor sucker about it. + * Note that various of the "knife" messages must have specific relative + * positions in the RSPEAK database. */ + if (game.dtotal == 0) + return true; + SETPRM(1,game.dtotal,0); + RSPEAK(4+1/game.dtotal); + if (attack == 0) + return true; + if (game.dflag == 2)game.dflag=3; + SETPRM(1,attack,0); + int k=6; + if (attack > 1)k=250; + RSPEAK(k); + SETPRM(1,stick,0); + RSPEAK(k+1+2/(1+stick)); + if (stick == 0) + return true; + game.oldlc2=game.loc; + return false; +} + +/* "You're dead, Jim." * - * Given the current location in "game.loc", and a motion verb number in + * 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 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(FILE *cmdin) +/* Okay, he's dead. Let's get on with it. */ +{ + if (game.closng) { + /* He died during closing time. No resurrection. Tally up a + * death and exit. */ + RSPEAK(131); + ++game.numdie; + score(0); + } else { + ++game.numdie; + if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) + score(0); + if (game.numdie == MAXDIE) + score(0); + game.place[WATER]=0; + game.place[OIL]=0; + if (TOTING(LAMP)) + game.prop[LAMP]=0; + for (int j=1; j<=NOBJECTS; j++) { + int i=NOBJECTS + 1 - j; + if (TOTING(i)) { + int k=game.oldlc2; + if (i == LAMP) + k=1; + DROP(i,k); + } + } + game.loc=3; + game.oldloc=game.loc; + } +} + +/* Given the current location in "game.loc", and a motion verb number in * "K", put the new location in "game.newloc". The current loc is saved * in "game.oldloc" in case he wants to retreat. The current * game.oldloc is saved in game.oldlc2, in case he dies. (if he - * does, game.newloc will be limbo, and OLgame.dloc will be what killed + * does, game.newloc will be limbo, and game.oldloc will be what killed * him, so we need game.oldlc2, which is the last place he was * safe.) */ -L8: KK=KEY[game.loc]; - game.newloc=game.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; - game.oldlc2=game.oldloc; - game.oldloc=game.loc; - -L9: LL=labs(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: game.newloc=LL/1000; - K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */ - if(game.newloc <= 300) goto L13; - if(game.prop[K] != game.newloc/100-3) goto L16; -L12: if(TRAVEL[KK] < 0)BUG(25); - KK=KK+1; - game.newloc=labs(TRAVEL[KK])/1000; - if(game.newloc == LL) goto L12; - LL=game.newloc; - goto L11; - -L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */ - if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16; - goto L12; - -L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12; -L16: game.newloc=MOD(LL,1000); - if(game.newloc <= 300) return true; - if(game.newloc <= 500) goto L30000; - RSPEAK(game.newloc-500); - game.newloc=game.loc; - return true; - -/* Special motions come here. Labelling convention: statement numbers NNNXX - * (XX=00-99) are used for special case number NNN (NNN=301-500). */ - -L30000: game.newloc=game.newloc-300; - switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto - 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: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */ - if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true; - game.newloc=game.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,game.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 - * 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. */ - -L30300: if(game.prop[TROLL] != 1) goto L30310; - 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; +static bool playermove(FILE *cmdin, token_t verb, int motion) +{ + int LL, K2, KK=KEY[game.loc]; + game.newloc=game.loc; + if (KK == 0) + BUG(26); + if (motion == NUL) return true; - -L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; - if(game.prop[TROLL] == 0)game.prop[TROLL]=1; - if(!TOTING(BEAR)) return true; - RSPEAK(162); - game.prop[CHASM]=1; - game.prop[TROLL]=2; - DROP(BEAR,game.newloc); - game.fixed[BEAR]= -1; - game.prop[BEAR]=3; - game.oldlc2=game.newloc; - goto L99; - -/* End of specials. */ - -/* 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. */ - -L20: K=game.oldloc; - if(FORCED(K))K=game.oldlc2; + 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(K == game.loc)K2=91; - if(CNDBIT(game.loc,4))K2=274; - if(K2 == 0) goto L21; - RSPEAK(K2); - return true; - -L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); - if(LL != K) { - if(LL <= 300) { - J=KEY[LL]; - if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K) - K2=KK; - } - if(TRAVEL[KK] < 0) goto L23; - KK=KK+1; - goto L21; - -L23: KK=K2; - if(KK == 0) { + if (motion == game.loc)K2=91; + if (CNDBIT(game.loc,4))K2=274; + if (K2 == 0) { + for (;;) { + LL=MOD((labs(TRAVEL[KK])/1000),1000); + if (LL != motion) { + if (LL <= 300) { + if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion) + K2=KK; + } + if (TRAVEL[KK] >= 0) { + ++KK; + continue; + } + KK=K2; + if (KK == 0) { RSPEAK(140); return true; + } } - } - - K=MOD(labs(TRAVEL[KK]),1000); - KK=KEY[game.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(game.detail < 3)RSPEAK(15); - game.detail=game.detail+1; + 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(15); + ++game.detail; game.wzdark=false; game.abbrev[game.loc]=0; return true; - -/* Cave. Different messages depending on whether above ground. */ - -L40: K=58; - if(OUTSID(game.loc) && game.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); + } + else if (motion == CAVE) { + /* Cave. Different messages depending on whether above ground. */ + RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58); 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 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". */ - -/* The easiest way to get killed is to fall into a pit in pitch darkness. */ - -L90: RSPEAK(23); - game.oldlc2=game.loc; - -/* Okay, he's dead. Let's get on with it. */ - -L99: if(game.closng) goto L95; - game.numdie=game.numdie+1; - if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0); - if(game.numdie == MAXDIE) score(0); - game.place[WATER]=0; - game.place[OIL]=0; - if(TOTING(LAMP))game.prop[LAMP]=0; - /* 98 */ for (J=1; J<=NOBJECTS; J++) { - I=NOBJECTS + 1 - J; - if(!TOTING(I)) goto L98; - K=game.oldlc2; - if(I == LAMP)K=1; - DROP(I,K); -L98: /*etc*/ ; - } /* end loop */ - game.loc=3; + } + else { + /* none of the specials */ + game.oldlc2=game.oldloc; game.oldloc=game.loc; - goto L2000; - -/* He died during closing time. No resurrection. Tally up a death and exit. */ - -L95: RSPEAK(131); - game.numdie=game.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 game.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: game.hintlc[HINT]=0; - if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602; - SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); - RSPEAK(261); - game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54); - if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2]; -L40020: game.hintlc[HINT]=0; -L40030: goto L2602; - -/* Now for the quick tests. See database description for one-line notes. */ - -L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010; - goto L40020; - -L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010; - goto L40030; - -L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; - goto L40020; - -L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng > - 1) goto L40010; - goto L40020; - -L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010; - goto L40020; - -L40600: goto L40010; - -L40700: if(game.dflag == 0) goto L40010; - goto L40020; - -L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto - L40010; - goto L40030; - -L40900: I=ATDWRF(game.loc); - if(I < 0) goto L40020; - if(HERE(OGRE) && I == 0) goto L40010; - goto L40030; - -L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010; - goto L40020; - - - - + } -/* Cave closing and scoring */ + /* ordinary travel */ + for (;;) { + LL=labs(TRAVEL[KK]); + if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion) + break; + if (TRAVEL[KK] < 0) { + /* Non-applicable motion. Various messages depending on + * word given. */ + int spk=12; + if (motion >= 43 && motion <= 50)spk=52; + if (motion == 29 || motion == 30)spk=52; + if (motion == 7 || motion == 36 || motion == 37)spk=10; + if (motion == 11 || motion == 19)spk=11; + if (verb == FIND || verb == INVENT)spk=59; + if (motion == 62 || motion == 65)spk=42; + if (motion == 17)spk=80; + RSPEAK(spk); + return true; + } + ++KK; + } + LL=LL/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=LL/1000; + motion=MOD(game.newloc,100); + if (game.newloc <= 300) { + 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 == LL); + LL=game.newloc; + } + game.newloc=MOD(LL,1000); + if (game.newloc <= 300) + return true; + if (game.newloc <= 500) { + game.newloc=game.newloc-300; + switch (game.newloc) + { + case 1: + /* Travel 301. Plover-alcove passage. Can carry only + * emerald. Note: travel table must include "useless" + * entries going through passage, which can never be used for + * actual motion, but can be spotted by "go back". */ + game.newloc=99+100-game.loc; + if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) + return true; + game.newloc=game.loc; + RSPEAK(117); + return true; + case 2: + /* Travel 302. Plover transport. Drop the emerald (only use + * special travel if toting it), so he's forced to use the + * plover-passage to get it out. Having dropped it, go back and + * pretend he wasn't carrying it after all. */ + DROP(EMRALD,game.loc); + do { + if (TRAVEL[KK] < 0)BUG(25); + ++KK; + game.newloc=labs(TRAVEL[KK])/1000; + } while + (game.newloc == LL); + 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(162); + game.prop[CHASM]=1; + game.prop[TROLL]=2; + DROP(BEAR,game.newloc); + game.fixed[BEAR]= -1; + game.prop[BEAR]=3; + game.oldlc2=game.newloc; + croak(cmdin); + return false; + } + } + BUG(20); + } + } while + (false); + RSPEAK(game.newloc-500); + game.newloc=game.loc; + return 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 +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. */ - -/* When the first warning comes, we lock the grate, destroy the bridge, kill - * all the dwarves (and the pirate), remove the troll and bear (unless dead), - * and set "closng" to true. Leave the dragon; too much trouble to move it. - * from now until clock2 runs out, he cannot unlock the grate, move to any - * location outside the cave, or create the bridge. Nor can he be - * resurrected if he dies. Note that the snake is already gone, since he got - * to the treasure accessible only via the hall of the mountain king. Also, he's - * been in giant room (to get eggs), so we can refer to it. Also also, he's - * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves - * must have been activated, since we've found chest. */ - -L10000: game.prop[GRATE]=0; +{ + 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[FISSUR]=0; - for (I=1; I<=NDWARVES; I++) { - game.dseen[I]=false; - game.dloc[I]=0; - } /* end loop */ + 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)DSTROY(BEAR); + if (game.prop[BEAR] != 3)DSTROY(BEAR); game.prop[CHAIN]=0; game.fixed[CHAIN]=0; game.prop[AXE]=0; @@ -838,21 +771,26 @@ L10000: game.prop[GRATE]=0; RSPEAK(129); game.clock1= -1; game.closng=true; - goto L19999; - -/* Once he's panicked, and clock2 has run out, we come here to set up the - * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw). - * At the ne end, we place empty bottles, a nursery of plants, a bed of - * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At - * the sw end we place grate over treasures, snake pit, covey of caged birds, - * more rods, and pillows. A mirror stretches across one wall. Many of the - * objects come from known locations and/or states (e.g. the snake is known to - * have been destroyed and needn't be carried away from its old "place"), - * making the various objects be handled differently. We also drop all other - * objects he might be carrying (lest he have some which could cause trouble, - * such as the keys). We describe the flash of light and trundle back. */ - -L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); + 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,115,1); game.prop[PLANT]=PUT(PLANT,115,0); game.prop[OYSTER]=PUT(OYSTER,115,0); OBJTXT[OYSTER]=3; @@ -862,12 +800,11 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); game.loc=115; game.oldloc=115; game.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; + /* Leave the grate with normal (non-negative) property. + * Reuse sign. */ + PUT(GRATE,116,0); + PUT(SIGN,116,0); + ++OBJTXT[SIGN]; game.prop[SNAKE]=PUT(SNAKE,116,1); game.prop[BIRD]=PUT(BIRD,116,1); game.prop[CAGE]=PUT(CAGE,116,0); @@ -877,45 +814,314 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); game.prop[MIRROR]=PUT(MIRROR,115,0); game.fixed[MIRROR]=116; - for (I=1; I<=NOBJECTS; I++) { - if(TOTING(I)) - DSTROY(I); - } /* end loop */ + for (int i=1; i<=NOBJECTS; i++) { + if (TOTING(i)) + DSTROY(i); + } RSPEAK(132); game.closed=true; return true; + } -/* Another way we can force an end to things is by having the lamp give out. - * When it gets close, we come here to warn him. We go to 12000 if the lamp - * and fresh batteries are here, in which case we replace the batteries and - * continue. 12200 is for other cases of lamp dying. 12400 is when it goes - * out. Even then, he can explore outside for a while if desired. */ + return false; +} -L12000: RSPEAK(188); +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<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) + { + RSPEAK(188); game.prop[BATTER]=1; - if(TOTING(BATTER))DROP(BATTER,game.loc); + if (TOTING(BATTER)) + DROP(BATTER,game.loc); game.limit=game.limit+2500; game.lmwarn=false; - goto L19999; + } else if (game.limit == 0) { + game.limit= -1; + game.prop[LAMP]=0; + if (HERE(LAMP)) + RSPEAK(184); + } else if (game.limit <= 30) { + if (!game.lmwarn && HERE(LAMP)) { + game.lmwarn=true; + int spk=187; + if (game.place[BATTER] == 0)spk=183; + if (game.prop[BATTER] == 1)spk=189; + RSPEAK(spk); + } + } +} -L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999; - game.lmwarn=true; - SPK=187; - if(game.place[BATTER] == 0)SPK=183; - if(game.prop[BATTER] == 1)SPK=189; - RSPEAK(SPK); - goto L19999; +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)) { + long obj; + ++game.abbrev[game.loc]; + for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) { + 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); + } + } +} -L12400: game.limit= -1; - game.prop[LAMP]=0; - if(HERE(LAMP))RSPEAK(184); - goto L19999; +static bool do_command(FILE *cmdin) +/* Get and execute a command */ +{ + long KQ, VERB, KK, V1, V2; + long i, k, KMOD; + 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(130); + game.newloc=game.loc; + if (!game.panic)game.clock2=15; + game.panic=true; + } + + /* See if a dwarf has seen him and has come from where he + * wants to go. If so, the dwarf's blocking his way. If + * coming from place forbidden to pirate (dwarves rooted in + * place) let him get out (and attacked). */ + if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) { + for (i=1; i<=NDWARVES-1; i++) { + if (game.odloc[i] == game.newloc && game.dseen[i]) { + game.newloc=game.loc; + RSPEAK(2); + break; + } + } + } + game.loc=game.newloc; + + if (!dwarfmove()) + croak(cmdin); + + /* Describe the current location and (maybe) get next command. */ + + for (;;) { + if (game.loc == 0) + croak(cmdin); + char* msg = short_location_descriptions[game.loc]; + if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0) + msg=long_location_descriptions[game.loc]; + 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(23); + game.oldlc2 = game.loc; + croak(cmdin); + continue; /* back to top of main interpreter loop */ + } + msg=arbitrary_messages[16]; + } + if (TOTING(BEAR))RSPEAK(141); + 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(7); + + listobjects(); + + L2012: + VERB=0; + game.oldobj=obj; + obj=0; + + L2600: + checkhints(cmdin); + + /* 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; -/* Oh dear, he's disturbed the dwarves. */ + /* This is where we get a new command from the user */ + if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X)) + return false; -L18999: RSPEAK(SPK); -L19000: RSPEAK(136); - score(0); - return true; + /* Every input, check "game.foobar" flag. If zero, nothing's + * going on. If pos, make neg. If neg, he skipped a word, + * so make it zero. */ + L2607: + game.foobar=(game.foobar>0 ? -game.foobar : 0); + ++game.turns; + if (game.turns == game.thresh) { + 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(); + + k=43; + if (LIQLOC(game.loc) == WATER)k=70; + V1=VOCAB(WD1,-1); + V2=VOCAB(WD2,-1); + if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) { + 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(17); + } + if (WD1 == MAKEWD( 715) && WD2 != 0) { + if (++igo == 10) + RSPEAK(276); + } + L2630: + i=VOCAB(WD1,-1); + if (i == -1) { + /* Gee, I don't understand. */ + if (fallback_handler(rawbuf)) + return true; + SETPRM(1,WD1,WD1X); + RSPEAK(254); + 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); + } + + 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(257); + obj=0; + goto L2600; + case GO_DWARFWAKE: + /* Oh dear, he's disturbed the dwarves. */ + RSPEAK(136); + score(0); + return true; + default: + BUG(99); + } + } } + +/* end */