X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=d93c9671f518d1451b1fe55e962bcc2b554562e6;hp=6f59f7d347f53c3227cb046de53a5a5e11a2a6dd;hb=65c081a0acc24707915a2abf80ef64ed70e50f45;hpb=42189d79d7b33d5543688d77fa5e7b209452b8d1 diff --git a/main.c b/main.c index 6f59f7d..d93c967 100644 --- a/main.c +++ b/main.c @@ -7,30 +7,32 @@ #include #include #include +#include #include "main.h" #include "misc.h" -long ABB[186], ATAB[331], ATLOC[186], - DLOC[7], FIXED[101], +long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG, + DLOC[7], FIXED[101], HOLDNG, KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN, PARMS[26], PLACE[101], PTEXT[101], RTEXT[278], SETUP = 0, TABSIZ = 330; signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129]; +signed char raw_input[LINESIZE+1]; -long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, +long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, - CLAM, CLSHNT, CLSMAX = 12, CLSSES, - COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, - DOOR, DPRSSN, DRAGON, DSEEN[7], DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOD, + CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES, + COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL, + DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS, + EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD, GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX, - HNTSIZ = 20, I, INVENT, IGO, J, JADE, K, K2, KEY[186], KEYS, KK, - KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL, - LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186], + HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK, + KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL, + LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186], MAGZIN, MAXDIE, MAXTRS, MESH = 123456789, MESSAG, MIRROR, MXSCOR, - NOVICE, NUGGET, NUL, OBJ, OBJSND[101], + NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101], OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM, RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY, @@ -39,10 +41,10 @@ long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS, TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB, VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X, - ZZWORD; -struct game_t game = {.blklin = true}; + WZDARK = false, ZZWORD; FILE *logfp; bool oldstyle = false; +lcg_state lcgstate; extern void initialise(); extern void score(long); @@ -84,16 +86,23 @@ int main(int argc, char *argv[]) { /* Logical variables: * - * game.closed says whether we're all the way closed - * game.closng says whether it's closing time yet + * CLOSED says whether we're all the way closed + * CLOSNG says whether it's closing time yet * CLSHNT says whether he's read the clue in the endgame - * game.lmwarn says whether he's been warned about lamp going dim + * LMWARN says whether he's been warned about lamp going dim * NOVICE says whether he asked for instructions at start-up * PANIC says whether he's found out he's trapped in the cave - * game.wzdark says whether the loc he's leaving was dark */ + * 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; + set_seed_from_time(); + /* Read the database if we have not yet done so */ LINES = (long *)calloc(LINSIZ+1,sizeof(long)); @@ -117,13 +126,13 @@ int main(int argc, char *argv[]) { /* Start-up, dwarf stuff */ L1: SETUP= -1; - I=RAN(-1); + I=0; ZZWORD=RNDVOC(3,0)+MESH*2; NOVICE=YES(stdin, 65,1,0); - game.newloc=1; + NEWLOC=1; LOC=1; - game.limit=330; - if(NOVICE)game.limit=1000; + LIMIT=330; + if(NOVICE)LIMIT=1000; for (;;) { do_command(stdin); @@ -134,49 +143,49 @@ static void do_command(FILE *cmdin) { /* Can't leave cave once it's closing (except by main office). */ -L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71; +L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; RSPEAK(130); - game.newloc=LOC; - if(!PANIC)game.clock2=15; + NEWLOC=LOC; + if(!PANIC)CLOCK2=15; PANIC=true; /* See if a dwarf has seen him and has come from where he wants to go. If so, * the dwarf's blocking his way. If coming from place forbidden to pirate * (dwarves rooted in place) let him get out (and attacked). */ -L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; +L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; /* 73 */ for (I=1; I<=5; I++) { - if(ODLOC[I] != game.newloc || !DSEEN[I]) goto L73; - game.newloc=LOC; + if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73; + NEWLOC=LOC; RSPEAK(2); goto L74; L73: /*etc*/ ; } /* end loop */ -L74: LOC=game.newloc; +L74: LOC=NEWLOC; /* Dwarf stuff. See earlier comments for description of variables. Remember * sixth dwarf is pirate and is thus very different except for motion rules. */ /* First off, don't let the dwarves follow him into a pit or a wall. Activate * the whole mess the first time he gets as far as the hall of mists (loc 15). - * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll + * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and * dwarves can't meet the bear. Also means dwarves won't follow him into dead * end in maze, but c'est la vie. They'll wait for him outside the dead end. */ - if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000; - if(game.dflag != 0) goto L6000; - if(INDEEP(LOC))game.dflag=1; + if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000; + if(DFLAG != 0) goto L6000; + if(INDEEP(LOC))DFLAG=1; goto L2000; /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If * any of the survivors is at loc, replace him with the alternate. */ -L6000: if(game.dflag != 1) goto L6010; +L6000: if(DFLAG != 1) goto L6010; if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; - game.dflag=2; + DFLAG=2; for (I=1; I<=2; I++) { - J=1+RAN(5); + J=1+randrange(5); if(PCT(50))DLOC[J]=0; } /* end loop */ for (I=1; I<=5; I++) { @@ -192,7 +201,7 @@ L6000: if(game.dflag != 1) goto L6010; * 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; +L6010: DTOTAL=0; ATTACK=0; STICK=0; /* 6030 */ for (I=1; I<=6; I++) { @@ -202,19 +211,19 @@ L6010: game.dtotal=0; KK=DLOC[I]; KK=KEY[KK]; if(KK == 0) goto L6016; -L6012: game.newloc=MOD(IABS(TRAVEL[KK])/1000,1000); +L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000); {long x = J-1; - if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == ODLOC[I] || (J > 1 && - game.newloc == TK[x]) || J >= 20 || game.newloc == DLOC[I] || - FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) || + if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 && + NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] || + FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) || IABS(TRAVEL[KK])/1000000 == 100) goto L6014;} - TK[J]=game.newloc; + TK[J]=NEWLOC; J=J+1; L6014: KK=KK+1; {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} L6016: TK[J]=ODLOC[I]; if(J >= 2)J=J-1; - J=1+RAN(J); + J=1+randrange(J); ODLOC[I]=DLOC[I]; DLOC[I]=TK[J]; DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); @@ -263,11 +272,11 @@ L6025: RSPEAK(186); /* This threatening little dwarf is in the room with him! */ -L6027: game.dtotal=game.dtotal+1; +L6027: DTOTAL=DTOTAL+1; if(ODLOC[I] != DLOC[I]) goto L6030; ATTACK=ATTACK+1; - if(game.knfloc >= 0)game.knfloc=LOC; - if(RAN(1000) < 95*(game.dflag-2))STICK=STICK+1; + if(KNFLOC >= 0)KNFLOC=LOC; + if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1; L6030: /*etc*/ ; } /* end loop */ @@ -275,11 +284,11 @@ L6030: /*etc*/ ; * 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(DTOTAL == 0) goto L2000; + SETPRM(1,DTOTAL,0); + RSPEAK(4+1/DTOTAL); if(ATTACK == 0) goto L2000; - if(game.dflag == 2)game.dflag=3; + if(DFLAG == 2)DFLAG=3; SETPRM(1,ATTACK,0); K=6; if(ATTACK > 1)K=250; @@ -301,15 +310,15 @@ L6030: /*etc*/ ; L2000: if(LOC == 0) goto L99; KK=STEXT[LOC]; - if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC]; + if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC]; if(FORCED(LOC) || !DARK(0)) goto L2001; - if(game.wzdark && PCT(35)) goto L90; + if(WZDARK && PCT(35)) goto L90; KK=RTEXT[16]; L2001: if(TOTING(BEAR))RSPEAK(141); SPEAK(KK); K=1; if(FORCED(LOC)) goto L8; - if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7); + if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7); /* Print out descriptions of objects at this location. If not closing and * property value is negative, tally off another treasure. Rug is special @@ -325,7 +334,7 @@ L2004: if(I == 0) goto L2012; if(OBJ > 100)OBJ=OBJ-100; if(OBJ == STEPS && TOTING(NUGGET)) goto L2008; if(PROP[OBJ] >= 0) goto L2006; - if(game.closed) goto L2008; + if(CLOSED) goto L2008; PROP[OBJ]=0; if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; TALLY=TALLY-1; @@ -372,22 +381,22 @@ L2602: /*etc*/ ; * if closing time, check for any objects being toted with PROP < 0 and set * the prop to -1-PROP. This way objects won't be described until they've * been picked up and put down separate from their respective piles. Don't - * tick game.clock1 unless well into cave (and not at Y2). */ + * tick CLOCK1 unless well into cave (and not at Y2). */ -L2603: if(!game.closed) goto L2605; +L2603: if(!CLOSED) goto L2605; if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); for (I=1; I<=100; I++) { if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; } /* end loop */ -L2605: game.wzdark=DARK(0); - if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0; - I=RAN(1); +L2605: WZDARK=DARK(0); + if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0; + I=0; GETIN(cmdin, WD1,WD1X,WD2,WD2X); -/* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos, +/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos, * make neg. If neg, he skipped a word, so make it zero. */ -L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); +L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0); TURNS=TURNS+1; if(TURNS != THRESH) goto L2608; SPEAK(TTEXT[TRNDEX]); @@ -397,15 +406,15 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1; L2608: if(VERB == SAY && WD2 > 0)VERB=0; if(VERB == SAY) goto L4090; - if(TALLY == 0 && INDEEP(LOC) && LOC != 33)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(PROP[LAMP] == 1)game.limit=game.limit-1; - if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto + if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1; + if(CLOCK1 == 0) goto L10000; + if(CLOCK1 < 0)CLOCK2=CLOCK2-1; + if(CLOCK2 == 0) goto L11000; + if(PROP[LAMP] == 1)LIMIT=LIMIT-1; + if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto L12000; - if(game.limit == 0) goto L12400; - if(game.limit <= 30) goto L12200; + if(LIMIT == 0) goto L12400; + if(LIMIT <= 30) goto L12200; L19999: K=43; if(LIQLOC(LOC) == WATER)K=70; V1=VOCAB(WD1,-1); @@ -418,8 +427,8 @@ L19999: K=43; L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))WD1=MAKEWD(301200308); L2620: if(WD1 != MAKEWD(23051920)) goto L2625; - game.iwest=game.iwest+1; - if(game.iwest == 10)RSPEAK(17); + IWEST=IWEST+1; + if(IWEST == 10)RSPEAK(17); L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630; IGO=IGO+1; if(IGO == 10)RSPEAK(276); @@ -441,8 +450,19 @@ L2800: WD1=WD2; /* Gee, I don't understand. */ L3000: SETPRM(1,WD1,WD1X); - RSPEAK(254); - goto L2600; + /* This is a kludge. The command parser we inherited from the base 2.5 + * barfs on numeric tokens. It will fall through to here when it sees + * seed NNNN. Instead of barfing, go straight to the action processor + * where it will examine the raw input. This will fo away when we get + * rid of the obfuscated FORTRANoid input processing. + */ + if (strncmp(raw_input, "seed", 4) == 0) { + I=4090; K=34; + goto Laction; + } else { + RSPEAK(254); + goto L2600; + } /* Verb and object analysis moved to separate module. */ @@ -479,13 +499,13 @@ L8000: SETPRM(1,WD1,WD1X); /* Figure out the new location * * Given the current location in "LOC", and a motion verb number in "K", put - * the new location in "game.newloc". The current loc is saved in "OLDLOC" in case + * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he - * dies. (if he does, game.newloc will be limbo, and OLDLOC will be what killed + * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed * him, so we need OLDLC2, which is the last place he was safe.) */ L8: KK=KEY[LOC]; - game.newloc=LOC; + NEWLOC=LOC; if(KK == 0)BUG(26); if(K == NUL) return; if(K == BACK) goto L20; @@ -501,34 +521,34 @@ L9: LL=IABS(TRAVEL[KK]); goto L9; L10: LL=LL/1000; -L11: game.newloc=LL/1000; - K=MOD(game.newloc,100); - if(game.newloc <= 300) goto L13; - if(PROP[K] != game.newloc/100-3) goto L16; +L11: NEWLOC=LL/1000; + K=MOD(NEWLOC,100); + if(NEWLOC <= 300) goto L13; + if(PROP[K] != NEWLOC/100-3) goto L16; L12: if(TRAVEL[KK] < 0)BUG(25); KK=KK+1; - game.newloc=IABS(TRAVEL[KK])/1000; - if(game.newloc == LL) goto L12; - LL=game.newloc; + NEWLOC=IABS(TRAVEL[KK])/1000; + if(NEWLOC == LL) goto L12; + LL=NEWLOC; goto L11; -L13: if(game.newloc <= 100) goto L14; - if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16; +L13: if(NEWLOC <= 100) goto L14; + if(TOTING(K) || (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; - if(game.newloc <= 500) goto L30000; - RSPEAK(game.newloc-500); - game.newloc=LOC; +L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12; +L16: NEWLOC=MOD(LL,1000); + if(NEWLOC <= 300) return; + if(NEWLOC <= 500) goto L30000; + RSPEAK(NEWLOC-500); + NEWLOC=LOC; return; /* 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 +L30000: NEWLOC=NEWLOC-300; + switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto L30300; } BUG(20); @@ -536,9 +556,9 @@ L30000: game.newloc=game.newloc-300; * 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-LOC; - if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return; - game.newloc=LOC; +L30100: NEWLOC=99+100-LOC; + if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return; + NEWLOC=LOC; RSPEAK(117); return; @@ -563,19 +583,19 @@ L30300: if(PROP[TROLL] != 1) goto L30310; MOVE(TROLL,PLAC[TROLL]); MOVE(TROLL+100,FIXD[TROLL]); JUGGLE(CHASM); - game.newloc=LOC; + NEWLOC=LOC; return; -L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC; +L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; if(PROP[TROLL] == 0)PROP[TROLL]=1; if(!TOTING(BEAR)) return; RSPEAK(162); PROP[CHASM]=1; PROP[TROLL]=2; - DROP(BEAR,game.newloc); + DROP(BEAR,NEWLOC); FIXED[BEAR]= -1; PROP[BEAR]=3; - OLDLC2=game.newloc; + OLDLC2=NEWLOC; goto L99; /* End of specials. */ @@ -615,9 +635,9 @@ L25: K=MOD(IABS(TRAVEL[KK]),1000); /* 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; - game.wzdark=false; +L30: if(DETAIL < 3)RSPEAK(15); + DETAIL=DETAIL+1; + WZDARK=false; ABB[LOC]=0; return; @@ -669,10 +689,10 @@ L90: RSPEAK(23); /* 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); +L99: if(CLOSNG) goto L95; + NUMDIE=NUMDIE+1; + if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0); + if(NUMDIE == MAXDIE) score(0); PLACE[WATER]=0; PLACE[OIL]=0; if(TOTING(LAMP))PROP[LAMP]=0; @@ -691,7 +711,7 @@ L98: /*etc*/ ; /* He died during closing time. No resurrection. Tally up a death and exit. */ L95: RSPEAK(131); - game.numdie=game.numdie+1; + NUMDIE=NUMDIE+1; score(0); @@ -718,7 +738,7 @@ L40010: HINTLC[HINT]=0; SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); RSPEAK(261); HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54); - if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2]; + if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2]; L40020: HINTLC[HINT]=0; L40030: goto L2602; @@ -733,7 +753,7 @@ L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010; L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; goto L40020; -L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && game.holdng > +L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG > 1) goto L40010; goto L40020; @@ -742,7 +762,7 @@ L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010; L40600: goto L40010; -L40700: if(game.dflag == 0) goto L40010; +L40700: if(DFLAG == 0) goto L40010; goto L40020; L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto @@ -764,15 +784,15 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; /* Cave closing and scoring */ -/* These sections handle the closing of the cave. The cave closes "game.clock1" +/* 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 game.clock1 must be large enough to get + * 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 game.clock2 turns, we close the + * 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 game.clock2 hits zero, we branch to + * 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, @@ -784,8 +804,8 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; /* 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 "game.closng" to true. Leave the dragon; too much trouble to move it. - * from now until game.clock2 runs out, he cannot unlock the grate, move to any + * 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 @@ -810,21 +830,21 @@ L10000: PROP[GRATE]=0; PROP[AXE]=0; FIXED[AXE]=0; RSPEAK(129); - game.clock1= -1; - game.closng=true; + CLOCK1= -1; + CLOSNG=true; goto L19999; -/* ONCE HE'S PANICKED, AND game.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. */ +/* Once he's panicked, and clock2 has run out, we come here to set up the + * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw). + * At the ne end, we place empty bottles, a nursery of plants, a bed of + * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At + * the sw end we place grate over treasures, snake pit, covey of caged birds, + * more rods, and pillows. A mirror stretches across one wall. Many of the + * objects come from known locations and/or states (e.g. the snake is known to + * have been destroyed and needn't be carried away from its old "place"), + * making the various objects be handled differently. We also drop all other + * objects he might be carrying (lest he have some which could cause trouble, + * such as the keys). We describe the flash of light and trundle back. */ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[PLANT]=PUT(PLANT,115,0); @@ -835,7 +855,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[DWARF]=PUT(DWARF,115,0); LOC=115; OLDLOC=115; - game.newloc=115; + NEWLOC=115; /* Leave the grate with normal (non-negative) property. Reuse sign. */ @@ -856,7 +876,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); } /* end loop */ RSPEAK(132); - game.closed=true; + CLOSED=true; return; /* Another way we can force an end to things is by having the lamp give out. @@ -868,19 +888,19 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); L12000: RSPEAK(188); PROP[BATTER]=1; if(TOTING(BATTER))DROP(BATTER,LOC); - game.limit=game.limit+2500; - game.lmwarn=false; + LIMIT=LIMIT+2500; + LMWARN=false; goto L19999; -L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999; - game.lmwarn=true; +L12200: if(LMWARN || !HERE(LAMP)) goto L19999; + LMWARN=true; SPK=187; if(PLACE[BATTER] == 0)SPK=183; if(PROP[BATTER] == 1)SPK=189; RSPEAK(SPK); goto L19999; -L12400: game.limit= -1; +L12400: LIMIT= -1; PROP[LAMP]=0; if(HERE(LAMP))RSPEAK(184); goto L19999;