Fix up case on all comments to make them more readable. No code changes.

The all-capsing was a FORTRAN remnant.Also, we change a few FORTRANisms
so they are less confusing in this C context; ".TRUE." and ".FALSE." become
"true" and "false", "MOD" is mapped to % in places tha t are like C expressions
and (usually) "modulo" in places that aren't.
This commit is contained in:
Eric S. Raymond 2017-05-21 13:12:24 -04:00
parent 809f53d099
commit 18767d52dd
7 changed files with 690 additions and 690 deletions

332
main.c
View file

@ -50,27 +50,27 @@ extern int action(long);
int main(int argc, char *argv[]) {
/* ADVENTURE (REV 2: 20 TREASURES) */
/* 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 */
/* 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 */
/* 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 */
/* Read the database if we have not yet done so */
LINES = (long *)calloc(LINSIZ+1,sizeof(long));
if(!LINES){
@ -82,17 +82,17 @@ int main(int argc, char *argv[]) {
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(0);
/* START-UP, DWARF STUFF */
/* Start-up, dwarf stuff */
L1: SETUP= -1;
I=RAN(-1);
@ -103,7 +103,7 @@ L1: SETUP= -1;
LIMIT=330;
if(NOVICE)LIMIT=1000;
/* CAN'T LEAVE CAVE ONCE IT'S CLOSING (EXCEPT BY MAIN OFFICE). */
/* Can't leave cave once it's closing (except by main office). */
L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
RSPEAK(130);
@ -111,9 +111,9 @@ L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
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). */
/* 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++) {
@ -125,23 +125,23 @@ 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;
@ -158,17 +158,17 @@ L6002: ODLOC[I]=DLOC[I];
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];
@ -193,15 +193,15 @@ 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;
@ -212,7 +212,7 @@ 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);
@ -232,7 +232,7 @@ 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;
@ -242,9 +242,9 @@ L6027: DTOTAL=DTOTAL+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);
@ -266,9 +266,9 @@ 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];
@ -282,11 +282,11 @@ 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;
@ -300,17 +300,17 @@ 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);
@ -325,9 +325,9 @@ 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;
@ -339,11 +339,11 @@ 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);
@ -355,8 +355,8 @@ L2605: WZDARK=DARK(0);
I=RAN(1);
GETIN(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;
@ -402,20 +402,20 @@ 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. */
/* Verb and object analysis moved to separate module. */
L4000: I=4000; goto Laction;
L4090: I=4090; goto Laction;
@ -439,7 +439,7 @@ 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);
@ -447,13 +447,13 @@ 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;
@ -495,17 +495,17 @@ L16: NEWLOC=MOD(LL,1000);
NEWLOC=LOC;
goto L2;
/* 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;
@ -513,18 +513,18 @@ L30100: NEWLOC=99+100-LOC;
RSPEAK(117);
goto L2;
/* 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);
@ -549,10 +549,10 @@ 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;
@ -583,8 +583,8 @@ 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;
@ -592,14 +592,14 @@ L30: if(DETAIL < 3)RSPEAK(15);
ABB[LOC]=0;
goto L2;
/* 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;
/* 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;
@ -616,29 +616,29 @@ L50: SPK=12;
/* "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". */
* 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. */
/* 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;
@ -659,7 +659,7 @@ 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;
@ -668,13 +668,13 @@ 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
@ -693,7 +693,7 @@ L40010: HINTLC[HINT]=0;
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;
@ -732,37 +732,37 @@ 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 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. */
L10000: PROP[GRATE]=0;
PROP[FISSUR]=0;
@ -808,7 +808,7 @@ 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);
@ -830,11 +830,11 @@ L11010: if(TOTING(I))DSTROY(I);
CLOSED=true;
goto L2;
/* 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;
@ -856,7 +856,7 @@ 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);