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
4
COPYING
4
COPYING
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@ -16,11 +16,11 @@ documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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game.limitED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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game.limitED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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64
actions1.c
64
actions1.c
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@ -94,8 +94,8 @@ L5110: if(K == DWARF && ATDWRF(LOC) > 0) goto L5010;
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L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
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L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
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OBJ=PLANT2;
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OBJ=PLANT2;
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goto L5010;
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goto L5010;
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L5130: if(OBJ != KNIFE || KNFLOC != LOC) goto L5140;
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L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
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KNFLOC= -1;
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game.knfloc= -1;
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SPK=116;
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SPK=116;
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return(2011);
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return(2011);
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L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
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L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
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@ -160,9 +160,9 @@ L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
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if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
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if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
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if(SPK != 31 || !HERE(KEYS)) return(2011);
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if(SPK != 31 || !HERE(KEYS)) return(2011);
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if(OBJ == CHAIN) goto L9048;
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if(OBJ == CHAIN) goto L9048;
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if(!CLOSNG) goto L9043;
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if(!game.closng) goto L9043;
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K=130;
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K=130;
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if(!PANIC)CLOCK2=15;
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if(!PANIC)game.clock2=15;
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PANIC=true;
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PANIC=true;
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return(2010);
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return(2010);
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@ -208,17 +208,17 @@ L9049: SPK=172;
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/* Light. Applicable only to lamp and urn. */
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/* Light. Applicable only to lamp and urn. */
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L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && LIMIT >= 0)OBJ=LAMP;
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L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && game.limit >= 0)OBJ=LAMP;
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if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN;
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if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN;
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if(OBJ == 0 || OBJ > 100) return(8000);
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if(OBJ == 0 || OBJ > 100) return(8000);
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L9070: if(OBJ == URN) goto L9073;
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L9070: if(OBJ == URN) goto L9073;
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if(OBJ != LAMP) return(2011);
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if(OBJ != LAMP) return(2011);
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SPK=184;
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SPK=184;
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if(LIMIT < 0) return(2011);
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if(game.limit < 0) return(2011);
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PROP[LAMP]=1;
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PROP[LAMP]=1;
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RSPEAK(39);
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RSPEAK(39);
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if(WZDARK) return(2000);
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if(game.wzdark) return(2000);
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return(2012);
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return(2012);
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L9073: SPK=38;
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L9073: SPK=38;
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@ -250,12 +250,12 @@ L9086: PROP[LAMP]=0;
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/* Wave. No effect unless waving rod at fissure or at bird. */
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/* Wave. No effect unless waving rod at fissure or at bird. */
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L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
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L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
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if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (CLOSNG || !AT(FISSUR))))
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if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
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return(2011);
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return(2011);
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if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2);
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if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2);
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if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
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if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
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if(CLOSED) return(18999);
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if(game.closed) return(18999);
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if(CLOSNG || !AT(FISSUR)) return(2011);
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if(game.closng || !AT(FISSUR)) return(2011);
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if(HERE(BIRD))RSPEAK(SPK);
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if(HERE(BIRD))RSPEAK(SPK);
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PROP[FISSUR]=1-PROP[FISSUR];
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PROP[FISSUR]=1-PROP[FISSUR];
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PSPEAK(FISSUR,2-PROP[FISSUR]);
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PSPEAK(FISSUR,2-PROP[FISSUR]);
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@ -360,7 +360,7 @@ L8180: if(YES(input,22,54,54)) score(1);
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L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
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L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
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DWARF && ATDWRF(LOC) > 0))SPK=94;
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DWARF && ATDWRF(LOC) > 0))SPK=94;
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if(CLOSED)SPK=138;
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if(game.closed)SPK=138;
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if(TOTING(OBJ))SPK=24;
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if(TOTING(OBJ))SPK=24;
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return(2011);
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return(2011);
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@ -370,9 +370,9 @@ L8200: SPK=98;
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/* 8201 */ for (I=1; I<=100; I++) {
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/* 8201 */ for (I=1; I<=100; I++) {
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if(I == BEAR || !TOTING(I)) goto L8201;
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if(I == BEAR || !TOTING(I)) goto L8201;
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if(SPK == 98)RSPEAK(99);
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if(SPK == 98)RSPEAK(99);
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BLKLIN=false;
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game.blklin=false;
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PSPEAK(I,-1);
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PSPEAK(I,-1);
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BLKLIN=true;
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game.blklin=true;
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SPK=0;
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SPK=0;
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L8201: /*etc*/ ;
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L8201: /*etc*/ ;
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} /* end loop */
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} /* end loop */
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@ -386,11 +386,11 @@ L9220: return(fill());
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011);
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L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
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BONUS=133;
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game.bonus=133;
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if(LOC == 115)BONUS=134;
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if(LOC == 115)game.bonus=134;
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if(HERE(ROD2))BONUS=135;
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if(HERE(ROD2))game.bonus=135;
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RSPEAK(BONUS);
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RSPEAK(game.bonus);
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score(0);
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score(0);
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/* Score. Call scoring routine but tell it to return. */
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/* Score. Call scoring routine but tell it to return. */
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@ -407,13 +407,13 @@ L8240: score(-1);
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L8250: K=VOCAB(WD1,3);
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L8250: K=VOCAB(WD1,3);
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SPK=42;
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SPK=42;
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if(FOOBAR == 1-K) goto L8252;
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if(game.foobar == 1-K) goto L8252;
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if(FOOBAR != 0)SPK=151;
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if(game.foobar != 0)SPK=151;
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return(2011);
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return(2011);
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L8252: FOOBAR=K;
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L8252: game.foobar=K;
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if(K != 4) return(2009);
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if(K != 4) return(2009);
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FOOBAR=0;
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game.foobar=0;
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if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS]))
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if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS]))
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return(2011);
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return(2011);
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/* Bring back troll if we steal the eggs back from him before crossing. */
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/* Bring back troll if we steal the eggs back from him before crossing. */
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@ -429,8 +429,8 @@ L8252: FOOBAR=K;
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/* Brief. Intransitive only. Suppress long descriptions after first time. */
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/* Brief. Intransitive only. Suppress long descriptions after first time. */
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L8260: SPK=156;
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L8260: SPK=156;
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ABBNUM=10000;
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game.abbnum=10000;
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DETAIL=3;
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game.detail=3;
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return(2011);
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return(2011);
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/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
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/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
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@ -453,7 +453,7 @@ L9275: CLSHNT=YES(input,192,193,54);
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L9280: if(OBJ == MIRROR)SPK=148;
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L9280: if(OBJ == MIRROR)SPK=148;
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if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
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if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
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if(OBJ != MIRROR || !CLOSED) return(2011);
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if(OBJ != MIRROR || !game.closed) return(2011);
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SPK=197;
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SPK=197;
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return(18999);
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return(18999);
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@ -465,7 +465,7 @@ L9282: SPK=198;
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/* Wake. Only use is to disturb the dwarves. */
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/* Wake. Only use is to disturb the dwarves. */
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L9290: if(OBJ != DWARF || !CLOSED) return(2011);
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L9290: if(OBJ != DWARF || !game.closed) return(2011);
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SPK=199;
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SPK=199;
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return(18999);
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return(18999);
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@ -494,12 +494,12 @@ L8305: DATIME(I,K);
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* suspended or resumed are guaranteed to match. If unsure whether a value
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* suspended or resumed are guaranteed to match. If unsure whether a value
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* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
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* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
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* with junk variables to bring it up to 7 values. */
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* with junk variables to bring it up to 7 values. */
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SAVWDS(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG);
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SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
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SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);
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SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
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SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE);
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SAVWDS(game.knfloc,game.limit,LL,game.lmwarn,LOC,game.newloc,game.numdie);
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SAVWDS(OBJ,OLDLC2,OLDLOC,OLDOBJ,PANIC,SAVED,SETUP);
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SAVWDS(OBJ,OLDLC2,OLDLOC,OLDOBJ,PANIC,SAVED,SETUP);
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SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
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SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
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SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,ZZWORD,OBJSND[BIRD]);
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SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,ZZWORD,OBJSND[BIRD]);
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SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
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SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
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SAVARR(ABB,LOCSIZ);
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SAVARR(ABB,LOCSIZ);
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SAVARR(ATLOC,LOCSIZ);
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SAVARR(ATLOC,LOCSIZ);
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@ -548,7 +548,7 @@ L9320: if(OBJ != RUG) return(2011);
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if(PROP[RUG] != 2) return(2011);
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if(PROP[RUG] != 2) return(2011);
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OLDLC2=OLDLOC;
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OLDLC2=OLDLOC;
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OLDLOC=LOC;
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OLDLOC=LOC;
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NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC;
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game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
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SPK=226;
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SPK=226;
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if(PROP[SAPPH] >= 0)SPK=227;
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if(PROP[SAPPH] >= 0)SPK=227;
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RSPEAK(SPK);
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RSPEAK(SPK);
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@ -579,7 +579,7 @@ L8340: if(!AT(RESER) && LOC != FIXED[RESER]-1) return(2011);
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PROP[RESER]=1-PROP[RESER];
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PROP[RESER]=1-PROP[RESER];
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if(AT(RESER)) return(2012);
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if(AT(RESER)) return(2012);
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OLDLC2=LOC;
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OLDLC2=LOC;
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NEWLOC=0;
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game.newloc=0;
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RSPEAK(241);
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RSPEAK(241);
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return(2);
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return(2);
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18
actions2.c
18
actions2.c
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@ -31,7 +31,7 @@ L9011: if(FIXED[OBJ] != 0) return(2011);
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if(!TOTING(BOTTLE))SPK=104;
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if(!TOTING(BOTTLE))SPK=104;
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return(2011);
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return(2011);
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L9017: SPK=92;
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L9017: SPK=92;
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if(HOLDNG >= 7) return(2011);
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if(game.holdng >= 7) return(2011);
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if(OBJ != BIRD || PROP[BIRD] == 1 || -1-PROP[BIRD] == 1) goto L9014;
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if(OBJ != BIRD || PROP[BIRD] == 1 || -1-PROP[BIRD] == 1) goto L9014;
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if(PROP[BIRD] == 2) goto L9015;
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if(PROP[BIRD] == 2) goto L9015;
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if(!TOTING(CAGE))SPK=27;
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if(!TOTING(CAGE))SPK=27;
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@ -63,7 +63,7 @@ int discard(bool just_do_it) {
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if(!TOTING(OBJ)) return(2011);
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if(!TOTING(OBJ)) return(2011);
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if(OBJ != BIRD || !HERE(SNAKE)) goto L9023;
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if(OBJ != BIRD || !HERE(SNAKE)) goto L9023;
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RSPEAK(30);
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RSPEAK(30);
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if(CLOSED) return(19000);
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if(game.closed) return(19000);
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DSTROY(SNAKE);
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DSTROY(SNAKE);
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/* SET PROP FOR USE BY TRAVEL OPTIONS */
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/* SET PROP FOR USE BY TRAVEL OPTIONS */
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PROP[SNAKE]=1;
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PROP[SNAKE]=1;
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@ -150,7 +150,7 @@ int attack(FILE *input) {
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if(OBJ > 100) return(8000);
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if(OBJ > 100) return(8000);
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L9124: if(OBJ != BIRD) goto L9125;
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L9124: if(OBJ != BIRD) goto L9125;
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SPK=137;
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SPK=137;
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if(CLOSED) return(2011);
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if(game.closed) return(2011);
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DSTROY(BIRD);
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DSTROY(BIRD);
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PROP[BIRD]=0;
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PROP[BIRD]=0;
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SPK=45;
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SPK=45;
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@ -163,7 +163,7 @@ L9126: if(OBJ == 0)SPK=44;
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if(OBJ == CLAM || OBJ == OYSTER)SPK=150;
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if(OBJ == CLAM || OBJ == OYSTER)SPK=150;
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if(OBJ == SNAKE)SPK=46;
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if(OBJ == SNAKE)SPK=46;
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if(OBJ == DWARF)SPK=49;
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if(OBJ == DWARF)SPK=49;
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if(OBJ == DWARF && CLOSED) return(19000);
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if(OBJ == DWARF && game.closed) return(19000);
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if(OBJ == DRAGON)SPK=167;
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if(OBJ == DRAGON)SPK=167;
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if(OBJ == TROLL)SPK=157;
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if(OBJ == TROLL)SPK=157;
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if(OBJ == OGRE)SPK=203;
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if(OBJ == OGRE)SPK=203;
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@ -233,12 +233,12 @@ int throw(FILE *cmdin) {
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return(attack(cmdin));
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return(attack(cmdin));
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L9172: SPK=48;
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L9172: SPK=48;
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if(RAN(7) < DFLAG) goto L9175;
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if(RAN(7) < game.dflag) goto L9175;
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DSEEN[I]=false;
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DSEEN[I]=false;
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DLOC[I]=0;
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DLOC[I]=0;
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SPK=47;
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SPK=47;
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DKILL=DKILL+1;
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game.dkill=game.dkill+1;
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if(DKILL == 1)SPK=149;
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if(game.dkill == 1)SPK=149;
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L9175: RSPEAK(SPK);
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L9175: RSPEAK(SPK);
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DROP(AXE,LOC);
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DROP(AXE,LOC);
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K=NUL;
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K=NUL;
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@ -279,7 +279,7 @@ L9212: if(OBJ != SNAKE && OBJ != DRAGON && OBJ != TROLL) goto L9213;
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SPK=102;
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SPK=102;
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if(OBJ == DRAGON && PROP[DRAGON] != 0)SPK=110;
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if(OBJ == DRAGON && PROP[DRAGON] != 0)SPK=110;
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if(OBJ == TROLL)SPK=182;
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if(OBJ == TROLL)SPK=182;
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if(OBJ != SNAKE || CLOSED || !HERE(BIRD)) return(2011);
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if(OBJ != SNAKE || game.closed || !HERE(BIRD)) return(2011);
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SPK=101;
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SPK=101;
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DSTROY(BIRD);
|
DSTROY(BIRD);
|
||||||
PROP[BIRD]=0;
|
PROP[BIRD]=0;
|
||||||
|
@ -288,7 +288,7 @@ L9212: if(OBJ != SNAKE && OBJ != DRAGON && OBJ != TROLL) goto L9213;
|
||||||
L9213: if(OBJ != DWARF) goto L9214;
|
L9213: if(OBJ != DWARF) goto L9214;
|
||||||
if(!HERE(FOOD)) return(2011);
|
if(!HERE(FOOD)) return(2011);
|
||||||
SPK=103;
|
SPK=103;
|
||||||
DFLAG=DFLAG+2;
|
game.dflag=game.dflag+2;
|
||||||
return(2011);
|
return(2011);
|
||||||
|
|
||||||
L9214: if(OBJ != BEAR) goto L9215;
|
L9214: if(OBJ != BEAR) goto L9215;
|
||||||
|
|
|
@ -1861,14 +1861,14 @@
|
||||||
142 though you get partial credit just for locating it. You lose points
|
142 though you get partial credit just for locating it. You lose points
|
||||||
142 for getting killed, or for quitting, though the former costs you more.
|
142 for getting killed, or for quitting, though the former costs you more.
|
||||||
142 There are also points based on how much (if any) of the cave you've
|
142 There are also points based on how much (if any) of the cave you've
|
||||||
142 managed to explore; in particular, there is a large bonus just for
|
142 managed to explore; in particular, there is a large game.bonus just for
|
||||||
142 getting in (to distinguish the beginners from the rest of the pack),
|
142 getting in (to distinguish the beginners from the rest of the pack),
|
||||||
142 and there are other ways to determine whether you've been through some
|
142 and there are other ways to determine whether you've been through some
|
||||||
142 of the more harrowing sections. If you think you've found all the
|
142 of the more harrowing sections. If you think you've found all the
|
||||||
142 treasures, just keep exploring for a while. If nothing interesting
|
142 treasures, just keep exploring for a while. If nothing interesting
|
||||||
142 happens, you haven't found them all yet. If something interesting
|
142 happens, you haven't found them all yet. If something interesting
|
||||||
142 *DOES* happen (incidentally, there *ARE* ways to hasten things along),
|
142 *DOES* happen (incidentally, there *ARE* ways to hasten things along),
|
||||||
142 it means you're getting a bonus and have an opportunity to garner many
|
142 it means you're getting a game.bonus and have an opportunity to garner many
|
||||||
142 more points in the Master's section. I may occasionally offer hints
|
142 more points in the Master's section. I may occasionally offer hints
|
||||||
142 if you seem to be having trouble. If I do, I'll warn you in advance
|
142 if you seem to be having trouble. If I do, I'll warn you in advance
|
||||||
142 how much it will affect your score to accept the hints. Finally, to
|
142 how much it will affect your score to accept the hints. Finally, to
|
||||||
|
|
2
funcs.h
2
funcs.h
|
@ -28,7 +28,7 @@
|
||||||
#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
|
#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
|
||||||
#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
|
#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
|
||||||
|
|
||||||
/* The following two functions were added to fix a bug (CLOCK1 decremented
|
/* The following two functions were added to fix a bug (game.clock1 decremented
|
||||||
* while in forest). They should probably be replaced by using another
|
* while in forest). They should probably be replaced by using another
|
||||||
* "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
|
* "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
|
||||||
* LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
|
* LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
|
||||||
|
|
62
init.c
62
init.c
|
@ -278,20 +278,20 @@ L1014: TRNVLS=TRNVLS+1;
|
||||||
|
|
||||||
/* The stuff for section 3 is encoded here. Each "from-location" gets a
|
/* The stuff for section 3 is encoded here. Each "from-location" gets a
|
||||||
* contiguous section of the "TRAVEL" array. Each entry in travel is
|
* contiguous section of the "TRAVEL" array. Each entry in travel is
|
||||||
* NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
|
* game.newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
|
||||||
* this is the last entry for this location. KEY(N) is the index in travel
|
* this is the last entry for this location. KEY(N) is the index in travel
|
||||||
* of the first option at location N. */
|
* of the first option at location N. */
|
||||||
|
|
||||||
L1030: LOC=GETNUM(OPENED);
|
L1030: LOC=GETNUM(OPENED);
|
||||||
if(LOC == -1) goto L1002;
|
if(LOC == -1) goto L1002;
|
||||||
NEWLOC=GETNUM(NULL);
|
game.newloc=GETNUM(NULL);
|
||||||
if(KEY[LOC] != 0) goto L1033;
|
if(KEY[LOC] != 0) goto L1033;
|
||||||
KEY[LOC]=TRVS;
|
KEY[LOC]=TRVS;
|
||||||
goto L1035;
|
goto L1035;
|
||||||
L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
|
L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
|
||||||
L1035: L=GETNUM(NULL);
|
L1035: L=GETNUM(NULL);
|
||||||
if(L == 0) goto L1039;
|
if(L == 0) goto L1039;
|
||||||
TRAVEL[TRVS]=NEWLOC*1000+L;
|
TRAVEL[TRVS]=game.newloc*1000+L;
|
||||||
TRVS=TRVS+1;
|
TRVS=TRVS+1;
|
||||||
if(TRVS == TRVSIZ)BUG(3);
|
if(TRVS == TRVSIZ)BUG(3);
|
||||||
goto L1035;
|
goto L1035;
|
||||||
|
@ -519,7 +519,7 @@ L1106: /*etc*/ ;
|
||||||
* prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc
|
* prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc
|
||||||
* for dwarf, in case one of them starts out on top of the adventurer. (No 2
|
* for dwarf, in case one of them starts out on top of the adventurer. (No 2
|
||||||
* of the 5 initial locs are adjacent.) DSEEN is true if dwarf has seen him.
|
* of the 5 initial locs are adjacent.) DSEEN is true if dwarf has seen him.
|
||||||
* DFLAG controls the level of activation of all this:
|
* game.dflag controls the level of activation of all this:
|
||||||
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
|
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
|
||||||
* 1 Reached Hall Of Mists, but hasn't met first dwarf
|
* 1 Reached Hall Of Mists, but hasn't met first dwarf
|
||||||
* 2 Met first dwarf, others start moving, no knives thrown yet
|
* 2 Met first dwarf, others start moving, no knives thrown yet
|
||||||
|
@ -534,7 +534,7 @@ L1106: /*etc*/ ;
|
||||||
for (I=1; I<=6; I++) {
|
for (I=1; I<=6; I++) {
|
||||||
DSEEN[I]=false;
|
DSEEN[I]=false;
|
||||||
} /* end loop */
|
} /* end loop */
|
||||||
DFLAG=0;
|
game.dflag=0;
|
||||||
DLOC[1]=19;
|
DLOC[1]=19;
|
||||||
DLOC[2]=27;
|
DLOC[2]=27;
|
||||||
DLOC[3]=33;
|
DLOC[3]=33;
|
||||||
|
@ -544,21 +544,21 @@ L1106: /*etc*/ ;
|
||||||
DALTLC=18;
|
DALTLC=18;
|
||||||
|
|
||||||
/* Other random flags and counters, as follows:
|
/* Other random flags and counters, as follows:
|
||||||
* ABBNUM How often we should print non-abbreviated descriptions
|
* game.abbnum How often we should print non-abbreviated descriptions
|
||||||
* BONUS Used to determine amount of bonus if he reaches closing
|
* game.bonus Used to determine amount of bonus if he reaches closing
|
||||||
* CLOCK1 Number of turns from finding last treasure till closing
|
* game.clock1 Number of turns from finding last treasure till closing
|
||||||
* CLOCK2 Number of turns from first warning till blinding flash
|
* game.clock2 Number of turns from first warning till blinding flash
|
||||||
* CONDS Min value for cond(loc) if loc has any hints
|
* CONDS Min value for cond(loc) if loc has any hints
|
||||||
* DETAIL How often we've said "not allowed to give more detail"
|
* game.detail How often we've said "not allowed to give more detail"
|
||||||
* DKILL Number of dwarves killed (unused in scoring, needed for msg)
|
* game.dkill Number of dwarves killed (unused in scoring, needed for msg)
|
||||||
* FOOBAR Current progress in saying "FEE FIE FOE FOO".
|
* game.foobar Current progress in saying "FEE FIE FOE FOO".
|
||||||
* HOLDNG Number of objects being carried
|
* game.holdng Number of objects being carried
|
||||||
* IGO How many times he's said "go XXX" instead of "XXX"
|
* IGO How many times he's said "go XXX" instead of "XXX"
|
||||||
* IWEST How many times he's said "west" instead of "w"
|
* game.iwest How many times he's said "west" instead of "w"
|
||||||
* KNFLOC 0 if no knife here, loc if knife here, -1 after caveat
|
* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
|
||||||
* LIMIT Lifetime of lamp (not set here)
|
* game.limit Lifetime of lamp (not set here)
|
||||||
* MAXDIE Number of reincarnation messages available (up to 5)
|
* MAXDIE Number of reincarnation messages available (up to 5)
|
||||||
* NUMDIE Number of times killed so far
|
* game.numdie Number of times killed so far
|
||||||
* THRESH Next #turns threshhold (-1 if none)
|
* THRESH Next #turns threshhold (-1 if none)
|
||||||
* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
|
* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
|
||||||
* TRNLUZ # points lost so far due to number of turns used
|
* TRNLUZ # points lost so far due to number of turns used
|
||||||
|
@ -570,27 +570,27 @@ L1106: /*etc*/ ;
|
||||||
THRESH= -1;
|
THRESH= -1;
|
||||||
if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
|
if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
|
||||||
TRNLUZ=0;
|
TRNLUZ=0;
|
||||||
LMWARN=false;
|
game.lmwarn=false;
|
||||||
IGO=0;
|
IGO=0;
|
||||||
IWEST=0;
|
game.iwest=0;
|
||||||
KNFLOC=0;
|
game.knfloc=0;
|
||||||
DETAIL=0;
|
game.detail=0;
|
||||||
ABBNUM=5;
|
game.abbnum=5;
|
||||||
for (I=0; I<=4; I++) {
|
for (I=0; I<=4; I++) {
|
||||||
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
|
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
|
||||||
} /* end loop */
|
} /* end loop */
|
||||||
NUMDIE=0;
|
game.numdie=0;
|
||||||
HOLDNG=0;
|
game.holdng=0;
|
||||||
DKILL=0;
|
game.dkill=0;
|
||||||
FOOBAR=0;
|
game.foobar=0;
|
||||||
BONUS=0;
|
game.bonus=0;
|
||||||
CLOCK1=30;
|
game.clock1=30;
|
||||||
CLOCK2=50;
|
game.clock2=50;
|
||||||
CONDS=SETBIT(11);
|
CONDS=SETBIT(11);
|
||||||
SAVED=0;
|
SAVED=0;
|
||||||
CLOSNG=false;
|
game.closng=false;
|
||||||
PANIC=false;
|
PANIC=false;
|
||||||
CLOSED=false;
|
game.closed=false;
|
||||||
CLSHNT=false;
|
CLSHNT=false;
|
||||||
NOVICE=false;
|
NOVICE=false;
|
||||||
SETUP=1;
|
SETUP=1;
|
||||||
|
|
239
main.c
239
main.c
|
@ -11,26 +11,26 @@
|
||||||
|
|
||||||
#include "misc.h"
|
#include "misc.h"
|
||||||
|
|
||||||
long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG,
|
long ABB[186], ATAB[331], ATLOC[186],
|
||||||
DLOC[7], FIXED[101], HOLDNG,
|
DLOC[7], FIXED[101],
|
||||||
KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
|
KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
|
||||||
PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
|
PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
|
||||||
SETUP = 0, TABSIZ = 330;
|
SETUP = 0, TABSIZ = 330;
|
||||||
signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
|
signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
|
||||||
|
|
||||||
long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
|
long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
|
||||||
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
|
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
|
||||||
CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
|
CLAM, CLSHNT, CLSMAX = 12, CLSSES,
|
||||||
COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
|
COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC,
|
||||||
DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
|
DOOR, DPRSSN, DRAGON, DSEEN[7], DWARF, EGGS,
|
||||||
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
|
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOD,
|
||||||
GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
|
GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
|
||||||
HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
|
HNTSIZ = 20, I, INVENT, IGO, J, JADE, K, K2, KEY[186], KEYS, KK,
|
||||||
KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
|
KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL,
|
||||||
LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
|
LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
|
||||||
MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
|
MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
|
||||||
MESSAG, MIRROR, MXSCOR,
|
MESSAG, MIRROR, MXSCOR,
|
||||||
NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
|
NOVICE, NUGGET, NUL, OBJ, OBJSND[101],
|
||||||
OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
|
OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
|
||||||
PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
|
PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
|
||||||
RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
|
RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
|
||||||
|
@ -39,7 +39,8 @@ long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BO
|
||||||
TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
|
TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
|
||||||
TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
|
TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
|
||||||
VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
|
VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
|
||||||
WZDARK = false, ZZWORD;
|
ZZWORD;
|
||||||
|
struct game_t game = {.blklin = true};
|
||||||
FILE *logfp;
|
FILE *logfp;
|
||||||
bool oldstyle = false;
|
bool oldstyle = false;
|
||||||
|
|
||||||
|
@ -83,13 +84,13 @@ int main(int argc, char *argv[]) {
|
||||||
|
|
||||||
/* Logical variables:
|
/* Logical variables:
|
||||||
*
|
*
|
||||||
* CLOSED says whether we're all the way closed
|
* game.closed says whether we're all the way closed
|
||||||
* CLOSNG says whether it's closing time yet
|
* game.closng says whether it's closing time yet
|
||||||
* CLSHNT says whether he's read the clue in the endgame
|
* CLSHNT says whether he's read the clue in the endgame
|
||||||
* LMWARN says whether he's been warned about lamp going dim
|
* game.lmwarn says whether he's been warned about lamp going dim
|
||||||
* NOVICE says whether he asked for instructions at start-up
|
* NOVICE says whether he asked for instructions at start-up
|
||||||
* PANIC says whether he's found out he's trapped in the cave
|
* PANIC says whether he's found out he's trapped in the cave
|
||||||
* WZDARK says whether the loc he's leaving was dark */
|
* game.wzdark says whether the loc he's leaving was dark */
|
||||||
|
|
||||||
#include "funcs.h"
|
#include "funcs.h"
|
||||||
|
|
||||||
|
@ -119,10 +120,10 @@ L1: SETUP= -1;
|
||||||
I=RAN(-1);
|
I=RAN(-1);
|
||||||
ZZWORD=RNDVOC(3,0)+MESH*2;
|
ZZWORD=RNDVOC(3,0)+MESH*2;
|
||||||
NOVICE=YES(stdin, 65,1,0);
|
NOVICE=YES(stdin, 65,1,0);
|
||||||
NEWLOC=1;
|
game.newloc=1;
|
||||||
LOC=1;
|
LOC=1;
|
||||||
LIMIT=330;
|
game.limit=330;
|
||||||
if(NOVICE)LIMIT=1000;
|
if(NOVICE)game.limit=1000;
|
||||||
|
|
||||||
for (;;) {
|
for (;;) {
|
||||||
do_command(stdin);
|
do_command(stdin);
|
||||||
|
@ -133,47 +134,47 @@ static void do_command(FILE *cmdin) {
|
||||||
|
|
||||||
/* 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;
|
L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
|
||||||
RSPEAK(130);
|
RSPEAK(130);
|
||||||
NEWLOC=LOC;
|
game.newloc=LOC;
|
||||||
if(!PANIC)CLOCK2=15;
|
if(!PANIC)game.clock2=15;
|
||||||
PANIC=true;
|
PANIC=true;
|
||||||
|
|
||||||
/* See if a dwarf has seen him and has come from where he wants to go. If so,
|
/* 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
|
* the dwarf's blocking his way. If coming from place forbidden to pirate
|
||||||
* (dwarves rooted in place) let him get out (and attacked). */
|
* (dwarves rooted in place) let him get out (and attacked). */
|
||||||
|
|
||||||
L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
|
L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
|
||||||
/* 73 */ for (I=1; I<=5; I++) {
|
/* 73 */ for (I=1; I<=5; I++) {
|
||||||
if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
|
if(ODLOC[I] != game.newloc || !DSEEN[I]) goto L73;
|
||||||
NEWLOC=LOC;
|
game.newloc=LOC;
|
||||||
RSPEAK(2);
|
RSPEAK(2);
|
||||||
goto L74;
|
goto L74;
|
||||||
L73: /*etc*/ ;
|
L73: /*etc*/ ;
|
||||||
} /* end loop */
|
} /* end loop */
|
||||||
L74: LOC=NEWLOC;
|
L74: LOC=game.newloc;
|
||||||
|
|
||||||
/* Dwarf stuff. See earlier comments for description of variables. Remember
|
/* Dwarf stuff. See earlier comments for description of variables. Remember
|
||||||
* sixth dwarf is pirate and is thus very different except for motion rules. */
|
* 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
|
/* 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).
|
* 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
|
* If game.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
|
* 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
|
* 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. */
|
* 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(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
|
||||||
if(DFLAG != 0) goto L6000;
|
if(game.dflag != 0) goto L6000;
|
||||||
if(INDEEP(LOC))DFLAG=1;
|
if(INDEEP(LOC))game.dflag=1;
|
||||||
goto L2000;
|
goto L2000;
|
||||||
|
|
||||||
/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
|
/* 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. */
|
* any of the survivors is at loc, replace him with the alternate. */
|
||||||
|
|
||||||
L6000: if(DFLAG != 1) goto L6010;
|
L6000: if(game.dflag != 1) goto L6010;
|
||||||
if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
|
if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
|
||||||
DFLAG=2;
|
game.dflag=2;
|
||||||
for (I=1; I<=2; I++) {
|
for (I=1; I<=2; I++) {
|
||||||
J=1+RAN(5);
|
J=1+RAN(5);
|
||||||
if(PCT(50))DLOC[J]=0;
|
if(PCT(50))DLOC[J]=0;
|
||||||
|
@ -191,7 +192,7 @@ L6000: if(DFLAG != 1) goto L6010;
|
||||||
* they don't back up unless there's no alternative. If they don't have to
|
* 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. */
|
* move, they attack. And, of course, dead dwarves don't do much of anything. */
|
||||||
|
|
||||||
L6010: DTOTAL=0;
|
L6010: game.dtotal=0;
|
||||||
ATTACK=0;
|
ATTACK=0;
|
||||||
STICK=0;
|
STICK=0;
|
||||||
/* 6030 */ for (I=1; I<=6; I++) {
|
/* 6030 */ for (I=1; I<=6; I++) {
|
||||||
|
@ -201,13 +202,13 @@ L6010: DTOTAL=0;
|
||||||
KK=DLOC[I];
|
KK=DLOC[I];
|
||||||
KK=KEY[KK];
|
KK=KEY[KK];
|
||||||
if(KK == 0) goto L6016;
|
if(KK == 0) goto L6016;
|
||||||
L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
|
L6012: game.newloc=MOD(IABS(TRAVEL[KK])/1000,1000);
|
||||||
{long x = J-1;
|
{long x = J-1;
|
||||||
if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
|
if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == ODLOC[I] || (J > 1 &&
|
||||||
NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
|
game.newloc == TK[x]) || J >= 20 || game.newloc == DLOC[I] ||
|
||||||
FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
|
FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
|
||||||
IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
|
IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
|
||||||
TK[J]=NEWLOC;
|
TK[J]=game.newloc;
|
||||||
J=J+1;
|
J=J+1;
|
||||||
L6014: KK=KK+1;
|
L6014: KK=KK+1;
|
||||||
{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
|
{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
|
||||||
|
@ -262,11 +263,11 @@ L6025: RSPEAK(186);
|
||||||
|
|
||||||
/* This threatening little dwarf is in the room with him! */
|
/* This threatening little dwarf is in the room with him! */
|
||||||
|
|
||||||
L6027: DTOTAL=DTOTAL+1;
|
L6027: game.dtotal=game.dtotal+1;
|
||||||
if(ODLOC[I] != DLOC[I]) goto L6030;
|
if(ODLOC[I] != DLOC[I]) goto L6030;
|
||||||
ATTACK=ATTACK+1;
|
ATTACK=ATTACK+1;
|
||||||
if(KNFLOC >= 0)KNFLOC=LOC;
|
if(game.knfloc >= 0)game.knfloc=LOC;
|
||||||
if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1;
|
if(RAN(1000) < 95*(game.dflag-2))STICK=STICK+1;
|
||||||
L6030: /*etc*/ ;
|
L6030: /*etc*/ ;
|
||||||
} /* end loop */
|
} /* end loop */
|
||||||
|
|
||||||
|
@ -274,11 +275,11 @@ L6030: /*etc*/ ;
|
||||||
* 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(DTOTAL == 0) goto L2000;
|
if(game.dtotal == 0) goto L2000;
|
||||||
SETPRM(1,DTOTAL,0);
|
SETPRM(1,game.dtotal,0);
|
||||||
RSPEAK(4+1/DTOTAL);
|
RSPEAK(4+1/game.dtotal);
|
||||||
if(ATTACK == 0) goto L2000;
|
if(ATTACK == 0) goto L2000;
|
||||||
if(DFLAG == 2)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;
|
||||||
|
@ -300,15 +301,15 @@ L6030: /*etc*/ ;
|
||||||
|
|
||||||
L2000: if(LOC == 0) goto L99;
|
L2000: if(LOC == 0) goto L99;
|
||||||
KK=STEXT[LOC];
|
KK=STEXT[LOC];
|
||||||
if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
|
if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
|
||||||
if(FORCED(LOC) || !DARK(0)) goto L2001;
|
if(FORCED(LOC) || !DARK(0)) goto L2001;
|
||||||
if(WZDARK && PCT(35)) goto L90;
|
if(game.wzdark && PCT(35)) goto L90;
|
||||||
KK=RTEXT[16];
|
KK=RTEXT[16];
|
||||||
L2001: if(TOTING(BEAR))RSPEAK(141);
|
L2001: if(TOTING(BEAR))RSPEAK(141);
|
||||||
SPEAK(KK);
|
SPEAK(KK);
|
||||||
K=1;
|
K=1;
|
||||||
if(FORCED(LOC)) goto L8;
|
if(FORCED(LOC)) goto L8;
|
||||||
if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
|
if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
|
||||||
|
|
||||||
/* Print out descriptions of objects at this location. If not closing and
|
/* Print out descriptions of objects at this location. If not closing and
|
||||||
* property value is negative, tally off another treasure. Rug is special
|
* property value is negative, tally off another treasure. Rug is special
|
||||||
|
@ -324,7 +325,7 @@ L2004: if(I == 0) goto L2012;
|
||||||
if(OBJ > 100)OBJ=OBJ-100;
|
if(OBJ > 100)OBJ=OBJ-100;
|
||||||
if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
|
if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
|
||||||
if(PROP[OBJ] >= 0) goto L2006;
|
if(PROP[OBJ] >= 0) goto L2006;
|
||||||
if(CLOSED) goto L2008;
|
if(game.closed) goto L2008;
|
||||||
PROP[OBJ]=0;
|
PROP[OBJ]=0;
|
||||||
if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
|
if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
|
||||||
TALLY=TALLY-1;
|
TALLY=TALLY-1;
|
||||||
|
@ -371,22 +372,22 @@ L2602: /*etc*/ ;
|
||||||
* if closing time, check for any objects being toted with PROP < 0 and set
|
* 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
|
* 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
|
* been picked up and put down separate from their respective piles. Don't
|
||||||
* tick CLOCK1 unless well into cave (and not at Y2). */
|
* tick game.clock1 unless well into cave (and not at Y2). */
|
||||||
|
|
||||||
L2603: if(!CLOSED) goto L2605;
|
L2603: if(!game.closed) goto L2605;
|
||||||
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
|
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
|
||||||
for (I=1; I<=100; I++) {
|
for (I=1; I<=100; I++) {
|
||||||
if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
|
if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
|
||||||
} /* end loop */
|
} /* end loop */
|
||||||
L2605: WZDARK=DARK(0);
|
L2605: game.wzdark=DARK(0);
|
||||||
if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
|
if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
|
||||||
I=RAN(1);
|
I=RAN(1);
|
||||||
GETIN(cmdin, WD1,WD1X,WD2,WD2X);
|
GETIN(cmdin, WD1,WD1X,WD2,WD2X);
|
||||||
|
|
||||||
/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
|
/* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
|
||||||
* make neg. If neg, he skipped a word, so make it zero. */
|
* make neg. If neg, he skipped a word, so make it zero. */
|
||||||
|
|
||||||
L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
|
L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
|
||||||
TURNS=TURNS+1;
|
TURNS=TURNS+1;
|
||||||
if(TURNS != THRESH) goto L2608;
|
if(TURNS != THRESH) goto L2608;
|
||||||
SPEAK(TTEXT[TRNDEX]);
|
SPEAK(TTEXT[TRNDEX]);
|
||||||
|
@ -396,15 +397,15 @@ L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
|
||||||
if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
|
if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
|
||||||
L2608: if(VERB == SAY && WD2 > 0)VERB=0;
|
L2608: if(VERB == SAY && WD2 > 0)VERB=0;
|
||||||
if(VERB == SAY) goto L4090;
|
if(VERB == SAY) goto L4090;
|
||||||
if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
|
if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
|
||||||
if(CLOCK1 == 0) goto L10000;
|
if(game.clock1 == 0) goto L10000;
|
||||||
if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
|
if(game.clock1 < 0)game.clock2=game.clock2-1;
|
||||||
if(CLOCK2 == 0) goto L11000;
|
if(game.clock2 == 0) goto L11000;
|
||||||
if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
|
if(PROP[LAMP] == 1)game.limit=game.limit-1;
|
||||||
if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
|
if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
|
||||||
L12000;
|
L12000;
|
||||||
if(LIMIT == 0) goto L12400;
|
if(game.limit == 0) goto L12400;
|
||||||
if(LIMIT <= 30) goto L12200;
|
if(game.limit <= 30) goto L12200;
|
||||||
L19999: K=43;
|
L19999: K=43;
|
||||||
if(LIQLOC(LOC) == WATER)K=70;
|
if(LIQLOC(LOC) == WATER)K=70;
|
||||||
V1=VOCAB(WD1,-1);
|
V1=VOCAB(WD1,-1);
|
||||||
|
@ -417,8 +418,8 @@ L19999: K=43;
|
||||||
L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
|
L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
|
||||||
HERE(BIRD))WD1=MAKEWD(301200308);
|
HERE(BIRD))WD1=MAKEWD(301200308);
|
||||||
L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
|
L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
|
||||||
IWEST=IWEST+1;
|
game.iwest=game.iwest+1;
|
||||||
if(IWEST == 10)RSPEAK(17);
|
if(game.iwest == 10)RSPEAK(17);
|
||||||
L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
|
L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
|
||||||
IGO=IGO+1;
|
IGO=IGO+1;
|
||||||
if(IGO == 10)RSPEAK(276);
|
if(IGO == 10)RSPEAK(276);
|
||||||
|
@ -478,13 +479,13 @@ L8000: SETPRM(1,WD1,WD1X);
