Closing-time check factored out.
This commit is contained in:
parent
73d5310839
commit
bd6e402512
1 changed files with 123 additions and 112 deletions
235
main.c
235
main.c
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@ -671,6 +671,122 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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return true;
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}
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static bool closecheck(void)
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/* Handle the closing of the cave. The cave closes "clock1" turns
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* after the last treasure has been located (including the pirate's
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* chest, which may of course never show up). Note that the
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* treasures need not have been taken yet, just located. Hence
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* clock1 must be large enough to get out of the cave (it only ticks
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* while inside the cave). When it hits zero, we branch to 10000 to
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* start closing the cave, and then sit back and wait for him to try
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* to get out. If he doesn't within clock2 turns, we close the cave;
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* if he does try, we assume he panics, and give him a few additional
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* turns to get frantic before we close. When clock2 hits zero, we
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* branch to 11000 to transport him into the final puzzle. Note that
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* the puzzle depends upon all sorts of random things. For instance,
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* there must be no water or oil, since there are beanstalks which we
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* don't want to be able to water, since the code can't handle it.
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* Also, we can have no keys, since there is a grate (having moved
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* the fixed object!) there separating him from all the treasures.
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* Most of these problems arise from the use of negative prop numbers
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* to suppress the object descriptions until he's actually moved the
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* objects. */
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{
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if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
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--game.clock1;
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/* When the first warning comes, we lock the grate, destroy
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* the bridge, kill all the dwarves (and the pirate), remove
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* the troll and bear (unless dead), and set "closng" to
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* true. Leave the dragon; too much trouble to move it.
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* from now until clock2 runs out, he cannot unlock the
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* grate, move to any location outside the cave, or create
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* the bridge. Nor can he be resurrected if he dies. Note
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* that the snake is already gone, since he got to the
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* treasure accessible only via the hall of the mountain
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* king. Also, he's been in giant room (to get eggs), so we
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* can refer to it. Also also, he's gotten the pearl, so we
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* know the bivalve is an oyster. *And*, the dwarves must
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* have been activated, since we've found chest. */
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if (game.clock1 == 0)
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{
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game.prop[GRATE]=0;
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game.prop[FISSUR]=0;
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for (int i=1; i<=NDWARVES; i++) {
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game.dseen[i]=false;
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game.dloc[i]=0;
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}
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MOVE(TROLL,0);
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MOVE(TROLL+NOBJECTS,0);
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MOVE(TROLL2,PLAC[TROLL]);
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MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
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JUGGLE(CHASM);
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if (game.prop[BEAR] != 3)DSTROY(BEAR);
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game.prop[CHAIN]=0;
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game.fixed[CHAIN]=0;
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game.prop[AXE]=0;
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game.fixed[AXE]=0;
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RSPEAK(129);
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game.clock1= -1;
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game.closng=true;
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return true;
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} else if (game.clock1 < 0)
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--game.clock2;
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if (game.clock2 == 0) {
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/* Once he's panicked, and clock2 has run out, we come here
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* to set up the storage room. The room has two locs,
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* hardwired as 115 (ne) and 116 (sw). At the ne end, we
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* place empty bottles, a nursery of plants, a bed of
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* oysters, a pile of lamps, rods with stars, sleeping
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* dwarves, and him. At the sw end we place grate over
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* treasures, snake pit, covey of caged birds, more rods, and
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* pillows. A mirror stretches across one wall. Many of the
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* objects come from known locations and/or states (e.g. the
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* snake is known to have been destroyed and needn't be
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* carried away from its old "place"), making the various
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* objects be handled differently. We also drop all other
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* objects he might be carrying (lest he have some which
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* could cause trouble, such as the keys). We describe the
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* flash of light and trundle back. */
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game.prop[BOTTLE]=PUT(BOTTLE,115,1);
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game.prop[PLANT]=PUT(PLANT,115,0);
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game.prop[OYSTER]=PUT(OYSTER,115,0);
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OBJTXT[OYSTER]=3;
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game.prop[LAMP]=PUT(LAMP,115,0);
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game.prop[ROD]=PUT(ROD,115,0);
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game.prop[DWARF]=PUT(DWARF,115,0);
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game.loc=115;
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game.oldloc=115;
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game.newloc=115;
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/* Leave the grate with normal (non-negative) property.
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* Reuse sign. */
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PUT(GRATE,116,0);
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PUT(SIGN,116,0);
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++OBJTXT[SIGN];
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game.prop[SNAKE]=PUT(SNAKE,116,1);
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game.prop[BIRD]=PUT(BIRD,116,1);
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game.prop[CAGE]=PUT(CAGE,116,0);
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game.prop[ROD2]=PUT(ROD2,116,0);
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game.prop[PILLOW]=PUT(PILLOW,116,0);
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game.prop[MIRROR]=PUT(MIRROR,115,0);
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game.fixed[MIRROR]=116;
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for (int i=1; i<=NOBJECTS; i++) {
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if (TOTING(i))
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DSTROY(i);
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}
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RSPEAK(132);
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game.closed=true;
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return true;
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}
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return false;
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}
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static bool do_command(FILE *cmdin)
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{
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long KQ, VERB, KK, V1, V2;
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@ -709,7 +825,8 @@ static bool do_command(FILE *cmdin)
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/* Print text for current loc. */
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L2000: if (game.loc == 0)
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L2000:
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if (game.loc == 0)
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croak(cmdin);
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char* msg = short_location_descriptions[game.loc];
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if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
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@ -834,118 +951,12 @@ L2607:
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part=transitive;
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goto Laction;
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}
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if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
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--game.clock1;
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if (closecheck())
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if (game.closed)
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return true;
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else
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goto L19999;
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/* Next few sections handle the closing of the cave. The
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* cave closes "clock1" turns after the last treasure has
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* been located (including the pirate's chest, which may of
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* course never show up). Note that the treasures need not
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* have been taken yet, just located. Hence clock1 must be
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* large enough to get out of the cave (it only ticks while
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* inside the cave). When it hits zero, we branch to 10000
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* to start closing the cave, and then sit back and wait for
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* him to try to get out. If he doesn't within clock2 turns,
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* we close the cave; if he does try, we assume he panics,
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* and give him a few additional turns to get frantic before
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* we close. When clock2 hits zero, we branch to 11000 to
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* transport him into the final puzzle. Note that the puzzle
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* depends upon all sorts of random things. For instance,
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* there must be no water or oil, since there are beanstalks
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* which we don't want to be able to water, since the code
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* can't handle it. Also, we can have no keys, since there
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* is a grate (having moved the fixed object!) there
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* separating him from all the treasures. Most of these
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* problems arise from the use of negative prop numbers to
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* suppress the object descriptions until he's actually moved
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* the objects. */
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/* When the first warning comes, we lock the grate, destroy
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* the bridge, kill all the dwarves (and the pirate), remove
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* the troll and bear (unless dead), and set "closng" to
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* true. Leave the dragon; too much trouble to move it.
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* from now until clock2 runs out, he cannot unlock the
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* grate, move to any location outside the cave, or create
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* the bridge. Nor can he be resurrected if he dies. Note
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* that the snake is already gone, since he got to the
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* treasure accessible only via the hall of the mountain
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* king. Also, he's been in giant room (to get eggs), so we
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* can refer to it. Also also, he's gotten the pearl, so we
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* know the bivalve is an oyster. *And*, the dwarves must
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* have been activated, since we've found chest. */
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if (game.clock1 == 0)
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{
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game.prop[GRATE]=0;
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game.prop[FISSUR]=0;
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for (i=1; i<=NDWARVES; i++) {
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game.dseen[i]=false;
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game.dloc[i]=0;
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}
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MOVE(TROLL,0);
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MOVE(TROLL+NOBJECTS,0);
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MOVE(TROLL2,PLAC[TROLL]);
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MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
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JUGGLE(CHASM);
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if (game.prop[BEAR] != 3)DSTROY(BEAR);
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game.prop[CHAIN]=0;
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game.fixed[CHAIN]=0;
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game.prop[AXE]=0;
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game.fixed[AXE]=0;
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RSPEAK(129);
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game.clock1= -1;
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game.closng=true;
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goto L19999;
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} else if (game.clock1 < 0)
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--game.clock2;
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if (game.clock2 == 0) {
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/* Once he's panicked, and clock2 has run out, we come here
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* to set up the storage room. The room has two locs,
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* hardwired as 115 (ne) and 116 (sw). At the ne end, we
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* place empty bottles, a nursery of plants, a bed of
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* oysters, a pile of lamps, rods with stars, sleeping
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* dwarves, and him. At the sw end we place grate over
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* treasures, snake pit, covey of caged birds, more rods, and
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* pillows. A mirror stretches across one wall. Many of the
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* objects come from known locations and/or states (e.g. the
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* snake is known to have been destroyed and needn't be
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* carried away from its old "place"), making the various
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* objects be handled differently. We also drop all other
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* objects he might be carrying (lest he have some which
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* could cause trouble, such as the keys). We describe the
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* flash of light and trundle back. */
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game.prop[BOTTLE]=PUT(BOTTLE,115,1);
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game.prop[PLANT]=PUT(PLANT,115,0);
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game.prop[OYSTER]=PUT(OYSTER,115,0);
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OBJTXT[OYSTER]=3;
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game.prop[LAMP]=PUT(LAMP,115,0);
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game.prop[ROD]=PUT(ROD,115,0);
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game.prop[DWARF]=PUT(DWARF,115,0);
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game.loc=115;
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game.oldloc=115;
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game.newloc=115;
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/* Leave the grate with normal (non-negative) property.
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* Reuse sign. */
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PUT(GRATE,116,0);
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PUT(SIGN,116,0);
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++OBJTXT[SIGN];
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game.prop[SNAKE]=PUT(SNAKE,116,1);
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game.prop[BIRD]=PUT(BIRD,116,1);
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game.prop[CAGE]=PUT(CAGE,116,0);
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game.prop[ROD2]=PUT(ROD2,116,0);
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game.prop[PILLOW]=PUT(PILLOW,116,0);
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game.prop[MIRROR]=PUT(MIRROR,115,0);
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game.fixed[MIRROR]=116;
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for (int i=1; i<=NOBJECTS; i++) {
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if (TOTING(i))
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DSTROY(i);
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}
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RSPEAK(132);
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game.closed=true;
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return true;
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}
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if (game.prop[LAMP] == 1)
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--game.limit;
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