Pull more globals into the game state block.
This commit is contained in:
parent
91ad0185ff
commit
dda636bbc1
6 changed files with 141 additions and 134 deletions
32
actions1.c
32
actions1.c
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@ -201,8 +201,8 @@ L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
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if(OBJ == CHAIN) goto L9048;
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if(!game.closng) goto L9043;
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K=130;
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if(!PANIC)game.clock2=15;
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PANIC=true;
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if(!game.panic)game.clock2=15;
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game.panic=true;
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return(2010);
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L9043: K=34+PROP[GRATE];
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@ -302,7 +302,7 @@ L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
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L9094: DROP(JADE,LOC);
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PROP[JADE]=0;
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TALLY=TALLY-1;
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game.tally=game.tally-1;
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SPK=208;
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return(2011);
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@ -381,7 +381,7 @@ L9160: if(OBJ != LAMP)SPK=76;
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DSTROY(URN);
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DROP(AMBER,LOC);
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PROP[AMBER]=1;
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TALLY=TALLY-1;
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game.tally=game.tally-1;
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DROP(CAVITY,LOC);
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SPK=216;
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return(2011);
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@ -436,7 +436,7 @@ L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
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L8240: score(-1);
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SETPRM(1,SCORE,MXSCOR);
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SETPRM(3,TURNS,TURNS);
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SETPRM(3,game.turns,game.turns);
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RSPEAK(259);
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return(2012);
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@ -481,11 +481,11 @@ L8270: for (I=1; I<=NOBJECTS; I++) {
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L9270: if(DARK(0)) goto L5190;
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if(OBJTXT[OBJ] == 0 || PROP[OBJ] < 0) return(2011);
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if(OBJ == OYSTER && !CLSHNT) goto L9275;
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if(OBJ == OYSTER && !game.clshnt) goto L9275;
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PSPEAK(OBJ,OBJTXT[OBJ]+PROP[OBJ]);
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return(2012);
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L9275: CLSHNT=YES(input,192,193,54);
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L9275: game.clshnt=YES(input,192,193,54);
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return(2012);
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/* Break. Only works for mirror in repository and, of course, the vase. */
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@ -515,7 +515,7 @@ L9290: if(OBJ != DWARF || !game.closed) return(2011);
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L8300: SPK=201;
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RSPEAK(260);
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if(!YES(input,200,54,54)) return(2012);
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SAVED=SAVED+5;
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game.saved=game.saved+5;
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KK= -1;
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/* This next part is shared with the "resume" code. The two cases are
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@ -535,12 +535,12 @@ 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,LL,game.lmwarn,LOC,NEWLOC,NUMDIE);
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SAVWDS(OBJ,game.oldlc2,game.oldloc,OLDOBJ,PANIC,SAVED,SETUP);
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SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
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SAVWDS(game.knfloc,game.limit,LL,game.lmwarn,LOC,game.newloc,game.numdie);
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SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,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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SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
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SAVARR(ABB,LOCSIZ);
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SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
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SAVARR(game.abbrev,LOCSIZ);
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SAVARR(ATLOC,LOCSIZ);
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SAVARR(game.dloc,NDWARVES);
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SAVARR(game.dseen,NDWARVES);
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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 && ABB[1] == 1) goto L8305;
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if(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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@ -587,7 +587,7 @@ L9320: if(OBJ != RUG) return(2011);
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if(PROP[RUG] != 2) return(2011);
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game.oldlc2=game.oldloc;
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game.oldloc=LOC;
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NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC;
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game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
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SPK=226;
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if(PROP[SAPPH] >= 0)SPK=227;
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RSPEAK(SPK);
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@ -618,7 +618,7 @@ L8340: if(!AT(RESER) && LOC != FIXED[RESER]-1) return(2011);
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PROP[RESER]=1-PROP[RESER];
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if(AT(RESER)) return(2012);
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game.oldlc2=LOC;
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NEWLOC=0;
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game.newloc=0;
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RSPEAK(241);
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return(2);
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27
advent.h
27
advent.h
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@ -21,6 +21,7 @@ struct game_t {
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long chloc2;
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long clock1;
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long clock2;
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long clshnt;
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long closed;
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long closng;
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long conds;
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@ -34,10 +35,22 @@ 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 newloc;
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long novice;
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long numdie;
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long oldloc;
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long oldlc2;
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long oldobj;
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long panic;
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long saved;
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long tally;
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long thresh;
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long trndex;
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long trnluz;
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long turns;
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long wzdark;
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long zzword;
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long abbrev[185+1]; /* FIXME: LOCSIZE in the compiler */
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long dseen[NDWARVES+1];
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long dloc[NDWARVES+1];
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long odloc[NDWARVES+1];
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@ -45,7 +58,7 @@ struct game_t {
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extern struct game_t game;
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extern long ABB[], ATLOC[], FIXED[],
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extern long ATLOC[], FIXED[],
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LINK[], LNLENG, LNPOSN,
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PARMS[], PLACE[];
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extern char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[], MAP2[];
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@ -111,19 +124,17 @@ extern long randrange(long);
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extern void score(long);
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extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
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BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
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CLAM, CLSHNT, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
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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, HINTED[], HINTLC[],
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I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
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KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
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MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
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NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
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MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ,
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OGRE, OIL, OLDOBJ, OYSTER,
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PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[], PYRAM,
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RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
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RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
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SCORE, SECT, SETUP, SIGN, SNAKE, SPK, STEPS, STICK,
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STREAM, TALLY, THRESH, THROW, TK[], TRIDNT,
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TRNDEX, TRNLUZ, TROLL, TROLL2,
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TURNS, URN, V1, V2, VASE, VEND, VERB,
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STREAM, THROW, TK[], TRIDNT, TROLL, TROLL2,
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URN, V1, V2, VASE, VEND, VERB,
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VOLCAN, VRSION, WATER, WD1, WD1X, WD2, WD2X;
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@ -502,7 +502,7 @@ void read_sound_text(FILE* database)
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* to set up ATLOC(N) as the first object at location N, and
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* LINK(OBJ) as the next object at the same location as OBJ.
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* (OBJ>NOBJECTS indicates that FIXED(OBJ-NOBJECTS)=LOC; LINK(OBJ) is
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* still the correct link to use.) ABB is zeroed; it controls
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* still the correct link to use.) game.abbrev is zeroed; it controls
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* whether the abbreviated description is printed. Counts modulo 5
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* unless "LOOK" is used. */
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40
init.c
40
init.c
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@ -15,7 +15,7 @@
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* 12600 words of message text (LINES, LINSIZ).
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* 885 travel options (TRAVEL, TRVSIZ).
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* 330 vocabulary words (KTAB, ATAB, TABSIZ).
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* 185 locations (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
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* 185 locations (LTEXT, STEXT, KEY, COND, abbrev, ATLOC, LOCSND, LOCSIZ).
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* 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
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* OBJSND, OBJTXT).
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* 35 "action" verbs (ACTSPK, VRBSIZ).
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@ -186,7 +186,7 @@ static int finish_init(void) {
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} /* end loop */
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/* 1102 */ for (I=1; I<=LOCSIZ; I++) {
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ABB[I]=0;
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game.abbrev[I]=0;
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if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
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K=KEY[I];
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if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2;
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@ -216,14 +216,14 @@ L1106: /*etc*/ ;
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/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
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* Their props are initially -1, and are set to 0 the first time they are
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* described. TALLY keeps track of how many are not yet found, so we know
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* described. game.tally keeps track of how many are not yet found, so we know
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* when to close the cave. */
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MAXTRS=79;
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TALLY=0;
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game.tally=0;
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for (I=50; I<=MAXTRS; I++) {
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if(PTEXT[I] != 0)PROP[I]= -1;
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TALLY=TALLY-PROP[I];
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game.tally=game.tally-PROP[I];
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} /* end loop */
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/* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
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@ -357,18 +357,18 @@ L1106: /*etc*/ ;
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* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
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* game.limit Lifetime of lamp (not set here)
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* MAXDIE Number of reincarnation messages available (up to 5)
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* NUMDIE Number of times killed so far
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* THRESH Next #turns threshhold (-1 if none)
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* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
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* TRNLUZ # points lost so far due to number of turns used
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* TURNS Tallies how many commands he's given (ignores yes/no)
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* game.numdie Number of times killed so far
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* game.thresh Next #turns threshhold (-1 if none)
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* game.trndex Index in TRNVAL of next threshhold (section 14 of database)
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* game.trnluz # points lost so far due to number of turns used
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* game.turns Tallies how many commands he's given (ignores yes/no)
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* Logicals were explained earlier */
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TURNS=0;
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TRNDEX=1;
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THRESH= -1;
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if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
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TRNLUZ=0;
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game.turns=0;
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game.trndex=1;
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game.thresh= -1;
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if(TRNVLS > 0)game.thresh=MOD(TRNVAL[1],100000)+1;
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game.trnluz=0;
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game.lmwarn=false;
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IGO=0;
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game.iwest=0;
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@ -378,7 +378,7 @@ L1106: /*etc*/ ;
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for (I=0; I<=4; I++) {
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{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
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} /* end loop */
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NUMDIE=0;
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game.numdie=0;
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game.holdng=0;
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game.dkill=0;
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game.foobar=0;
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@ -386,12 +386,12 @@ L1106: /*etc*/ ;
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game.clock1=30;
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game.clock2=50;
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game.conds=SETBIT(11);
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SAVED=0;
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game.saved=0;
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game.closng=false;
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PANIC=false;
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game.panic=false;
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game.closed=false;
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CLSHNT=false;
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NOVICE=false;
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game.clshnt=false;
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game.novice=false;
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SETUP=1;
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game.blklin=true;
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158
main.c
158
main.c
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@ -14,8 +14,7 @@
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struct game_t game;
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long ABB[186], ATLOC[186],
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FIXED[NOBJECTS+1],
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long ATLOC[186], FIXED[NOBJECTS+1],
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LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
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PARMS[26], PLACE[NOBJECTS+1],
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SETUP = 0;
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@ -23,21 +22,18 @@ char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
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long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
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BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
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CLAM, CLSHNT, COINS, DALTLC,
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DOOR, DPRSSN, DRAGON, DWARF, EGGS,
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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, HINTED[21], HINTLC[21],
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I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
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KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
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MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
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NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
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OGRE, OIL, OLDOBJ, OYSTER,
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PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
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RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
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NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
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PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
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RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
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SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
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STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
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TRNDEX, TRNLUZ, TROLL, TROLL2,
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TURNS, URN, V1, V2, VASE, VEND, VERB,
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STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
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URN, V1, V2, VASE, VEND, VERB,
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VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
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FILE *logfp;
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bool oldstyle = false;
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@ -94,10 +90,10 @@ int main(int argc, char *argv[]) {
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*
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* game.closed says whether we're all the way closed
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* game.closng says whether it's closing time yet
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* CLSHNT says whether he's read the clue in the endgame
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* game.clshnt says whether he's read the clue in the endgame
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* game.lmwarn says whether he's been warned about lamp going dim
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* NOVICE says whether he asked for instructions at start-up
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* PANIC says whether he's found out he's trapped in the cave
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* game.novice says whether he asked for instructions at start-up
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* game.panic says whether he's found out he's trapped in the cave
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* game.wzdark says whether the loc he's leaving was dark */
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#include "funcs.h"
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@ -130,11 +126,11 @@ int main(int argc, char *argv[]) {
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L1: SETUP= -1;
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I=0;
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game.zzword=RNDVOC(3,0);
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NOVICE=YES(stdin, 65,1,0);
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NEWLOC=1;
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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.limit=330;
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if(NOVICE)game.limit=1000;
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if(game.novice)game.limit=1000;
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if (logfp)
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fprintf(logfp, "seed %ld\n", seedval);
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@ -154,7 +150,7 @@ static bool fallback_handler(char *buf)
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set_seed(sv);
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printf("Seed set to %ld\n", sv);
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// autogenerated, so don't charge user time for it.
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--TURNS;
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--game.turns;
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// here we reconfigure any global game state that uses random numbers
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game.zzword=RNDVOC(3,0);
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return true;
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@ -166,37 +162,37 @@ static bool do_command(FILE *cmdin) {
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/* Can't leave cave once it's closing (except by main office). */
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if(!OUTSID(NEWLOC) || NEWLOC == 0 || !game.closng) goto L71;
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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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NEWLOC=LOC;
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if(!PANIC)game.clock2=15;
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PANIC=true;
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game.newloc=LOC;
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if(!game.panic)game.clock2=15;
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game.panic=true;
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/* See if a dwarf has seen him and has come from where he wants to go. If so,
|
||||
* the dwarf's blocking his way. If coming from place forbidden to pirate
|
||||
* (dwarves rooted in place) let him get out (and attacked). */
|
||||
|
||||
L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
|
||||
L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
|
||||
/* 73 */ for (I=1; I<=NDWARVES-1; I++) {
|
||||
if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73;
|
||||
NEWLOC=LOC;
|
||||
if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
|
||||
game.newloc=LOC;
|
||||
RSPEAK(2);
|
||||
goto L74;
|
||||
L73: /*etc*/ ;
|
||||
} /* end loop */
|
||||
L74: LOC=NEWLOC;
|
||||
L74: 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. */
|
||||
|
||||
/* First off, don't let the dwarves follow him into a pit or a wall. Activate
|
||||
* the whole mess the first time he gets as far as the hall of mists (loc 15).
|
||||
* If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
|
||||
* If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
|
||||
* bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
|
||||
* 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(NEWLOC,3)) goto L2000;
|
||||
if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
|
||||
if(game.dflag != 0) goto L6000;
|
||||
if(INDEEP(LOC))game.dflag=1;
|
||||
goto L2000;
|
||||
|
@ -234,13 +230,13 @@ L6010: game.dtotal=0;
|
|||
KK=game.dloc[I];
|
||||
KK=KEY[KK];
|
||||
if(KK == 0) goto L6016;
|
||||
L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000);
|
||||
L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
|
||||
{long x = J-1;
|
||||
if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == game.odloc[I] || (J > 1 &&
|
||||
NEWLOC == TK[x]) || J >= 20 || NEWLOC == game.dloc[I] ||
|
||||
FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
|
||||
if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
|
||||
game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
|
||||
FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
|
||||
labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
|
||||
TK[J]=NEWLOC;
|
||||
TK[J]=game.newloc;
|
||||
J=J+1;
|
||||
L6014: KK=KK+1;
|
||||
{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
|
||||
|
@ -267,7 +263,7 @@ L6016: TK[J]=game.odloc[I];
|
|||
if(TOTING(J)) goto L6021;
|
||||
L6020: if(HERE(J))K=1;
|
||||
} /* end loop */
|
||||
if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
|
||||
if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
|
||||
== 1) goto L6025;
|
||||
if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
|
||||
goto L6030;
|
||||
|
@ -333,7 +329,7 @@ L6030: /*etc*/ ;
|
|||
|
||||
L2000: if(LOC == 0) goto L99;
|
||||
KK=STEXT[LOC];
|
||||
if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
|
||||
if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
|
||||
if(FORCED(LOC) || !DARK(0)) goto L2001;
|
||||
if(game.wzdark && PCT(35)) goto L90;
|
||||
KK=RTEXT[16];
|
||||
|
@ -350,7 +346,7 @@ L2001: if(TOTING(BEAR))RSPEAK(141);
|
|||
* are because PROP=0 is needed to get full score. */
|
||||
|
||||
if(DARK(0)) goto L2012;
|
||||
ABB[LOC]=ABB[LOC]+1;
|
||||
game.abbrev[LOC]=game.abbrev[LOC]+1;
|
||||
I=ATLOC[LOC];
|
||||
L2004: if(I == 0) goto L2012;
|
||||
OBJ=I;
|
||||
|
@ -360,7 +356,7 @@ L2004: if(I == 0) goto L2012;
|
|||
if(game.closed) goto L2008;
|
||||
PROP[OBJ]=0;
|
||||
if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
|
||||
TALLY=TALLY-1;
|
||||
game.tally=game.tally-1;
|
||||
/* Note: There used to be a test here to see whether the player had blown it
|
||||
* so badly that he could never ever see the remaining treasures, and if so
|
||||
* the lamp was zapped to 35 turns. But the tests were too simple-minded;
|
||||
|
@ -383,7 +379,7 @@ L2010: SPK=K;
|
|||
L2011: RSPEAK(SPK);
|
||||
|
||||
L2012: VERB=0;
|
||||
OLDOBJ=OBJ;
|
||||
game.oldobj=OBJ;
|
||||
OBJ=0;
|
||||
|
||||
/* Check if this loc is eligible for any hints. If been here long enough,
|
||||
|
@ -420,18 +416,18 @@ L2605: game.wzdark=DARK(0);
|
|||
* make neg. If neg, he skipped a word, so make it zero. */
|
||||
|
||||
L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
|
||||
TURNS=TURNS+1;
|
||||
if(TURNS == THRESH) {
|
||||
SPEAK(TTEXT[TRNDEX]);
|
||||
TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
|
||||
TRNDEX=TRNDEX+1;
|
||||
THRESH= -1;
|
||||
if(TRNDEX <= TRNVLS)
|
||||
THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
|
||||
game.turns=game.turns+1;
|
||||
if(game.turns == game.thresh) {
|
||||
SPEAK(TTEXT[game.trndex]);
|
||||
game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
|
||||
game.trndex=game.trndex+1;
|
||||
game.thresh= -1;
|
||||
if(game.trndex <= TRNVLS)
|
||||
game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
|
||||
}
|
||||
if(VERB == SAY && WD2 > 0)VERB=0;
|
||||
if(VERB == SAY) goto L4090;
|
||||
if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
|
||||
if(game.tally == 0 && INDEEP(LOC) && 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;
|
||||
|
@ -516,15 +512,15 @@ L8000: SETPRM(1,WD1,WD1X);
|
|||
/* Figure out the new location
|
||||
*
|
||||
* Given the current location in "LOC", and a motion verb number in
|
||||
* "K", put the new location in "NEWLOC". The current loc is saved
|
||||
* "K", put the new location in "game.newloc". The current loc is saved
|
||||
* in "game.olddloc" in case he wants to retreat. The current
|
||||
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
|
||||
* does, NEWLOC will be limbo, and OLgame.dloc will be what killed
|
||||
* does, game.newloc will be limbo, and OLgame.dloc will be what killed
|
||||
* him, so we need game.oldlc2, which is the last place he was
|
||||
* safe.) */
|
||||
|
||||
L8: KK=KEY[LOC];
|
||||
NEWLOC=LOC;
|
||||
game.newloc=LOC;
|
||||
if(KK == 0)BUG(26);
|
||||
if(K == NUL) return true;
|
||||
if(K == BACK) goto L20;
|
||||
|
@ -540,34 +536,34 @@ L9: LL=labs(TRAVEL[KK]);
|
|||
goto L9;
|
||||
|
||||
L10: LL=LL/1000;
|
||||
L11: NEWLOC=LL/1000;
|
||||
K=MOD(NEWLOC,100); /* ESR: an instance of NOBJECTS? */
|
||||
if(NEWLOC <= 300) goto L13;
|
||||
if(PROP[K] != NEWLOC/100-3) goto L16;
|
||||
L11: game.newloc=LL/1000;
|
||||
K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
|
||||
if(game.newloc <= 300) goto L13;
|
||||
if(PROP[K] != game.newloc/100-3) goto L16;
|
||||
L12: if(TRAVEL[KK] < 0)BUG(25);
|
||||
KK=KK+1;
|
||||
NEWLOC=labs(TRAVEL[KK])/1000;
|
||||
if(NEWLOC == LL) goto L12;
|
||||
LL=NEWLOC;
|
||||
game.newloc=labs(TRAVEL[KK])/1000;
|
||||
if(game.newloc == LL) goto L12;
|
||||
LL=game.newloc;
|
||||
goto L11;
|
||||
|
||||
L13: if(NEWLOC <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
|
||||
if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
|
||||
L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
|
||||
if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
|
||||
goto L12;
|
||||
|
||||
L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
|
||||
L16: NEWLOC=MOD(LL,1000);
|
||||
if(NEWLOC <= 300) return true;
|
||||
if(NEWLOC <= 500) goto L30000;
|
||||
RSPEAK(NEWLOC-500);
|
||||
NEWLOC=LOC;
|
||||
L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
|
||||
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;
|
||||
return true;
|
||||
|
||||
/* Special motions come here. Labelling convention: statement numbers NNNXX
|
||||
* (XX=00-99) are used for special case number NNN (NNN=301-500). */
|
||||
|
||||
L30000: NEWLOC=NEWLOC-300;
|
||||
switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
|
||||
L30000: game.newloc=game.newloc-300;
|
||||
switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
|
||||
L30300; }
|
||||
BUG(20);
|
||||
|
||||
|
@ -575,9 +571,9 @@ L30000: NEWLOC=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: NEWLOC=99+100-LOC; /* ESR: an instance of NOBJECTS? */
|
||||
L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
|
||||
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
|
||||
NEWLOC=LOC;
|
||||
game.newloc=LOC;
|
||||
RSPEAK(117);
|
||||
return true;
|
||||
|
||||
|
@ -602,19 +598,19 @@ L30300: if(PROP[TROLL] != 1) goto L30310;
|
|||
MOVE(TROLL,PLAC[TROLL]);
|
||||
MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
|
||||
JUGGLE(CHASM);
|
||||
NEWLOC=LOC;
|
||||
game.newloc=LOC;
|
||||
return true;
|
||||
|
||||
L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
|
||||
L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
|
||||
if(PROP[TROLL] == 0)PROP[TROLL]=1;
|
||||
if(!TOTING(BEAR)) return true;
|
||||
RSPEAK(162);
|
||||
PROP[CHASM]=1;
|
||||
PROP[TROLL]=2;
|
||||
DROP(BEAR,NEWLOC);
|
||||
DROP(BEAR,game.newloc);
|
||||
FIXED[BEAR]= -1;
|
||||
PROP[BEAR]=3;
|
||||
game.oldlc2=NEWLOC;
|
||||
game.oldlc2=game.newloc;
|
||||
goto L99;
|
||||
|
||||
/* End of specials. */
|
||||
|
@ -661,7 +657,7 @@ L23: KK=K2;
|
|||
L30: if(game.detail < 3)RSPEAK(15);
|
||||
game.detail=game.detail+1;
|
||||
game.wzdark=false;
|
||||
ABB[LOC]=0;
|
||||
game.abbrev[LOC]=0;
|
||||
return true;
|
||||
|
||||
/* Cave. Different messages depending on whether above ground. */
|
||||
|
@ -709,9 +705,9 @@ L90: RSPEAK(23);
|
|||
/* Okay, he's dead. Let's get on with it. */
|
||||
|
||||
L99: if(game.closng) goto L95;
|
||||
NUMDIE=NUMDIE+1;
|
||||
if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
|
||||
if(NUMDIE == MAXDIE) score(0);
|
||||
game.numdie=game.numdie+1;
|
||||
if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
|
||||
if(game.numdie == MAXDIE) score(0);
|
||||
PLACE[WATER]=0;
|
||||
PLACE[OIL]=0;
|
||||
if(TOTING(LAMP))PROP[LAMP]=0;
|
||||
|
@ -730,7 +726,7 @@ L98: /*etc*/ ;
|
|||
/* He died during closing time. No resurrection. Tally up a death and exit. */
|
||||
|
||||
L95: RSPEAK(131);
|
||||
NUMDIE=NUMDIE+1;
|
||||
game.numdie=game.numdie+1;
|
||||
score(0);
|
||||
|
||||
|
||||
|
@ -766,7 +762,7 @@ L40030: goto L2602;
|
|||
L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
|
||||
goto L40020;
|
||||
|
||||
L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
|
||||
L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
|
||||
goto L40030;
|
||||
|
||||
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
|
||||
|
@ -793,7 +789,7 @@ L40900: I=ATDWRF(LOC);
|
|||
if(HERE(OGRE) && I == 0) goto L40010;
|
||||
goto L40030;
|
||||
|
||||
L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
|
||||
L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
|
||||
goto L40020;
|
||||
|
||||
|
||||
|
@ -874,7 +870,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
|
|||
PROP[DWARF]=PUT(DWARF,115,0);
|
||||
LOC=115;
|
||||
game.oldloc=115;
|
||||
NEWLOC=115;
|
||||
game.newloc=115;
|
||||
|
||||
/* Leave the grate with normal (non-negative) property. Reuse sign. */
|
||||
|
||||
|
|
16
score.c
16
score.c
|
@ -45,14 +45,14 @@ void score(long MODE) {
|
|||
L20010: /*etc*/ ;
|
||||
} /* end loop */
|
||||
|
||||
/* Now look at how he finished and how far he got. MAXDIE and NUMDIE tell us
|
||||
/* Now look at how he finished and how far he got. MAXDIE and game.numdie tell us
|
||||
* how well he survived. game.dflag will
|
||||
* tell us if he ever got suitably deep into the cave. game.closng still indicates
|
||||
* whether he reached the endgame. And if he got as far as "cave closed"
|
||||
* (indicated by "game.closed"), then bonus is zero for mundane exits or 133, 134,
|
||||
* 135 if he blew it (so to speak). */
|
||||
|
||||
SCORE=SCORE+(MAXDIE-NUMDIE)*10;
|
||||
SCORE=SCORE+(MAXDIE-game.numdie)*10;
|
||||
MXSCOR=MXSCOR+MAXDIE*10;
|
||||
if(MODE == 0)SCORE=SCORE+4;
|
||||
MXSCOR=MXSCOR+4;
|
||||
|
@ -82,9 +82,9 @@ L20020: MXSCOR=MXSCOR+45;
|
|||
for (I=1; I<=HNTMAX; I++) {
|
||||
if(HINTED[I])SCORE=SCORE-HINTS[I][2];
|
||||
} /* end loop */
|
||||
if(NOVICE)SCORE=SCORE-5;
|
||||
if(CLSHNT)SCORE=SCORE-10;
|
||||
SCORE=SCORE-TRNLUZ-SAVED;
|
||||
if(game.novice)SCORE=SCORE-5;
|
||||
if(game.clshnt)SCORE=SCORE-10;
|
||||
SCORE=SCORE-game.trnluz-game.saved;
|
||||
|
||||
/* Return to score command if that's where we came from. */
|
||||
|
||||
|
@ -92,10 +92,10 @@ L20020: MXSCOR=MXSCOR+45;
|
|||
|
||||
/* that should be good enough. Let's tell him all about it. */
|
||||
|
||||
if(SCORE+TRNLUZ+1 >= MXSCOR && TRNLUZ != 0)RSPEAK(242);
|
||||
if(SCORE+SAVED+1 >= MXSCOR && SAVED != 0)RSPEAK(143);
|
||||
if(SCORE+game.trnluz+1 >= MXSCOR && game.trnluz != 0)RSPEAK(242);
|
||||
if(SCORE+game.saved+1 >= MXSCOR && game.saved != 0)RSPEAK(143);
|
||||
SETPRM(1,SCORE,MXSCOR);
|
||||
SETPRM(3,TURNS,TURNS);
|
||||
SETPRM(3,game.turns,game.turns);
|
||||
RSPEAK(262);
|
||||
for (I=1; I<=CLSSES; I++) {
|
||||
if(CVAL[I] >= SCORE) goto L20210;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue