X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=f7cd1fca66feb059f52729dc17da863cd7dae6a1;hp=18beb85ffdf0b4c846171ce2350b9cc94b88c0cf;hb=2d95c3f4f5cf2d92149be9c4b43bbcc6d36c2de7;hpb=3ba084480ae0743234b24d93617a12784b4f4035 diff --git a/main.c b/main.c index 18beb85..f7cd1fc 100644 --- a/main.c +++ b/main.c @@ -21,13 +21,11 @@ long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, - GRATE, HINT, HINTLC[21], - I, INVENT, IGO, J, JADE, K, K2, KEYS, KK, + GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK, KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK, MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW, - PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM, - RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, + PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK, STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2, URN, V1, V2, VASE, VEND, VERB, @@ -250,9 +248,9 @@ L6016: TK[J]=game.odloc[I]; /* The pirate's spotted him. He leaves him alone once we've found chest. K * counts if a treasure is here. If not, and tally=1 for an unseen chest, let * the pirate be spotted. Note that game.place(CHEST)=0 might mean that he's - * thrown it to the troll, but in that case he's seen the chest (PROP=0). */ + * thrown it to the troll, but in that case he's seen the chest (game.prop=0). */ - if(LOC == game.chloc || PROP[CHEST] >= 0) goto L6030; + if(LOC == game.chloc || game.prop[CHEST] >= 0) goto L6030; K=0; /* 6020 */ for (J=50; J<=MAXTRS; J++) { /* Pirate won't take pyramid from plover room or dark room (too easy!). */ @@ -260,7 +258,7 @@ L6016: TK[J]=game.odloc[I]; if(TOTING(J)) goto L6021; L6020: if(HERE(J))K=1; } /* end loop */ - if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && PROP[LAMP] + if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) goto L6025; if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127); goto L6030; @@ -338,9 +336,9 @@ L2001: if(TOTING(BEAR))RSPEAK(141); /* 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. */ + * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed. + * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks + * are because game.prop=0 is needed to get full score. */ if(DARK(0)) goto L2012; game.abbrev[LOC]=game.abbrev[LOC]+1; @@ -349,10 +347,10 @@ L2004: if(I == 0) goto L2012; OBJ=I; if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS; if(OBJ == STEPS && TOTING(NUGGET)) goto L2008; - if(PROP[OBJ] >= 0) goto L2006; + if(game.prop[OBJ] >= 0) goto L2006; if(game.closed) goto L2008; - PROP[OBJ]=0; - if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; + game.prop[OBJ]=0; + if(OBJ == RUG || OBJ == CHAIN)game.prop[OBJ]=1; game.tally=game.tally-1; /* Note: There used to be a test here to see whether the player had blown it * so badly that he could never ever see the remaining treasures, and if so @@ -365,7 +363,7 @@ L2004: if(I == 0) goto L2012; * 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]; +L2006: KK=game.prop[OBJ]; if(OBJ == STEPS && LOC == game.fixed[STEPS])KK=1; PSPEAK(OBJ,KK); L2008: I=game.link[I]; @@ -387,21 +385,21 @@ L2012: VERB=0; L2600: if(COND[LOC] < game.conds) goto L2603; /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) { if(game.hinted[HINT]) goto L2602; - if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1; - HINTLC[HINT]=HINTLC[HINT]+1; - if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000; + if(!CNDBIT(LOC,HINT+10))game.hintlc[HINT]= -1; + game.hintlc[HINT]=game.hintlc[HINT]+1; + if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000; L2602: /*etc*/ ; } /* end loop */ -/* If closing time, check for any objects being toted with PROP < 0 and set - * the prop to -1-PROP. This way objects won't be described until they've +/* If closing time, check for any objects being toted with game.prop < 0 and set + * the prop to -1-game.prop. This way objects won't be described until they've * been picked up and put down separate from their respective piles. Don't * tick game.clock1 unless well into cave (and not at Y2). */ L2603: if(!game.closed) goto L2605; - if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); + if(game.prop[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); for (I=1; I<=NOBJECTS; I++) { - if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; + if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I]; } /* end loop */ L2605: game.wzdark=DARK(0); if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0; @@ -428,8 +426,8 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); 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(game.prop[LAMP] == 1)game.limit=game.limit-1; + if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto L12000; if(game.limit == 0) goto L12400; if(game.limit <= 30) goto L12200; @@ -536,7 +534,7 @@ L10: LL=LL/1000; L11: game.newloc=LL/1000; K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */ if(game.newloc <= 300) goto L13; - if(PROP[K] != game.newloc/100-3) goto L16; + if(game.prop[K] != game.newloc/100-3) goto L16; L12: if(TRAVEL[KK] < 0)BUG(25); KK=KK+1; game.newloc=labs(TRAVEL[KK])/1000; @@ -584,12 +582,12 @@ L30200: DROP(EMRALD,LOC); /* 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. */ + * game.prop(TROLL)=1, he's crossed since paying, so step out and block him. + * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */ -L30300: if(PROP[TROLL] != 1) goto L30310; +L30300: if(game.prop[TROLL] != 1) goto L30310; PSPEAK(TROLL,1); - PROP[TROLL]=0; + game.prop[TROLL]=0; MOVE(TROLL2,0); MOVE(TROLL2+NOBJECTS,0); MOVE(TROLL,PLAC[TROLL]); @@ -599,14 +597,14 @@ L30300: if(PROP[TROLL] != 1) goto L30310; return true; L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC; - if(PROP[TROLL] == 0)PROP[TROLL]=1; + if(game.prop[TROLL] == 0)game.prop[TROLL]=1; if(!TOTING(BEAR)) return true; RSPEAK(162); - PROP[CHASM]=1; - PROP[TROLL]=2; + game.prop[CHASM]=1; + game.prop[TROLL]=2; DROP(BEAR,game.newloc); game.fixed[BEAR]= -1; - PROP[BEAR]=3; + game.prop[BEAR]=3; game.oldlc2=game.newloc; goto L99; @@ -707,7 +705,7 @@ L99: if(game.closng) goto L95; if(game.numdie == MAXDIE) score(0); game.place[WATER]=0; game.place[OIL]=0; - if(TOTING(LAMP))PROP[LAMP]=0; + if(TOTING(LAMP))game.prop[LAMP]=0; /* 98 */ for (J=1; J<=NOBJECTS; J++) { I=NOBJECTS + 1 - J; if(!TOTING(I)) goto L98; @@ -734,7 +732,7 @@ L95: RSPEAK(131); /* 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, + * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero, * 40030 to take no action yet. */ L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto @@ -745,18 +743,18 @@ L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: g * JADE */ BUG(27); -L40010: HINTLC[HINT]=0; +L40010: game.hintlc[HINT]=0; if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602; SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); RSPEAK(261); game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54); if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2]; -L40020: HINTLC[HINT]=0; +L40020: game.hintlc[HINT]=0; L40030: goto L2602; /* Now for the quick tests. See database description for one-line notes. */ -L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010; +L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010; goto L40020; L40200: if(game.place[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010; @@ -769,7 +767,7 @@ L40400: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[ga 1) goto L40010; goto L40020; -L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010; +L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010; goto L40020; L40600: goto L40010; @@ -786,7 +784,7 @@ L40900: I=ATDWRF(LOC); if(HERE(OGRE) && I == 0) goto L40010; goto L40030; -L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010; +L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010; goto L40020; @@ -825,8 +823,8 @@ L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010; * 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; +L10000: game.prop[GRATE]=0; + game.prop[FISSUR]=0; for (I=1; I<=NDWARVES; I++) { game.dseen[I]=false; game.dloc[I]=0; @@ -836,10 +834,10 @@ L10000: PROP[GRATE]=0; MOVE(TROLL2,PLAC[TROLL]); MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); - if(PROP[BEAR] != 3)DSTROY(BEAR); - PROP[CHAIN]=0; + if(game.prop[BEAR] != 3)DSTROY(BEAR); + game.prop[CHAIN]=0; game.fixed[CHAIN]=0; - PROP[AXE]=0; + game.prop[AXE]=0; game.fixed[AXE]=0; RSPEAK(129); game.clock1= -1; @@ -858,13 +856,13 @@ L10000: PROP[GRATE]=0; * objects he might be carrying (lest he have some which could cause trouble, * such as the keys). We describe the flash of light and trundle back. */ -L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); - PROP[PLANT]=PUT(PLANT,115,0); - PROP[OYSTER]=PUT(OYSTER,115,0); +L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); + game.prop[PLANT]=PUT(PLANT,115,0); + game.prop[OYSTER]=PUT(OYSTER,115,0); OBJTXT[OYSTER]=3; - PROP[LAMP]=PUT(LAMP,115,0); - PROP[ROD]=PUT(ROD,115,0); - PROP[DWARF]=PUT(DWARF,115,0); + game.prop[LAMP]=PUT(LAMP,115,0); + game.prop[ROD]=PUT(ROD,115,0); + game.prop[DWARF]=PUT(DWARF,115,0); LOC=115; game.oldloc=115; game.newloc=115; @@ -874,13 +872,13 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); I=PUT(GRATE,116,0); I=PUT(SIGN,116,0); OBJTXT[SIGN]=OBJTXT[SIGN]+1; - PROP[SNAKE]=PUT(SNAKE,116,1); - PROP[BIRD]=PUT(BIRD,116,1); - PROP[CAGE]=PUT(CAGE,116,0); - PROP[ROD2]=PUT(ROD2,116,0); - PROP[PILLOW]=PUT(PILLOW,116,0); + 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); - PROP[MIRROR]=PUT(MIRROR,115,0); + game.prop[MIRROR]=PUT(MIRROR,115,0); game.fixed[MIRROR]=116; for (I=1; I<=NOBJECTS; I++) { @@ -899,7 +897,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); * out. Even then, he can explore outside for a while if desired. */ L12000: RSPEAK(188); - PROP[BATTER]=1; + game.prop[BATTER]=1; if(TOTING(BATTER))DROP(BATTER,LOC); game.limit=game.limit+2500; game.lmwarn=false; @@ -909,12 +907,12 @@ L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999; game.lmwarn=true; SPK=187; if(game.place[BATTER] == 0)SPK=183; - if(PROP[BATTER] == 1)SPK=189; + if(game.prop[BATTER] == 1)SPK=189; RSPEAK(SPK); goto L19999; L12400: game.limit= -1; - PROP[LAMP]=0; + game.prop[LAMP]=0; if(HERE(LAMP))RSPEAK(184); goto L19999;