X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=d93c9671f518d1451b1fe55e962bcc2b554562e6;hp=e0887e94c953b407232755f5640ad78fb9139dd9;hb=65c081a0acc24707915a2abf80ef64ed70e50f45;hpb=bd0487acc50b9c7672ce5f9bd74a94dc3dfb7108 diff --git a/main.c b/main.c index e0887e9..d93c967 100644 --- a/main.c +++ b/main.c @@ -5,22 +5,20 @@ */ #include #include +#include +#include +#include #include "main.h" #include "misc.h" -#ifdef __MSDOS__ -#include "alloc.h" -#endif -#define TRUE (0==0) -#define FALSE (0!=0) - -long ABB[186], ATAB[331], ATLOC[186], BLKLIN = TRUE, DFLAG, +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], MAP1[129], MAP2[129]; +signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129]; +signed char raw_input[LINESIZE+1]; long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, @@ -43,82 +41,117 @@ long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BO 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, - WZDARK = FALSE, ZZWORD; + WZDARK = false, ZZWORD; +FILE *logfp; +bool oldstyle = false; +lcg_state lcgstate; extern void initialise(); extern void score(long); -extern int action(long); +extern int action(FILE *, long); /* * MAIN PROGRAM */ -int main(int argc, char *argv[]) { - -/* 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 */ +static void do_command(FILE *); +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); + break; + case 'o': + oldstyle = true; + break; + } + } -/* LOGICAL VARIABLES: +/* Logical variables: * - * CLOSED SAYS WHETHER WE'RE ALL THE WAY CLOSED - * CLOSNG SAYS WHETHER IT'S CLOSING TIME YET - * CLSHNT SAYS WHETHER HE'S READ THE CLUE IN THE ENDGAME - * LMWARN SAYS WHETHER HE'S BEEN WARNED ABOUT LAMP GOING DIM - * NOVICE SAYS WHETHER HE ASKED FOR INSTRUCTIONS AT START-UP - * PANIC SAYS WHETHER HE'S FOUND OUT HE'S TRAPPED IN THE CAVE - * WZDARK SAYS WHETHER THE LOC HE'S LEAVING WAS DARK */ + * CLOSED says whether we're all the way closed + * CLOSNG says whether it's closing time yet + * CLSHNT says whether he's read the clue in the endgame + * LMWARN says whether he's been warned about lamp going dim + * NOVICE says whether he asked for instructions at start-up + * PANIC says whether he's found out he's trapped in the cave + * WZDARK says whether the loc he's leaving was dark */ #include "funcs.h" -/* READ THE DATABASE IF WE HAVE NOT YET DONE SO */ +/* 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)); if(!LINES){ printf("Not enough memory!\n"); - exit(FALSE); + exit(1); } MAP2[1] = 0; if(!SETUP)initialise(); if(SETUP > 0) goto L1; -/* UNLIKE EARLIER VERSIONS, ADVENTURE IS NO LONGER RESTARTABLE. (THIS - * LETS US GET AWAY WITH MODIFYING THINGS SUCH AS OBJSND(BIRD) WITHOUT - * HAVING TO BE ABLE TO UNDO THE CHANGES LATER.) IF A "USED" COPY IS - * RERUN, WE COME HERE AND TELL THE PLAYER TO RUN A FRESH COPY. */ +/* Unlike earlier versions, adventure is no longer restartable. (This + * lets us get away with modifying things such as OBJSND(BIRD) without + * having to be able to undo the changes later.) If a "used" copy is + * rerun, we come here and tell the player to run a fresh copy. */ RSPEAK(201); - exit(FALSE); + exit(0); - - -/* START-UP, DWARF STUFF */ +/* Start-up, dwarf stuff */ L1: SETUP= -1; - I=RAN(-1); + I=0; ZZWORD=RNDVOC(3,0)+MESH*2; - NOVICE=YES(65,1,0); + NOVICE=YES(stdin, 65,1,0); NEWLOC=1; LOC=1; LIMIT=330; if(NOVICE)LIMIT=1000; -/* CAN'T LEAVE CAVE ONCE IT'S CLOSING (EXCEPT BY MAIN OFFICE). */ + for (;;) { + do_command(stdin); + } +} + +static void do_command(FILE *cmdin) { + +/* Can't leave cave once it's closing (except by main office). */ L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; RSPEAK(130); NEWLOC=LOC; if(!PANIC)CLOCK2=15; - PANIC=TRUE; + 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). */ +/* See if a dwarf has seen him and has come from where he wants to go. If so, + * the dwarf's blocking his way. If coming from place forbidden to pirate + * (dwarves rooted in place) let him get out (and attacked). */ L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; /* 73 */ for (I=1; I<=5; I++) { @@ -130,50 +163,50 @@ L73: /*etc*/ ; } /* end loop */ L74: LOC=NEWLOC; -/* DWARF STUFF. SEE EARLIER COMMENTS FOR DESCRIPTION OF VARIABLES. REMEMBER - * SIXTH DWARF IS PIRATE AND IS THUS VERY DIFFERENT EXCEPT FOR MOTION RULES. */ +/* Dwarf stuff. See earlier comments for description of variables. Remember + * sixth dwarf is pirate and is thus very different except for motion rules. */ -/* FIRST OFF, DON'T LET THE DWARVES FOLLOW HIM INTO A PIT OR A WALL. ACTIVATE - * THE WHOLE MESS THE FIRST TIME HE GETS AS FAR AS THE HALL OF MISTS (LOC 15). - * IF NEWLOC IS FORBIDDEN TO PIRATE (IN PARTICULAR, IF IT'S BEYOND THE TROLL - * BRIDGE), BYPASS DWARF STUFF. THAT WAY PIRATE CAN'T STEAL RETURN TOLL, AND - * DWARVES CAN'T MEET THE BEAR. ALSO MEANS DWARVES WON'T FOLLOW HIM INTO DEAD - * END IN MAZE, BUT C'EST LA VIE. THEY'LL WAIT FOR HIM OUTSIDE THE DEAD END. */ +/* First off, don't let the dwarves follow him into a pit or a wall. Activate + * the whole mess the first time he gets as far as the hall of mists (loc 15). + * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll + * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and + * dwarves can't meet the bear. Also means dwarves won't follow him into dead + * end in maze, but c'est la vie. They'll wait for him outside the dead end. */ if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000; if(DFLAG != 0) goto L6000; if(INDEEP(LOC))DFLAG=1; goto L2000; -/* WHEN WE ENCOUNTER THE FIRST DWARF, WE KILL 0, 1, OR 2 OF THE 5 DWARVES. IF - * ANY OF THE SURVIVORS IS AT LOC, REPLACE HIM WITH THE ALTERNATE. */ +/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If + * any of the survivors is at loc, replace him with the alternate. */ L6000: if(DFLAG != 1) goto L6010; if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; DFLAG=2; - /* 6001 */ for (I=1; I<=2; I++) { - J=1+RAN(5); -L6001: if(PCT(50))DLOC[J]=0; + for (I=1; I<=2; I++) { + J=1+randrange(5); + if(PCT(50))DLOC[J]=0; } /* end loop */ - /* 6002 */ for (I=1; I<=5; I++) { + for (I=1; I<=5; I++) { if(DLOC[I] == LOC)DLOC[I]=DALTLC; -L6002: ODLOC[I]=DLOC[I]; + ODLOC[I]=DLOC[I]; } /* end loop */ RSPEAK(3); DROP(AXE,LOC); goto L2000; -/* THINGS ARE IN FULL SWING. MOVE EACH DWARF AT RANDOM, EXCEPT IF HE'S SEEN US - * HE STICKS WITH US. DWARVES STAY DEEP INSIDE. IF WANDERING AT RANDOM, - * THEY DON'T BACK UP UNLESS THERE'S NO ALTERNATIVE. IF THEY DON'T HAVE TO - * MOVE, THEY ATTACK. AND, OF COURSE, DEAD DWARVES DON'T DO MUCH OF ANYTHING. */ +/* Things are in full swing. Move each dwarf at random, except if he's seen us + * he sticks with us. Dwarves stay deep inside. If wandering at random, + * they don't back up unless there's no alternative. If they don't have to + * move, they attack. And, of course, dead dwarves don't do much of anything. */ L6010: DTOTAL=0; ATTACK=0; STICK=0; /* 6030 */ for (I=1; I<=6; I++) { if(DLOC[I] == 0) goto L6030; -/* FILL TK ARRAY WITH ALL THE PLACES THIS DWARF MIGHT GO. */ +/* Fill TK array with all the places this dwarf might go. */ J=1; KK=DLOC[I]; KK=KEY[KK]; @@ -190,7 +223,7 @@ 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); @@ -198,15 +231,15 @@ L6016: TK[J]=ODLOC[I]; DLOC[I]=LOC; if(I != 6) goto L6027; -/* THE PIRATE'S SPOTTED HIM. HE LEAVES HIM ALONE ONCE WE'VE FOUND CHEST. K - * COUNTS IF A TREASURE IS HERE. IF NOT, AND TALLY=1 FOR AN UNSEEN CHEST, LET - * THE PIRATE BE SPOTTED. NOTE THAT PLACE(CHEST)=0 MIGHT MEAN THAT HE'S - * THROWN IT TO THE TROLL, BUT IN THAT CASE HE'S SEEN THE CHEST (PROP=0). */ +/* The pirate's spotted him. He leaves him alone once we've found chest. K + * counts if a treasure is here. If not, and tally=1 for an unseen chest, let + * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's + * thrown it to the troll, but in that case he's seen the chest (PROP=0). */ if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030; K=0; /* 6020 */ for (J=50; J<=MAXTRS; J++) { -/* PIRATE WON'T TAKE PYRAMID FROM PLOVER ROOM OR DARK ROOM (TOO EASY!). */ +/* Pirate won't take pyramid from plover room or dark room (too easy!). */ if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020; if(TOTING(J)) goto L6021; L6020: if(HERE(J))K=1; @@ -217,7 +250,7 @@ L6020: if(HERE(J))K=1; goto L6030; L6021: if(PLACE[CHEST] != 0) goto L6022; -/* INSTALL CHEST ONLY ONCE, TO INSURE IT IS THE LAST TREASURE IN THE LIST. */ +/* Install chest only once, to insure it is the last treasure in the list. */ MOVE(CHEST,CHLOC); MOVE(MESSAG,CHLOC2); L6022: RSPEAK(128); @@ -229,7 +262,7 @@ L6023: /*etc*/ ; } /* end loop */ L6024: DLOC[6]=CHLOC; ODLOC[6]=CHLOC; - DSEEN[6]=FALSE; + DSEEN[6]=false; goto L6030; L6025: RSPEAK(186); @@ -237,19 +270,19 @@ L6025: RSPEAK(186); MOVE(MESSAG,CHLOC2); goto L6024; -/* THIS THREATENING LITTLE DWARF IS IN THE ROOM WITH HIM! */ +/* This threatening little dwarf is in the room with him! */ L6027: DTOTAL=DTOTAL+1; if(ODLOC[I] != DLOC[I]) goto L6030; ATTACK=ATTACK+1; if(KNFLOC >= 0)KNFLOC=LOC; - if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1; + if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1; L6030: /*etc*/ ; } /* end loop */ -/* NOW WE KNOW WHAT'S HAPPENING. LET'S TELL THE POOR SUCKER ABOUT IT. - * NOTE THAT VARIOUS OF THE "KNIFE" MESSAGES MUST HAVE SPECIFIC RELATIVE - * POSITIONS IN THE RSPEAK DATABASE. */ +/* Now we know what's happening. Let's tell the poor sucker about it. + * Note that various of the "knife" messages must have specific relative + * positions in the RSPEAK database. */ if(DTOTAL == 0) goto L2000; SETPRM(1,DTOTAL,0); @@ -271,9 +304,9 @@ L6030: /*etc*/ ; -/* DESCRIBE THE CURRENT LOCATION AND (MAYBE) GET NEXT COMMAND. */ +/* Describe the current location and (maybe) get next command. */ -/* PRINT TEXT FOR CURRENT LOC. */ +/* Print text for current loc. */ L2000: if(LOC == 0) goto L99; KK=STEXT[LOC]; @@ -287,11 +320,11 @@ L2001: if(TOTING(BEAR))RSPEAK(141); if(FORCED(LOC)) goto L8; if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7); -/* PRINT OUT DESCRIPTIONS OF OBJECTS AT THIS LOCATION. IF NOT CLOSING AND - * PROPERTY VALUE IS NEGATIVE, TALLY OFF ANOTHER TREASURE. RUG IS SPECIAL - * CASE; ONCE SEEN, ITS PROP IS 1 (DRAGON ON IT) TILL DRAGON IS KILLED. - * SIMILARLY FOR CHAIN; PROP IS INITIALLY 1 (LOCKED TO BEAR). THESE HACKS - * ARE BECAUSE PROP=0 IS NEEDED TO GET FULL SCORE. */ +/* Print out descriptions of objects at this location. If not closing and + * property value is negative, tally off another treasure. Rug is special + * case; once seen, its PROP is 1 (dragon on it) till dragon is killed. + * Similarly for chain; PROP is initially 1 (locked to bear). These hacks + * are because PROP=0 is needed to get full score. */ if(DARK(0)) goto L2012; ABB[LOC]=ABB[LOC]+1; @@ -305,17 +338,17 @@ L2004: if(I == 0) goto L2012; PROP[OBJ]=0; if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; TALLY=TALLY-1; -/* NOTE: THERE USED TO BE A TEST HERE TO SEE WHETHER THE PLAYER HAD BLOWN IT - * SO BADLY THAT HE COULD NEVER EVER SEE THE REMAINING TREASURES, AND IF SO - * THE LAMP WAS ZAPPED TO 35 TURNS. BUT THE TESTS WERE TOO SIMPLE-MINDED; - * THINGS LIKE KILLING THE BIRD BEFORE THE SNAKE WAS GONE (CAN NEVER SEE - * JEWELRY), AND DOING IT "RIGHT" WAS HOPELESS. E.G., COULD CROSS TROLL - * BRIDGE SEVERAL TIMES, USING UP ALL AVAILABLE TREASURES, BREAKING VASE, - * USING COINS TO BUY BATTERIES, ETC., AND EVENTUALLY NEVER BE ABLE TO GET - * ACROSS AGAIN. IF BOTTLE WERE LEFT ON FAR SIDE, COULD THEN NEVER GET EGGS - * OR TRIDENT, AND THE EFFECTS PROPAGATE. SO THE WHOLE THING WAS FLUSHED. - * ANYONE WHO MAKES SUCH A GROSS BLUNDER ISN'T LIKELY TO FIND EVERYTHING - * ELSE ANYWAY (SO GOES THE RATIONALISATION). */ +/* Note: There used to be a test here to see whether the player had blown it + * so badly that he could never ever see the remaining treasures, and if so + * the lamp was zapped to 35 turns. But the tests were too simple-minded; + * things like killing the bird before the snake was gone (can never see + * jewelry), and doing it "right" was hopeless. E.G., could cross troll + * bridge several times, using up all available treasures, breaking vase, + * using coins to buy batteries, etc., and eventually never be able to get + * across again. If bottle were left on far side, could then never get eggs + * or trident, and the effects propagate. So the whole thing was flushed. + * anyone who makes such a gross blunder isn't likely to find everything + * else anyway (so goes the rationalisation). */ L2006: KK=PROP[OBJ]; if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1; PSPEAK(OBJ,KK); @@ -330,9 +363,9 @@ L2012: VERB=0; OLDOBJ=OBJ; OBJ=0; -/* CHECK IF THIS LOC IS ELIGIBLE FOR ANY HINTS. IF BEEN HERE LONG ENOUGH, - * BRANCH TO HELP SECTION (ON LATER PAGE). HINTS ALL COME BACK HERE EVENTUALLY - * TO FINISH THE LOOP. IGNORE "HINTS" < 4 (SPECIAL STUFF, SEE DATABASE NOTES). +/* Check if this loc is eligible for any hints. If been here long enough, + * branch to help section (on later page). Hints all come back here eventually + * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes). */ L2600: if(COND[LOC] < CONDS) goto L2603; @@ -344,24 +377,24 @@ L2600: if(COND[LOC] < CONDS) goto L2603; L2602: /*etc*/ ; } /* end loop */ -/* KICK THE RANDOM NUMBER GENERATOR JUST TO ADD VARIETY TO THE CHASE. ALSO, - * IF CLOSING TIME, CHECK FOR ANY OBJECTS BEING TOTED WITH PROP < 0 AND SET - * THE PROP TO -1-PROP. THIS WAY OBJECTS WON'T BE DESCRIBED UNTIL THEY'VE - * BEEN PICKED UP AND PUT DOWN SEPARATE FROM THEIR RESPECTIVE PILES. DON'T - * TICK CLOCK1 UNLESS WELL INTO CAVE (AND NOT AT Y2). */ +/* Kick the random number generator just to add variety to the chase. Also, + * if closing time, check for any objects being toted with PROP < 0 and set + * the prop to -1-PROP. This way objects won't be described until they've + * been picked up and put down separate from their respective piles. Don't + * tick CLOCK1 unless well into cave (and not at Y2). */ L2603: if(!CLOSED) goto L2605; if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); - /* 2604 */ for (I=1; I<=100; I++) { -L2604: if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; + for (I=1; I<=100; I++) { + if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; } /* end loop */ L2605: WZDARK=DARK(0); if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0; - I=RAN(1); - GETIN(WD1,WD1X,WD2,WD2X); + I=0; + GETIN(cmdin, WD1,WD1X,WD2,WD2X); -/* 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. */ +/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos, + * make neg. If neg, he skipped a word, so make it zero. */ L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0); TURNS=TURNS+1; @@ -407,27 +440,38 @@ L2630: I=VOCAB(WD1,-1); case 3: goto L2010; } BUG(22); -/* GET SECOND WORD FOR ANALYSIS. */ +/* Get second word for analysis. */ L2800: WD1=WD2; WD1X=WD2X; WD2=0; goto L2620; -/* GEE, I DON'T UNDERSTAND. */ +/* Gee, I don't understand. */ L3000: SETPRM(1,WD1,WD1X); - RSPEAK(254); - goto L2600; - -/* VERB AND OBJECT ANALYSIS MOVED TO SEPARATE MODULE. */ + /* 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. */ L4000: I=4000; goto Laction; L4090: I=4090; goto Laction; L5000: I=5000; Laction: - switch (action(I)) { - case 2: goto L2; + switch (action(cmdin, I)) { + case 2: return; case 8: goto L8; case 2000: goto L2000; case 2009: goto L2009; @@ -444,7 +488,7 @@ Laction: } BUG(99); -/* RANDOM INTRANSITIVE VERBS COME HERE. CLEAR OBJ JUST IN CASE (SEE "ATTACK"). +/* Random intransitive verbs come here. Clear obj just in case (see "attack"). */ L8000: SETPRM(1,WD1,WD1X); @@ -452,18 +496,18 @@ L8000: SETPRM(1,WD1,WD1X); OBJ=0; goto L2600; -/* FIGURE OUT THE NEW LOCATION +/* Figure out the new location * - * GIVEN THE CURRENT LOCATION IN "LOC", AND A MOTION VERB NUMBER IN "K", PUT - * THE NEW LOCATION IN "NEWLOC". THE CURRENT LOC IS SAVED IN "OLDLOC" IN CASE - * HE WANTS TO RETREAT. THE CURRENT OLDLOC IS SAVED IN OLDLC2, IN CASE HE - * DIES. (IF HE DOES, NEWLOC WILL BE LIMBO, AND OLDLOC WILL BE WHAT KILLED - * HIM, SO WE NEED OLDLC2, WHICH IS THE LAST PLACE HE WAS SAFE.) */ + * Given the current location in "LOC", and a motion verb number in "K", put + * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case + * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he + * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed + * him, so we need OLDLC2, which is the last place he was safe.) */ L8: KK=KEY[LOC]; NEWLOC=LOC; if(KK == 0)BUG(26); - if(K == NUL) goto L2; + if(K == NUL) return; if(K == BACK) goto L20; if(K == LOOK) goto L30; if(K == CAVE) goto L40; @@ -494,42 +538,42 @@ L13: if(NEWLOC <= 100) goto L14; L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12; L16: NEWLOC=MOD(LL,1000); - if(NEWLOC <= 300) goto L2; + if(NEWLOC <= 300) return; if(NEWLOC <= 500) goto L30000; RSPEAK(NEWLOC-500); NEWLOC=LOC; - goto L2; + return; -/* SPECIAL MOTIONS COME HERE. LABELLING CONVENTION: STATEMENT NUMBERS NNNXX - * (XX=00-99) ARE USED FOR SPECIAL CASE NUMBER NNN (NNN=301-500). */ +/* Special motions come here. Labelling convention: statement numbers NNNXX + * (XX=00-99) are used for special case number NNN (NNN=301-500). */ L30000: NEWLOC=NEWLOC-300; switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto L30300; } BUG(20); -/* TRAVEL 301. PLOVER-ALCOVE PASSAGE. CAN CARRY ONLY EMERALD. NOTE: TRAVEL - * TABLE MUST INCLUDE "USELESS" ENTRIES GOING THROUGH PASSAGE, WHICH CAN NEVER - * BE USED FOR ACTUAL MOTION, BUT CAN BE SPOTTED BY "GO BACK". */ +/* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel + * table must include "useless" entries going through passage, which can never + * be used for actual motion, but can be spotted by "go back". */ L30100: NEWLOC=99+100-LOC; - if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2; + if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return; NEWLOC=LOC; RSPEAK(117); - goto L2; + return; -/* 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. */ +/* Travel 302. Plover transport. Drop the emerald (only use special travel if + * toting it), so he's forced to use the plover-passage to get it out. Having + * dropped it, go back and pretend he wasn't carrying it after all. */ L30200: DROP(EMRALD,LOC); goto L12; -/* TRAVEL 303. TROLL BRIDGE. MUST BE DONE ONLY AS SPECIAL MOTION SO THAT - * DWARVES WON'T WANDER ACROSS AND ENCOUNTER THE BEAR. (THEY WON'T FOLLOW THE - * PLAYER THERE BECAUSE THAT REGION IS FORBIDDEN TO THE PIRATE.) IF - * PROP(TROLL)=1, HE'S CROSSED SINCE PAYING, SO STEP OUT AND BLOCK HIM. - * (STANDARD TRAVEL ENTRIES CHECK FOR PROP(TROLL)=0.) SPECIAL STUFF FOR BEAR. */ +/* Travel 303. Troll bridge. Must be done only as special motion so that + * dwarves won't wander across and encounter the bear. (They won't follow the + * player there because that region is forbidden to the pirate.) If + * PROP(TROLL)=1, he's crossed since paying, so step out and block him. + * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */ L30300: if(PROP[TROLL] != 1) goto L30310; PSPEAK(TROLL,1); @@ -540,11 +584,11 @@ L30300: if(PROP[TROLL] != 1) goto L30310; MOVE(TROLL+100,FIXD[TROLL]); JUGGLE(CHASM); NEWLOC=LOC; - goto L2; + return; L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; if(PROP[TROLL] == 0)PROP[TROLL]=1; - if(!TOTING(BEAR)) goto L2; + if(!TOTING(BEAR)) return; RSPEAK(162); PROP[CHASM]=1; PROP[TROLL]=2; @@ -554,10 +598,10 @@ L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; OLDLC2=NEWLOC; goto L99; -/* END OF SPECIALS. */ +/* End of specials. */ -/* HANDLE "GO BACK". LOOK FOR VERB WHICH GOES FROM LOC TO OLDLOC, OR TO OLDLC2 - * IF OLDLOC HAS FORCED-MOTION. K2 SAVES ENTRY -> FORCED LOC -> PREVIOUS LOC. */ +/* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2 + * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */ L20: K=OLDLOC; if(FORCED(K))K=OLDLC2; @@ -568,7 +612,7 @@ L20: K=OLDLOC; if(CNDBIT(LOC,4))K2=274; if(K2 == 0) goto L21; RSPEAK(K2); - goto L2; + return; L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000); if(LL == K) goto L25; @@ -582,29 +626,29 @@ L22: if(TRAVEL[KK] < 0) goto L23; L23: KK=K2; if(KK != 0) goto L25; RSPEAK(140); - goto L2; + return; L25: K=MOD(IABS(TRAVEL[KK]),1000); KK=KEY[LOC]; goto L9; -/* LOOK. CAN'T GIVE MORE DETAIL. PRETEND IT WASN'T DARK (THOUGH IT MAY "NOW" - * BE DARK) SO HE WON'T FALL INTO A PIT WHILE STARING INTO THE GLOOM. */ +/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now" + * be dark) so he won't fall into a pit while staring into the gloom. */ L30: if(DETAIL < 3)RSPEAK(15); DETAIL=DETAIL+1; - WZDARK=FALSE; + WZDARK=false; ABB[LOC]=0; - goto L2; + return; -/* CAVE. DIFFERENT MESSAGES DEPENDING ON WHETHER ABOVE GROUND. */ +/* Cave. Different messages depending on whether above ground. */ L40: K=58; if(OUTSID(LOC) && LOC != 8)K=57; RSPEAK(K); - goto L2; + return; -/* NON-APPLICABLE MOTION. VARIOUS MESSAGES DEPENDING ON WORD GIVEN. */ +/* Non-applicable motion. Various messages depending on word given. */ L50: SPK=12; if(K >= 43 && K <= 50)SPK=52; @@ -615,39 +659,39 @@ L50: SPK=12; if(K == 62 || K == 65)SPK=42; if(K == 17)SPK=80; RSPEAK(SPK); - goto L2; + return; -/* "YOU'RE DEAD, JIM." +/* "You're dead, Jim." * - * IF THE CURRENT LOC IS ZERO, IT MEANS THE CLOWN GOT HIMSELF KILLED. WE'LL - * ALLOW THIS MAXDIE TIMES. MAXDIE IS AUTOMATICALLY SET BASED ON THE NUMBER OF - * SNIDE MESSAGES AVAILABLE. EACH DEATH RESULTS IN A MESSAGE (81, 83, ETC.) - * WHICH OFFERS REINCARNATION; IF ACCEPTED, THIS RESULTS IN MESSAGE 82, 84, - * ETC. THE LAST TIME, IF HE WANTS ANOTHER CHANCE, HE GETS A SNIDE REMARK AS - * WE EXIT. WHEN REINCARNATED, ALL OBJECTS BEING CARRIED GET DROPPED AT OLDLC2 - * (PRESUMABLY THE LAST PLACE PRIOR TO BEING KILLED) WITHOUT CHANGE OF PROPS. - * THE LOOP RUNS BACKWARDS TO ASSURE THAT THE BIRD IS DROPPED BEFORE THE CAGE. - * (THIS KLUGE COULD BE CHANGED ONCE WE'RE SURE ALL REFERENCES TO BIRD AND CAGE - * ARE DONE BY KEYWORDS.) THE LAMP IS A SPECIAL CASE (IT WOULDN'T DO TO LEAVE - * IT IN THE CAVE). IT IS TURNED OFF AND LEFT OUTSIDE THE BUILDING (ONLY IF HE - * WAS CARRYING IT, OF COURSE). HE HIMSELF IS LEFT INSIDE THE BUILDING (AND - * HEAVEN HELP HIM IF HE TRIES TO XYZZY BACK INTO THE CAVE WITHOUT THE LAMP!). - * OLDLOC IS ZAPPED SO HE CAN'T JUST "RETREAT". */ - -/* THE EASIEST WAY TO GET KILLED IS TO FALL INTO A PIT IN PITCH DARKNESS. */ + * If the current loc is zero, it means the clown got himself killed. We'll + * allow this maxdie times. MAXDIE is automatically set based on the number of + * snide messages available. Each death results in a message (81, 83, etc.) + * which offers reincarnation; if accepted, this results in message 82, 84, + * etc. The last time, if he wants another chance, he gets a snide remark as + * we exit. When reincarnated, all objects being carried get dropped at OLDLC2 + * (presumably the last place prior to being killed) without change of props. + * the loop runs backwards to assure that the bird is dropped before the cage. + * (this kluge could be changed once we're sure all references to bird and cage + * are done by keywords.) The lamp is a special case (it wouldn't do to leave + * it in the cave). It is turned off and left outside the building (only if he + * was carrying it, of course). He himself is left inside the building (and + * heaven help him if he tries to xyzzy back into the cave without the lamp!). + * OLDLOC is zapped so he can't just "retreat". */ + +/* The easiest way to get killed is to fall into a pit in pitch darkness. */ L90: RSPEAK(23); OLDLC2=LOC; -/* OKAY, HE'S DEAD. LET'S GET ON WITH IT. */ +/* Okay, he's dead. Let's get on with it. */ L99: if(CLOSNG) goto L95; NUMDIE=NUMDIE+1; - if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0); + if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0); if(NUMDIE == MAXDIE) score(0); PLACE[WATER]=0; PLACE[OIL]=0; @@ -664,7 +708,7 @@ L98: /*etc*/ ; OLDLOC=LOC; goto L2000; -/* HE DIED DURING CLOSING TIME. NO RESURRECTION. TALLY UP A DEATH AND EXIT. */ +/* He died during closing time. No resurrection. Tally up a death and exit. */ L95: RSPEAK(131); NUMDIE=NUMDIE+1; @@ -673,13 +717,13 @@ L95: RSPEAK(131); -/* HINTS */ +/* Hints */ -/* COME HERE IF HE'S BEEN LONG ENOUGH AT REQUIRED LOC(S) FOR SOME UNUSED HINT. - * HINT NUMBER IS IN VARIABLE "HINT". BRANCH TO QUICK TEST FOR ADDITIONAL - * CONDITIONS, THEN COME BACK TO DO NEAT STUFF. GOTO 40010 IF CONDITIONS ARE - * MET AND WE WANT TO OFFER THE HINT. GOTO 40020 TO CLEAR HINTLC BACK TO ZERO, - * 40030 TO TAKE NO ACTION YET. */ +/* Come here if he's been long enough at required loc(s) for some unused hint. + * hint number is in variable "hint". Branch to quick test for additional + * conditions, then come back to do neat stuff. Goto 40010 if conditions are + * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero, + * 40030 to take no action yet. */ L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto @@ -690,15 +734,15 @@ L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: g BUG(27); L40010: HINTLC[HINT]=0; - if(!YES(HINTS[HINT][3],0,54)) goto L2602; + if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602; SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); RSPEAK(261); - HINTED[HINT]=YES(175,HINTS[HINT][4],54); + HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54); if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2]; L40020: HINTLC[HINT]=0; L40030: goto L2602; -/* NOW FOR THE QUICK TESTS. SEE DATABASE DESCRIPTION FOR ONE-LINE NOTES. */ +/* Now for the quick tests. See database description for one-line notes. */ L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010; goto L40020; @@ -737,43 +781,43 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; -/* CAVE CLOSING AND SCORING */ +/* Cave closing and scoring */ -/* THESE SECTIONS HANDLE THE CLOSING OF THE CAVE. THE CAVE CLOSES "CLOCK1" - * TURNS AFTER THE LAST TREASURE HAS BEEN LOCATED (INCLUDING THE PIRATE'S - * CHEST, WHICH MAY OF COURSE NEVER SHOW UP). NOTE THAT THE TREASURES NEED NOT - * HAVE BEEN TAKEN YET, JUST LOCATED. HENCE CLOCK1 MUST BE LARGE ENOUGH TO GET - * OUT OF THE CAVE (IT ONLY TICKS WHILE INSIDE THE CAVE). WHEN IT HITS ZERO, - * WE BRANCH TO 10000 TO START CLOSING THE CAVE, AND THEN SIT BACK AND WAIT FOR - * HIM TO TRY TO GET OUT. IF HE DOESN'T WITHIN CLOCK2 TURNS, WE CLOSE THE - * CAVE; IF HE DOES TRY, WE ASSUME HE PANICS, AND GIVE HIM A FEW ADDITIONAL - * TURNS TO GET FRANTIC BEFORE WE CLOSE. WHEN CLOCK2 HITS ZERO, WE BRANCH TO - * 11000 TO TRANSPORT HIM INTO THE FINAL PUZZLE. NOTE THAT THE PUZZLE DEPENDS - * UPON ALL SORTS OF RANDOM THINGS. FOR INSTANCE, THERE MUST BE NO WATER OR - * OIL, SINCE THERE ARE BEANSTALKS WHICH WE DON'T WANT TO BE ABLE TO WATER, - * SINCE THE CODE CAN'T HANDLE IT. ALSO, WE CAN HAVE NO KEYS, SINCE THERE IS A - * GRATE (HAVING MOVED THE FIXED OBJECT!) THERE SEPARATING HIM FROM ALL THE - * TREASURES. MOST OF THESE PROBLEMS ARISE FROM THE USE OF NEGATIVE PROP - * NUMBERS TO SUPPRESS THE OBJECT DESCRIPTIONS UNTIL HE'S ACTUALLY MOVED THE - * OBJECTS. */ +/* These sections handle the closing of the cave. The cave closes "clock1" + * turns after the last treasure has been located (including the pirate's + * chest, which may of course never show up). Note that the treasures need not + * have been taken yet, just located. Hence clock1 must be large enough to get + * out of the cave (it only ticks while inside the cave). When it hits zero, + * we branch to 10000 to start closing the cave, and then sit back and wait for + * him to try to get out. If he doesn't within clock2 turns, we close the + * cave; if he does try, we assume he panics, and give him a few additional + * turns to get frantic before we close. When clock2 hits zero, we branch to + * 11000 to transport him into the final puzzle. Note that the puzzle depends + * upon all sorts of random things. For instance, there must be no water or + * oil, since there are beanstalks which we don't want to be able to water, + * since the code can't handle it. Also, we can have no keys, since there is a + * grate (having moved the fixed object!) there separating him from all the + * treasures. Most of these problems arise from the use of negative prop + * numbers to suppress the object descriptions until he's actually moved the + * objects. */ -/* 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 MT. 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. */ +/* When the first warning comes, we lock the grate, destroy the bridge, kill + * all the dwarves (and the pirate), remove the troll and bear (unless dead), + * and set "closng" to true. Leave the dragon; too much trouble to move it. + * from now until clock2 runs out, he cannot unlock the grate, move to any + * location outside the cave, or create the bridge. Nor can he be + * resurrected if he dies. Note that the snake is already gone, since he got + * to the treasure accessible only via the hall of the mountain king. Also, he's + * been in giant room (to get eggs), so we can refer to it. Also also, he's + * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves + * must have been activated, since we've found chest. */ L10000: PROP[GRATE]=0; PROP[FISSUR]=0; - /* 10010 */ for (I=1; I<=6; I++) { - DSEEN[I]=FALSE; -L10010: DLOC[I]=0; + for (I=1; I<=6; I++) { + DSEEN[I]=false; + DLOC[I]=0; } /* end loop */ MOVE(TROLL,0); MOVE(TROLL+100,0); @@ -787,20 +831,20 @@ L10010: DLOC[I]=0; FIXED[AXE]=0; RSPEAK(129); CLOCK1= -1; - CLOSNG=TRUE; + 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. */ +/* 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); @@ -813,7 +857,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); OLDLOC=115; NEWLOC=115; -/* LEAVE THE GRATE WITH NORMAL (NON-NEGATIVE) PROPERTY. REUSE SIGN. */ +/* Leave the grate with normal (non-negative) property. Reuse sign. */ I=PUT(GRATE,116,0); I=PUT(SIGN,116,0); @@ -827,29 +871,29 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[MIRROR]=PUT(MIRROR,115,0); FIXED[MIRROR]=116; - /* 11010 */ for (I=1; I<=100; I++) { -L11010: if(TOTING(I))DSTROY(I); + for (I=1; I<=100; I++) { + if(TOTING(I))DSTROY(I); } /* end loop */ RSPEAK(132); - CLOSED=TRUE; - goto L2; + CLOSED=true; + return; -/* 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. */ +/* Another way we can force an end to things is by having the lamp give out. + * When it gets close, we come here to warn him. We go to 12000 if the lamp + * and fresh batteries are here, in which case we replace the batteries and + * continue. 12200 is for other cases of lamp dying. 12400 is when it goes + * out. Even then, he can explore outside for a while if desired. */ L12000: RSPEAK(188); PROP[BATTER]=1; if(TOTING(BATTER))DROP(BATTER,LOC); LIMIT=LIMIT+2500; - LMWARN=FALSE; + LMWARN=false; goto L19999; L12200: if(LMWARN || !HERE(LAMP)) goto L19999; - LMWARN=TRUE; + LMWARN=true; SPK=187; if(PLACE[BATTER] == 0)SPK=183; if(PROP[BATTER] == 1)SPK=189; @@ -861,7 +905,7 @@ L12400: LIMIT= -1; if(HERE(LAMP))RSPEAK(184); goto L19999; -/* OH DEAR, HE'S DISTURBED THE DWARVES. */ +/* Oh dear, he's disturbed the dwarves. */ L18999: RSPEAK(SPK); L19000: RSPEAK(136);