LOC pulled into game structure block.
This commit is contained in:
parent
a6432a4ed4
commit
4fe6286cc6
5 changed files with 108 additions and 107 deletions
118
main.c
118
main.c
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@ -22,7 +22,7 @@ long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
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CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
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EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
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GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
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KNIFE, KQ, L, LAMP, LOC, LOCK, LOOK,
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KNIFE, KQ, L, LAMP, LOCK, LOOK,
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MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
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NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
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PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
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@ -123,7 +123,7 @@ L1: game.setup= -1;
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game.zzword=RNDVOC(3,0);
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game.novice=YES(stdin, 65,1,0);
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game.newloc=1;
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LOC=1;
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game.loc=1;
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game.limit=330;
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if(game.novice)game.limit=1000;
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@ -160,7 +160,7 @@ static bool do_command(FILE *cmdin) {
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if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
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RSPEAK(130);
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game.newloc=LOC;
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game.newloc=game.loc;
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if(!game.panic)game.clock2=15;
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game.panic=true;
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@ -168,15 +168,15 @@ static bool do_command(FILE *cmdin) {
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* the dwarf's blocking his way. If coming from place forbidden to pirate
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* (dwarves rooted in place) let him get out (and attacked). */
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L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
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L71: if(game.newloc == game.loc || FORCED(game.loc) || CNDBIT(game.loc,3)) goto L74;
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/* 73 */ for (I=1; I<=NDWARVES-1; I++) {
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if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
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game.newloc=LOC;
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game.newloc=game.loc;
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RSPEAK(2);
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goto L74;
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L73: /*etc*/ ;
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} /* end loop */
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L74: LOC=game.newloc;
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L74: game.loc=game.newloc;
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/* Dwarf stuff. See earlier comments for description of variables. Remember
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* sixth dwarf is pirate and is thus very different except for motion rules. */
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@ -188,27 +188,27 @@ L74: LOC=game.newloc;
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* dwarves can't meet the bear. Also means dwarves won't follow him into dead
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* end in maze, but c'est la vie. They'll wait for him outside the dead end. */
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if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
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if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) goto L2000;
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if(game.dflag != 0) goto L6000;
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if(INDEEP(LOC))game.dflag=1;
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if(INDEEP(game.loc))game.dflag=1;
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goto L2000;
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/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
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* any of the survivors is at loc, replace him with the alternate. */
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L6000: if(game.dflag != 1) goto L6010;
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if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
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if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) goto L2000;
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game.dflag=2;
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for (I=1; I<=2; I++) {
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J=1+randrange(NDWARVES-1);
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if(PCT(50))game.dloc[J]=0;
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} /* end loop */
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for (I=1; I<=NDWARVES-1; I++) {
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if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
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if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC;
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game.odloc[I]=game.dloc[I];
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} /* end loop */
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RSPEAK(3);
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DROP(AXE,LOC);
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DROP(AXE,game.loc);
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goto L2000;
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/* Things are in full swing. Move each dwarf at random, except if he's seen us
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@ -241,9 +241,9 @@ L6016: TK[J]=game.odloc[I];
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J=1+randrange(J);
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game.odloc[I]=game.dloc[I];
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game.dloc[I]=TK[J];
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game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
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game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
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if(!game.dseen[I]) goto L6030;
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game.dloc[I]=LOC;
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game.dloc[I]=game.loc;
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if(I != 6) goto L6027;
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/* The pirate's spotted him. He leaves him alone once we've found chest. K
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@ -251,11 +251,11 @@ L6016: TK[J]=game.odloc[I];
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* the pirate be spotted. Note that game.place(CHEST)=0 might mean that he's
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* thrown it to the troll, but in that case he's seen the chest (game.prop=0). */
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if(LOC == game.chloc || game.prop[CHEST] >= 0) goto L6030;
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if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
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K=0;
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/* 6020 */ for (J=50; J<=MAXTRS; J++) {
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/* Pirate won't take pyramid from plover room or dark room (too easy!). */
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if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
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if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
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if(TOTING(J)) goto L6021;
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L6020: if(HERE(J))K=1;
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} /* end loop */
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@ -270,8 +270,8 @@ L6021: if(game.place[CHEST] != 0) goto L6022;
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MOVE(MESSAG,game.chloc2);
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L6022: RSPEAK(128);
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/* 6023 */ for (J=50; J<=MAXTRS; J++) {
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if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
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if(AT(J) && game.fixed[J] == 0)CARRY(J,LOC);
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if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
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if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
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if(TOTING(J))DROP(J,game.chloc);
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L6023: /*etc*/ ;
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} /* end loop */
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@ -290,7 +290,7 @@ L6025: RSPEAK(186);
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L6027: game.dtotal=game.dtotal+1;
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if(game.odloc[I] != game.dloc[I]) goto L6030;
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ATTACK=ATTACK+1;
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if(game.knfloc >= 0)game.knfloc=LOC;
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if(game.knfloc >= 0)game.knfloc=game.loc;
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if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
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L6030: /*etc*/ ;
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} /* end loop */
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@ -311,24 +311,24 @@ L6030: /*etc*/ ;
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SETPRM(1,STICK,0);
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RSPEAK(K+1+2/(1+STICK));
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if(STICK == 0) goto L2000;
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game.oldlc2=LOC;
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game.oldlc2=game.loc;
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goto L99;
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/* Describe the current location and (maybe) get next command. */
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/* Print text for current loc. */
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L2000: if(LOC == 0) goto L99;
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KK=STEXT[LOC];
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if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
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if(FORCED(LOC) || !DARK(0)) goto L2001;
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L2000: if(game.loc == 0) goto L99;
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KK=STEXT[game.loc];
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if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
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if(FORCED(game.loc) || !DARK(0)) goto L2001;
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if(game.wzdark && PCT(35)) goto L90;
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KK=RTEXT[16];
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L2001: if(TOTING(BEAR))RSPEAK(141);
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SPEAK(KK);
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K=1;
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if(FORCED(LOC)) goto L8;
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if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
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if(FORCED(game.loc)) goto L8;
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if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
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/* Print out descriptions of objects at this location. If not closing and
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* property value is negative, tally off another treasure. Rug is special
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@ -337,8 +337,8 @@ L2001: if(TOTING(BEAR))RSPEAK(141);
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* are because game.prop=0 is needed to get full score. */
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if(DARK(0)) goto L2012;
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game.abbrev[LOC]=game.abbrev[LOC]+1;
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I=game.atloc[LOC];
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game.abbrev[game.loc]=game.abbrev[game.loc]+1;
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I=game.atloc[game.loc];
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L2004: if(I == 0) goto L2012;
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OBJ=I;
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if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
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@ -360,7 +360,7 @@ L2004: if(I == 0) goto L2012;
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* anyone who makes such a gross blunder isn't likely to find everything
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* else anyway (so goes the rationalisation). */
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L2006: KK=game.prop[OBJ];
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if(OBJ == STEPS && LOC == game.fixed[STEPS])KK=1;
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if(OBJ == STEPS && game.loc == game.fixed[STEPS])KK=1;
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PSPEAK(OBJ,KK);
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L2008: I=game.link[I];
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goto L2004;
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@ -378,10 +378,10 @@ L2012: VERB=0;
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* to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
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*/
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L2600: if(COND[LOC] < game.conds) goto L2603;
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L2600: if(COND[game.loc] < game.conds) goto L2603;
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/* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
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if(game.hinted[HINT]) goto L2602;
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if(!CNDBIT(LOC,HINT+10))game.hintlc[HINT]= -1;
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if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
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game.hintlc[HINT]=game.hintlc[HINT]+1;
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if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
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L2602: /*etc*/ ;
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@ -398,7 +398,7 @@ L2603: if(!game.closed) goto L2605;
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if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I];
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} /* end loop */
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L2605: game.wzdark=DARK(0);
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if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
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if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0;
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I=0;
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if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
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return false;
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@ -418,7 +418,7 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
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}
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if(VERB == SAY && WD2 > 0)VERB=0;
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if(VERB == SAY) goto L4090;
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if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
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if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
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if(game.clock1 == 0) goto L10000;
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if(game.clock1 < 0)game.clock2=game.clock2-1;
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if(game.clock2 == 0) goto L11000;
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@ -428,7 +428,7 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
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if(game.limit == 0) goto L12400;
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if(game.limit <= 30) goto L12200;
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L19999: K=43;
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if(LIQLOC(LOC) == WATER)K=70;
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if(LIQLOC(game.loc) == WATER)K=70;
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V1=VOCAB(WD1,-1);
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V2=VOCAB(WD2,-1);
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if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
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@ -502,7 +502,7 @@ L8000: SETPRM(1,WD1,WD1X);
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/* Figure out the new location
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*
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* Given the current location in "LOC", and a motion verb number in
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* Given the current location in "game.loc", and a motion verb number in
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* "K", put the new location in "game.newloc". The current loc is saved
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* in "game.oldloc" in case he wants to retreat. The current
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* game.oldloc is saved in game.oldlc2, in case he dies. (if he
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@ -510,15 +510,15 @@ L8000: SETPRM(1,WD1,WD1X);
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* him, so we need game.oldlc2, which is the last place he was
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* safe.) */
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L8: KK=KEY[LOC];
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game.newloc=LOC;
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L8: KK=KEY[game.loc];
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game.newloc=game.loc;
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if(KK == 0)BUG(26);
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if(K == NUL) return true;
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if(K == BACK) goto L20;
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if(K == LOOK) goto L30;
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if(K == CAVE) goto L40;
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game.oldlc2=game.oldloc;
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game.oldloc=LOC;
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game.oldloc=game.loc;
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L9: LL=labs(TRAVEL[KK]);
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if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
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@ -547,7 +547,7 @@ L16: game.newloc=MOD(LL,1000);
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if(game.newloc <= 300) return true;
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if(game.newloc <= 500) goto L30000;
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RSPEAK(game.newloc-500);
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game.newloc=LOC;
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game.newloc=game.loc;
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return true;
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/* Special motions come here. Labelling convention: statement numbers NNNXX
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@ -562,9 +562,9 @@ L30000: game.newloc=game.newloc-300;
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* table must include "useless" entries going through passage, which can never
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* be used for actual motion, but can be spotted by "go back". */
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L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
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L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
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if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
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game.newloc=LOC;
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game.newloc=game.loc;
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RSPEAK(117);
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return true;
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@ -572,7 +572,7 @@ L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
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* toting it), so he's forced to use the plover-passage to get it out. Having
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* dropped it, go back and pretend he wasn't carrying it after all. */
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L30200: DROP(EMRALD,LOC);
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L30200: DROP(EMRALD,game.loc);
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goto L12;
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/* Travel 303. Troll bridge. Must be done only as special motion so that
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@ -589,10 +589,10 @@ L30300: if(game.prop[TROLL] != 1) goto L30310;
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MOVE(TROLL,PLAC[TROLL]);
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MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
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JUGGLE(CHASM);
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game.newloc=LOC;
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game.newloc=game.loc;
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return true;
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L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
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L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
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if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
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if(!TOTING(BEAR)) return true;
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RSPEAK(162);
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@ -606,16 +606,16 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
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/* End of specials. */
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/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
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/* Handle "go back". Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2
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* If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
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L20: K=game.oldloc;
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if(FORCED(K))K=game.oldlc2;
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game.oldlc2=game.oldloc;
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game.oldloc=LOC;
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game.oldloc=game.loc;
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K2=0;
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if(K == LOC)K2=91;
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if(CNDBIT(LOC,4))K2=274;
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if(K == game.loc)K2=91;
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if(CNDBIT(game.loc,4))K2=274;
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if(K2 == 0) goto L21;
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RSPEAK(K2);
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return true;
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@ -639,7 +639,7 @@ L23: KK=K2;
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}
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K=MOD(labs(TRAVEL[KK]),1000);
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KK=KEY[LOC];
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KK=KEY[game.loc];
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goto L9;
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/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
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@ -648,13 +648,13 @@ L23: KK=K2;
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L30: if(game.detail < 3)RSPEAK(15);
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game.detail=game.detail+1;
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game.wzdark=false;
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game.abbrev[LOC]=0;
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game.abbrev[game.loc]=0;
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return true;
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/* Cave. Different messages depending on whether above ground. */
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L40: K=58;
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if(OUTSID(LOC) && LOC != 8)K=57;
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if(OUTSID(game.loc) && game.loc != 8)K=57;
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RSPEAK(K);
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return true;
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@ -691,7 +691,7 @@ L50: SPK=12;
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/* The easiest way to get killed is to fall into a pit in pitch darkness. */
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L90: RSPEAK(23);
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game.oldlc2=LOC;
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game.oldlc2=game.loc;
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/* Okay, he's dead. Let's get on with it. */
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@ -710,8 +710,8 @@ L99: if(game.closng) goto L95;
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DROP(I,K);
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L98: /*etc*/ ;
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} /* end loop */
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LOC=3;
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game.oldloc=LOC;
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game.loc=3;
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game.oldloc=game.loc;
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goto L2000;
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|
||||
/* He died during closing time. No resurrection. Tally up a death and exit. */
|
||||
|
@ -753,13 +753,13 @@ L40030: goto L2602;
|
|||
L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
|
||||
goto L40020;
|
||||
|
||||
L40200: if(game.place[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
|
||||
L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
|
||||
goto L40030;
|
||||
|
||||
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
|
||||
goto L40020;
|
||||
|
||||
L40400: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
|
||||
L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
|
||||
1) goto L40010;
|
||||
goto L40020;
|
||||
|
||||
|
@ -771,11 +771,11 @@ L40600: goto L40010;
|
|||
L40700: if(game.dflag == 0) goto L40010;
|
||||
goto L40020;
|
||||
|
||||
L40800: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
|
||||
L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
|
||||
L40010;
|
||||
goto L40030;
|
||||
|
||||
L40900: I=ATDWRF(LOC);
|
||||
L40900: I=ATDWRF(game.loc);
|
||||
if(I < 0) goto L40020;
|
||||
if(HERE(OGRE) && I == 0) goto L40010;
|
||||
goto L40030;
|
||||
|
@ -859,7 +859,7 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
|
|||
game.prop[LAMP]=PUT(LAMP,115,0);
|
||||
game.prop[ROD]=PUT(ROD,115,0);
|
||||
game.prop[DWARF]=PUT(DWARF,115,0);
|
||||
LOC=115;
|
||||
game.loc=115;
|
||||
game.oldloc=115;
|
||||
game.newloc=115;
|
||||
|
||||
|
@ -894,7 +894,7 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
|
|||
|
||||
L12000: RSPEAK(188);
|
||||
game.prop[BATTER]=1;
|
||||
if(TOTING(BATTER))DROP(BATTER,LOC);
|
||||
if(TOTING(BATTER))DROP(BATTER,game.loc);
|
||||
game.limit=game.limit+2500;
|
||||
game.lmwarn=false;
|
||||
goto L19999;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue