Show usage when using bad parameter with ./advent Converted magic numbers to enums for BUG(). Also bug now shows stringify'ed version of bug enumeration (not just a number).
1138 lines
41 KiB
C
1138 lines
41 KiB
C
/*
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* There used to be a note that said this:
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*
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* The author - Don Woods - apologises for the style of the code; it
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* is a result of running the original Fortran IV source through a
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* home-brew Fortran-to-C converter.
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*
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* Now that the code has been restructured into something much closer
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* to idiomatic C, the following is more appropriate:
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*
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* ESR apologizes for the remaing gotos (now confined to one function
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* in this file - there used to be over 350 of them, *everywhere*),
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* and for the offensive globals. Applying the Structured Program
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* Theorem can be hard.
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*/
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#define DEFINE_GLOBALS_FROM_INCLUDES
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include <getopt.h>
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#include <signal.h>
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#include <time.h>
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#include "advent.h"
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#include "database.h"
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#include "linenoise/linenoise.h"
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#include "newdb.h"
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struct game_t game;
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long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
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char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
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long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
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BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
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CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
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EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
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GRATE, HINT, INVENT, JADE, KEYS,
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KNIFE, LAMP, LOCK, LOOK, MAGZIN,
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MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
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PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
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RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
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STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
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URN, VASE, VEND, VOLCAN, WATER;
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long WD1, WD1X, WD2, WD2X;
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FILE *logfp = NULL, *rfp = NULL;
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bool oldstyle = false;
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bool editline = true;
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bool prompt = true;
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static void sig_handler(int signo)
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{
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if (signo == SIGINT) {
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if (logfp != NULL)
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fflush(logfp);
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}
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exit(0);
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}
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/*
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* MAIN PROGRAM
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*
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* Adventure (rev 2: 20 treasures)
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*
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* History: Original idea & 5-treasure version (adventures) by Willie Crowther
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* 15-treasure version (adventure) by Don Woods, April-June 1977
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* 20-treasure version (rev 2) by Don Woods, August 1978
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* Errata fixed: 78/12/25
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* Revived 2017 as Open Adventure.
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*/
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static bool do_command(FILE *);
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int main(int argc, char *argv[])
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{
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int ch;
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/* Options. */
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while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
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switch (ch) {
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case 'l':
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logfp = fopen(optarg, "w");
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if (logfp == NULL)
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fprintf(stderr,
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"advent: can't open logfile %s for write\n",
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optarg);
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signal(SIGINT, sig_handler);
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break;
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case 'o':
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oldstyle = true;
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editline = prompt = false;
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break;
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case 'r':
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rfp = fopen(optarg, "r");
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if (rfp == NULL)
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fprintf(stderr,
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"advent: can't open save file %s for read\n",
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optarg);
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signal(SIGINT, sig_handler);
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break;
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case 's':
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editline = false;
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break;
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default:
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fprintf(stderr,
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"Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]);
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fprintf(stderr,
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" where -l creates a log file of your game named as specified'\n");
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fprintf(stderr,
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" -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
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fprintf(stderr,
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" -r indicates restoring from specified saved game file\n");
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fprintf(stderr,
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" -s indicates playing with command editing suppressed\n");
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exit(-1);
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break;
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}
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}
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linenoiseHistorySetMaxLen(350);
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/* Logical variables:
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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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* 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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* 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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/* Initialize our LCG PRNG with parameters tested against
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* Knuth vol. 2. by the original authors */
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game.lcg_a = 1093;
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game.lcg_c = 221587;
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game.lcg_m = 1048576;
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srand(time(NULL));
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long seedval = (long)rand();
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set_seed(seedval);
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/* Initialize game variables */
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initialise();
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/* Start-up, dwarf stuff */
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game.zzword = RNDVOC(3, 0);
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game.newloc = LOC_START;
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game.loc = LOC_START;
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game.limit = 330;
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if (!rfp) {
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game.novice = YES(WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE);
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if (game.novice)game.limit = 1000;
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} else {
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restore(rfp);
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}
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if (logfp)
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fprintf(logfp, "seed %ld\n", seedval);
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/* interpret commands until EOF or interrupt */
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for (;;) {
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if (!do_command(stdin))
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break;
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}
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/* show score and exit */
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terminate(quitgame);
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}
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static bool fallback_handler(char *buf)
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/* fallback handler for commands not handled by FORTRANish parser */
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{
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long sv;
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if (sscanf(buf, "seed %ld", &sv) == 1) {
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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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--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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}
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return false;
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}
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/* Check if this loc is eligible for any hints. If been here
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* long enough, branch to help section (on later page). Hints
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* all come back here eventually to finish the loop. Ignore
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* "HINTS" < 4 (special stuff, see database notes).
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*/
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static void checkhints(void)
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{
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if (COND[game.loc] >= game.conds) {
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for (int hint = 1; hint <= HNTMAX; hint++) {
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if (game.hinted[hint])
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continue;
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if (!CNDBIT(game.loc, hint + HBASE))
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game.hintlc[hint] = -1;
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++game.hintlc[hint];
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/* Come here if he's been long enough at required loc(s) for some
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* unused hint. */
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if (game.hintlc[hint] >= HINTS[hint][1]) {
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int i;
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switch (hint - 1) {
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case 0:
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/* cave */
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if (game.prop[GRATE] == 0 && !HERE(KEYS))
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break;
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game.hintlc[hint] = 0;
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return;
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case 1: /* bird */
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if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
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break;
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return;
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case 2: /* snake */
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if (HERE(SNAKE) && !HERE(BIRD))
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break;
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game.hintlc[hint] = 0;
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return;
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case 3: /* maze */
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if (game.atloc[game.loc] == 0 &&
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game.atloc[game.oldloc] == 0 &&
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game.atloc[game.oldlc2] == 0 &&
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game.holdng > 1)
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break;
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game.hintlc[hint] = 0;
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return;
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case 4: /* dark */
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if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
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break;
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game.hintlc[hint] = 0;
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return;
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case 5: /* witt */
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break;
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case 6: /* urn */
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if (game.dflag == 0)
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break;
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game.hintlc[hint] = 0;
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return;
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case 7: /* woods */
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if (game.atloc[game.loc] == 0 &&
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game.atloc[game.oldloc] == 0 &&
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game.atloc[game.oldlc2] == 0)
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break;
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return;
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case 8: /* ogre */
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i = ATDWRF(game.loc);
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if (i < 0) {
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game.hintlc[hint] = 0;
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return;
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}
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if (HERE(OGRE) && i == 0)
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break;
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return;
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case 9: /* jade */
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if (game.tally == 1 && game.prop[JADE] < 0)
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break;
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game.hintlc[hint] = 0;
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return;
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default:
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BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
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break;
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}
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/* Fall through to hint display */
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game.hintlc[hint] = 0;
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if (!YES(HINTS[hint][3], NO_MESSAGE, OK_MAN))
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return;
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SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
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RSPEAK(HINT_COST);
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game.hinted[hint] = YES(WANT_HINT, HINTS[hint][4], OK_MAN);
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if (game.hinted[hint] && game.limit > WARNTIME)
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game.limit += WARNTIME * HINTS[hint][2];
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}
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}
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}
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}
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static bool spotted_by_pirate(int i)
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{
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if (i != PIRATE)
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return false;
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/* The pirate's spotted him. He leaves him alone once we've
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* found chest. K counts if a treasure is here. If not, and
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* tally=1 for an unseen chest, let the pirate be spotted. Note
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* that game.place[CHEST] = NOWHERE might mean that he's thrown
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* it to the troll, but in that case he's seen the chest
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* (game.prop=0). */
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if (game.loc == game.chloc || game.prop[CHEST] >= 0)
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return true;
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int snarfed = 0;
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bool movechest = false, robplayer = false;
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for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
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/* Pirate won't take pyramid from plover room or dark
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* room (too easy!). */
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if (treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
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continue;
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}
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if (TOTING(treasure) || HERE(treasure))
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++snarfed;
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if (TOTING(treasure)) {
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movechest = true;
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robplayer = true;
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}
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}
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/* Force chest placement before player finds last treasure */
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if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
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RSPEAK(PIRATE_SPOTTED);
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movechest = true;
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}
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/* Do things in this order (chest move before robbery) so chest is listed
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* last at the maze location. */
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if (movechest) {
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MOVE(CHEST, game.chloc);
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MOVE(MESSAG, game.chloc2);
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game.dloc[PIRATE] = game.chloc;
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game.odloc[PIRATE] = game.chloc;
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game.dseen[PIRATE] = false;
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} else {
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/* You might get a hint of the pirate's presence even if the
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* chest doesn't move... */
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if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
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RSPEAK(PIRATE_RUSTLES);
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}
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if (robplayer) {
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RSPEAK(PIRATE_POUNCES);
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for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
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if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
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if (AT(treasure) && game.fixed[treasure] == 0)
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CARRY(treasure, game.loc);
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if (TOTING(treasure))
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DROP(treasure, game.chloc);
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}
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}
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}
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return true;
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}
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static bool dwarfmove(void)
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/* Dwarves move. Return true if player survives, false if he dies. */
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{
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int kk, stick, attack;
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long tk[21];
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/* Dwarf stuff. See earlier comments for description of
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* variables. Remember sixth dwarf is pirate and is thus
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* very different except for motion rules. */
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/* First off, don't let the dwarves follow him into a pit or
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* a wall. Activate the whole mess the first time he gets as
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* far as the hall of mists (loc 15). If game.newloc is
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* forbidden to pirate (in particular, if it's beyond the
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* troll bridge), bypass dwarf stuff. That way pirate can't
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* steal return toll, and dwarves can't meet the bear. Also
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* means dwarves won't follow him into dead end in maze, but
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* c'est la vie. They'll wait for him outside the dead
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* end. */
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if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
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return true;
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/* Dwarf activity level ratchets up */
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if (game.dflag == 0) {
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if (INDEEP(game.loc))
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game.dflag = 1;
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return true;
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}
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/* When we encounter the first dwarf, we kill 0, 1, or 2 of
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* the 5 dwarves. If any of the survivors is at loc,
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* replace him with the alternate. */
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if (game.dflag == 1) {
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if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
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return true;
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game.dflag = 2;
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for (int i = 1; i <= 2; i++) {
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int j = 1 + randrange(NDWARVES - 1);
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if (PCT(50))
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game.dloc[j] = 0;
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}
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for (int i = 1; i <= NDWARVES - 1; i++) {
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if (game.dloc[i] == game.loc)
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game.dloc[i] = DALTLC;
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game.odloc[i] = game.dloc[i];
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}
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RSPEAK(DWARF_RAN);
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DROP(AXE, game.loc);
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return true;
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}
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/* Things are in full swing. Move each dwarf at random,
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* except if he's seen us he sticks with us. Dwarves stay
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* deep inside. If wandering at random, they don't back up
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* unless there's no alternative. If they don't have to
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* move, they attack. And, of course, dead dwarves don't do
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* much of anything. */
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game.dtotal = 0;
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attack = 0;
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stick = 0;
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for (int i = 1; i <= NDWARVES; i++) {
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if (game.dloc[i] == 0)
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continue;
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/* Fill tk array with all the places this dwarf might go. */
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int j = 1;
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kk = KEY[game.dloc[i]];
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if (kk != 0)
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do {
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game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
|
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/* Have we avoided a dwarf encounter? */
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bool avoided = (SPECIAL(game.newloc) ||
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!INDEEP(game.newloc) ||
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game.newloc == game.odloc[i] ||
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(j > 1 && game.newloc == tk[j - 1]) ||
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j >= 20 ||
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game.newloc == game.dloc[i] ||
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FORCED(game.newloc) ||
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(i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
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labs(TRAVEL[kk]) / 1000000 == 100);
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if (!avoided) {
|
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tk[j++] = game.newloc;
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}
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++kk;
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} while
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(TRAVEL[kk - 1] >= 0);
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tk[j] = game.odloc[i];
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if (j >= 2)
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--j;
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j = 1 + randrange(j);
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game.odloc[i] = game.dloc[i];
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game.dloc[i] = tk[j];
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game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
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if (!game.dseen[i]) continue;
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game.dloc[i] = game.loc;
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if (spotted_by_pirate(i))
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continue;
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/* This threatening little dwarf is in the room with him! */
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++game.dtotal;
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if (game.odloc[i] == game.dloc[i]) {
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++attack;
|
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if (game.knfloc >= 0)
|
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game.knfloc = game.loc;
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if (randrange(1000) < 95 * (game.dflag - 2))
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++stick;
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}
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|
}
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|
|
|
/* Now we know what's happening. Let's tell the poor sucker about it.
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|
* Note that various of the "knife" messages must have specific relative
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* positions in the RSPEAK database. */
|
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if (game.dtotal == 0)
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return true;
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SETPRM(1, game.dtotal, 0);
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RSPEAK(DWARF_PACK + 1 / game.dtotal); /* FIXME: Arithmetic on message number */
|
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if (attack == 0)
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return true;
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if (game.dflag == 2)game.dflag = 3;
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SETPRM(1, attack, 0);
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int k = 6;
|
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if (attack > 1)k = THROWN_KNIVES;
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RSPEAK(k);
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SETPRM(1, stick, 0);
|
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RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */
|
|
if (stick == 0)
|
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return true;
|
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game.oldlc2 = game.loc;
|
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return false;
|
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}
|
|
|
|
/* "You're dead, Jim."
|
|
*
|
|
* If the current loc is zero, it means the clown got himself killed.
|
|
* We'll allow this maxdie times. MAXDIE is automatically set based
|
|
* on the number of snide messages available. Each death results in
|
|
* a message (81, 83, etc.) which offers reincarnation; if accepted,
|
|
* this results in message 82, 84, etc. The last time, if he wants
|
|
* another chance, he gets a snide remark as we exit. When
|
|
* reincarnated, all objects being carried get dropped at game.oldlc2
|
|
* (presumably the last place prior to being killed) without change
|
|
* of props. the loop runs backwards to assure that the bird is
|
|
* dropped before the cage. (this kluge could be changed once we're
|
|
* sure all references to bird and cage are done by keywords.) The
|
|
* lamp is a special case (it wouldn't do to leave it in the cave).
