X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=d11575613113e186e3b5eb37e5f99cd040f8bdf8;hp=b171ebaa9c40424051768a2d4fef8ed6a915cac2;hb=60ab7a63dc7c2b52bf21887f365a58588a08f708;hpb=c3222aef27a1f93c845f8aa52a42a2eb4dcc7f31 diff --git a/main.c b/main.c index b171eba..d115756 100644 --- a/main.c +++ b/main.c @@ -3,14 +3,15 @@ * * 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 idiomatic C, the following - * is more appropriate: + * 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 - they used to be *everywhere*), and the offensive globals. Applying - * the Structured Program Theorem can be hard. + * 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 @@ -21,6 +22,7 @@ #include "advent.h" #include "database.h" #include "linenoise/linenoise.h" +#include "newdb.h" struct game_t game; @@ -38,10 +40,12 @@ long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2, URN, VASE, VEND, VOLCAN, WATER; -long K, SPK, WD1, WD1X, WD2, WD2X; +long WD1, WD1X, WD2, WD2X; FILE *logfp; bool oldstyle = false; +bool editline = true; +bool prompt = true; lcg_state lcgstate; extern void initialise(); @@ -76,9 +80,9 @@ int main(int argc, char *argv[]) /* Options. */ - while ((ch = getopt(argc, argv, "l:o")) != EOF) { + while ((ch = getopt(argc, argv, "l:os")) != EOF) { switch (ch) { -case 'l': + case 'l': logfp = fopen(optarg, "w"); if (logfp == NULL) fprintf(stderr, @@ -88,6 +92,10 @@ case 'l': break; case 'o': oldstyle = true; + editline = prompt = false; + break; + case 's': + editline = false; break; } } @@ -163,83 +171,100 @@ static bool fallback_handler(char *buf) return false; } -static void dohint(FILE *cmdin, int hint) -/* Come here if he's been long enough at required loc(s) for some - * unused hint. */ +/* Check if this loc is eligible for any hints. If been here + * long enough, branch to help section (on later page). Hints + * all come back here eventually to finish the loop. Ignore + * "HINTS" < 4 (special stuff, see database notes). + */ +static void checkhints(FILE *cmdin) { - int i; + if (COND[game.loc] >= game.conds) { + for (int hint=1; hint<=HNTMAX; hint++) { + if (game.hinted[hint]) + continue; + if (!CNDBIT(game.loc,hint+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; + 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 (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]; } static bool dwarfmove(void) @@ -374,6 +399,10 @@ static bool dwarfmove(void) 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)) @@ -417,11 +446,11 @@ static bool dwarfmove(void) return true; if (game.dflag == 2)game.dflag=3; SETPRM(1,attack,0); - K=6; - if (attack > 1)K=250; - RSPEAK(K); + int k=6; + if (attack > 1)k=250; + RSPEAK(k); SETPRM(1,stick,0); - RSPEAK(K+1+2/(1+stick)); + RSPEAK(k+1+2/(1+stick)); if (stick == 0) return true; game.oldlc2=game.loc; @@ -489,32 +518,32 @@ static void croak(FILE *cmdin) * him, so we need game.oldlc2, which is the last place he was * safe.) */ -static bool playermove(FILE *cmdin, token_t verb) +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 (K == NUL) + if (motion == NUL) return true; - else if (K == BACK) { + 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. */ - K=game.oldloc; - if (FORCED(K)) - K=game.oldlc2; + 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 (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 != K) { + if (LL != motion) { if (LL <= 300) { - if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K) + if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion) K2=KK; } if (TRAVEL[KK] >= 0) { @@ -528,7 +557,7 @@ static bool playermove(FILE *cmdin, token_t verb) } } - K=MOD(labs(TRAVEL[KK]),1000); + motion=MOD(labs(TRAVEL[KK]),1000); KK=KEY[game.loc]; break; /* fall through to ordinary travel */ } @@ -537,7 +566,7 @@ static bool playermove(FILE *cmdin, token_t verb) return true; } } - else if (K == LOOK) { + 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. */ @@ -547,7 +576,7 @@ static bool playermove(FILE *cmdin, token_t verb) game.abbrev[game.loc]=0; return true; } - else if (K == CAVE) { + else if (motion == CAVE) { /* Cave. Different messages depending on whether above ground. */ RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58); return true; @@ -561,157 +590,370 @@ static bool playermove(FILE *cmdin, token_t verb) /* ordinary travel */ for (;;) { LL=labs(TRAVEL[KK]); - if (MOD(LL,1000) == 1 || MOD(LL,1000) == K) + if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion) break; if (TRAVEL[KK] < 0) { /* Non-applicable motion. Various messages depending on * word given. */ - SPK=12; - if (K >= 43 && K <= 50)SPK=52; - if (K == 29 || K == 30)SPK=52; - if (K == 7 || K == 36 || K == 37)SPK=10; - if (K == 11 || K == 19)SPK=11; - if (verb == FIND || verb == INVENT)SPK=59; - if (K == 62 || K == 65)SPK=42; - if (K == 17)SPK=80; - RSPEAK(SPK); + 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; - for (;;) { - game.newloc=LL/1000; - K=MOD(game.newloc,100); - if (game.newloc <= 300) { - if (game.newloc <= 100) { - if (game.newloc == 0 || PCT(game.newloc)) - break; + 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 */ - } if (TOTING(K) || (game.newloc > 200 && AT(K))) - 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; } - else if (game.prop[K] != game.newloc/100-3) - break; - L12: - 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); + game.newloc=MOD(LL,1000); + if (game.newloc <= 300) return true; - case 2: - /* Travel 302. Plover transport. Drop the emerald (only use - * special travel if toting it), so he's forced to use the - * plover-passage to get it out. Having dropped it, go back and - * pretend he wasn't carrying it after all. */ - DROP(EMRALD,game.loc); - goto L12; - case 3: - /* Travel 303. Troll bridge. Must be done only as special - * motion so that dwarves won't wander across and encounter - * the bear. (They won't follow the player there because - * that region is forbidden to the pirate.) If - * game.prop(TROLL)=1, he's crossed since paying, so step out - * and block him. (standard travel entries check for - * game.prop(TROLL)=0.) Special stuff for bear. */ - if (game.prop[TROLL] == 1) { - PSPEAK(TROLL,1); - game.prop[TROLL]=0; - MOVE(TROLL2,0); - MOVE(TROLL2+NOBJECTS,0); - MOVE(TROLL,PLAC[TROLL]); - MOVE(TROLL+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); + 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; - } 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; + 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); } - BUG(20); - } + } while + (false); RSPEAK(game.newloc-500); game.newloc=game.loc; return true; } -static bool do_command(FILE *cmdin) +static bool closecheck(void) +/* Handle the closing of the cave. The cave closes "clock1" turns + * after the last treasure has been located (including the pirate's + * chest, which may of course never show up). Note that the + * treasures need not have been taken yet, just located. Hence + * clock1 must be large enough to get out of the cave (it only ticks + * while inside the cave). When it hits zero, we branch to 10000 to + * start closing the cave, and then sit back and wait for him to try + * to get out. If he doesn't within clock2 turns, we close the cave; + * if he does try, we assume he panics, and give him a few additional + * turns to get frantic before we close. When clock2 hits zero, we + * branch to 11000 to transport him into the final puzzle. Note that + * the puzzle depends upon all sorts of random things. For instance, + * there must be no water or oil, since there are beanstalks which we + * don't want to be able to water, since the code can't handle it. + * Also, we can have no keys, since there is a grate (having moved + * the fixed object!) there separating him from all the treasures. + * Most of these problems arise from the use of negative prop numbers + * to suppress the object descriptions until he's actually moved the + * objects. */ { - long KQ, VERB, KK, V1, V2; - long obj, i; - static long IGO = 0; - enum speechpart part; + if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) + --game.clock1; - /* 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; + /* 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 (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); + game.prop[CHAIN]=0; + game.fixed[CHAIN]=0; + game.prop[AXE]=0; + game.fixed[AXE]=0; + RSPEAK(129); + 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,115,1); + game.prop[PLANT]=PUT(PLANT,115,0); + game.prop[OYSTER]=PUT(OYSTER,115,0); + OBJTXT[OYSTER]=3; + game.prop[LAMP]=PUT(LAMP,115,0); + game.prop[ROD]=PUT(ROD,115,0); + game.prop[DWARF]=PUT(DWARF,115,0); + game.loc=115; + game.oldloc=115; + game.newloc=115; + /* Leave the grate with normal (non-negative) property. + * Reuse sign. */ + PUT(GRATE,116,0); + PUT(SIGN,116,0); + ++OBJTXT[SIGN]; + game.prop[SNAKE]=PUT(SNAKE,116,1); + game.prop[BIRD]=PUT(BIRD,116,1); + game.prop[CAGE]=PUT(CAGE,116,0); + game.prop[ROD2]=PUT(ROD2,116,0); + game.prop[PILLOW]=PUT(PILLOW,116,0); - /* 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.prop[MIRROR]=PUT(MIRROR,115,0); + game.fixed[MIRROR]=116; + + for (int i=1; i<=NOBJECTS; i++) { + if (TOTING(i)) + DSTROY(i); } - game.loc=game.newloc; - if (!dwarfmove()) - croak(cmdin); + RSPEAK(132); + 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<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) + { + RSPEAK(188); + game.prop[BATTER]=1; + if (TOTING(BATTER)) + DROP(BATTER,game.loc); + game.limit=game.limit+2500; + game.lmwarn=false; + } 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); + } + } +} + +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); + } + } +} - /* Describe the current location and (maybe) get next command. */ +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; - /* Print text for current loc. */ + /* 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; + } -L2000: if (game.loc == 0) + /* 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); - KK=STEXT[game.loc]; - if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0) - KK=LTEXT[game.loc]; + 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. */ @@ -719,82 +961,36 @@ L2000: if (game.loc == 0) RSPEAK(23); game.oldlc2 = game.loc; croak(cmdin); - goto L2000; + continue; /* back to top of main interpreter loop */ } - KK=RTEXT[16]; + msg=arbitrary_messages[16]; } if (TOTING(BEAR))RSPEAK(141); - SPEAK(KK); - K=1; + newspeak(msg); if (FORCED(game.loc)) { - goto L8; + 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); - /* 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. */ + listobjects(); - if (DARK(game.loc)) goto L2012; - ++game.abbrev[game.loc]; - i=game.atloc[game.loc]; -L2004: if (i == 0) goto L2012; - obj=i; - if (obj > NOBJECTS)obj=obj-NOBJECTS; - if (obj == STEPS && TOTING(NUGGET)) goto L2008; - if (game.prop[obj] >= 0) goto L2006; - if (game.closed) goto L2008; - game.prop[obj]=0; - if (obj == RUG || obj == CHAIN)game.prop[obj]=1; - --game.tally; -/* Note: There used to be a test here to see whether the player had blown it - * so badly that he could never ever see the remaining treasures, and if so - * the lamp was zapped to 35 turns. But the tests were too simple-minded; - * things like killing the bird before the snake was gone (can never see - * jewelry), and doing it "right" was hopeless. E.G., could cross troll - * bridge several times, using up all available treasures, breaking vase, - * using coins to buy batteries, etc., and eventually never be able to get - * across again. If bottle were left on far side, could then never get eggs - * or trident, and the effects propagate. So the whole thing was flushed. - * anyone who makes such a gross blunder isn't likely to find everything - * else anyway (so goes the rationalisation). */ -L2006: KK=game.prop[obj]; - if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1; - PSPEAK(obj,KK); -L2008: i=game.link[i]; - goto L2004; - -L2009: RSPEAK(54); -L2012: VERB=0; + 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) { - for (int hint=1; hint<=HNTMAX; hint++) { - if (game.hinted[hint]) - continue; - if (!CNDBIT(game.loc,hint+10)) - game.hintlc[hint]= -1; - ++game.hintlc[hint]; - if (game.hintlc[hint] >= HINTS[hint][1]) - dohint(cmdin, hint); - } - } - + 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). */ -L2603: if (game.closed) { + if (game.closed) { if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) PSPEAK(OYSTER,1); for (i=1; i<=NOBJECTS; i++) { @@ -813,250 +1009,119 @@ L2603: if (game.closed) { /* 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); + L2607: + game.foobar=(game.foobar>0 ? -game.foobar : 0); ++game.turns; if (game.turns == game.thresh) { - SPEAK(TTEXT[game.trndex]); - game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; - ++game.trndex; - game.thresh = -1; - if (game.trndex <= TRNVLS) - game.thresh=MOD(TRNVAL[game.trndex],100000)+1; + 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) goto L4090; - if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) - --game.clock1; - - /* Next few sections handle the closing of the cave. The - * cave closes "clock1" turns after the last treasure has - * been located (including the pirate's chest, which may of - * course never show up). Note that the treasures need not - * have been taken yet, just located. Hence clock1 must be - * large enough to get out of the cave (it only ticks while - * inside the cave). When it hits zero, we branch to 10000 - * to start closing the cave, and then sit back and wait for - * him to try to get out. If he doesn't within clock2 turns, - * we close the cave; if he does try, we assume he panics, - * and give him a few additional turns to get frantic before - * we close. When clock2 hits zero, we branch to 11000 to - * transport him into the final puzzle. Note that the puzzle - * depends upon all sorts of random things. For instance, - * there must be no water or oil, since there are beanstalks - * which we don't want to be able to water, since the code - * can't handle it. Also, we can have no keys, since there - * is a grate (having moved the fixed object!) there - * separating him from all the treasures. Most of these - * problems arise from the use of negative prop numbers to - * suppress the object descriptions until he's actually moved - * the objects. */ - - /* When the first warning comes, we lock the grate, destroy - * the bridge, kill all the dwarves (and the pirate), remove - * the troll and bear (unless dead), and set "closng" to - * true. Leave the dragon; too much trouble to move it. - * from now until clock2 runs out, he cannot unlock the - * grate, move to any location outside the cave, or create - * the bridge. Nor can he be resurrected if he dies. Note - * that the snake is already gone, since he got to the - * treasure accessible only via the hall of the mountain - * king. Also, he's been in giant room (to get eggs), so we - * can refer to it. Also also, he's gotten the pearl, so we - * know the bivalve is an oyster. *And*, the dwarves must - * have been activated, since we've found chest. */ - 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; - } - MOVE(TROLL,0); - MOVE(TROLL+NOBJECTS,0); - MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - if (game.prop[BEAR] != 3)DSTROY(BEAR); - game.prop[CHAIN]=0; - game.fixed[CHAIN]=0; - game.prop[AXE]=0; - game.fixed[AXE]=0; - RSPEAK(129); - game.clock1= -1; - game.closng=true; - goto L19999; - } 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; - game.prop[LAMP]=PUT(LAMP,115,0); - game.prop[ROD]=PUT(ROD,115,0); - game.prop[DWARF]=PUT(DWARF,115,0); - game.loc=115; - game.oldloc=115; - game.newloc=115; - /* Leave the grate with normal (non-negative) property. - * Reuse sign. */ - PUT(GRATE,116,0); - PUT(SIGN,116,0); - ++OBJTXT[SIGN]; - game.prop[SNAKE]=PUT(SNAKE,116,1); - game.prop[BIRD]=PUT(BIRD,116,1); - game.prop[CAGE]=PUT(CAGE,116,0); - game.prop[ROD2]=PUT(ROD2,116,0); - game.prop[PILLOW]=PUT(PILLOW,116,0); - - game.prop[MIRROR]=PUT(MIRROR,115,0); - game.fixed[MIRROR]=116; - - for (int i=1; i<=NOBJECTS; i++) { - if (TOTING(i)) - DSTROY(i); - } - - RSPEAK(132); - game.closed=true; - return true; + if (VERB == SAY && WD2 > 0) + VERB=0; + if (VERB == SAY) { + part=transitive; + goto Laction; } - if (game.prop[LAMP] == 1) - --game.limit; + if (closecheck()) { + if (game.closed) + return true; + } else + lampcheck(); - /* 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); - game.limit=game.limit+2500; - game.lmwarn=false; - } 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; - SPK=187; - if (game.place[BATTER] == 0)SPK=183; - if (game.prop[BATTER] == 1)SPK=189; - RSPEAK(SPK); - } - } -L19999: K=43; - if (LIQLOC(game.loc) == WATER)K=70; + 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); + RSPEAK(k); goto L2012; } - if (V1 == ENTER && WD2 > 0) - goto L2800; - 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)) + 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)) { + } + L2620: + if (WD1 == MAKEWD(23051920)) { ++game.iwest; - if (game.iwest == 10)RSPEAK(17); + if (game.iwest == 10) + RSPEAK(17); } if (WD1 == MAKEWD( 715) && WD2 != 0) { - if (++IGO == 10) + if (++igo == 10) RSPEAK(276); } -L2630: + L2630: i=VOCAB(WD1,-1); - if (i == -1) - goto L3000; - K=MOD(i,1000); + 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: goto L8; - case 1: goto L5000; - case 2: goto L4000; - case 3: RSPEAK(K); goto L2012; + 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); } - 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: part=intransitive; VERB=K; goto Laction; -L4090: part=transitive; goto Laction; -L5000: part=unknown; obj = K; -Laction: - switch (action(cmdin, part, VERB, obj)) { - case 2: return true; - case 8: goto L8; - case 2000: goto L2000; - case 2009: goto L2009; - case 2012: goto L2012; - case 2600: goto L2600; - case 2607: goto L2607; - case 2630: goto L2630; - case 2800: goto L2800; - case 8000: - /* Random intransitive verbs come here. Clear obj just in case - * (see attack()). */ - SETPRM(1,WD1,WD1X); - RSPEAK(257); - obj=0; - goto L2600; - case 18999: - /* Oh dear, he's disturbed the dwarves. */ - RSPEAK(SPK); - /* fall through */ - case 19000: - RSPEAK(136); - score(0); - return true; - } - BUG(99); - - /* Figure out the new location */ -L8: if (playermove(cmdin, VERB)) + 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; - else - goto L2000; + default: + BUG(99); + } + } } + +/* end */