Begin gathering saveable game state into a structure. Not yet complete.
No logic changes. A bunch of globals turn into fields (with the same names except for lowercasing) in struct game_t. Eventually this will allow drastic simplification of the save/load logic.
This commit is contained in:
parent
dc9d9e467b
commit
42189d79d7
11 changed files with 260 additions and 231 deletions
239
main.c
239
main.c
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@ -11,26 +11,26 @@
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#include "misc.h"
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long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG,
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DLOC[7], FIXED[101], HOLDNG,
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long ABB[186], ATAB[331], ATLOC[186],
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DLOC[7], FIXED[101],
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KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
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PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
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SETUP = 0, TABSIZ = 330;
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signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
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long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
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long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
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BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
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CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
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COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
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DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
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EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
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CLAM, CLSHNT, CLSMAX = 12, CLSSES,
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COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC,
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DOOR, DPRSSN, DRAGON, DSEEN[7], DWARF, EGGS,
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EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOD,
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GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
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HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
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KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
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LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
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HNTSIZ = 20, I, INVENT, IGO, J, JADE, K, K2, KEY[186], KEYS, KK,
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KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL,
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LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
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MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
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MESSAG, MIRROR, MXSCOR,
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NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
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NOVICE, NUGGET, NUL, OBJ, OBJSND[101],
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OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
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PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
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RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
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@ -39,7 +39,8 @@ long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BO
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TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
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TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
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VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
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WZDARK = false, ZZWORD;
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ZZWORD;
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struct game_t game = {.blklin = true};
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FILE *logfp;
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bool oldstyle = false;
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@ -83,13 +84,13 @@ int main(int argc, char *argv[]) {
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/* Logical variables:
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*
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* CLOSED says whether we're all the way closed
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* CLOSNG says whether it's closing time yet
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* game.closed says whether we're all the way closed
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* game.closng says whether it's closing time yet
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* CLSHNT says whether he's read the clue in the endgame
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* LMWARN says whether he's been warned about lamp going dim
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* game.lmwarn says whether he's been warned about lamp going dim
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* NOVICE says whether he asked for instructions at start-up
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* PANIC says whether he's found out he's trapped in the cave
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* WZDARK says whether the loc he's leaving was dark */
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* game.wzdark says whether the loc he's leaving was dark */
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#include "funcs.h"
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@ -119,10 +120,10 @@ L1: SETUP= -1;
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I=RAN(-1);
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ZZWORD=RNDVOC(3,0)+MESH*2;
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NOVICE=YES(stdin, 65,1,0);
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NEWLOC=1;
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game.newloc=1;
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LOC=1;
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LIMIT=330;
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if(NOVICE)LIMIT=1000;
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game.limit=330;
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if(NOVICE)game.limit=1000;
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for (;;) {
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do_command(stdin);
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@ -133,47 +134,47 @@ static void do_command(FILE *cmdin) {
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/* Can't leave cave once it's closing (except by main office). */
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L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
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L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
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RSPEAK(130);
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NEWLOC=LOC;
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if(!PANIC)CLOCK2=15;
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game.newloc=LOC;
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if(!PANIC)game.clock2=15;
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PANIC=true;
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/* See if a dwarf has seen him and has come from where he wants to go. If so,
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* the dwarf's blocking his way. If coming from place forbidden to pirate
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* (dwarves rooted in place) let him get out (and attacked). */
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L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
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L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
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/* 73 */ for (I=1; I<=5; I++) {
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if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
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NEWLOC=LOC;
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if(ODLOC[I] != game.newloc || !DSEEN[I]) goto L73;
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game.newloc=LOC;
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RSPEAK(2);
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goto L74;
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L73: /*etc*/ ;
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} /* end loop */
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L74: LOC=NEWLOC;
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L74: LOC=game.newloc;
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/* Dwarf stuff. See earlier comments for description of variables. Remember
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* sixth dwarf is pirate and is thus very different except for motion rules. */
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/* First off, don't let the dwarves follow him into a pit or a wall. Activate
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* the whole mess the first time he gets as far as the hall of mists (loc 15).
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* If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
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* If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
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* bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
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* dwarves can't meet the bear. Also means dwarves won't follow him into dead
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* end in maze, but c'est la vie. They'll wait for him outside the dead end. */
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if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
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if(DFLAG != 0) goto L6000;
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if(INDEEP(LOC))DFLAG=1;
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if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
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if(game.dflag != 0) goto L6000;
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if(INDEEP(LOC))game.dflag=1;
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goto L2000;
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/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
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* any of the survivors is at loc, replace him with the alternate. */
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L6000: if(DFLAG != 1) goto L6010;
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L6000: if(game.dflag != 1) goto L6010;
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if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
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DFLAG=2;
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game.dflag=2;
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for (I=1; I<=2; I++) {
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J=1+RAN(5);
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if(PCT(50))DLOC[J]=0;
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@ -191,7 +192,7 @@ L6000: if(DFLAG != 1) goto L6010;
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* they don't back up unless there's no alternative. If they don't have to
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* move, they attack. And, of course, dead dwarves don't do much of anything. */
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L6010: DTOTAL=0;
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L6010: game.dtotal=0;
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ATTACK=0;
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STICK=0;
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/* 6030 */ for (I=1; I<=6; I++) {
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KK=DLOC[I];
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KK=KEY[KK];
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if(KK == 0) goto L6016;
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L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
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L6012: game.newloc=MOD(IABS(TRAVEL[KK])/1000,1000);
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{long x = J-1;
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if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
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NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
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FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
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if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == ODLOC[I] || (J > 1 &&
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game.newloc == TK[x]) || J >= 20 || game.newloc == DLOC[I] ||
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FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
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IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
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TK[J]=NEWLOC;
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TK[J]=game.newloc;
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J=J+1;
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L6014: KK=KK+1;
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{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
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@ -262,11 +263,11 @@ L6025: RSPEAK(186);
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/* This threatening little dwarf is in the room with him! */
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L6027: DTOTAL=DTOTAL+1;
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L6027: game.dtotal=game.dtotal+1;
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if(ODLOC[I] != DLOC[I]) goto L6030;
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ATTACK=ATTACK+1;
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if(KNFLOC >= 0)KNFLOC=LOC;
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if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1;
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if(game.knfloc >= 0)game.knfloc=LOC;
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if(RAN(1000) < 95*(game.dflag-2))STICK=STICK+1;
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L6030: /*etc*/ ;
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} /* end loop */
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* Note that various of the "knife" messages must have specific relative
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* positions in the RSPEAK database. */
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if(DTOTAL == 0) goto L2000;
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SETPRM(1,DTOTAL,0);
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RSPEAK(4+1/DTOTAL);
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if(game.dtotal == 0) goto L2000;
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SETPRM(1,game.dtotal,0);
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RSPEAK(4+1/game.dtotal);
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if(ATTACK == 0) goto L2000;
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if(DFLAG == 2)DFLAG=3;
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if(game.dflag == 2)game.dflag=3;
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SETPRM(1,ATTACK,0);
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K=6;
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if(ATTACK > 1)K=250;
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L2000: if(LOC == 0) goto L99;
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KK=STEXT[LOC];
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if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
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if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
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if(FORCED(LOC) || !DARK(0)) goto L2001;
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if(WZDARK && PCT(35)) goto L90;
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if(game.wzdark && PCT(35)) goto L90;
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KK=RTEXT[16];
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L2001: if(TOTING(BEAR))RSPEAK(141);
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SPEAK(KK);
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K=1;
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if(FORCED(LOC)) goto L8;
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if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
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if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
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/* Print out descriptions of objects at this location. If not closing and
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* property value is negative, tally off another treasure. Rug is special
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@ -324,7 +325,7 @@ L2004: if(I == 0) goto L2012;
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if(OBJ > 100)OBJ=OBJ-100;
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if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
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if(PROP[OBJ] >= 0) goto L2006;
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if(CLOSED) goto L2008;
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if(game.closed) goto L2008;
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PROP[OBJ]=0;
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if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
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TALLY=TALLY-1;
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@ -371,22 +372,22 @@ L2602: /*etc*/ ;
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* if closing time, check for any objects being toted with PROP < 0 and set
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* the prop to -1-PROP. This way objects won't be described until they've
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* been picked up and put down separate from their respective piles. Don't
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* tick CLOCK1 unless well into cave (and not at Y2). */
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* tick game.clock1 unless well into cave (and not at Y2). */
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L2603: if(!CLOSED) goto L2605;
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L2603: if(!game.closed) goto L2605;
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if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
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for (I=1; I<=100; I++) {
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if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
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} /* end loop */
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L2605: WZDARK=DARK(0);
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if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
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L2605: game.wzdark=DARK(0);
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if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
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I=RAN(1);
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GETIN(cmdin, WD1,WD1X,WD2,WD2X);
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/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
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/* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
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* make neg. If neg, he skipped a word, so make it zero. */
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L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
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L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
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TURNS=TURNS+1;
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if(TURNS != THRESH) goto L2608;
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SPEAK(TTEXT[TRNDEX]);
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@ -396,15 +397,15 @@ L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
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if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
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L2608: if(VERB == SAY && WD2 > 0)VERB=0;
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if(VERB == SAY) goto L4090;
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if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
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if(CLOCK1 == 0) goto L10000;
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if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
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if(CLOCK2 == 0) goto L11000;
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if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
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if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
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if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
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if(game.clock1 == 0) goto L10000;
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if(game.clock1 < 0)game.clock2=game.clock2-1;
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if(game.clock2 == 0) goto L11000;
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if(PROP[LAMP] == 1)game.limit=game.limit-1;
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if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
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L12000;
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if(LIMIT == 0) goto L12400;
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if(LIMIT <= 30) goto L12200;
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if(game.limit == 0) goto L12400;
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if(game.limit <= 30) goto L12200;
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L19999: K=43;
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if(LIQLOC(LOC) == WATER)K=70;
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V1=VOCAB(WD1,-1);
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@ -417,8 +418,8 @@ L19999: K=43;
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L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
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HERE(BIRD))WD1=MAKEWD(301200308);
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L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
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IWEST=IWEST+1;
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if(IWEST == 10)RSPEAK(17);
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game.iwest=game.iwest+1;
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if(game.iwest == 10)RSPEAK(17);
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L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
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IGO=IGO+1;
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if(IGO == 10)RSPEAK(276);
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@ -478,13 +479,13 @@ L8000: SETPRM(1,WD1,WD1X);
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/* Figure out the new location
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*
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* Given the current location in "LOC", and a motion verb number in "K", put
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* the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
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* the new location in "game.newloc". The current loc is saved in "OLDLOC" in case
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* he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
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* dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
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* dies. (if he does, game.newloc will be limbo, and OLDLOC will be what killed
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* him, so we need OLDLC2, which is the last place he was safe.) */
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L8: KK=KEY[LOC];
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NEWLOC=LOC;
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game.newloc=LOC;
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if(KK == 0)BUG(26);
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if(K == NUL) return;
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if(K == BACK) goto L20;
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@ -500,34 +501,34 @@ L9: LL=IABS(TRAVEL[KK]);
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goto L9;
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L10: LL=LL/1000;
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L11: NEWLOC=LL/1000;
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K=MOD(NEWLOC,100);
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if(NEWLOC <= 300) goto L13;
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if(PROP[K] != NEWLOC/100-3) goto L16;
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L11: game.newloc=LL/1000;
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K=MOD(game.newloc,100);
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if(game.newloc <= 300) goto L13;
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if(PROP[K] != game.newloc/100-3) goto L16;
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L12: if(TRAVEL[KK] < 0)BUG(25);
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KK=KK+1;
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NEWLOC=IABS(TRAVEL[KK])/1000;
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if(NEWLOC == LL) goto L12;
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LL=NEWLOC;
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game.newloc=IABS(TRAVEL[KK])/1000;
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if(game.newloc == LL) goto L12;
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LL=game.newloc;
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goto L11;
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L13: if(NEWLOC <= 100) goto L14;
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if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
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L13: if(game.newloc <= 100) goto L14;
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if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
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goto L12;
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L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
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L16: NEWLOC=MOD(LL,1000);
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if(NEWLOC <= 300) return;
|
||||
if(NEWLOC <= 500) goto L30000;
|
||||
RSPEAK(NEWLOC-500);
|
||||
NEWLOC=LOC;
|
||||
L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
|
||||
L16: game.newloc=MOD(LL,1000);
|
||||
if(game.newloc <= 300) return;
|
||||
if(game.newloc <= 500) goto L30000;
|
||||
RSPEAK(game.newloc-500);
|
||||
game.newloc=LOC;
|
||||
return;
|
||||
|
||||
/* 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
|
||||
L30000: game.newloc=game.newloc-300;
|
||||
switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
|
||||
L30300; }
|
||||
BUG(20);
|
||||
|
||||
|
@ -535,9 +536,9 @@ L30000: NEWLOC=NEWLOC-300;
|
|||
* table must include "useless" entries going through passage, which can never
|
||||
* be used for actual motion, but can be spotted by "go back". */
|
||||
|
||||
L30100: NEWLOC=99+100-LOC;
|
||||
if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return;
|
||||
NEWLOC=LOC;
|
||||
L30100: game.newloc=99+100-LOC;
|
||||
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return;
|
||||
game.newloc=LOC;
|
||||
RSPEAK(117);
|
||||
return;
|
||||
|
||||
|
@ -562,19 +563,19 @@ L30300: if(PROP[TROLL] != 1) goto L30310;
|
|||
MOVE(TROLL,PLAC[TROLL]);
|
||||
MOVE(TROLL+100,FIXD[TROLL]);
|
||||
JUGGLE(CHASM);
|
||||
NEWLOC=LOC;
|
||||
game.newloc=LOC;
|
||||
return;
|
||||
|
||||
L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
|
||||
L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
|
||||
if(PROP[TROLL] == 0)PROP[TROLL]=1;
|
||||
if(!TOTING(BEAR)) return;
|
||||
RSPEAK(162);
|
||||
PROP[CHASM]=1;
|
||||
PROP[TROLL]=2;
|
||||
DROP(BEAR,NEWLOC);
|
||||
DROP(BEAR,game.newloc);
|
||||
FIXED[BEAR]= -1;
|
||||
PROP[BEAR]=3;
|
||||
OLDLC2=NEWLOC;
|
||||
OLDLC2=game.newloc;
|
||||
goto L99;
|
||||
|
||||
/* End of specials. */
|
||||
|
@ -614,9 +615,9 @@ L25: K=MOD(IABS(TRAVEL[KK]),1000);
|
|||
/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
|
||||
* be dark) so he won't fall into a pit while staring into the gloom. */
|
||||
|
||||
L30: if(DETAIL < 3)RSPEAK(15);
|
||||
DETAIL=DETAIL+1;
|
||||
WZDARK=false;
|
||||
L30: if(game.detail < 3)RSPEAK(15);
|
||||
game.detail=game.detail+1;
|
||||
game.wzdark=false;
|
||||
ABB[LOC]=0;
|
||||
return;
|
||||
|
||||
|
@ -668,10 +669,10 @@ L90: RSPEAK(23);
|
|||
|
||||
/* Okay, he's dead. Let's get on with it. */
|
||||
|
||||
L99: if(CLOSNG) goto L95;
|
||||
NUMDIE=NUMDIE+1;
|
||||
if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
|
||||
if(NUMDIE == MAXDIE) score(0);
|
||||
L99: if(game.closng) goto L95;
|
||||
game.numdie=game.numdie+1;
|
||||
if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
|
||||
if(game.numdie == MAXDIE) score(0);
|
||||
PLACE[WATER]=0;
|
||||
PLACE[OIL]=0;
|
||||
if(TOTING(LAMP))PROP[LAMP]=0;
|
||||
|
@ -690,7 +691,7 @@ L98: /*etc*/ ;
|
|||
/* He died during closing time. No resurrection. Tally up a death and exit. */
|
||||
|
||||
L95: RSPEAK(131);
|
||||
NUMDIE=NUMDIE+1;
|
||||
game.numdie=game.numdie+1;
|
||||
score(0);
|
||||
|
||||
|
||||
|
@ -717,7 +718,7 @@ L40010: HINTLC[HINT]=0;
|
|||
SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
|
||||
RSPEAK(261);
|
||||
HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
|
||||
if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
|
||||
if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
|
||||
L40020: HINTLC[HINT]=0;
|
||||
L40030: goto L2602;
|
||||
|
||||
|
@ -732,7 +733,7 @@ L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
|
|||
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
|
||||
goto L40020;
|
||||
|
||||
L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
|
||||
L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && game.holdng >
|
||||
1) goto L40010;
|
||||
goto L40020;
|
||||
|
||||
|
@ -741,7 +742,7 @@ L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
|
|||
|
||||
L40600: goto L40010;
|
||||
|
||||
L40700: if(DFLAG == 0) goto L40010;
|
||||
L40700: if(game.dflag == 0) goto L40010;
|
||||
goto L40020;
|
||||
|
||||
L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
|
||||
|
@ -763,15 +764,15 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
|
|||
/* Cave closing and scoring */
|
||||
|
||||
|
||||
/* These sections handle the closing of the cave. The cave closes "CLOCK1"
|
||||
/* These sections handle the closing of the cave. The cave closes "game.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
|
||||
* have been taken yet, just located. Hence game.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
|
||||
* him to try to get out. If he doesn't within game.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
|
||||
* turns to get frantic before we close. When game.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,
|
||||
|
@ -783,8 +784,8 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
|
|||
|
||||
/* When the first warning comes, we lock the grate, destroy the bridge, kill
|
||||
* all the dwarves (and the pirate), remove the troll and bear (unless dead),
|
||||
* and set "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
|
||||
* and set "game.closng" to true. Leave the dragon; too much trouble to move it.
|
||||
* from now until game.clock2 runs out, he cannot unlock the grate, move to any
|
||||
* 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
|
||||
|
@ -809,11 +810,11 @@ L10000: PROP[GRATE]=0;
|
|||
PROP[AXE]=0;
|
||||
FIXED[AXE]=0;
|
||||
RSPEAK(129);
|
||||
CLOCK1= -1;
|
||||
CLOSNG=true;
|
||||
game.clock1= -1;
|
||||
game.closng=true;
|
||||
goto L19999;
|
||||
|
||||
/* ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE
|
||||
/* ONCE HE'S PANICKED, AND game.clock2 HAS RUN OUT, WE COME HERE TO SET UP THE
|
||||
* STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW).
|
||||
* AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF
|
||||
* OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT
|
||||
|
@ -834,7 +835,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
|
|||
PROP[DWARF]=PUT(DWARF,115,0);
|
||||
LOC=115;
|
||||
OLDLOC=115;
|
||||
NEWLOC=115;
|
||||
game.newloc=115;
|
||||
|
||||
/* Leave the grate with normal (non-negative) property. Reuse sign. */
|
||||
|
||||
|
@ -855,7 +856,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
|
|||
} /* end loop */
|
||||
|
||||
RSPEAK(132);
|
||||
CLOSED=true;
|
||||
game.closed=true;
|
||||
return;
|
||||
|
||||
/* Another way we can force an end to things is by having the lamp give out.
|
||||
|
@ -867,19 +868,19 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
|
|||
L12000: RSPEAK(188);
|
||||
PROP[BATTER]=1;
|
||||
if(TOTING(BATTER))DROP(BATTER,LOC);
|
||||
LIMIT=LIMIT+2500;
|
||||
LMWARN=false;
|
||||
game.limit=game.limit+2500;
|
||||
game.lmwarn=false;
|
||||
goto L19999;
|
||||
|
||||
L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
|
||||
LMWARN=true;
|
||||
L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
|
||||
game.lmwarn=true;
|
||||
SPK=187;
|
||||
if(PLACE[BATTER] == 0)SPK=183;
|
||||
if(PROP[BATTER] == 1)SPK=189;
|
||||
RSPEAK(SPK);
|
||||
goto L19999;
|
||||
|
||||
L12400: LIMIT= -1;
|
||||
L12400: game.limit= -1;
|
||||
PROP[LAMP]=0;
|
||||
if(HERE(LAMP))RSPEAK(184);
|
||||
goto L19999;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue