Revert structurization changes, they broke database compilation...

...bug showing only if adventure.data was absent.  We'll need to sneak up
on this more carefully.
This commit is contained in:
Eric S. Raymond 2017-05-24 00:17:19 -04:00
parent 7e5448e974
commit 484ca4e9fd
11 changed files with 485 additions and 533 deletions

View file

@ -23,7 +23,7 @@ int action(FILE *input, long STARTAT) {
BUG(99);
L4000: VERB=K;
game.spk=ACTSPK[VERB];
SPK=ACTSPK[VERB];
if(WD2 > 0 && VERB != SAY) return(2800);
if(VERB == SAY)OBJ=WD2;
if(OBJ > 0) goto L4090;
@ -134,9 +134,9 @@ L5110: if(K == DWARF && ATDWRF(LOC) > 0) goto L5010;
L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
OBJ=PLANT2;
goto L5010;
L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
game.knfloc= -1;
game.spk=116;
L5130: if(OBJ != KNIFE || KNFLOC != LOC) goto L5140;
KNFLOC= -1;
SPK=116;
return(2011);
L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
OBJ=ROD2;
@ -181,7 +181,7 @@ L9035: WD2=0;
/* Lock, unlock, no object given. Assume various things if present. */
L8040: game.spk=28;
L8040: SPK=28;
if(HERE(CLAM))OBJ=CLAM;
if(HERE(OYSTER))OBJ=OYSTER;
if(AT(DOOR))OBJ=DOOR;
@ -193,17 +193,17 @@ L8040: game.spk=28;
/* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
if(OBJ == DOOR)game.spk=111;
if(OBJ == DOOR && PROP[DOOR] == 1)game.spk=54;
if(OBJ == CAGE)game.spk=32;
if(OBJ == KEYS)game.spk=55;
if(OBJ == GRATE || OBJ == CHAIN)game.spk=31;
if(game.spk != 31 || !HERE(KEYS)) return(2011);
if(OBJ == DOOR)SPK=111;
if(OBJ == DOOR && PROP[DOOR] == 1)SPK=54;
if(OBJ == CAGE)SPK=32;
if(OBJ == KEYS)SPK=55;
if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
if(SPK != 31 || !HERE(KEYS)) return(2011);
if(OBJ == CHAIN) goto L9048;
if(!game.closng) goto L9043;
if(!CLOSNG) goto L9043;
K=130;
if(!game.panic)game.clock2=15;
game.panic=true;
if(!PANIC)CLOCK2=15;
PANIC=true;
return(2010);
L9043: K=34+PROP[GRATE];
@ -215,11 +215,11 @@ L9043: K=34+PROP[GRATE];
/* Clam/Oyster. */
L9046: K=0;
if(OBJ == OYSTER)K=1;
game.spk=124+K;
if(TOTING(OBJ))game.spk=120+K;
if(!TOTING(TRIDNT))game.spk=122+K;
if(VERB == LOCK)game.spk=61;
if(game.spk != 124) return(2011);
SPK=124+K;
if(TOTING(OBJ))SPK=120+K;
if(!TOTING(TRIDNT))SPK=122+K;
if(VERB == LOCK)SPK=61;
if(SPK != 124) return(2011);
DSTROY(CLAM);
DROP(OYSTER,LOC);
DROP(PEARL,105);
@ -227,20 +227,20 @@ L9046: K=0;
/* Chain. */
L9048: if(VERB == LOCK) goto L9049;
game.spk=171;
if(PROP[BEAR] == 0)game.spk=41;
if(PROP[CHAIN] == 0)game.spk=37;
if(game.spk != 171) return(2011);
SPK=171;
if(PROP[BEAR] == 0)SPK=41;
if(PROP[CHAIN] == 0)SPK=37;
if(SPK != 171) return(2011);
PROP[CHAIN]=0;
FIXED[CHAIN]=0;
if(PROP[BEAR] != 3)PROP[BEAR]=2;
FIXED[BEAR]=2-PROP[BEAR];
return(2011);
L9049: game.spk=172;
if(PROP[CHAIN] != 0)game.spk=34;
if(LOC != PLAC[CHAIN])game.spk=173;
if(game.spk != 172) return(2011);
L9049: SPK=172;
if(PROP[CHAIN] != 0)SPK=34;
if(LOC != PLAC[CHAIN])SPK=173;
if(SPK != 172) return(2011);
PROP[CHAIN]=2;
if(TOTING(CHAIN))DROP(CHAIN,LOC);
FIXED[CHAIN]= -1;
@ -248,22 +248,22 @@ L9049: game.spk=172;
/* Light. Applicable only to lamp and urn. */
L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && game.limit >= 0)OBJ=LAMP;
L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && LIMIT >= 0)OBJ=LAMP;
if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN;
if(OBJ == 0 || OBJ > 100) return(8000);
L9070: if(OBJ == URN) goto L9073;
if(OBJ != LAMP) return(2011);
game.spk=184;
if(game.limit < 0) return(2011);
SPK=184;
if(LIMIT < 0) return(2011);
PROP[LAMP]=1;
RSPEAK(39);
if(game.wzdark) return(2000);
if(WZDARK) return(2000);
return(2012);
L9073: game.spk=38;
L9073: SPK=38;
if(PROP[URN] == 0) return(2011);
game.spk=209;
SPK=209;
PROP[URN]=2;
return(2011);
@ -275,11 +275,11 @@ L8080: if(HERE(LAMP) && PROP[LAMP] == 1)OBJ=LAMP;
L9080: if(OBJ == URN) goto L9083;
if(OBJ == LAMP) goto L9086;
if(OBJ == DRAGON || OBJ == VOLCAN)game.spk=146;
if(OBJ == DRAGON || OBJ == VOLCAN)SPK=146;
return(2011);
L9083: PROP[URN]=PROP[URN]/2;
game.spk=210;
SPK=210;
return(2011);
L9086: PROP[LAMP]=0;
@ -289,22 +289,22 @@ L9086: PROP[LAMP]=0;
/* Wave. No effect unless waving rod at fissure or at bird. */
L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))game.spk=29;
if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (CLOSNG || !AT(FISSUR))))
return(2011);
if(HERE(BIRD))game.spk=206+MOD(PROP[BIRD],2);
if(game.spk == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
if(game.closed) return(18999);
if(game.closng || !AT(FISSUR)) return(2011);
if(HERE(BIRD))RSPEAK(game.spk);
if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2);
if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
if(CLOSED) return(18999);
if(CLOSNG || !AT(FISSUR)) return(2011);
if(HERE(BIRD))RSPEAK(SPK);
PROP[FISSUR]=1-PROP[FISSUR];
PSPEAK(FISSUR,2-PROP[FISSUR]);
return(2012);
L9094: DROP(JADE,LOC);
PROP[JADE]=0;
game.tally=game.tally-1;
game.spk=208;
TALLY=TALLY-1;
SPK=208;
return(2011);
/* Attack also moved into separate module. */
@ -317,16 +317,16 @@ L9120: return(attack(input));
L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0);
if(OBJ == 0) return(8000);
if(!TOTING(OBJ)) return(2011);
game.spk=78;
SPK=78;
if(OBJ != OIL && OBJ != WATER) return(2011);
if(HERE(URN) && PROP[URN] == 0) goto L9134;
PROP[BOTTLE]=1;
PLACE[OBJ]=0;
game.spk=77;
SPK=77;
if(!(AT(PLANT) || AT(DOOR))) return(2011);
if(AT(DOOR)) goto L9132;
game.spk=112;
SPK=112;
if(OBJ != WATER) return(2011);
PSPEAK(PLANT,PROP[PLANT]+3);
PROP[PLANT]=MOD(PROP[PLANT]+1,3);
@ -336,7 +336,7 @@ L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0);
L9132: PROP[DOOR]=0;
if(OBJ == OIL)PROP[DOOR]=1;
game.spk=113+PROP[DOOR];
SPK=113+PROP[DOOR];
return(2011);
L9134: OBJ=URN;
@ -347,13 +347,13 @@ L9134: OBJ=URN;
L8140: if(!HERE(FOOD)) return(8000);
L8142: DSTROY(FOOD);
game.spk=72;
SPK=72;
return(2011);
L9140: if(OBJ == FOOD) goto L8142;
if(OBJ == BIRD || OBJ == SNAKE || OBJ == CLAM || OBJ == OYSTER || OBJ ==
DWARF || OBJ == DRAGON || OBJ == TROLL || OBJ == BEAR || OBJ ==
OGRE)game.spk=71;
OGRE)SPK=71;
return(2011);
/* Drink. If no object, assume water and look for it here. If water is in
@ -362,29 +362,29 @@ L9140: if(OBJ == FOOD) goto L8142;
L9150: if(OBJ == 0 && LIQLOC(LOC) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
return(8000);
if(OBJ == BLOOD) goto L9153;
if(OBJ != 0 && OBJ != WATER)game.spk=110;
if(game.spk == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
if(OBJ != 0 && OBJ != WATER)SPK=110;
if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
PROP[BOTTLE]=1;
PLACE[WATER]=0;
game.spk=74;
SPK=74;
return(2011);
L9153: DSTROY(BLOOD);
PROP[DRAGON]=2;
OBJSND[BIRD]=OBJSND[BIRD]+3;
game.spk=240;
SPK=240;
return(2011);
/* Rub. Yields various snide remarks except for lit urn. */
L9160: if(OBJ != LAMP)game.spk=76;
L9160: if(OBJ != LAMP)SPK=76;
if(OBJ != URN || PROP[URN] != 2) return(2011);
DSTROY(URN);
DROP(AMBER,LOC);
PROP[AMBER]=1;
game.tally=game.tally-1;
TALLY=TALLY-1;
DROP(CAVITY,LOC);
game.spk=216;
SPK=216;
return(2011);
/* Throw moved into separate module. */
@ -399,24 +399,24 @@ L8180: if(YES(input,22,54,54)) score(1);
/* Find. Might be carrying it, or it might be here. Else give caveat. */
L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
DWARF && ATDWRF(LOC) > 0))game.spk=94;
if(game.closed)game.spk=138;
if(TOTING(OBJ))game.spk=24;
DWARF && ATDWRF(LOC) > 0))SPK=94;
if(CLOSED)SPK=138;
if(TOTING(OBJ))SPK=24;
return(2011);
/* Inventory. If object, treat same as find. Else report on current burden. */
L8200: game.spk=98;
L8200: SPK=98;
/* 8201 */ for (I=1; I<=100; I++) {
if(I == BEAR || !TOTING(I)) goto L8201;
if(game.spk == 98)RSPEAK(99);
game.blklin=false;
if(SPK == 98)RSPEAK(99);
BLKLIN=false;
PSPEAK(I,-1);
game.blklin=true;
game.spk=0;
BLKLIN=true;
SPK=0;
L8201: /*etc*/ ;
} /* end loop */
if(TOTING(BEAR))game.spk=141;
if(TOTING(BEAR))SPK=141;
return(2011);
/* Feed/fill are in the other module. */
@ -426,18 +426,18 @@ L9220: return(fill());
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
game.bonus=133;
if(LOC == 115)game.bonus=134;
if(HERE(ROD2))game.bonus=135;
RSPEAK(game.bonus);
L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011);
BONUS=133;
if(LOC == 115)BONUS=134;
if(HERE(ROD2))BONUS=135;
RSPEAK(BONUS);
score(0);
/* Score. Call scoring routine but tell it to return. */
L8240: score(-1);
SETPRM(1,SCORE,MXSCOR);
SETPRM(3,game.turns,game.turns);
SETPRM(3,TURNS,TURNS);
RSPEAK(259);
return(2012);
@ -446,14 +446,14 @@ L8240: score(-1);
* WORD ZIPS THE EGGS BACK TO THE GIANT ROOM (UNLESS ALREADY THERE). */
L8250: K=VOCAB(WD1,3);
game.spk=42;
if(game.foobar == 1-K) goto L8252;
if(game.foobar != 0)game.spk=151;
SPK=42;
if(FOOBAR == 1-K) goto L8252;
if(FOOBAR != 0)SPK=151;
return(2011);
L8252: game.foobar=K;
L8252: FOOBAR=K;
if(K != 4) return(2009);
game.foobar=0;
FOOBAR=0;
if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS]))
return(2011);
/* Bring back troll if we steal the eggs back from him before crossing. */
@ -468,9 +468,9 @@ L8252: game.foobar=K;
/* Brief. Intransitive only. Suppress long descriptions after first time. */
L8260: game.spk=156;
game.abbnum=10000;
game.detail=3;
L8260: SPK=156;
ABBNUM=10000;
DETAIL=3;
return(2011);
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
@ -482,22 +482,22 @@ L8270: for (I=1; I<=100; I++) {
L9270: if(DARK(0)) goto L5190;
if(OBJTXT[OBJ] == 0 || PROP[OBJ] < 0) return(2011);
if(OBJ == OYSTER && !game.clshint) goto L9275;
if(OBJ == OYSTER && !CLSHNT) goto L9275;
PSPEAK(OBJ,OBJTXT[OBJ]+PROP[OBJ]);
return(2012);
L9275: game.clshint=YES(input,192,193,54);
L9275: CLSHNT=YES(input,192,193,54);
return(2012);
/* Break. Only works for mirror in repository and, of course, the vase. */
L9280: if(OBJ == MIRROR)game.spk=148;
L9280: if(OBJ == MIRROR)SPK=148;
if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
if(OBJ != MIRROR || !game.closed) return(2011);
game.spk=197;
if(OBJ != MIRROR || !CLOSED) return(2011);
SPK=197;
return(18999);
L9282: game.spk=198;
L9282: SPK=198;
if(TOTING(VASE))DROP(VASE,LOC);
PROP[VASE]=2;
FIXED[VASE]= -1;
@ -505,18 +505,18 @@ L9282: game.spk=198;
/* Wake. Only use is to disturb the dwarves. */
L9290: if(OBJ != DWARF || !game.closed) return(2011);
game.spk=199;
L9290: if(OBJ != DWARF || !CLOSED) return(2011);
SPK=199;
return(18999);
/* Suspend. Offer to save things in a file, but charging some points (so
* can't win by using saved games to retry battles or to start over after
* learning zzword). */
L8300: game.spk=201;
L8300: SPK=201;
RSPEAK(260);
if(!YES(input,200,54,54)) return(2012);
game.saved=game.saved+5;
SAVED=SAVED+5;
KK= -1;
/* This next part is shared with the "resume" code. The two cases are
@ -534,17 +534,17 @@ L8305: DATIME(I,K);
* suspended or resumed are guaranteed to match. If unsure whether a value
* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
* with junk variables to bring it up to 7 values. */
SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
SAVWDS(game.knfloc,game.limit,LL,game.lmwarn,LOC,game.newloc,game.numdie);
SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
SAVWDS(game.spk,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
SAVWDS(OBJTXT[SIGN],game.clshint,game.novice,K,K,K,K);
SAVWDS(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG);
SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);
SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE);
SAVWDS(OBJ,OLDLC2,OLDLOC,OLDOBJ,PANIC,SAVED,SETUP);
SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,ZZWORD,OBJSND[BIRD]);
SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
SAVARR(ABB,LOCSIZ);
SAVARR(ATLOC,LOCSIZ);
SAVARR(DLOC,6);
SAVARR(game.dseen,6);
SAVARR(DSEEN,6);
SAVARR(FIXED,100);
SAVARR(HINTED,HNTSIZ);
SAVARR(HINTLC,HNTSIZ);
@ -555,7 +555,7 @@ L8305: DATIME(I,K);
SAVWRD(KK,K);
if(K != 0) goto L8318;
K=NUL;
game.zzword=RNDVOC(3,game.zzword-MESH*2)+MESH*2;
ZZWORD=RNDVOC(3,ZZWORD-MESH*2)+MESH*2;
if(KK > 0) return(8);
RSPEAK(266);
exit(0);
@ -578,35 +578,35 @@ L8318: RSPEAK(270);
/* Fly. Snide remarks unless hovering rug is here. */
L8320: if(PROP[RUG] != 2)game.spk=224;
if(!HERE(RUG))game.spk=225;
if(game.spk/2 == 112) return(2011);
L8320: if(PROP[RUG] != 2)SPK=224;
if(!HERE(RUG))SPK=225;
if(SPK/2 == 112) return(2011);
OBJ=RUG;
L9320: if(OBJ != RUG) return(2011);
game.spk=223;
SPK=223;
if(PROP[RUG] != 2) return(2011);
game.oldlc2=game.oldloc;
game.oldloc=LOC;
game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
game.spk=226;
if(PROP[SAPPH] >= 0)game.spk=227;
RSPEAK(game.spk);
OLDLC2=OLDLOC;
OLDLOC=LOC;
NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC;
SPK=226;
if(PROP[SAPPH] >= 0)SPK=227;
RSPEAK(SPK);
return(2);
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
L8330: game.spk=228;
L8330: SPK=228;
K=LOCSND[LOC];
if(K == 0) goto L8332;
RSPEAK(IABS(K));
if(K < 0) return(2012);
game.spk=0;
L8332: SETPRM(1,game.zzword-MESH*2,0);
SPK=0;
L8332: SETPRM(1,ZZWORD-MESH*2,0);
/* 8335 */ for (I=1; I<=100; I++) {
if(!HERE(I) || OBJSND[I] == 0 || PROP[I] < 0) goto L8335;
PSPEAK(I,OBJSND[I]+PROP[I]);
game.spk=0;
SPK=0;
if(I == BIRD && OBJSND[I]+PROP[I] == 8)DSTROY(BIRD);
L8335: /*etc*/ ;
} /* end loop */
@ -618,8 +618,8 @@ L8340: if(!AT(RESER) && LOC != FIXED[RESER]-1) return(2011);
PSPEAK(RESER,PROP[RESER]+1);
PROP[RESER]=1-PROP[RESER];
if(AT(RESER)) return(2012);
game.oldlc2=LOC;
game.newloc=0;
OLDLC2=LOC;
NEWLOC=0;
RSPEAK(241);
return(2);