|
|
* It is turned off and left outside the building (only if he was
|
|
* carrying it, of course). He himself is left inside the building
|
|
* (and heaven help him if he tries to xyzzy back into the cave
|
|
* without the lamp!). game.oldloc is zapped so he can't just
|
|
* "retreat". */
|
|
|
|
static void croak(void)
|
|
/* Okay, he's dead. Let's get on with it. */
|
|
{
|
|
++game.numdie;
|
|
if (game.closng) {
|
|
/* He died during closing time. No resurrection. Tally up a
|
|
* death and exit. */
|
|
RSPEAK(DEATH_CLOSING);
|
|
terminate(endgame);
|
|
}
|
|
/* FIXME: Arithmetic on message numbers */
|
|
else if (game.numdie == MAXDIE || !YES(WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN))
|
|
terminate(endgame);
|
|
else {
|
|
game.place[WATER] = game.place[OIL] = NOWHERE;
|
|
if (TOTING(LAMP))
|
|
game.prop[LAMP] = 0;
|
|
for (int j = 1; j <= NOBJECTS; j++) {
|
|
int i = NOBJECTS + 1 - j;
|
|
if (TOTING(i)) {
|
|
/* Always leave lamp where it's accessible aboveground */
|
|
DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
|
|
}
|
|
}
|
|
game.loc = LOC_BUILDING;
|
|
game.oldloc = game.loc;
|
|
}
|
|
}
|
|
|
|
/* Given the current location in "game.loc", and a motion verb number in
|
|
* "motion", 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
|
|
* does, game.newloc will be limbo, and game.oldloc will be what killed
|
|
* him, so we need game.oldlc2, which is the last place he was
|
|
* safe.) */
|
|
|
|
static bool playermove(token_t verb, int motion)
|
|
{
|
|
int scratchloc, k2, kk = KEY[game.loc];
|
|
game.newloc = game.loc;
|
|
if (kk == 0)
|
|
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
|
|
if (motion == NUL)
|
|
return true;
|
|
else if (motion == BACK) {
|
|
/* 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. */
|
|
motion = game.oldloc;
|
|
if (FORCED(motion))
|
|
motion = game.oldlc2;
|
|
game.oldlc2 = game.oldloc;
|
|
game.oldloc = game.loc;
|
|
k2 = 0;
|
|
if (motion == game.loc)k2 = FORGOT_PATH;
|
|
if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
|
|
if (k2 == 0) {
|
|
for (;;) {
|
|
scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
|
|
if (scratchloc != motion) {
|
|
if (!SPECIAL(scratchloc)) {
|
|
if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
|
|
k2 = kk;
|
|
}
|
|
if (TRAVEL[kk] >= 0) {
|
|
++kk;
|
|
continue;
|
|
}
|
|
kk = k2;
|
|
if (kk == 0) {
|
|
RSPEAK(NOT_CONNECTED);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
motion = MOD(labs(TRAVEL[kk]), 1000);
|
|
kk = KEY[game.loc];
|
|
break; /* fall through to ordinary travel */
|
|
}
|
|
} else {
|
|
RSPEAK(k2);
|
|
return true;
|
|
}
|
|
} else if (motion == LOOK) {
|
|
/* Look. Can't give more detail. Pretend it wasn't dark
|
|
* (though it may now be dark) so he won't fall into a
|
|
* pit while staring into the gloom. */
|
|
if (game.detail < 3)
|
|
RSPEAK(NO_MORE_DETAIL);
|
|
++game.detail;
|
|
game.wzdark = false;
|
|
game.abbrev[game.loc] = 0;
|
|
return true;
|
|
} else if (motion == CAVE) {
|
|
/* Cave. Different messages depending on whether above ground. */
|
|
RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
|
|
return true;
|
|
} else {
|
|
/* none of the specials */
|
|
game.oldlc2 = game.oldloc;
|
|
game.oldloc = game.loc;
|
|
}
|
|
|
|
/* ordinary travel */
|
|
for (;;) {
|
|
scratchloc = labs(TRAVEL[kk]);
|
|
if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
|
|
break;
|
|
if (TRAVEL[kk] < 0) {
|
|
/* FIXME: Magic numbers! */
|
|
/* Non-applicable motion. Various messages depending on
|
|
* word given. */
|
|
int spk = CANT_APPLY;
|
|
if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
|
|
if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
|
|
if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
|
|
if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
|
|
if (verb == FIND || verb == INVENT)spk = NEreplace;
|
|
if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
|
|
if (motion == 17)spk = WHICH_WAY;
|
|
RSPEAK(spk);
|
|
return true;
|
|
}
|
|
++kk;
|
|
}
|
|
scratchloc = scratchloc / 1000;
|
|
|
|
do {
|
|
/*
|
|
* (ESR) This special-travel loop may have to be repeated if it includes
|
|
* the plover passage. Same deal for any future cases wgerw we beed to
|
|
* block travel and then redo it once the blocking condition has been
|
|
* removed.
|
|
*/
|
|
for (;;) {
|
|
game.newloc = scratchloc / 1000;
|
|
motion = MOD(game.newloc, 100);
|
|
if (!SPECIAL(game.newloc)) {
|
|
if (game.newloc <= 100) {
|
|
if (game.newloc == 0 || PCT(game.newloc))
|
|
break;
|
|
/* else fall through */
|
|
}
|
|
if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
|
|
break;
|
|
/* else fall through */
|
|
} else if (game.prop[motion] != game.newloc / 100 - 3)
|
|
break;
|
|
L12:
|
|
do {
|
|
if (TRAVEL[kk] < 0)
|
|
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
|
|
++kk;
|
|
game.newloc = labs(TRAVEL[kk]) / 1000;
|
|
} while
|
|
(game.newloc == scratchloc);
|
|
scratchloc = game.newloc;
|
|
}
|
|
|
|
game.newloc = MOD(scratchloc, 1000);
|
|
if (!SPECIAL(game.newloc))
|
|
return true;
|
|
if (game.newloc <= 500) {
|
|
game.newloc = game.newloc - SPECIALBASE;
|
|
switch (game.newloc) {
|
|
case 1:
|
|
/* Travel 301. Plover-alcove passage. Can carry only
|
|
* emerald. Note: travel table must include "useless"
|
|
* entries going through passage, which can never be used for
|
|
* actual motion, but can be spotted by "go back". */
|
|
/* FIXME: Arithmetic on location numbers */
|
|
game.newloc = 99 + 100 - game.loc;
|
|
if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMRALD))) {
|
|
game.newloc = game.loc;
|
|
RSPEAK(MUST_DROP);
|
|
}
|
|
return true;
|
|
case 2:
|
|
/* Travel 302. Plover transport. Drop the emerald (only use
|
|
* special travel if 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. */
|
|
DROP(EMRALD, game.loc);
|
|
goto L12;
|
|
case 3:
|
|
/* Travel 303. Troll bridge. Must be done only as special
|
|
* motion so that dwarves won't wander across and encounter
|
|
* the bear. (They won't follow the player there because
|
|
* that region is forbidden to the pirate.) If
|
|
* game.prop(TROLL)=1, he's crossed since paying, so step out
|
|
* and block him. (standard travel entries check for
|
|
* game.prop(TROLL)=0.) Special stuff for bear. */
|
|
if (game.prop[TROLL] == 1) {
|
|
PSPEAK(TROLL, 1);
|
|
game.prop[TROLL] = 0;
|
|
MOVE(TROLL2, 0);
|
|
MOVE(TROLL2 + NOBJECTS, 0);
|
|
MOVE(TROLL, PLAC[TROLL]);
|
|
MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
|
|
JUGGLE(CHASM);
|
|
game.newloc = game.loc;
|
|
return true;
|
|
} else {
|
|
game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
|
|
if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
|
|
if (!TOTING(BEAR)) return true;
|
|
RSPEAK(BRIDGE_COLLAPSE);
|
|
game.prop[CHASM] = 1;
|
|
game.prop[TROLL] = 2;
|
|
DROP(BEAR, game.newloc);
|
|
game.fixed[BEAR] = -1;
|
|
game.prop[BEAR] = 3;
|
|
game.oldlc2 = game.newloc;
|
|
croak();
|
|
}
|
|
}
|
|
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
|
|
}
|
|
} while
|
|
(false);
|
|
/* FIXME: Arithmetic on location number, becoming a message number */
|
|
RSPEAK(game.newloc - 500);
|
|
game.newloc = game.loc;
|
|
return true;
|
|
}
|
|
|
|
static bool closecheck(void)
|
|
/* Handle the closing of the cave. The cave closes "clock1" turns
|
|
* after the last treasure has been located (including the pirate's
|
|
* chest, which may of course never show up). Note that the
|
|
* treasures need not have been taken yet, just located. Hence
|
|
* clock1 must be large enough to get out of the cave (it only ticks
|
|
* while inside the cave). When it hits zero, we branch to 10000 to
|
|
* start closing the cave, and then sit back and wait for him to try
|
|
* to get out. If he doesn't within clock2 turns, we close the cave;
|
|
* if he does try, we assume he panics, and give him a few additional
|
|
* turns to get frantic before we close. When clock2 hits zero, we
|
|
* branch to 11000 to transport him into the final puzzle. Note that
|
|
* the puzzle depends upon all sorts of random things. For instance,
|
|
* there must be no water or oil, since there are beanstalks which we
|
|
* don't want to be able to water, since the code can't handle it.
|
|
* Also, we can have no keys, since there is a grate (having moved
|
|
* the fixed object!) there separating him from all the treasures.
|
|
* Most of these problems arise from the use of negative prop numbers
|
|
* to suppress the object descriptions until he's actually moved the
|
|
* objects. */
|
|
{
|
|
if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
|
|
--game.clock1;
|
|
|
|
/* When the first warning comes, we lock the grate, destroy
|
|
* the bridge, kill all the dwarves (and the pirate), remove
|
|
* the troll and bear (unless dead), and set "closng" to
|
|
* true. Leave the dragon; too much trouble to move it.
|
|
* from now until clock2 runs out, he cannot unlock the
|
|
* grate, move to any location outside the cave, or create
|
|
* the bridge. Nor can he be resurrected if he dies. Note
|
|
* that the snake is already gone, since he got to the
|
|
* treasure accessible only via the hall of the mountain
|
|
* king. Also, he's been in giant room (to get eggs), so we
|
|
* can refer to it. Also also, he's gotten the pearl, so we
|
|
* know the bivalve is an oyster. *And*, the dwarves must
|
|
* have been activated, since we've found chest. */
|
|
if (game.clock1 == 0) {
|
|
game.prop[GRATE] = 0;
|
|
game.prop[FISSUR] = 0;
|
|
for (int i = 1; i <= NDWARVES; i++) {
|
|
game.dseen[i] = false;
|
|
game.dloc[i] = 0;
|
|
}
|
|
MOVE(TROLL, 0);
|
|
MOVE(TROLL + NOBJECTS, 0);
|
|
MOVE(TROLL2, PLAC[TROLL]);
|
|
MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
|
|
JUGGLE(CHASM);
|
|
if (game.prop[BEAR] != 3)DESTROY(BEAR);
|
|
game.prop[CHAIN] = 0;
|
|
game.fixed[CHAIN] = 0;
|
|
game.prop[AXE] = 0;
|
|
game.fixed[AXE] = 0;
|
|
RSPEAK(CAVE_CLOSING);
|
|
game.clock1 = -1;
|
|
game.closng = true;
|
|
return true;
|
|
} else if (game.clock1 < 0)
|
|
--game.clock2;
|
|
if (game.clock2 == 0) {
|
|
/* Once he's panicked, and clock2 has run out, we come here
|
|
* to set up the storage room. The room has two locs,
|
|
* hardwired as 115 (ne) and 116 (sw). At the ne end, we
|
|
* place empty bottles, a nursery of plants, a bed of
|
|
* oysters, a pile of lamps, rods with stars, sleeping
|
|
* dwarves, and him. At the sw end we place grate over
|
|
* treasures, snake pit, covey of caged birds, more rods, and
|
|
* pillows. A mirror stretches across one wall. Many of the
|
|
* objects come from known locations and/or states (e.g. the
|
|
* snake is known to have been destroyed and needn't be
|
|
* carried away from its old "place"), making the various
|
|
* objects be handled differently. We also drop all other
|
|
* objects he might be carrying (lest he have some which
|
|
* could cause trouble, such as the keys). We describe the
|
|
* flash of light and trundle back. */
|
|
game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
|
|
game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
|
|
game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
|
|
OBJTXT[OYSTER] = 3;
|
|
game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
|
|
game.prop[ROD] = PUT(ROD, LOC_NE, 0);
|
|
game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
|
|
game.loc = LOC_NE;
|
|
game.oldloc = LOC_NE;
|
|
game.newloc = LOC_NE;
|
|
/* Leave the grate with normal (non-negative) property.
|
|
* Reuse sign. */
|
|
PUT(GRATE, LOC_SW, 0);
|
|
PUT(SIGN, LOC_SW, 0);
|
|
++OBJTXT[SIGN];
|
|
game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
|
|
game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
|
|
game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
|
|
game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
|
|
game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
|
|
|
|
game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
|
|
game.fixed[MIRROR] = LOC_SW;
|
|
|
|
for (int i = 1; i <= NOBJECTS; i++) {
|
|
if (TOTING(i))
|
|
DESTROY(i);
|
|
}
|
|
|
|
RSPEAK(CAVE_CLOSED);
|
|
game.closed = true;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void lampcheck(void)
|
|
/* Check game limit and lamp timers */
|
|
{
|
|
if (game.prop[LAMP] == 1)
|
|
--game.limit;
|
|
|
|
/* Another way we can force an end to things is by having the
|
|
* lamp give out. When it gets close, we come here to warn
|
|
* him. First following ar, if the lamp and fresh batteries are
|
|
* here, in which case we replace the batteries and continue.
|
|
* Second is for other cases of lamp dying. 12400 is when it
|
|
* goes out. Even then, he can explore outside for a while
|
|
* if desired. */
|
|
if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) {
|
|
RSPEAK(REPLACE_BATTERIES);
|
|
game.prop[BATTER] = 1;
|
|
if (TOTING(BATTER))
|
|
DROP(BATTER, game.loc);
|
|
game.limit = game.limit + 2500;
|
|
game.lmwarn = false;
|
|
} else if (game.limit == 0) {
|
|
game.limit = -1;
|
|
game.prop[LAMP] = 0;
|
|
if (HERE(LAMP))
|
|
RSPEAK(LAMP_OUT);
|
|
} else if (game.limit <= WARNTIME) {
|
|
if (!game.lmwarn && HERE(LAMP)) {
|
|
game.lmwarn = true;
|
|
int spk = GET_BATTERIES;
|
|
if (game.place[BATTER] == NOWHERE)spk = LAMP_DIM;
|
|
if (game.prop[BATTER] == 1)spk = MISSING_BATTERIES;
|
|
RSPEAK(spk);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void listobjects(void)
|
|
/* Print out descriptions of objects at this location. If
|
|
* not closing and property value is negative, tally off
|
|
* another treasure. Rug is special case; once seen, its
|
|
* game.prop is 1 (dragon on it) till dragon is killed.
|
|
* Similarly for chain; game.prop is initially 1 (locked to
|
|
* bear). These hacks are because game.prop=0 is needed to
|
|
* get full score. */
|
|
{
|
|
if (!DARK(game.loc)) {
|
|
++game.abbrev[game.loc];
|
|
for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
|
|
long obj = i;
|
|
if (obj > NOBJECTS)obj = obj - NOBJECTS;
|
|
if (obj == STEPS && TOTING(NUGGET))
|
|
continue;
|
|
if (game.prop[obj] < 0) {
|
|
if (game.closed)
|
|
continue;
|
|
game.prop[obj] = 0;
|
|
if (obj == RUG || obj == CHAIN)
|
|
game.prop[obj] = 1;
|
|
--game.tally;
|
|
/* 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; things
|
|
* like killing the bird before the snake was gone (can never
|
|
* see jewelry), and doing it "right" was hopeless. E.G.,
|
|
* could cross troll bridge several times, using up all
|
|
* available treasures, breaking vase, using coins to buy
|
|
* batteries, etc., and eventually never be able to get
|
|
* across again. If bottle were left on far side, could then
|
|
* never get eggs or trident, and the effects propagate. So
|
|
* the whole thing was flushed. anyone who makes such a
|
|
* gross blunder isn't likely to find everything else anyway
|
|
* (so goes the rationalisation). */
|
|
}
|
|
int kk = game.prop[obj];
|
|
if (obj == STEPS && game.loc == game.fixed[STEPS])
|
|
kk = 1;
|
|
PSPEAK(obj, kk);
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool do_command(FILE *cmdin)
|
|
/* Get and execute a command */
|
|
{
|
|
long verb = 0, V1, V2;
|
|
long kmod, defn;
|
|
static long igo = 0;
|
|
static long obj = 0;
|
|
enum speechpart part;
|
|
|
|
/* Can't leave cave once it's closing (except by main office). */
|
|
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
|
|
RSPEAK(EXIT_CLOSED);
|
|
game.newloc = game.loc;
|
|
if (!game.panic)game.clock2 = PANICTIME;
|
|
game.panic = true;
|
|
}
|
|
|
|
/* 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). */
|
|
if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
|
|
for (size_t i = 1; i <= NDWARVES - 1; i++) {
|
|
if (game.odloc[i] == game.newloc && game.dseen[i]) {
|
|
game.newloc = game.loc;
|
|
RSPEAK(DWARF_BLOCK);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
game.loc = game.newloc;
|
|
|
|
if (!dwarfmove())
|
|
croak();
|
|
|
|
/* Describe the current location and (maybe) get next command. */
|
|
|
|
for (;;) {
|
|
if (game.loc == 0)
|
|
croak();
|
|
const char* msg = locations[game.loc].description.small;
|
|
if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
|
|
msg = locations[game.loc].description.big;
|
|
if (!FORCED(game.loc) && DARK(game.loc)) {
|
|
/* The easiest way to get killed is to fall into a pit in
|
|
* pitch darkness. */
|
|
if (game.wzdark && PCT(35)) {
|
|
RSPEAK(PIT_FALL);
|
|
game.oldlc2 = game.loc;
|
|
croak();
|
|
continue; /* back to top of main interpreter loop */
|
|
}
|
|
msg = arbitrary_messages[PITCH_DARK];
|
|
}
|
|
if (TOTING(BEAR))RSPEAK(TAME_BEAR);
|
|
speak(msg);
|
|
if (FORCED(game.loc)) {
|
|
if (playermove(verb, 1))
|
|
return true;
|
|
else
|
|
continue; /* back to top of main interpreter loop */
|
|
}
|
|
if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
|
|
|
|
listobjects();
|
|
|
|
L2012:
|
|
verb = 0;
|
|
game.oldobj = obj;
|
|
obj = 0;
|
|
|
|
L2600:
|
|
checkhints();
|
|
|
|
/* If closing time, check for any objects being toted with
|
|
* game.prop < 0 and set the prop to -1-game.prop. This way
|
|
* objects won't be described until they've been picked up
|
|
* and put down separate from their respective piles. Don't
|
|
* tick game.clock1 unless well into cave (and not at Y2). */
|
|
if (game.closed) {
|
|
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
|
|
PSPEAK(OYSTER, 1);
|
|
for (size_t i = 1; i <= NOBJECTS; i++) {
|
|
if (TOTING(i) && game.prop[i] < 0)
|
|
game.prop[i] = -1 - game.prop[i];
|
|
}
|
|
}
|
|
game.wzdark = DARK(game.loc);
|
|
if (game.knfloc > 0 && game.knfloc != game.loc)
|
|
game.knfloc = 0;
|
|
|
|
/* This is where we get a new command from the user */
|
|
if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
|
|
return false;
|
|
|
|
/* Every input, check "game.foobar" flag. If zero, nothing's
|
|
* going on. If pos, make neg. If neg, he skipped a word,
|
|
* so make it zero. */
|
|
L2607:
|
|
game.foobar = (game.foobar > 0 ? -game.foobar : 0);
|
|
++game.turns;
|
|
if (game.turns == game.thresh) {
|
|
speak(turn_threshold_messages[game.trndex]);
|
|
game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
|
|
++game.trndex;
|
|
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) {
|
|
part = transitive;
|
|
goto Laction;
|
|
}
|
|
if (closecheck()) {
|
|
if (game.closed)
|
|
return true;
|
|
} else
|
|
lampcheck();
|
|
|
|
V1 = VOCAB(WD1, -1);
|
|
V2 = VOCAB(WD2, -1);
|
|
if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
|
|
if (LIQLOC(game.loc) == WATER) {
|
|
RSPEAK(FEET_WET);
|
|
} else {
|
|
RSPEAK(WHERE_QUERY);
|
|
}
|
|
goto L2012;
|
|
}
|
|
if (V1 == ENTER && WD2 > 0) {
|
|
WD1 = WD2;
|
|
WD1X = WD2X;
|
|
WD2 = 0;
|
|
} else {
|
|
if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
|
|
(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
|
|
if (AT(V2 - 1000))
|
|
WD2 = MAKEWD(16152118);
|
|
}
|
|
if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
|
|
WD1 = MAKEWD(301200308);
|
|
}
|
|
L2620:
|
|
if (WD1 == MAKEWD(23051920)) {
|
|
++game.iwest;
|
|
if (game.iwest == 10)
|
|
RSPEAK(W_IS_WEST);
|
|
}
|
|
if (WD1 == MAKEWD( 715) && WD2 != 0) {
|
|
if (++igo == 10)
|
|
RSPEAK(GO_UNNEEDED);
|
|
}
|
|
Lookup:
|
|
defn = VOCAB(WD1, -1);
|
|
if (defn == -1) {
|
|
/* Gee, I don't understand. */
|
|
if (fallback_handler(rawbuf))
|
|
continue;
|
|
SETPRM(1, WD1, WD1X);
|
|
RSPEAK(DONT_KNOW);
|
|
goto L2600;
|
|
}
|
|
kmod = MOD(defn, 1000);
|
|
switch (defn / 1000) {
|
|
case 0:
|
|
if (playermove(verb, kmod))
|
|
return true;
|
|
else
|
|
continue; /* back to top of main interpreter loop */
|
|
case 1:
|
|
part = unknown;
|
|
obj = kmod;
|
|
break;
|
|
case 2:
|
|
part = intransitive;
|
|
verb = kmod;
|
|
break;
|
|
case 3:
|
|
RSPEAK(kmod);
|
|
goto L2012;
|
|
default:
|
|
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
|
|
}
|
|
|
|
Laction:
|
|
switch (action(cmdin, part, verb, obj)) {
|
|
case GO_TERMINATE:
|
|
return true;
|
|
case GO_MOVE:
|
|
playermove(verb, NUL);
|
|
return true;
|
|
case GO_TOP:
|
|
continue; /* back to top of main interpreter loop */
|
|
case GO_CLEAROBJ:
|
|
goto L2012;
|
|
case GO_CHECKHINT:
|
|
goto L2600;
|
|
case GO_CHECKFOO:
|
|
goto L2607;
|
|
case GO_LOOKUP:
|
|
goto Lookup;
|
|
case GO_WORD2:
|
|
/* Get second word for analysis. */
|
|
WD1 = WD2;
|
|
WD1X = WD2X;
|
|
WD2 = 0;
|
|
goto L2620;
|
|
case GO_UNKNOWN:
|
|
/* Random intransitive verbs come here. Clear obj just in case
|
|
* (see attack()). */
|
|
SETPRM(1, WD1, WD1X);
|
|
RSPEAK(DO_WHAT);
|
|
obj = 0;
|
|
goto L2600;
|
|
case GO_DWARFWAKE:
|
|
/* Oh dear, he's disturbed the dwarves. */
|
|
RSPEAK(DWARVES_AWAKEN);
|
|
terminate(endgame);
|
|
default:
|
|
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* end */
|