LOC pulled into game structure block.
This commit is contained in:
parent
a6432a4ed4
commit
4fe6286cc6
5 changed files with 108 additions and 107 deletions
56
actions1.c
56
actions1.c
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@ -122,18 +122,18 @@ L5010: if(WD2 > 0) return(2800);
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return(2600);
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L5100: if(K != GRATE) goto L5110;
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if(LOC == 1 || LOC == 4 || LOC == 7)K=DPRSSN;
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if(LOC > 9 && LOC < 15)K=ENTRNC;
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if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
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if(game.loc > 9 && game.loc < 15)K=ENTRNC;
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if(K != GRATE) return(8);
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L5110: if(K == DWARF && ATDWRF(LOC) > 0) goto L5010;
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if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(LOC)) goto L5010;
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L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
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if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
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if(OBJ != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
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OBJ=URN;
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goto L5010;
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L5120: if(OBJ != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
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OBJ=PLANT2;
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goto L5010;
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L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
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L5130: if(OBJ != KNIFE || game.knfloc != game.loc) goto L5140;
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game.knfloc= -1;
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SPK=116;
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return(2011);
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@ -156,8 +156,8 @@ L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010;
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/* Carry, no object given yet. OK if only one object present. */
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L8010: if(game.atloc[LOC] == 0 || game.link[game.atloc[LOC]] != 0 || ATDWRF(LOC) > 0) return(8000);
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OBJ=game.atloc[LOC];
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L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
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OBJ=game.atloc[game.loc];
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/* Transitive carry/drop are in separate file. */
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@ -220,7 +220,7 @@ L9046: K=0;
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if(VERB == LOCK)SPK=61;
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if(SPK != 124) return(2011);
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DSTROY(CLAM);
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DROP(OYSTER,LOC);
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DROP(OYSTER,game.loc);
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DROP(PEARL,105);
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return(2011);
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@ -238,10 +238,10 @@ L9048: if(VERB == LOCK) goto L9049;
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L9049: SPK=172;
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if(game.prop[CHAIN] != 0)SPK=34;
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if(LOC != PLAC[CHAIN])SPK=173;
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if(game.loc != PLAC[CHAIN])SPK=173;
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if(SPK != 172) return(2011);
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game.prop[CHAIN]=2;
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if(TOTING(CHAIN))DROP(CHAIN,LOC);
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if(TOTING(CHAIN))DROP(CHAIN,game.loc);
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game.fixed[CHAIN]= -1;
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return(2011);
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@ -292,7 +292,7 @@ L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
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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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if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
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if(SPK == 206 && LOC == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
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if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
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if(game.closed) return(18999);
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if(game.closng || !AT(FISSUR)) return(2011);
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if(HERE(BIRD))RSPEAK(SPK);
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@ -300,7 +300,7 @@ L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
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PSPEAK(FISSUR,2-game.prop[FISSUR]);
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return(2012);
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L9094: DROP(JADE,LOC);
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L9094: DROP(JADE,game.loc);
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game.prop[JADE]=0;
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game.tally=game.tally-1;
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SPK=208;
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@ -358,7 +358,7 @@ L9140: if(OBJ == FOOD) goto L8142;
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/* Drink. If no object, assume water and look for it here. If water is in
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* the bottle, drink that, else must be at a water loc, so drink stream. */
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L9150: if(OBJ == 0 && LIQLOC(LOC) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
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L9150: if(OBJ == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
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return(8000);
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if(OBJ == BLOOD) goto L9153;
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if(OBJ != 0 && OBJ != WATER)SPK=110;
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@ -379,10 +379,10 @@ L9153: DSTROY(BLOOD);
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L9160: if(OBJ != LAMP)SPK=76;
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if(OBJ != URN || game.prop[URN] != 2) return(2011);
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DSTROY(URN);
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DROP(AMBER,LOC);
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DROP(AMBER,game.loc);
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game.prop[AMBER]=1;
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game.tally=game.tally-1;
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DROP(CAVITY,LOC);
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DROP(CAVITY,game.loc);
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SPK=216;
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return(2011);
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@ -397,8 +397,8 @@ L8180: if(YES(input,22,54,54)) score(1);
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/* Find. Might be carrying it, or it might be here. Else give caveat. */
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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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L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(game.loc) || (OBJ ==
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DWARF && ATDWRF(game.loc) > 0))SPK=94;
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if(game.closed)SPK=138;
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if(TOTING(OBJ))SPK=24;
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return(2011);
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@ -427,7 +427,7 @@ L9220: return(fill());
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L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011);
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game.bonus=133;
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if(LOC == 115)game.bonus=134;
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if(game.loc == 115)game.bonus=134;
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if(HERE(ROD2))game.bonus=135;
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RSPEAK(game.bonus);
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score(0);
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@ -453,14 +453,14 @@ L8250: K=VOCAB(WD1,3);
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L8252: game.foobar=K;
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if(K != 4) return(2009);
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game.foobar=0;
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if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS]))
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if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
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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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if(game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] ==
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0)game.prop[TROLL]=1;
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K=2;
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if(HERE(EGGS))K=1;
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if(LOC == PLAC[EGGS])K=0;
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if(game.loc == PLAC[EGGS])K=0;
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MOVE(EGGS,PLAC[EGGS]);
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PSPEAK(EGGS,K);
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return(2012);
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@ -497,7 +497,7 @@ L9280: if(OBJ == MIRROR)SPK=148;
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return(18999);
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L9282: SPK=198;
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if(TOTING(VASE))DROP(VASE,LOC);
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if(TOTING(VASE))DROP(VASE,game.loc);
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game.prop[VASE]=2;
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game.fixed[VASE]= -1;
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return(2011);
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@ -535,7 +535,7 @@ L8305: DATIME(&I,&K);
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* with junk variables to bring it up to 7 values. */
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SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
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SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
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SAVWDS(game.knfloc,game.limit,K,game.lmwarn,LOC,game.newloc,game.numdie);
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SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
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SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
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SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
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SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
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@ -562,7 +562,7 @@ L8305: DATIME(&I,&K);
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/* Resume. Read a suspended game back from a file. */
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L8310: KK=1;
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if(LOC == 1 && game.abbrev[1] == 1) goto L8305;
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if(game.loc == 1 && game.abbrev[1] == 1) goto L8305;
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RSPEAK(268);
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if(!YES(input,200,54,54)) return(2012);
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goto L8305;
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@ -586,8 +586,8 @@ L9320: if(OBJ != RUG) return(2011);
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SPK=223;
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if(game.prop[RUG] != 2) return(2011);
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game.oldlc2=game.oldloc;
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game.oldloc=LOC;
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game.newloc=game.place[RUG]+game.fixed[RUG]-LOC;
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game.oldloc=game.loc;
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game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
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SPK=226;
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if(game.prop[SAPPH] >= 0)SPK=227;
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RSPEAK(SPK);
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@ -596,7 +596,7 @@ L9320: if(OBJ != RUG) return(2011);
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/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
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L8330: SPK=228;
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K=LOCSND[LOC];
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K=LOCSND[game.loc];
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if(K == 0) goto L8332;
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RSPEAK(labs(K));
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if(K < 0) return(2012);
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@ -613,11 +613,11 @@ L8335: /*etc*/ ;
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/* Z'ZZZ (word gets recomputed at startup; different each game). */
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L8340: if(!AT(RESER) && LOC != game.fixed[RESER]-1) return(2011);
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L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
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PSPEAK(RESER,game.prop[RESER]+1);
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game.prop[RESER]=1-game.prop[RESER];
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if(AT(RESER)) return(2012);
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game.oldlc2=LOC;
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game.oldlc2=game.loc;
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game.newloc=0;
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RSPEAK(241);
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return(2);
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34
actions2.c
34
actions2.c
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@ -37,8 +37,8 @@ L9017: SPK=92;
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if(SPK/2 == 13) return(2011);
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game.prop[BIRD]=1;
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L9014: if((OBJ == BIRD || OBJ == CAGE) && (game.prop[BIRD] == 1 || -1-game.prop[BIRD] ==
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1))CARRY(BIRD+CAGE-OBJ,LOC);
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CARRY(OBJ,LOC);
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1))CARRY(BIRD+CAGE-OBJ,game.loc);
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CARRY(OBJ,game.loc);
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K=LIQ(0);
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if(OBJ == BOTTLE && K != 0)game.place[K]= -1;
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if(!GSTONE(OBJ) || game.prop[OBJ] == 0) return(2009);
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@ -68,11 +68,11 @@ int discard(bool just_do_it) {
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L9021: K=LIQ(0);
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if(K == OBJ)OBJ=BOTTLE;
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if(OBJ == BOTTLE && K != 0)game.place[K]=0;
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if(OBJ == CAGE && game.prop[BIRD] == 1)DROP(BIRD,LOC);
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DROP(OBJ,LOC);
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if(OBJ == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
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DROP(OBJ,game.loc);
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if(OBJ != BIRD) return(2012);
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game.prop[BIRD]=0;
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if(FOREST(LOC))game.prop[BIRD]=2;
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if(FOREST(game.loc))game.prop[BIRD]=2;
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return(2012);
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L9023: if(!(GSTONE(OBJ) && AT(CAVITY) && game.prop[CAVITY] != 0)) goto L9024;
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@ -94,7 +94,7 @@ L9023: if(!(GSTONE(OBJ) && AT(CAVITY) && game.prop[CAVITY] != 0)) goto L9024;
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L9024: if(OBJ != COINS || !HERE(VEND)) goto L9025;
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DSTROY(COINS);
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DROP(BATTER,LOC);
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DROP(BATTER,game.loc);
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PSPEAK(BATTER,0);
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return(2012);
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@ -114,7 +114,7 @@ L9026: if(OBJ != BEAR || !AT(TROLL)) goto L9027;
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game.prop[TROLL]=2;
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goto L9021;
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L9027: if(OBJ == VASE && LOC != PLAC[PILLOW]) goto L9028;
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L9027: if(OBJ == VASE && game.loc != PLAC[PILLOW]) goto L9028;
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RSPEAK(54);
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goto L9021;
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@ -130,7 +130,7 @@ L9028: game.prop[VASE]=2;
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* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
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int attack(FILE *input) {
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I=ATDWRF(LOC);
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I=ATDWRF(game.loc);
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if(OBJ != 0) goto L9124;
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if(I > 0)OBJ=DWARF;
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if(HERE(SNAKE))OBJ=OBJ*NOBJECTS+SNAKE;
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@ -190,7 +190,7 @@ L9126: if(OBJ == 0)SPK=44;
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if(game.place[OBJ] == PLAC[DRAGON] || game.place[OBJ] == FIXD[DRAGON])MOVE(OBJ,K);
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/*etc*/ ;
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} /* end loop */
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LOC=K;
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game.loc=K;
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K=NUL;
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return(8);
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@ -199,7 +199,7 @@ L9128: RSPEAK(SPK);
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DSTROY(OGRE);
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K=0;
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for (I=1; I < PIRATE; I++) {
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if(game.dloc[I] == LOC) {
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if(game.dloc[I] == game.loc) {
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K=K+1;
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game.dloc[I]=61;
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game.dseen[I]=false;
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@ -219,7 +219,7 @@ int throw(FILE *cmdin) {
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if(OBJ >= 50 && OBJ <= MAXTRS && AT(TROLL)) goto L9178;
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if(OBJ == FOOD && HERE(BEAR)) goto L9177;
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if(OBJ != AXE) return(discard(false));
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I=ATDWRF(LOC);
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I=ATDWRF(game.loc);
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if(I > 0) goto L9172;
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SPK=152;
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if(AT(DRAGON) && game.prop[DRAGON] == 0) goto L9175;
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@ -239,13 +239,13 @@ L9172: SPK=48;
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game.dkill=game.dkill+1;
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if(game.dkill == 1)SPK=149;
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L9175: RSPEAK(SPK);
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DROP(AXE,LOC);
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DROP(AXE,game.loc);
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K=NUL;
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return(8);
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/* This'll teach him to throw the axe at the bear! */
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L9176: SPK=164;
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DROP(AXE,LOC);
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DROP(AXE,game.loc);
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game.fixed[AXE]= -1;
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game.prop[AXE]=1;
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JUGGLE(BEAR);
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@ -317,19 +317,19 @@ int fill() {
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if(OBJ != 0 && OBJ != BOTTLE) return(2011);
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if(OBJ == 0 && !HERE(BOTTLE)) return(8000);
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SPK=107;
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if(LIQLOC(LOC) == 0)SPK=106;
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if(LIQLOC(game.loc) == 0)SPK=106;
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if(HERE(URN) && game.prop[URN] != 0)SPK=214;
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if(LIQ(0) != 0)SPK=105;
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if(SPK != 107) return(2011);
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game.prop[BOTTLE]=MOD(COND[LOC],4)/2*2;
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game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
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K=LIQ(0);
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if(TOTING(BOTTLE))game.place[K]= -1;
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if(K == OIL)SPK=108;
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return(2011);
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L9222: SPK=29;
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if(LIQLOC(LOC) == 0)SPK=144;
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if(LIQLOC(LOC) == 0 || !TOTING(VASE)) return(2011);
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if(LIQLOC(game.loc) == 0)SPK=144;
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if(LIQLOC(game.loc) == 0 || !TOTING(VASE)) return(2011);
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RSPEAK(145);
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game.prop[VASE]=2;
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game.fixed[VASE]= -1;
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3
advent.h
3
advent.h
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@ -37,6 +37,7 @@ struct game_t {
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long knfloc;
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long limit;
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long lmwarn;
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long loc;
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long newloc;
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long novice;
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long numdie;
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@ -135,7 +136,7 @@ extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
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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, NUGGET, NUL, OBJ,
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OGRE, OIL, OLDOBJ, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
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RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
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4
funcs.h
4
funcs.h
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@ -16,14 +16,14 @@
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* TOTING(OBJ) = true if the OBJ is being carried */
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#define TOTING(OBJ) (game.place[OBJ] == -1)
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#define AT(OBJ) (game.place[OBJ] == LOC || game.fixed[OBJ] == LOC)
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#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
|
||||
#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
|
||||
#define LIQ(DUMMY) (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
|
||||
#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
|
||||
#define CNDBIT(L,N) (TSTBIT(COND[L],N))
|
||||
#define FORCED(LOC) (COND[LOC] == 2)
|
||||
#define DARK(DUMMY) ((!CNDBIT(LOC,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
|
||||
#define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
|
||||
#define PCT(N) (randrange(100) < (N))
|
||||
#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
|
||||
#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
|
||||
|
|
118
main.c
118
main.c
|
@ -22,7 +22,7 @@ long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
|
|||
CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
|
||||
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
|
||||
GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
|
||||
KNIFE, KQ, L, LAMP, LOC, LOCK, LOOK,
|
||||
KNIFE, KQ, L, LAMP, LOCK, LOOK,
|
||||
MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
|
||||
NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
|
||||
PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
|
||||
|
@ -123,7 +123,7 @@ L1: game.setup= -1;
|
|||
game.zzword=RNDVOC(3,0);
|
||||
game.novice=YES(stdin, 65,1,0);
|
||||
game.newloc=1;
|
||||
LOC=1;
|
||||
game.loc=1;
|
||||
game.limit=330;
|
||||
if(game.novice)game.limit=1000;
|
||||
|
||||
|
@ -160,7 +160,7 @@ static bool do_command(FILE *cmdin) {
|
|||
|
||||
if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
|
||||
RSPEAK(130);
|
||||
game.newloc=LOC;
|
||||
game.newloc=game.loc;
|
||||
if(!game.panic)game.clock2=15;
|
||||
game.panic=true;
|
||||
|
||||
|
@ -168,15 +168,15 @@ static bool do_command(FILE *cmdin) {
|
|||
* the dwarf's blocking his way. If coming from place forbidden to pirate
|
||||
* (dwarves rooted in place) let him get out (and attacked). */
|
||||
|
||||
L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
|
||||
L71: if(game.newloc == game.loc || FORCED(game.loc) || CNDBIT(game.loc,3)) goto L74;
|
||||
/* 73 */ for (I=1; I<=NDWARVES-1; I++) {
|
||||
if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
|
||||
game.newloc=LOC;
|
||||
game.newloc=game.loc;
|
||||
RSPEAK(2);
|
||||
goto L74;
|
||||
L73: /*etc*/ ;
|
||||
} /* end loop */
|
||||
L74: LOC=game.newloc;
|
||||
L74: game.loc=game.newloc;
|
||||
|
||||
/* Dwarf stuff. See earlier comments for description of variables. Remember
|
||||
* sixth dwarf is pirate and is thus very different except for motion rules. */
|
||||
|
@ -188,27 +188,27 @@ L74: LOC=game.newloc;
|
|||
* dwarves can't meet the bear. Also means dwarves won't follow him into dead
|
||||
* end in maze, but c'est la vie. They'll wait for him outside the dead end. */
|
||||
|
||||
if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
|
||||
if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) goto L2000;
|
||||
if(game.dflag != 0) goto L6000;
|
||||
if(INDEEP(LOC))game.dflag=1;
|
||||
if(INDEEP(game.loc))game.dflag=1;
|
||||
goto L2000;
|
||||
|
||||
/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
|
||||
* any of the survivors is at loc, replace him with the alternate. */
|
||||
|
||||
L6000: if(game.dflag != 1) goto L6010;
|
||||
if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
|
||||
if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) goto L2000;
|
||||
game.dflag=2;
|
||||
for (I=1; I<=2; I++) {
|
||||
J=1+randrange(NDWARVES-1);
|
||||
if(PCT(50))game.dloc[J]=0;
|
||||
} /* end loop */
|
||||
for (I=1; I<=NDWARVES-1; I++) {
|
||||
if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
|
||||
if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC;
|
||||
game.odloc[I]=game.dloc[I];
|
||||
} /* end loop */
|
||||
RSPEAK(3);
|
||||
DROP(AXE,LOC);
|
||||
DROP(AXE,game.loc);
|
||||
goto L2000;
|
||||
|
||||
/* Things are in full swing. Move each dwarf at random, except if he's seen us
|
||||
|
@ -241,9 +241,9 @@ L6016: TK[J]=game.odloc[I];
|
|||
J=1+randrange(J);
|
||||
game.odloc[I]=game.dloc[I];
|
||||
game.dloc[I]=TK[J];
|
||||
game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
|
||||
game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
|
||||
if(!game.dseen[I]) goto L6030;
|
||||
game.dloc[I]=LOC;
|
||||
game.dloc[I]=game.loc;
|
||||
if(I != 6) goto L6027;
|
||||
|
||||
/* The pirate's spotted him. He leaves him alone once we've found chest. K
|
||||
|
@ -251,11 +251,11 @@ L6016: TK[J]=game.odloc[I];
|
|||
* the pirate be spotted. Note that game.place(CHEST)=0 might mean that he's
|
||||
* thrown it to the troll, but in that case he's seen the chest (game.prop=0). */
|
||||
|
||||
if(LOC == game.chloc || game.prop[CHEST] >= 0) goto L6030;
|
||||
if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
|
||||
K=0;
|
||||
/* 6020 */ for (J=50; J<=MAXTRS; J++) {
|
||||
/* Pirate won't take pyramid from plover room or dark room (too easy!). */
|
||||
if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
|
||||
if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
|
||||
if(TOTING(J)) goto L6021;
|
||||
L6020: if(HERE(J))K=1;
|
||||
} /* end loop */
|
||||
|
@ -270,8 +270,8 @@ L6021: if(game.place[CHEST] != 0) goto L6022;
|
|||
MOVE(MESSAG,game.chloc2);
|
||||
L6022: RSPEAK(128);
|
||||
/* 6023 */ for (J=50; J<=MAXTRS; J++) {
|
||||
if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
|
||||
if(AT(J) && game.fixed[J] == 0)CARRY(J,LOC);
|
||||
if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
|
||||
if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
|
||||
if(TOTING(J))DROP(J,game.chloc);
|
||||
L6023: /*etc*/ ;
|
||||
} /* end loop */
|
||||
|
@ -290,7 +290,7 @@ L6025: RSPEAK(186);
|
|||
L6027: game.dtotal=game.dtotal+1;
|
||||
if(game.odloc[I] != game.dloc[I]) goto L6030;
|
||||
ATTACK=ATTACK+1;
|
||||
if(game.knfloc >= 0)game.knfloc=LOC;
|
||||
if(game.knfloc >= 0)game.knfloc=game.loc;
|
||||
if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
|
||||
L6030: /*etc*/ ;
|
||||
} /* end loop */
|
||||
|
@ -311,24 +311,24 @@ L6030: /*etc*/ ;
|
|||
SETPRM(1,STICK,0);
|
||||
RSPEAK(K+1+2/(1+STICK));
|
||||
if(STICK == 0) goto L2000;
|
||||
game.oldlc2=LOC;
|
||||
game.oldlc2=game.loc;
|
||||
goto L99;
|
||||
|
||||
/* Describe the current location and (maybe) get next command. */
|
||||
|
||||
/* Print text for current loc. */
|
||||
|
||||
L2000: if(LOC == 0) goto L99;
|
||||
KK=STEXT[LOC];
|
||||
if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
|
||||
if(FORCED(LOC) || !DARK(0)) goto L2001;
|
||||
L2000: if(game.loc == 0) goto L99;
|
||||
KK=STEXT[game.loc];
|
||||
if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
|
||||
if(FORCED(game.loc) || !DARK(0)) goto L2001;
|
||||
if(game.wzdark && PCT(35)) goto L90;
|
||||
KK=RTEXT[16];
|
||||
L2001: if(TOTING(BEAR))RSPEAK(141);
|
||||
SPEAK(KK);
|
||||
K=1;
|
||||
if(FORCED(LOC)) goto L8;
|
||||
if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
|
||||
if(FORCED(game.loc)) goto L8;
|
||||
if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
|
||||
|
||||
/* Print out descriptions of objects at this location. If not closing and
|
||||
* property value is negative, tally off another treasure. Rug is special
|
||||
|
@ -337,8 +337,8 @@ L2001: if(TOTING(BEAR))RSPEAK(141);
|
|||
* are because game.prop=0 is needed to get full score. */
|
||||
|
||||
if(DARK(0)) goto L2012;
|
||||
game.abbrev[LOC]=game.abbrev[LOC]+1;
|
||||
I=game.atloc[LOC];
|
||||
game.abbrev[game.loc]=game.abbrev[game.loc]+1;
|
||||
I=game.atloc[game.loc];
|
||||
L2004: if(I == 0) goto L2012;
|
||||
OBJ=I;
|
||||
if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
|
||||
|
@ -360,7 +360,7 @@ L2004: if(I == 0) goto L2012;
|
|||
* anyone who makes such a gross blunder isn't likely to find everything
|
||||
* else anyway (so goes the rationalisation). */
|
||||
L2006: KK=game.prop[OBJ];
|
||||
if(OBJ == STEPS && LOC == game.fixed[STEPS])KK=1;
|
||||
if(OBJ == STEPS && game.loc == game.fixed[STEPS])KK=1;
|
||||
PSPEAK(OBJ,KK);
|
||||
L2008: I=game.link[I];
|
||||
goto L2004;
|
||||
|
@ -378,10 +378,10 @@ L2012: VERB=0;
|
|||
* to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
|
||||
*/
|
||||
|
||||
L2600: if(COND[LOC] < game.conds) goto L2603;
|
||||
L2600: if(COND[game.loc] < game.conds) goto L2603;
|
||||
/* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
|
||||
if(game.hinted[HINT]) goto L2602;
|
||||
if(!CNDBIT(LOC,HINT+10))game.hintlc[HINT]= -1;
|
||||
if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
|
||||
game.hintlc[HINT]=game.hintlc[HINT]+1;
|
||||
if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
|
||||
L2602: /*etc*/ ;
|
||||
|
@ -398,7 +398,7 @@ L2603: if(!game.closed) goto L2605;
|
|||
if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I];
|
||||
} /* end loop */
|
||||
L2605: game.wzdark=DARK(0);
|
||||
if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
|
||||
if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0;
|
||||
I=0;
|
||||
if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
|
||||
return false;
|
||||
|
@ -418,7 +418,7 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
|
|||
}
|
||||
if(VERB == SAY && WD2 > 0)VERB=0;
|
||||
if(VERB == SAY) goto L4090;
|
||||
if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
|
||||
if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
|
||||
if(game.clock1 == 0) goto L10000;
|
||||
if(game.clock1 < 0)game.clock2=game.clock2-1;
|
||||
if(game.clock2 == 0) goto L11000;
|
||||
|
@ -428,7 +428,7 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
|
|||
if(game.limit == 0) goto L12400;
|
||||
if(game.limit <= 30) goto L12200;
|
||||
L19999: K=43;
|
||||
if(LIQLOC(LOC) == WATER)K=70;
|
||||
if(LIQLOC(game.loc) == WATER)K=70;
|
||||
V1=VOCAB(WD1,-1);
|
||||
V2=VOCAB(WD2,-1);
|
||||
if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
|
||||
|
@ -502,7 +502,7 @@ L8000: SETPRM(1,WD1,WD1X);
|
|||
|
||||
/* Figure out the new location
|
||||
*
|
||||
* Given the current location in "LOC", and a motion verb number in
|
||||
* Given the current location in "game.loc", and a motion verb number in
|
||||
* "K", put the new location in "game.newloc". The current loc is saved
|
||||
* in "game.oldloc" in case he wants to retreat. The current
|
||||
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
|
||||
|
@ -510,15 +510,15 @@ L8000: SETPRM(1,WD1,WD1X);
|
|||
* him, so we need game.oldlc2, which is the last place he was
|
||||
* safe.) */
|
||||
|
||||
L8: KK=KEY[LOC];
|
||||
game.newloc=LOC;
|
||||
L8: KK=KEY[game.loc];
|
||||
game.newloc=game.loc;
|
||||
if(KK == 0)BUG(26);
|
||||
if(K == NUL) return true;
|
||||
if(K == BACK) goto L20;
|
||||
if(K == LOOK) goto L30;
|
||||
if(K == CAVE) goto L40;
|
||||
game.oldlc2=game.oldloc;
|
||||
game.oldloc=LOC;
|
||||
game.oldloc=game.loc;
|
||||
|
||||
L9: LL=labs(TRAVEL[KK]);
|
||||
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
|
||||
|
@ -547,7 +547,7 @@ L16: game.newloc=MOD(LL,1000);
|
|||
if(game.newloc <= 300) return true;
|
||||
if(game.newloc <= 500) goto L30000;
|
||||
RSPEAK(game.newloc-500);
|
||||
game.newloc=LOC;
|
||||
game.newloc=game.loc;
|
||||
return true;
|
||||
|
||||
/* Special motions come here. Labelling convention: statement numbers NNNXX
|
||||
|
@ -562,9 +562,9 @@ L30000: game.newloc=game.newloc-300;
|
|||
* table must include "useless" entries going through passage, which can never
|
||||
* be used for actual motion, but can be spotted by "go back". */
|
||||
|
||||
L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
|
||||
L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
|
||||
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
|
||||
game.newloc=LOC;
|
||||
game.newloc=game.loc;
|
||||
RSPEAK(117);
|
||||
return true;
|
||||
|
||||
|
@ -572,7 +572,7 @@ L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
|
|||
* toting it), so he's forced to use the plover-passage to get it out. Having
|
||||
* dropped it, go back and pretend he wasn't carrying it after all. */
|
||||
|
||||
L30200: DROP(EMRALD,LOC);
|
||||
L30200: DROP(EMRALD,game.loc);
|
||||
goto L12;
|
||||
|
||||
/* Travel 303. Troll bridge. Must be done only as special motion so that
|
||||
|
@ -589,10 +589,10 @@ L30300: if(game.prop[TROLL] != 1) goto L30310;
|
|||
MOVE(TROLL,PLAC[TROLL]);
|
||||
MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
|
||||
JUGGLE(CHASM);
|
||||
game.newloc=LOC;
|
||||
game.newloc=game.loc;
|
||||
return true;
|
||||
|
||||
L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
|
||||
L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
|
||||
if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
|
||||
if(!TOTING(BEAR)) return true;
|
||||
RSPEAK(162);
|
||||
|
@ -606,16 +606,16 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
|
|||
|
||||
/* End of specials. */
|
||||
|
||||
/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
|
||||
/* Handle "go back". Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2
|
||||
* If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
|
||||
|
||||
L20: K=game.oldloc;
|
||||
if(FORCED(K))K=game.oldlc2;
|
||||
game.oldlc2=game.oldloc;
|
||||
game.oldloc=LOC;
|
||||
game.oldloc=game.loc;
|
||||
K2=0;
|
||||
if(K == LOC)K2=91;
|
||||
if(CNDBIT(LOC,4))K2=274;
|
||||
if(K == game.loc)K2=91;
|
||||
if(CNDBIT(game.loc,4))K2=274;
|
||||
if(K2 == 0) goto L21;
|
||||
RSPEAK(K2);
|
||||
return true;
|
||||
|
@ -639,7 +639,7 @@ L23: KK=K2;
|
|||
}
|
||||
|
||||
K=MOD(labs(TRAVEL[KK]),1000);
|
||||
KK=KEY[LOC];
|
||||
KK=KEY[game.loc];
|
||||
goto L9;
|
||||
|
||||
/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
|
||||
|
@ -648,13 +648,13 @@ L23: KK=K2;
|
|||
L30: if(game.detail < 3)RSPEAK(15);
|
||||
game.detail=game.detail+1;
|
||||
game.wzdark=false;
|
||||
game.abbrev[LOC]=0;
|
||||
game.abbrev[game.loc]=0;
|
||||
return true;
|
||||
|
||||
/* Cave. Different messages depending on whether above ground. */
|
||||
|
||||
L40: K=58;
|
||||
if(OUTSID(LOC) && LOC != 8)K=57;
|
||||
if(OUTSID(game.loc) && game.loc != 8)K=57;
|
||||
RSPEAK(K);
|
||||
return true;
|
||||
|
||||
|
@ -691,7 +691,7 @@ L50: SPK=12;
|
|||
/* The easiest way to get killed is to fall into a pit in pitch darkness. */
|
||||
|
||||
L90: RSPEAK(23);
|
||||
game.oldlc2=LOC;
|
||||
game.oldlc2=game.loc;
|
||||
|
||||
/* Okay, he's dead. Let's get on with it. */
|
||||
|
||||
|
@ -710,8 +710,8 @@ L99: if(game.closng) goto L95;
|
|||
DROP(I,K);
|
||||
L98: /*etc*/ ;
|
||||
} /* end loop */
|
||||
LOC=3;
|
||||
game.oldloc=LOC;
|
||||
game.loc=3;
|
||||
game.oldloc=game.loc;
|
||||
goto L2000;
|
||||
|
||||
/* 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