Whuirespace-only change.

This commit is contained in:
Eric S. Raymond 2017-06-09 16:53:15 -04:00
parent b425de4f28
commit 058e566e60

300
main.c
View file

@ -109,7 +109,7 @@ case 'l':
* lets us get away with modifying things such as OBJSND(BIRD) without * 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 * 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. */ * rerun, we come here and tell the player to run a fresh copy. */
if(game.setup <= 0) { if (game.setup <= 0) {
RSPEAK(201); RSPEAK(201);
exit(0); exit(0);
} }
@ -121,7 +121,7 @@ case 'l':
game.newloc=1; game.newloc=1;
game.loc=1; game.loc=1;
game.limit=330; game.limit=330;
if(game.novice)game.limit=1000; if (game.novice)game.limit=1000;
if (logfp) if (logfp)
fprintf(logfp, "seed %ld\n", seedval); fprintf(logfp, "seed %ld\n", seedval);
@ -161,21 +161,21 @@ static void dohint(FILE *cmdin, int hint)
{ {
case 0: case 0:
/* cave */ /* cave */
if(game.prop[GRATE] == 0 && !HERE(KEYS)) if (game.prop[GRATE] == 0 && !HERE(KEYS))
break; break;
game.hintlc[hint]=0; game.hintlc[hint]=0;
return; return;
case 1: /* bird */ case 1: /* bird */
if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
break; break;
return; return;
case 2: /* snake */ case 2: /* snake */
if(HERE(SNAKE) && !HERE(BIRD)) if (HERE(SNAKE) && !HERE(BIRD))
break; break;
game.hintlc[hint]=0; game.hintlc[hint]=0;
return; return;
case 3: /* maze */ case 3: /* maze */
if(game.atloc[game.loc] == 0 && if (game.atloc[game.loc] == 0 &&
game.atloc[game.oldloc] == 0 && game.atloc[game.oldloc] == 0 &&
game.atloc[game.oldlc2] == 0 && game.atloc[game.oldlc2] == 0 &&
game.holdng > 1) game.holdng > 1)
@ -183,34 +183,34 @@ static void dohint(FILE *cmdin, int hint)
game.hintlc[hint]=0; game.hintlc[hint]=0;
return; return;
case 4: /* dark */ case 4: /* dark */
if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
break; break;
game.hintlc[hint]=0; game.hintlc[hint]=0;
return; return;
case 5: /* witt */ case 5: /* witt */
break; break;
case 6: /* urn */ case 6: /* urn */
if(game.dflag == 0) if (game.dflag == 0)
break; break;
game.hintlc[hint]=0; game.hintlc[hint]=0;
return; return;
case 7: /* woods */ case 7: /* woods */
if(game.atloc[game.loc] == 0 && if (game.atloc[game.loc] == 0 &&
game.atloc[game.oldloc] == 0 && game.atloc[game.oldloc] == 0 &&
game.atloc[game.oldlc2] == 0) game.atloc[game.oldlc2] == 0)
break; break;
return; return;
case 8: /* ogre */ case 8: /* ogre */
i=ATDWRF(game.loc); i=ATDWRF(game.loc);
if(i < 0) { if (i < 0) {
game.hintlc[hint]=0; game.hintlc[hint]=0;
return; return;
} }
if(HERE(OGRE) && i == 0) if (HERE(OGRE) && i == 0)
break; break;
return; return;
case 9: /* jade */ case 9: /* jade */
if(game.tally == 1 && game.prop[JADE] < 0) if (game.tally == 1 && game.prop[JADE] < 0)
break; break;
game.hintlc[hint]=0; game.hintlc[hint]=0;
return; return;
@ -221,12 +221,12 @@ static void dohint(FILE *cmdin, int hint)
/* Fall through to hint display */ /* Fall through to hint display */
game.hintlc[hint]=0; game.hintlc[hint]=0;
if(!YES(cmdin,HINTS[hint][3],0,54)) if (!YES(cmdin,HINTS[hint][3],0,54))
return; return;
SETPRM(1,HINTS[hint][2],HINTS[hint][2]); SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
RSPEAK(261); RSPEAK(261);
game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54); game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
if(game.hinted[hint] && game.limit > 30) if (game.hinted[hint] && game.limit > 30)
game.limit=game.limit+30*HINTS[hint][2]; game.limit=game.limit+30*HINTS[hint][2];
} }
@ -249,12 +249,12 @@ static bool dwarfmove(void)
* means dwarves won't follow him into dead end in maze, but * means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead * c'est la vie. They'll wait for him outside the dead
* end. */ * end. */
if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
return true; return true;
/* Dwarf activity level ratchets up */ /* Dwarf activity level ratchets up */
if(game.dflag == 0) { if (game.dflag == 0) {
if(INDEEP(game.loc)) if (INDEEP(game.loc))
game.dflag=1; game.dflag=1;
return true; return true;
} }
@ -262,17 +262,17 @@ static bool dwarfmove(void)
/* When we encounter the first dwarf, we kill 0, 1, or 2 of /* When we encounter the first dwarf, we kill 0, 1, or 2 of
* the 5 dwarves. If any of the survivors is at loc, * the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */ * replace him with the alternate. */
if(game.dflag == 1) { if (game.dflag == 1) {
if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
return true; return true;
game.dflag=2; game.dflag=2;
for (int i=1; i<=2; i++) { for (int i=1; i<=2; i++) {
int j=1+randrange(NDWARVES-1); int j=1+randrange(NDWARVES-1);
if(PCT(50)) if (PCT(50))
game.dloc[j]=0; game.dloc[j]=0;
} }
for (int i=1; i<=NDWARVES-1; i++) { for (int i=1; i<=NDWARVES-1; i++) {
if(game.dloc[i] == game.loc) if (game.dloc[i] == game.loc)
game.dloc[i]=DALTLC; game.dloc[i]=DALTLC;
game.odloc[i]=game.dloc[i]; game.odloc[i]=game.dloc[i];
} }
@ -292,12 +292,12 @@ static bool dwarfmove(void)
stick=0; stick=0;
for (int i=1; i<=NDWARVES; i++) { for (int i=1; i<=NDWARVES; i++) {
int k; int k;
if(game.dloc[i] == 0) if (game.dloc[i] == 0)
continue; continue;
/* Fill TK array with all the places this dwarf might go. */ /* Fill TK array with all the places this dwarf might go. */
int j=1; int j=1;
kk=KEY[game.dloc[i]]; kk=KEY[game.dloc[i]];
if(kk != 0) if (kk != 0)
do { do {
game.newloc=MOD(labs(TRAVEL[kk])/1000,1000); game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
/* Have we avoided a dwarf enciounter? */ /* Have we avoided a dwarf enciounter? */
@ -317,34 +317,34 @@ static bool dwarfmove(void)
} while } while
(TRAVEL[kk-1] >= 0); (TRAVEL[kk-1] >= 0);
TK[j]=game.odloc[i]; TK[j]=game.odloc[i];
if(j >= 2) if (j >= 2)
--j; --j;
j=1+randrange(j); j=1+randrange(j);
game.odloc[i]=game.dloc[i]; game.odloc[i]=game.dloc[i];
game.dloc[i]=TK[j]; game.dloc[i]=TK[j];
game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc); game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
if(!game.dseen[i]) continue; if (!game.dseen[i]) continue;
game.dloc[i]=game.loc; game.dloc[i]=game.loc;
if(i == PIRATE) { if (i == PIRATE) {
/* The pirate's spotted him. He leaves him alone once we've /* The pirate's spotted him. He leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and * found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted. * tally=1 for an unseen chest, let the pirate be spotted.
* Note that game.place(CHEST)=0 might mean that he's thrown * 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 * it to the troll, but in that case he's seen the chest
* (game.prop=0). */ * (game.prop=0). */
if(game.loc == game.chloc || game.prop[CHEST] >= 0) if (game.loc == game.chloc || game.prop[CHEST] >= 0)
continue; continue;
k=0; k=0;
for (int j=MINTRS; j<=MAXTRS; j++) { for (int j=MINTRS; j<=MAXTRS; j++) {
/* Pirate won't take pyramid from plover room or dark /* Pirate won't take pyramid from plover room or dark
* room (too easy!). */ * room (too easy!). */
if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) { if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
if(HERE(j)) if (HERE(j))
k=1; k=1;
continue; continue;
} }
if(TOTING(j)) { if (TOTING(j)) {
if(game.place[CHEST] == 0) { if (game.place[CHEST] == 0) {
/* Install chest only once, to insure it is /* Install chest only once, to insure it is
* the last treasure in the list. */ * the last treasure in the list. */
MOVE(CHEST,game.chloc); MOVE(CHEST,game.chloc);
@ -353,9 +353,9 @@ static bool dwarfmove(void)
RSPEAK(128); RSPEAK(128);
for (int j=MINTRS; j<=MAXTRS; j++) { for (int j=MINTRS; j<=MAXTRS; j++) {
if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
if(AT(j) && game.fixed[j] == 0) if (AT(j) && game.fixed[j] == 0)
CARRY(j,game.loc); CARRY(j,game.loc);
if(TOTING(j)) if (TOTING(j))
DROP(j,game.chloc); DROP(j,game.chloc);
} }
} }
@ -364,11 +364,11 @@ static bool dwarfmove(void)
game.dseen[PIRATE]=false; game.dseen[PIRATE]=false;
goto jumpout; goto jumpout;
} }
if(HERE(j)) if (HERE(j))
k=1; k=1;
} }
/* Force chest placement before player finds last treasure */ /* Force chest placement before player finds last treasure */
if(game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
RSPEAK(186); RSPEAK(186);
MOVE(CHEST,game.chloc); MOVE(CHEST,game.chloc);
MOVE(MESSAG,game.chloc2); MOVE(MESSAG,game.chloc2);
@ -377,18 +377,18 @@ static bool dwarfmove(void)
game.dseen[PIRATE]=false; game.dseen[PIRATE]=false;
continue; continue;
} }
if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
RSPEAK(127); RSPEAK(127);
continue; continue;
} }
/* This threatening little dwarf is in the room with him! */ /* This threatening little dwarf is in the room with him! */
++game.dtotal; ++game.dtotal;
if(game.odloc[i] == game.dloc[i]) { if (game.odloc[i] == game.dloc[i]) {
++attack; ++attack;
if(game.knfloc >= 0) if (game.knfloc >= 0)
game.knfloc=game.loc; game.knfloc=game.loc;
if(randrange(1000) < 95*(game.dflag-2)) if (randrange(1000) < 95*(game.dflag-2))
++stick; ++stick;
} }
jumpout:; jumpout:;
@ -397,20 +397,20 @@ static bool dwarfmove(void)
/* Now we know what's happening. Let's tell the poor sucker about it. /* 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 * Note that various of the "knife" messages must have specific relative
* positions in the RSPEAK database. */ * positions in the RSPEAK database. */
if(game.dtotal == 0) if (game.dtotal == 0)
return true; return true;
SETPRM(1,game.dtotal,0); SETPRM(1,game.dtotal,0);
RSPEAK(4+1/game.dtotal); RSPEAK(4+1/game.dtotal);
if(attack == 0) if (attack == 0)
return true; return true;
if(game.dflag == 2)game.dflag=3; if (game.dflag == 2)game.dflag=3;
SETPRM(1,attack,0); SETPRM(1,attack,0);
K=6; K=6;
if(attack > 1)K=250; if (attack > 1)K=250;
RSPEAK(K); RSPEAK(K);
SETPRM(1,stick,0); SETPRM(1,stick,0);
RSPEAK(K+1+2/(1+stick)); RSPEAK(K+1+2/(1+stick));
if(stick == 0) if (stick == 0)
return true; return true;
game.oldlc2=game.loc; game.oldlc2=game.loc;
return false; return false;
@ -439,7 +439,7 @@ static bool dwarfmove(void)
static void croak(FILE *cmdin) static void croak(FILE *cmdin)
/* Okay, he's dead. Let's get on with it. */ /* Okay, he's dead. Let's get on with it. */
{ {
if(game.closng) { if (game.closng) {
/* He died during closing time. No resurrection. Tally up a /* He died during closing time. No resurrection. Tally up a
* death and exit. */ * death and exit. */
RSPEAK(131); RSPEAK(131);
@ -447,19 +447,19 @@ static void croak(FILE *cmdin)
score(0); score(0);
} else { } else {
++game.numdie; ++game.numdie;
if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
score(0); score(0);
if(game.numdie == MAXDIE) if (game.numdie == MAXDIE)
score(0); score(0);
game.place[WATER]=0; game.place[WATER]=0;
game.place[OIL]=0; game.place[OIL]=0;
if(TOTING(LAMP)) if (TOTING(LAMP))
game.prop[LAMP]=0; game.prop[LAMP]=0;
for (int j=1; j<=NOBJECTS; j++) { for (int j=1; j<=NOBJECTS; j++) {
int i=NOBJECTS + 1 - j; int i=NOBJECTS + 1 - j;
if(TOTING(i)) { if (TOTING(i)) {
int k=game.oldlc2; int k=game.oldlc2;
if(i == LAMP) if (i == LAMP)
k=1; k=1;
DROP(i,k); DROP(i,k);
} }
@ -481,37 +481,36 @@ static bool playermove(FILE *cmdin, token_t verb)
{ {
int LL, K2, KK=KEY[game.loc]; int LL, K2, KK=KEY[game.loc];
game.newloc=game.loc; game.newloc=game.loc;
if(KK == 0) if (KK == 0)
BUG(26); BUG(26);
if(K == NUL) if (K == NUL)
return true; return true;
if(K == BACK) { if (K == BACK) {
/* Handle "go back". Look for verb which goes from game.loc to /* Handle "go back". Look for verb which goes from game.loc to
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion. * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
* K2 saves entry -> forced loc -> previous loc. */ * K2 saves entry -> forced loc -> previous loc. */
K=game.oldloc; K=game.oldloc;
if(FORCED(K))K=game.oldlc2; if (FORCED(K))
K=game.oldlc2;
game.oldlc2=game.oldloc; game.oldlc2=game.oldloc;
game.oldloc=game.loc; game.oldloc=game.loc;
K2=0; K2=0;
if(K == game.loc)K2=91; if (K == game.loc)K2=91;
if(CNDBIT(game.loc,4))K2=274; if (CNDBIT(game.loc,4))K2=274;
if(K2 == 0) { if (K2 == 0) {
L21: L21:
LL=MOD((labs(TRAVEL[KK])/1000),1000); LL=MOD((labs(TRAVEL[KK])/1000),1000);
if(LL != K) { if (LL != K) {
if(LL <= 300) { if (LL <= 300) {
if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K) if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
K2=KK; K2=KK;
} }
if(TRAVEL[KK] < 0) if (TRAVEL[KK] >= 0) {
goto L23; KK=KK+1;
KK=KK+1; goto L21;
goto L21; }
L23:
KK=K2; KK=K2;
if(KK == 0) { if (KK == 0) {
RSPEAK(140); RSPEAK(140);
return true; return true;
} }
@ -524,17 +523,17 @@ static bool playermove(FILE *cmdin, token_t verb)
RSPEAK(K2); RSPEAK(K2);
return true; return true;
} }
if(K == LOOK) { if (K == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark /* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a * (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */ * pit while staring into the gloom. */
if(game.detail < 3)RSPEAK(15); if (game.detail < 3)RSPEAK(15);
game.detail=game.detail+1; game.detail=game.detail+1;
game.wzdark=false; game.wzdark=false;
game.abbrev[game.loc]=0; game.abbrev[game.loc]=0;
return true; return true;
} }
if(K == CAVE) { if (K == CAVE) {
/* Cave. Different messages depending on whether above ground. */ /* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58); RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true; return true;
@ -545,19 +544,19 @@ static bool playermove(FILE *cmdin, token_t verb)
L9: L9:
for (;;) { for (;;) {
LL=labs(TRAVEL[KK]); LL=labs(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
break; break;
if(TRAVEL[KK] < 0) { if (TRAVEL[KK] < 0) {
/* Non-applicable motion. Various messages depending on /* Non-applicable motion. Various messages depending on
* word given. */ * word given. */
SPK=12; SPK=12;
if(K >= 43 && K <= 50)SPK=52; if (K >= 43 && K <= 50)SPK=52;
if(K == 29 || K == 30)SPK=52; if (K == 29 || K == 30)SPK=52;
if(K == 7 || K == 36 || K == 37)SPK=10; if (K == 7 || K == 36 || K == 37)SPK=10;
if(K == 11 || K == 19)SPK=11; if (K == 11 || K == 19)SPK=11;
if(verb == FIND || verb == INVENT)SPK=59; if (verb == FIND || verb == INVENT)SPK=59;
if(K == 62 || K == 65)SPK=42; if (K == 62 || K == 65)SPK=42;
if(K == 17)SPK=80; if (K == 17)SPK=80;
RSPEAK(SPK); RSPEAK(SPK);
return true; return true;
} }
@ -568,10 +567,10 @@ L9:
L11: L11:
game.newloc=LL/1000; game.newloc=LL/1000;
K=MOD(game.newloc,100); K=MOD(game.newloc,100);
if(game.newloc <= 300) { if (game.newloc <= 300) {
if(game.newloc <= 100) if (game.newloc <= 100)
goto L14; goto L14;
if(TOTING(K) || (game.newloc > 200 && AT(K))) if (TOTING(K) || (game.newloc > 200 && AT(K)))
goto L16; goto L16;
goto L12; goto L12;
} }
@ -579,7 +578,7 @@ L11:
goto L16; goto L16;
L12: L12:
do { do {
if(TRAVEL[KK] < 0)BUG(25); if (TRAVEL[KK] < 0)BUG(25);
KK=KK+1; KK=KK+1;
game.newloc=labs(TRAVEL[KK])/1000; game.newloc=labs(TRAVEL[KK])/1000;
} while } while
@ -588,12 +587,12 @@ L12:
goto L11; goto L11;
L14: L14:
if(game.newloc != 0 && !PCT(game.newloc)) if (game.newloc != 0 && !PCT(game.newloc))
goto L12; goto L12;
L16: L16:
game.newloc=MOD(LL,1000); game.newloc=MOD(LL,1000);
if(game.newloc <= 300) return true; if (game.newloc <= 300) return true;
if(game.newloc <= 500) { if (game.newloc <= 500) {
game.newloc=game.newloc-300; game.newloc=game.newloc-300;
switch (game.newloc) switch (game.newloc)
{ {
@ -603,7 +602,7 @@ L16:
* entries going through passage, which can never be used for * entries going through passage, which can never be used for
* actual motion, but can be spotted by "go back". */ * actual motion, but can be spotted by "go back". */
game.newloc=99+100-game.loc; game.newloc=99+100-game.loc;
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
return true; return true;
game.newloc=game.loc; game.newloc=game.loc;
RSPEAK(117); RSPEAK(117);
@ -623,7 +622,7 @@ L16:
* game.prop(TROLL)=1, he's crossed since paying, so step out * game.prop(TROLL)=1, he's crossed since paying, so step out
* and block him. (standard travel entries check for * and block him. (standard travel entries check for
* game.prop(TROLL)=0.) Special stuff for bear. */ * game.prop(TROLL)=0.) Special stuff for bear. */
if(game.prop[TROLL] == 1) { if (game.prop[TROLL] == 1) {
PSPEAK(TROLL,1); PSPEAK(TROLL,1);
game.prop[TROLL]=0; game.prop[TROLL]=0;
MOVE(TROLL2,0); MOVE(TROLL2,0);
@ -635,8 +634,8 @@ L16:
return true; return true;
} else { } else {
game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
if(game.prop[TROLL] == 0)game.prop[TROLL]=1; if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
if(!TOTING(BEAR)) return true; if (!TOTING(BEAR)) return true;
RSPEAK(162); RSPEAK(162);
game.prop[CHASM]=1; game.prop[CHASM]=1;
game.prop[TROLL]=2; game.prop[TROLL]=2;
@ -655,16 +654,17 @@ L16:
return true; return true;
} }
static bool do_command(FILE *cmdin) { static bool do_command(FILE *cmdin)
{
long KQ, VERB, KK, V1, V2; long KQ, VERB, KK, V1, V2;
long obj, i; long obj, i;
static long IGO = 0; static long IGO = 0;
/* Can't leave cave once it's closing (except by main office). */ /* Can't leave cave once it's closing (except by main office). */
if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) { if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
RSPEAK(130); RSPEAK(130);
game.newloc=game.loc; game.newloc=game.loc;
if(!game.panic)game.clock2=15; if (!game.panic)game.clock2=15;
game.panic=true; game.panic=true;
} }
@ -672,9 +672,9 @@ static bool do_command(FILE *cmdin) {
* wants to go. If so, the dwarf's blocking his way. If * wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in * coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */ * place) let him get out (and attacked). */
if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) { if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
for (i=1; i<=NDWARVES-1; i++) { for (i=1; i<=NDWARVES-1; i++) {
if(game.odloc[i] == game.newloc && game.dseen[i]) { if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc=game.loc; game.newloc=game.loc;
RSPEAK(2); RSPEAK(2);
break; break;
@ -690,15 +690,15 @@ static bool do_command(FILE *cmdin) {
/* Print text for current loc. */ /* Print text for current loc. */
L2000: if(game.loc == 0) L2000: if (game.loc == 0)
croak(cmdin); croak(cmdin);
KK=STEXT[game.loc]; KK=STEXT[game.loc];
if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0) if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
KK=LTEXT[game.loc]; KK=LTEXT[game.loc];
if(!FORCED(game.loc) && DARK(0)) { if (!FORCED(game.loc) && DARK(0)) {
/* The easiest way to get killed is to fall into a pit in /* The easiest way to get killed is to fall into a pit in
* pitch darkness. */ * pitch darkness. */
if(game.wzdark && PCT(35)) { if (game.wzdark && PCT(35)) {
RSPEAK(23); RSPEAK(23);
game.oldlc2 = game.loc; game.oldlc2 = game.loc;
croak(cmdin); croak(cmdin);
@ -706,12 +706,12 @@ L2000: if(game.loc == 0)
} }
KK=RTEXT[16]; KK=RTEXT[16];
} }
if(TOTING(BEAR))RSPEAK(141); if (TOTING(BEAR))RSPEAK(141);
SPEAK(KK); SPEAK(KK);
K=1; K=1;
if(FORCED(game.loc)) if (FORCED(game.loc))
goto L8; goto L8;
if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
/* Print out descriptions of objects at this location. If /* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off * not closing and property value is negative, tally off
@ -721,17 +721,17 @@ L2000: if(game.loc == 0)
* bear). These hacks are because game.prop=0 is needed to * bear). These hacks are because game.prop=0 is needed to
* get full score. */ * get full score. */
if(DARK(0)) goto L2012; if (DARK(0)) goto L2012;
game.abbrev[game.loc]=game.abbrev[game.loc]+1; game.abbrev[game.loc]=game.abbrev[game.loc]+1;
i=game.atloc[game.loc]; i=game.atloc[game.loc];
L2004: if(i == 0) goto L2012; L2004: if (i == 0) goto L2012;
obj=i; obj=i;
if(obj > NOBJECTS)obj=obj-NOBJECTS; if (obj > NOBJECTS)obj=obj-NOBJECTS;
if(obj == STEPS && TOTING(NUGGET)) goto L2008; if (obj == STEPS && TOTING(NUGGET)) goto L2008;
if(game.prop[obj] >= 0) goto L2006; if (game.prop[obj] >= 0) goto L2006;
if(game.closed) goto L2008; if (game.closed) goto L2008;
game.prop[obj]=0; game.prop[obj]=0;
if(obj == RUG || obj == CHAIN)game.prop[obj]=1; if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
game.tally=game.tally-1; game.tally=game.tally-1;
/* Note: There used to be a test here to see whether the player had blown it /* 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 * so badly that he could never ever see the remaining treasures, and if so
@ -745,7 +745,7 @@ L2004: if(i == 0) goto L2012;
* anyone who makes such a gross blunder isn't likely to find everything * anyone who makes such a gross blunder isn't likely to find everything
* else anyway (so goes the rationalisation). */ * else anyway (so goes the rationalisation). */
L2006: KK=game.prop[obj]; L2006: KK=game.prop[obj];
if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1; if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
PSPEAK(obj,KK); PSPEAK(obj,KK);
L2008: i=game.link[i]; L2008: i=game.link[i];
goto L2004; goto L2004;
@ -762,14 +762,14 @@ L2012: VERB=0;
* branch to help section (on later page). Hints all come back here eventually * 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). * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
*/ */
L2600: if(COND[game.loc] >= game.conds) { L2600: if (COND[game.loc] >= game.conds) {
for (int hint=1; hint<=HNTMAX; hint++) { for (int hint=1; hint<=HNTMAX; hint++) {
if(game.hinted[hint]) if (game.hinted[hint])
continue; continue;
if(!CNDBIT(game.loc,hint+10)) if (!CNDBIT(game.loc,hint+10))
game.hintlc[hint]= -1; game.hintlc[hint]= -1;
game.hintlc[hint] = game.hintlc[hint]+1; game.hintlc[hint] = game.hintlc[hint]+1;
if(game.hintlc[hint] >= HINTS[hint][1]) if (game.hintlc[hint] >= HINTS[hint][1])
dohint(cmdin, hint); dohint(cmdin, hint);
} }
} }
@ -779,16 +779,16 @@ L2600: if(COND[game.loc] >= game.conds) {
* objects won't be described until they've been picked up * objects won't be described until they've been picked up
* and put down separate from their respective piles. Don't * and put down separate from their respective piles. Don't
* tick game.clock1 unless well into cave (and not at Y2). */ * tick game.clock1 unless well into cave (and not at Y2). */
L2603: if(game.closed) { L2603: if (game.closed) {
if(game.prop[OYSTER] < 0 && TOTING(OYSTER)) if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
PSPEAK(OYSTER,1); PSPEAK(OYSTER,1);
for (i=1; i<=NOBJECTS; i++) { for (i=1; i<=NOBJECTS; i++) {
if(TOTING(i) && game.prop[i] < 0) if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1-game.prop[i]; game.prop[i] = -1-game.prop[i];
} }
} }
game.wzdark=DARK(0); game.wzdark=DARK(0);
if(game.knfloc > 0 && game.knfloc != game.loc) if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc=0; game.knfloc=0;
/* This is where we get a new command from the user */ /* This is where we get a new command from the user */
@ -800,47 +800,47 @@ L2603: if(game.closed) {
* so make it zero. */ * so make it zero. */
L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
game.turns=game.turns+1; game.turns=game.turns+1;
if(game.turns == game.thresh) { if (game.turns == game.thresh) {
SPEAK(TTEXT[game.trndex]); SPEAK(TTEXT[game.trndex]);
game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
game.trndex=game.trndex+1; game.trndex=game.trndex+1;
game.thresh= -1; game.thresh= -1;
if(game.trndex <= TRNVLS) if (game.trndex <= TRNVLS)
game.thresh=MOD(TRNVAL[game.trndex],100000)+1; game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
} }
if(VERB == SAY && WD2 > 0)VERB=0; if (VERB == SAY && WD2 > 0)VERB=0;
if(VERB == SAY) goto L4090; if (VERB == SAY) goto L4090;
if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1; if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
if(game.clock1 == 0) goto L10000; if (game.clock1 == 0) goto L10000;
if(game.clock1 < 0)game.clock2=game.clock2-1; if (game.clock1 < 0)game.clock2=game.clock2-1;
if(game.clock2 == 0) goto L11000; if (game.clock2 == 0) goto L11000;
if(game.prop[LAMP] == 1)game.limit=game.limit-1; if (game.prop[LAMP] == 1)game.limit=game.limit-1;
if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) if (game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
goto L12000; goto L12000;
if(game.limit == 0) goto L12400; if (game.limit == 0) goto L12400;
if(game.limit <= 30) goto L12200; if (game.limit <= 30) goto L12200;
L19999: K=43; L19999: K=43;
if(LIQLOC(game.loc) == WATER)K=70; if (LIQLOC(game.loc) == WATER)K=70;
V1=VOCAB(WD1,-1); V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1); V2=VOCAB(WD2,-1);
if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010; if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
if(V1 == ENTER && WD2 > 0) goto L2800; if (V1 == ENTER && WD2 > 0) goto L2800;
if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 != if ((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
1000+DOOR)) goto L2610; 1000+DOOR)) goto L2610;
{long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);} {long x = V2-1000; if (AT(x))WD2=MAKEWD(16152118);}
L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD)) L2610: if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
WD1=MAKEWD(301200308); WD1=MAKEWD(301200308);
L2620: if(WD1 == MAKEWD(23051920)) { L2620: if (WD1 == MAKEWD(23051920)) {
game.iwest=game.iwest+1; game.iwest=game.iwest+1;
if(game.iwest == 10)RSPEAK(17); if (game.iwest == 10)RSPEAK(17);
} }
if(WD1 == MAKEWD( 715) && WD2 != 0) { if (WD1 == MAKEWD( 715) && WD2 != 0) {
if(++IGO == 10) if (++IGO == 10)
RSPEAK(276); RSPEAK(276);
} }
L2630: L2630:
i=VOCAB(WD1,-1); i=VOCAB(WD1,-1);
if(i == -1) if (i == -1)
goto L3000; goto L3000;
K=MOD(i,1000); K=MOD(i,1000);
KQ=i/1000+1; KQ=i/1000+1;
@ -945,7 +945,7 @@ L10000: game.prop[GRATE]=0;
MOVE(TROLL2,PLAC[TROLL]); MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM); JUGGLE(CHASM);
if(game.prop[BEAR] != 3)DSTROY(BEAR); if (game.prop[BEAR] != 3)DSTROY(BEAR);
game.prop[CHAIN]=0; game.prop[CHAIN]=0;
game.fixed[CHAIN]=0; game.fixed[CHAIN]=0;
game.prop[AXE]=0; game.prop[AXE]=0;
@ -993,9 +993,9 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
game.fixed[MIRROR]=116; game.fixed[MIRROR]=116;
for (int i=1; i<=NOBJECTS; i++) { for (int i=1; i<=NOBJECTS; i++) {
if(TOTING(i)) if (TOTING(i))
DSTROY(i); DSTROY(i);
} /* end loop */ }
RSPEAK(132); RSPEAK(132);
game.closed=true; game.closed=true;
@ -1009,22 +1009,22 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
L12000: RSPEAK(188); L12000: RSPEAK(188);
game.prop[BATTER]=1; game.prop[BATTER]=1;
if(TOTING(BATTER))DROP(BATTER,game.loc); if (TOTING(BATTER))DROP(BATTER,game.loc);
game.limit=game.limit+2500; game.limit=game.limit+2500;
game.lmwarn=false; game.lmwarn=false;
goto L19999; goto L19999;
L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999; L12200: if (game.lmwarn || !HERE(LAMP)) goto L19999;
game.lmwarn=true; game.lmwarn=true;
SPK=187; SPK=187;
if(game.place[BATTER] == 0)SPK=183; if (game.place[BATTER] == 0)SPK=183;
if(game.prop[BATTER] == 1)SPK=189; if (game.prop[BATTER] == 1)SPK=189;
RSPEAK(SPK); RSPEAK(SPK);
goto L19999; goto L19999;
L12400: game.limit= -1; L12400: game.limit= -1;
game.prop[LAMP]=0; game.prop[LAMP]=0;
if(HERE(LAMP))RSPEAK(184); if (HERE(LAMP))RSPEAK(184);
goto L19999; goto L19999;
/* Oh dear, he's disturbed the dwarves. */ /* Oh dear, he's disturbed the dwarves. */