|
||||||
/* Figure out the new location
|
/* Figure out the new location
|
||||||
*
|
*
|
||||||
* Given the current location in "LOC", and a motion verb number in "K", put
|
* 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
|
* the new location in "game.newloc". The current loc is saved in "OLDLOC" in case
|
||||||
* he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
|
* 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
|
* dies. (if he does, game.newloc will be limbo, and OLDLOC will be what killed
|
||||||
* him, so we need OLDLC2, which is the last place he was safe.) */
|
* him, so we need OLDLC2, which is the last place he was safe.) */
|
||||||
|
|
||||||
L8: KK=KEY[LOC];
|
L8: KK=KEY[LOC];
|
||||||
NEWLOC=LOC;
|
game.newloc=LOC;
|
||||||
if(KK == 0)BUG(26);
|
if(KK == 0)BUG(26);
|
||||||
if(K == NUL) return;
|
if(K == NUL) return;
|
||||||
if(K == BACK) goto L20;
|
if(K == BACK) goto L20;
|
||||||
|
@ -500,34 +501,34 @@ L9: LL=IABS(TRAVEL[KK]);
|
||||||
goto L9;
|
goto L9;
|
||||||
|
|
||||||
L10: LL=LL/1000;
|
L10: LL=LL/1000;
|
||||||
L11: NEWLOC=LL/1000;
|
L11: game.newloc=LL/1000;
|
||||||
K=MOD(NEWLOC,100);
|
K=MOD(game.newloc,100);
|
||||||
if(NEWLOC <= 300) goto L13;
|
if(game.newloc <= 300) goto L13;
|
||||||
if(PROP[K] != NEWLOC/100-3) goto L16;
|
if(PROP[K] != game.newloc/100-3) goto L16;
|
||||||
L12: if(TRAVEL[KK] < 0)BUG(25);
|
L12: if(TRAVEL[KK] < 0)BUG(25);
|
||||||
KK=KK+1;
|
KK=KK+1;
|
||||||
NEWLOC=IABS(TRAVEL[KK])/1000;
|
game.newloc=IABS(TRAVEL[KK])/1000;
|
||||||
if(NEWLOC == LL) goto L12;
|
if(game.newloc == LL) goto L12;
|
||||||
LL=NEWLOC;
|
LL=game.newloc;
|
||||||
goto L11;
|
goto L11;
|
||||||
|
|
||||||
L13: if(NEWLOC <= 100) goto L14;
|
L13: if(game.newloc <= 100) goto L14;
|
||||||
if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
|
if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
|
||||||
goto L12;
|
goto L12;
|
||||||
|
|
||||||
L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
|
L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
|
||||||
L16: NEWLOC=MOD(LL,1000);
|
L16: game.newloc=MOD(LL,1000);
|
||||||
if(NEWLOC <= 300) return;
|
if(game.newloc <= 300) return;
|
||||||
if(NEWLOC <= 500) goto L30000;
|
if(game.newloc <= 500) goto L30000;
|
||||||
RSPEAK(NEWLOC-500);
|
RSPEAK(game.newloc-500);
|
||||||
NEWLOC=LOC;
|
game.newloc=LOC;
|
||||||
return;
|
return;
|
||||||
|
|
||||||
/* Special motions come here. Labelling convention: statement numbers NNNXX
|
/* Special motions come here. Labelling convention: statement numbers NNNXX
|
||||||
* (XX=00-99) are used for special case number NNN (NNN=301-500). */
|
* (XX=00-99) are used for special case number NNN (NNN=301-500). */
|
||||||
|
|
||||||
L30000: NEWLOC=NEWLOC-300;
|
L30000: game.newloc=game.newloc-300;
|
||||||
switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
|
switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
|
||||||
L30300; }
|
L30300; }
|
||||||
BUG(20);
|
BUG(20);
|
||||||
|
|
||||||
|
@ -535,9 +536,9 @@ L30000: NEWLOC=NEWLOC-300;
|
||||||
* table must include "useless" entries going through passage, which can never
|
* table must include "useless" entries going through passage, which can never
|
||||||
* be used for actual motion, but can be spotted by "go back". */
|
* be used for actual motion, but can be spotted by "go back". */
|
||||||
|
|
||||||
L30100: NEWLOC=99+100-LOC;
|
L30100: game.newloc=99+100-LOC;
|
||||||
if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return;
|
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return;
|
||||||
NEWLOC=LOC;
|
game.newloc=LOC;
|
||||||
RSPEAK(117);
|
RSPEAK(117);
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
@ -562,19 +563,19 @@ L30300: if(PROP[TROLL] != 1) goto L30310;
|
||||||
MOVE(TROLL,PLAC[TROLL]);
|
MOVE(TROLL,PLAC[TROLL]);
|
||||||
MOVE(TROLL+100,FIXD[TROLL]);
|
MOVE(TROLL+100,FIXD[TROLL]);
|
||||||
JUGGLE(CHASM);
|
JUGGLE(CHASM);
|
||||||
NEWLOC=LOC;
|
game.newloc=LOC;
|
||||||
return;
|
return;
|
||||||
|
|
||||||
L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
|
L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
|
||||||
if(PROP[TROLL] == 0)PROP[TROLL]=1;
|
if(PROP[TROLL] == 0)PROP[TROLL]=1;
|
||||||
if(!TOTING(BEAR)) return;
|
if(!TOTING(BEAR)) return;
|
||||||
RSPEAK(162);
|
RSPEAK(162);
|
||||||
PROP[CHASM]=1;
|
PROP[CHASM]=1;
|
||||||
PROP[TROLL]=2;
|
PROP[TROLL]=2;
|
||||||
DROP(BEAR,NEWLOC);
|
DROP(BEAR,game.newloc);
|
||||||
FIXED[BEAR]= -1;
|
FIXED[BEAR]= -1;
|
||||||
PROP[BEAR]=3;
|
PROP[BEAR]=3;
|
||||||
OLDLC2=NEWLOC;
|
OLDLC2=game.newloc;
|
||||||
goto L99;
|
goto L99;
|
||||||
|
|
||||||
/* End of specials. */
|
/* 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"
|
/* 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. */
|
* be dark) so he won't fall into a pit while staring into the gloom. */
|
||||||
|
|
||||||
L30: if(DETAIL < 3)RSPEAK(15);
|
L30: if(game.detail < 3)RSPEAK(15);
|
||||||
DETAIL=DETAIL+1;
|
game.detail=game.detail+1;
|
||||||
WZDARK=false;
|
game.wzdark=false;
|
||||||
ABB[LOC]=0;
|
ABB[LOC]=0;
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
@ -668,10 +669,10 @@ L90: RSPEAK(23);
|
||||||
|
|
||||||
/* 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;
|
L99: if(game.closng) goto L95;
|
||||||
NUMDIE=NUMDIE+1;
|
game.numdie=game.numdie+1;
|
||||||
if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
|
if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
|
||||||
if(NUMDIE == MAXDIE) score(0);
|
if(game.numdie == MAXDIE) score(0);
|
||||||
PLACE[WATER]=0;
|
PLACE[WATER]=0;
|
||||||
PLACE[OIL]=0;
|
PLACE[OIL]=0;
|
||||||
if(TOTING(LAMP))PROP[LAMP]=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. */
|
/* He died during closing time. No resurrection. Tally up a death and exit. */
|
||||||
|
|
||||||
L95: RSPEAK(131);
|
L95: RSPEAK(131);
|
||||||
NUMDIE=NUMDIE+1;
|
game.numdie=game.numdie+1;
|
||||||
score(0);
|
score(0);
|
||||||
|
|
||||||
|
|
||||||
|
@ -717,7 +718,7 @@ L40010: HINTLC[HINT]=0;
|
||||||
SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
|
SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
|
||||||
RSPEAK(261);
|
RSPEAK(261);
|
||||||
HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
|
HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
|
||||||
if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
|
if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
|
||||||
L40020: HINTLC[HINT]=0;
|
L40020: HINTLC[HINT]=0;
|
||||||
L40030: goto L2602;
|
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;
|
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
|
||||||
goto L40020;
|
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;
|
1) goto L40010;
|
||||||
goto L40020;
|
goto L40020;
|
||||||
|
|
||||||
|
@ -741,7 +742,7 @@ L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
|
||||||
|
|
||||||
L40600: goto L40010;
|
L40600: goto L40010;
|
||||||
|
|
||||||
L40700: if(DFLAG == 0) goto L40010;
|
L40700: if(game.dflag == 0) goto L40010;
|
||||||
goto L40020;
|
goto L40020;
|
||||||
|
|
||||||
L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
|
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 */
|
/* 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
|
* 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
|
* 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,
|
* 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
|
* 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
|
* 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
|
* 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
|
* 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,
|
* 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
|
/* 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),
|
* 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.
|
* and set "game.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
|
* 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
|
* 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
|
* 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
|
* 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;
|
PROP[AXE]=0;
|
||||||
FIXED[AXE]=0;
|
FIXED[AXE]=0;
|
||||||
RSPEAK(129);
|
RSPEAK(129);
|
||||||
CLOCK1= -1;
|
game.clock1= -1;
|
||||||
CLOSNG=true;
|
game.closng=true;
|
||||||
goto L19999;
|
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).
|
* 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
|
* 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
|
* 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);
|
PROP[DWARF]=PUT(DWARF,115,0);
|
||||||
LOC=115;
|
LOC=115;
|
||||||
OLDLOC=115;
|
OLDLOC=115;
|
||||||
NEWLOC=115;
|
game.newloc=115;
|
||||||
|
|
||||||
/* Leave the grate with normal (non-negative) property. Reuse sign. */
|
/* Leave the grate with normal (non-negative) property. Reuse sign. */
|
||||||
|
|
||||||
|
@ -855,7 +856,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
|
||||||
} /* end loop */
|
} /* end loop */
|
||||||
|
|
||||||
RSPEAK(132);
|
RSPEAK(132);
|
||||||
CLOSED=true;
|
game.closed=true;
|
||||||
return;
|
return;
|
||||||
|
|
||||||
/* Another way we can force an end to things is by having the lamp give out.
|
/* 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);
|
L12000: RSPEAK(188);
|
||||||
PROP[BATTER]=1;
|
PROP[BATTER]=1;
|
||||||
if(TOTING(BATTER))DROP(BATTER,LOC);
|
if(TOTING(BATTER))DROP(BATTER,LOC);
|
||||||
LIMIT=LIMIT+2500;
|
game.limit=game.limit+2500;
|
||||||
LMWARN=false;
|
game.lmwarn=false;
|
||||||
goto L19999;
|
goto L19999;
|
||||||
|
|
||||||
L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
|
L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
|
||||||
LMWARN=true;
|
game.lmwarn=true;
|
||||||
SPK=187;
|
SPK=187;
|
||||||
if(PLACE[BATTER] == 0)SPK=183;
|
if(PLACE[BATTER] == 0)SPK=183;
|
||||||
if(PROP[BATTER] == 1)SPK=189;
|
if(PROP[BATTER] == 1)SPK=189;
|
||||||
RSPEAK(SPK);
|
RSPEAK(SPK);
|
||||||
goto L19999;
|
goto L19999;
|
||||||
|
|
||||||
L12400: LIMIT= -1;
|
L12400: game.limit= -1;
|
||||||
PROP[LAMP]=0;
|
PROP[LAMP]=0;
|
||||||
if(HERE(LAMP))RSPEAK(184);
|
if(HERE(LAMP))RSPEAK(184);
|
||||||
goto L19999;
|
goto L19999;
|
||||||
|
|
31
main.h
31
main.h
|
@ -2,9 +2,38 @@
|
||||||
|
|
||||||
#define LINESIZE 100
|
#define LINESIZE 100
|
||||||
|
|
||||||
extern long ABB[], ATAB[], ATLOC[], BLKLIN, DFLAG, DLOC[], FIXED[], HOLDNG,
|
extern long ABB[], ATAB[], ATLOC[], DLOC[], FIXED[],
|
||||||
KTAB[], *LINES, LINK[], LNLENG, LNPOSN,
|
KTAB[], *LINES, LINK[], LNLENG, LNPOSN,
|
||||||
PARMS[], PLACE[], PTEXT[], RTEXT[], TABSIZ;
|
PARMS[], PLACE[], PTEXT[], RTEXT[], TABSIZ;
|
||||||
extern signed char INLINE[LINESIZE+1], MAP1[], MAP2[];
|
extern signed char INLINE[LINESIZE+1], MAP1[], MAP2[];
|
||||||
extern FILE *logfp;
|
extern FILE *logfp;
|
||||||
extern bool oldstyle;
|
extern bool oldstyle;
|
||||||
|
|
||||||
|
struct game_t {
|
||||||
|
/* These members are in the save order of the individual variables
|
||||||
|
* in the 2.5 code. */
|
||||||
|
long abbnum;
|
||||||
|
long blklin;
|
||||||
|
long bonus;
|
||||||
|
long clock1;
|
||||||
|
long clock2;
|
||||||
|
long closed;
|
||||||
|
long closng;
|
||||||
|
long detail;
|
||||||
|
long dflag;
|
||||||
|
long dkill;
|
||||||
|
long dtotal;
|
||||||
|
long foobar;
|
||||||
|
long holdng;
|
||||||
|
long iwest;
|
||||||
|
long knfloc;
|
||||||
|
long limit;
|
||||||
|
/* LL may go here */
|
||||||
|
long lmwarn;
|
||||||
|
/* LOC will go here */
|
||||||
|
long newloc;
|
||||||
|
long numdie;
|
||||||
|
/* more state will go here */
|
||||||
|
long wzdark;
|
||||||
|
};
|
||||||
|
extern struct game_t game;
|
||||||
|
|
18
misc.c
18
misc.c
|
@ -15,11 +15,11 @@ void fSPEAK(long N) {
|
||||||
long BLANK, CASE, I, K, L, NEG, NPARMS, PARM, PRMTYP, STATE;
|
long BLANK, CASE, I, K, L, NEG, NPARMS, PARM, PRMTYP, STATE;
|
||||||
|
|
||||||
/* Print the message which starts at LINES(N). Precede it with a blank line
|
/* Print the message which starts at LINES(N). Precede it with a blank line
|
||||||
* unless BLKLIN is false. */
|
* unless game.blklin is false. */
|
||||||
|
|
||||||
|
|
||||||
if(N == 0)return;
|
if(N == 0)return;
|
||||||
BLANK=BLKLIN;
|
BLANK=game.blklin;
|
||||||
K=N;
|
K=N;
|
||||||
NPARMS=1;
|
NPARMS=1;
|
||||||
L10: L=IABS(LINES[K])-1;
|
L10: L=IABS(LINES[K])-1;
|
||||||
|
@ -182,11 +182,11 @@ long JUNK;
|
||||||
* WORD2 (chars 6 thru 10 in WORD2X), else WORD2 is -1. */
|
* WORD2 (chars 6 thru 10 in WORD2X), else WORD2 is -1. */
|
||||||
|
|
||||||
|
|
||||||
L10: if(BLKLIN)TYPE0();
|
L10: if(game.blklin)TYPE0();
|
||||||
MAPLIN(input);
|
MAPLIN(input);
|
||||||
if(input == stdin && feof(stdin)) score(1);
|
if(input == stdin && feof(stdin)) score(1);
|
||||||
WORD1=GETTXT(true,true,true,0);
|
WORD1=GETTXT(true,true,true,0);
|
||||||
if(BLKLIN && WORD1 < 0) goto L10;
|
if(game.blklin && WORD1 < 0) goto L10;
|
||||||
WORD1X=GETTXT(false,true,true,0);
|
WORD1X=GETTXT(false,true,true,0);
|
||||||
L12: JUNK=GETTXT(false,true,true,0);
|
L12: JUNK=GETTXT(false,true,true,0);
|
||||||
if(JUNK > 0) goto L12;
|
if(JUNK > 0) goto L12;
|
||||||
|
@ -650,13 +650,13 @@ long TEMP;
|
||||||
|
|
||||||
/* Start toting an object, removing it from the list of things at its former
|
/* Start toting an object, removing it from the list of things at its former
|
||||||
* location. Incr holdng unless it was already being toted. If OBJECT>100
|
* location. Incr holdng unless it was already being toted. If OBJECT>100
|
||||||
* (moving "fixed" second loc), don't change PLACE or HOLDNG. */
|
* (moving "fixed" second loc), don't change PLACE or game.holdng. */
|
||||||
|
|
||||||
|
|
||||||
if(OBJECT > 100) goto L5;
|
if(OBJECT > 100) goto L5;
|
||||||
if(PLACE[OBJECT] == -1)return;
|
if(PLACE[OBJECT] == -1)return;
|
||||||
PLACE[OBJECT]= -1;
|
PLACE[OBJECT]= -1;
|
||||||
HOLDNG=HOLDNG+1;
|
game.holdng=game.holdng+1;
|
||||||
L5: if(ATLOC[WHERE] != OBJECT) goto L6;
|
L5: if(ATLOC[WHERE] != OBJECT) goto L6;
|
||||||
ATLOC[WHERE]=LINK[OBJECT];
|
ATLOC[WHERE]=LINK[OBJECT];
|
||||||
return;
|
return;
|
||||||
|
@ -676,11 +676,11 @@ void fDROP(long OBJECT, long WHERE) {
|
||||||
;
|
;
|
||||||
|
|
||||||
/* Place an object at a given loc, prefixing it onto the ATLOC list. Decr
|
/* Place an object at a given loc, prefixing it onto the ATLOC list. Decr
|
||||||
* HOLDNG if the object was being toted. */
|
* game.holdng if the object was being toted. */
|
||||||
|
|
||||||
|
|
||||||
if(OBJECT > 100) goto L1;
|
if(OBJECT > 100) goto L1;
|
||||||
if(PLACE[OBJECT] == -1)HOLDNG=HOLDNG-1;
|
if(PLACE[OBJECT] == -1)game.holdng=game.holdng-1;
|
||||||
PLACE[OBJECT]=WHERE;
|
PLACE[OBJECT]=WHERE;
|
||||||
goto L2;
|
goto L2;
|
||||||
L1: {long x = OBJECT-100; FIXED[x]=WHERE;}
|
L1: {long x = OBJECT-100; FIXED[x]=WHERE;}
|
||||||
|
@ -703,7 +703,7 @@ long ATDWRF, I;
|
||||||
|
|
||||||
|
|
||||||
ATDWRF=0;
|
ATDWRF=0;
|
||||||
if(DFLAG < 2)return(ATDWRF);
|
if(game.dflag < 2)return(ATDWRF);
|
||||||
ATDWRF= -1;
|
ATDWRF= -1;
|
||||||
for (I=1; I<=5; I++) {
|
for (I=1; I<=5; I++) {
|
||||||
if(DLOC[I] == WHERE) goto L2;
|
if(DLOC[I] == WHERE) goto L2;
|
||||||
|
|
26
score.c
26
score.c
|
@ -18,7 +18,7 @@ void score(long MODE) {
|
||||||
* Each treasure > chest 16 224
|
* Each treasure > chest 16 224
|
||||||
* Surviving (MAX-NUM)*10 30
|
* Surviving (MAX-NUM)*10 30
|
||||||
* Not quitting 4 4
|
* Not quitting 4 4
|
||||||
* Reaching "CLOSNG" 25 25
|
* Reaching "game.closng" 25 25
|
||||||
* "Closed": Quit/Killed 10
|
* "Closed": Quit/Killed 10
|
||||||
* Klutzed 25
|
* Klutzed 25
|
||||||
* Wrong way 30
|
* Wrong way 30
|
||||||
|
@ -46,26 +46,26 @@ void score(long MODE) {
|
||||||
L20010: /*etc*/ ;
|
L20010: /*etc*/ ;
|
||||||
} /* end loop */
|
} /* end loop */
|
||||||
|
|
||||||
/* Now look at how he finished and how far he got. MAXDIE and NUMDIE tell us
|
/* Now look at how he finished and how far he got. MAXDIE and game.numdie tell us
|
||||||
* how well he survived. DFLAG will
|
* how well he survived. game.dflag will
|
||||||
* tell us if he ever got suitably deep into the cave. CLOSNG still indicates
|
* tell us if he ever got suitably deep into the cave. game.closng still indicates
|
||||||
* whether he reached the endgame. And if he got as far as "cave closed"
|
* whether he reached the endgame. And if he got as far as "cave closed"
|
||||||
* (indicated by "CLOSED"), then bonus is zero for mundane exits or 133, 134,
|
* (indicated by "game.closed"), then game.bonus is zero for mundane exits or 133, 134,
|
||||||
* 135 if he blew it (so to speak). */
|
* 135 if he blew it (so to speak). */
|
||||||
|
|
||||||
SCORE=SCORE+(MAXDIE-NUMDIE)*10;
|
SCORE=SCORE+(MAXDIE-game.numdie)*10;
|
||||||
MXSCOR=MXSCOR+MAXDIE*10;
|
MXSCOR=MXSCOR+MAXDIE*10;
|
||||||
if(MODE == 0)SCORE=SCORE+4;
|
if(MODE == 0)SCORE=SCORE+4;
|
||||||
MXSCOR=MXSCOR+4;
|
MXSCOR=MXSCOR+4;
|
||||||
if(DFLAG != 0)SCORE=SCORE+25;
|
if(game.dflag != 0)SCORE=SCORE+25;
|
||||||
MXSCOR=MXSCOR+25;
|
MXSCOR=MXSCOR+25;
|
||||||
if(CLOSNG)SCORE=SCORE+25;
|
if(game.closng)SCORE=SCORE+25;
|
||||||
MXSCOR=MXSCOR+25;
|
MXSCOR=MXSCOR+25;
|
||||||
if(!CLOSED) goto L20020;
|
if(!game.closed) goto L20020;
|
||||||
if(BONUS == 0)SCORE=SCORE+10;
|
if(game.bonus == 0)SCORE=SCORE+10;
|
||||||
if(BONUS == 135)SCORE=SCORE+25;
|
if(game.bonus == 135)SCORE=SCORE+25;
|
||||||
if(BONUS == 134)SCORE=SCORE+30;
|
if(game.bonus == 134)SCORE=SCORE+30;
|
||||||
if(BONUS == 133)SCORE=SCORE+45;
|
if(game.bonus == 133)SCORE=SCORE+45;
|
||||||
L20020: MXSCOR=MXSCOR+45;
|
L20020: MXSCOR=MXSCOR+45;
|
||||||
|
|
||||||
/* Did he come to Witt's End as he should? */
|
/* Did he come to Witt's End as he should? */
|
||||||
|
|
23
share.h
23
share.h
|
@ -1,17 +1,17 @@
|
||||||
extern void score(long);
|
extern void score(long);
|
||||||
extern long ABBNUM, ACTSPK[], AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
|
extern long ACTSPK[], AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
|
||||||
BIRD, BLOOD, BONUS,
|
BIRD, BLOOD,
|
||||||
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
|
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
|
||||||
CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX, CLSSES,
|
CLAM, CLSHNT, CLSMAX, CLSSES,
|
||||||
COINS, COND[], CONDS, CTEXT[], CVAL[], DALTLC, DETAIL,
|
COINS, COND[], CONDS, CTEXT[], CVAL[], DALTLC,
|
||||||
DKILL, DOOR, DPRSSN, DRAGON, DSEEN[], DTOTAL, DWARF, EGGS,
|
DOOR, DPRSSN, DRAGON, DSEEN[], DWARF, EGGS,
|
||||||
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[], FOOBAR, FOOD,
|
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[], FOOD,
|
||||||
GRATE, HINT, HINTED[], HINTLC[], HINTS[][5], HNTMAX,
|
GRATE, HINT, HINTED[], HINTLC[], HINTS[][5], HNTMAX,
|
||||||
HNTSIZ, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[], KEYS, KK,
|
HNTSIZ, I, INVENT, IGO, J, JADE, K, K2, KEY[], KEYS, KK,
|
||||||
KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ, LINUSE, LL,
|
KNIFE, KQ, L, LAMP, LINSIZ, LINUSE, LL,
|
||||||
LMWARN, LOC, LOCK, LOCSIZ, LOCSND[], LOOK, LTEXT[],
|
LOC, LOCK, LOCSIZ, LOCSND[], LOOK, LTEXT[],
|
||||||
MAGZIN, MAXDIE, MAXTRS, MESH, MESSAG, MIRROR, MXSCOR,
|
MAGZIN, MAXDIE, MAXTRS, MESH, MESSAG, MIRROR, MXSCOR,
|
||||||
NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[],
|
NOVICE, NUGGET, NUL, OBJ, OBJSND[],
|
||||||
OBJTXT[], ODLOC[], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
|
OBJTXT[], ODLOC[], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
|
||||||
PANIC, PEARL, PILLOW, PLAC[], PLANT, PLANT2, PROP[], PYRAM,
|
PANIC, PEARL, PILLOW, PLAC[], PLANT, PLANT2, PROP[], PYRAM,
|
||||||
RESER, ROD, ROD2, RTXSIZ, RUBY, RUG, SAPPH, SAVED, SAY,
|
RESER, ROD, ROD2, RTXSIZ, RUBY, RUG, SAPPH, SAVED, SAY,
|
||||||
|
@ -20,5 +20,4 @@ extern long ABBNUM, ACTSPK[], AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
|
||||||
TRNDEX, TRNLUZ, TRNSIZ, TRNVAL[], TRNVLS, TROLL, TROLL2, TRVS,
|
TRNDEX, TRNLUZ, TRNSIZ, TRNVAL[], TRNVLS, TROLL, TROLL2, TRVS,
|
||||||
TRVSIZ, TTEXT[], TURNS, URN, V1, V2, VASE, VEND, VERB,
|
TRVSIZ, TTEXT[], TURNS, URN, V1, V2, VASE, VEND, VERB,
|
||||||
VOLCAN, VRBSIZ, VRSION, WATER, WD1, WD1X, WD2, WD2X,
|
VOLCAN, VRBSIZ, VRSION, WATER, WD1, WD1X, WD2, WD2X,
|
||||||
WZDARK, ZZWORD;
|
ZZWORD;
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue