940 lines
30 KiB
C
940 lines
30 KiB
C
/*
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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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#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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struct game_t game;
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long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
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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, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
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EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
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GRATE, HINT, I, INVENT, J, JADE, K, KEYS,
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KNIFE, L, 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, SECT, SIGN, SNAKE, SPK,
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STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
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URN, VASE, VEND,
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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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lcg_state lcgstate;
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extern void initialise();
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extern void score(long);
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extern int action(FILE *, long, long, long);
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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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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 Advebture.
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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:o")) != 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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break;
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}
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}
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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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lcgstate.a = 1093;
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lcgstate.c = 221587;
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lcgstate.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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MAP2[1] = 0;
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if (!game.setup)
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initialise();
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/* Unlike earlier versions, adventure is no longer restartable. (This
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* lets us get away with modifying things such as OBJSND(BIRD) without
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* having to be able to undo the changes later.) If a "used" copy is
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* rerun, we come here and tell the player to run a fresh copy. */
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if(game.setup <= 0) {
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RSPEAK(201);
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exit(0);
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}
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/* Start-up, dwarf stuff */
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game.setup= -1;
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game.zzword=RNDVOC(3,0);
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game.novice=YES(stdin, 65,1,0);
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game.newloc=1;
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game.loc=1;
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game.limit=330;
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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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/* interpret commands ubtil 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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score(1);
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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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static bool do_command(FILE *cmdin) {
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long LL, KQ, VERB, KK, K2, V1, V2;
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long obj, i;
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long TK[21];
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static long IGO = 0;
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/* Can't leave cave once it's closing (except by main office). */
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if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
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RSPEAK(130);
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game.newloc=game.loc;
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if(!game.panic)game.clock2=15;
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game.panic=true;
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}
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/* See if a dwarf has seen him and has come from where he
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* wants to go. If so, the dwarf's blocking his way. If
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* coming from place forbidden to pirate (dwarves rooted in
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* place) let him get out (and attacked). */
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if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
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for (i=1; i<=NDWARVES-1; i++) {
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if(game.odloc[i] == game.newloc && game.dseen[i]) {
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game.newloc=game.loc;
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RSPEAK(2);
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break;
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}
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}
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}
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game.loc=game.newloc;
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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,3))
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goto L2000;
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if(game.dflag != 0)
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goto L6000;
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if(INDEEP(game.loc))
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game.dflag=1;
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goto L2000;
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/* When we encounter the first dwarf, we kill 0, 1, or 2 of
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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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L6000: if(game.dflag != 1)
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goto L6010;
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if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
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goto L2000;
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game.dflag=2;
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for (I=1; I<=2; I++) {
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J=1+randrange(NDWARVES-1);
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if(PCT(50))
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game.dloc[J]=0;
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}
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for (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(3);
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DROP(AXE,game.loc);
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goto L2000;
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/* Things are in full swing. Move each dwarf at random,
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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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L6010: game.dtotal=0;
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ATTACK=0;
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STICK=0;
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/* 6030 */ for (I=1; I<=NDWARVES; I++) {
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if(game.dloc[I] == 0) goto L6030;
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/* Fill TK array with all the places this dwarf might go. */
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J=1;
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KK=game.dloc[I];
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KK=KEY[KK];
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if(KK == 0) goto L6016;
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L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
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{long x = J-1;
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if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
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game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
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FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
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labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
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TK[J]=game.newloc;
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J=J+1;
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L6014: KK=KK+1;
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{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
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L6016: TK[J]=game.odloc[I];
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if(J >= 2)J=J-1;
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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]) goto L6030;
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game.dloc[I]=game.loc;
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if(I != 6) goto L6027;
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/* The pirate's spotted him. He leaves him alone once we've found chest. K
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* counts if a treasure is here. If not, and tally=1 for an unseen chest, let
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* the pirate be spotted. Note that game.place(CHEST)=0 might mean that he's
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* thrown it to the troll, but in that case he's seen the chest (game.prop=0). */
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if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
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K=0;
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/* 6020 */ for (J=50; J<=MAXTRS; J++) {
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/* Pirate won't take pyramid from plover room or dark room (too easy!). */
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if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
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if(TOTING(J)) goto L6021;
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L6020: if(HERE(J))K=1;
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} /* end loop */
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if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
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== 1) goto L6025;
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if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
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goto L6030;
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L6021: if(game.place[CHEST] != 0) goto L6022;
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/* Install chest only once, to insure it is the last treasure in the list. */
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MOVE(CHEST,game.chloc);
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MOVE(MESSAG,game.chloc2);
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L6022: RSPEAK(128);
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/* 6023 */ for (J=50; J<=MAXTRS; J++) {
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if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
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if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
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if(TOTING(J))DROP(J,game.chloc);
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L6023: /*etc*/ ;
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} /* end loop */
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L6024: game.dloc[6]=game.chloc;
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game.odloc[6]=game.chloc;
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game.dseen[6]=false;
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goto L6030;
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L6025: RSPEAK(186);
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MOVE(CHEST,game.chloc);
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MOVE(MESSAG,game.chloc2);
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goto L6024;
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/* This threatening little dwarf is in the room with him! */
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L6027: game.dtotal=game.dtotal+1;
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if(game.odloc[I] != game.dloc[I]) goto L6030;
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ATTACK=ATTACK+1;
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if(game.knfloc >= 0)game.knfloc=game.loc;
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if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
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L6030: /*etc*/ ;
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} /* end loop */
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/* 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) goto L2000;
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SETPRM(1,game.dtotal,0);
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RSPEAK(4+1/game.dtotal);
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if(ATTACK == 0) goto L2000;
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if(game.dflag == 2)game.dflag=3;
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SETPRM(1,ATTACK,0);
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K=6;
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if(ATTACK > 1)K=250;
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RSPEAK(K);
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SETPRM(1,STICK,0);
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RSPEAK(K+1+2/(1+STICK));
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if(STICK == 0) goto L2000;
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game.oldlc2=game.loc;
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goto L99;
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/* Describe the current location and (maybe) get next command. */
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/* Print text for current loc. */
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L2000: if(game.loc == 0) goto L99;
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KK=STEXT[game.loc];
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if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
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if(FORCED(game.loc) || !DARK(0)) goto L2001;
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if(game.wzdark && PCT(35)) goto L90;
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KK=RTEXT[16];
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L2001: if(TOTING(BEAR))RSPEAK(141);
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SPEAK(KK);
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K=1;
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if(FORCED(game.loc)) goto L8;
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if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
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/* Print out descriptions of objects at this location. If not closing and
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* property value is negative, tally off another treasure. Rug is special
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* case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
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* Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
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* are because game.prop=0 is needed to get full score. */
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if(DARK(0)) goto L2012;
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game.abbrev[game.loc]=game.abbrev[game.loc]+1;
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I=game.atloc[game.loc];
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L2004: if(I == 0) goto L2012;
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obj=I;
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if(obj > NOBJECTS)obj=obj-NOBJECTS;
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if(obj == STEPS && TOTING(NUGGET)) goto L2008;
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if(game.prop[obj] >= 0) goto L2006;
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if(game.closed) goto L2008;
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game.prop[obj]=0;
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if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
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game.tally=game.tally-1;
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/* Note: There used to be a test here to see whether the player had blown it
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* so badly that he could never ever see the remaining treasures, and if so
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* the lamp was zapped to 35 turns. But the tests were too simple-minded;
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* things like killing the bird before the snake was gone (can never see
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* jewelry), and doing it "right" was hopeless. E.G., could cross troll
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* bridge several times, using up all available treasures, breaking vase,
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* using coins to buy batteries, etc., and eventually never be able to get
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* across again. If bottle were left on far side, could then never get eggs
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* or trident, and the effects propagate. So the whole thing was flushed.
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* anyone who makes such a gross blunder isn't likely to find everything
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* else anyway (so goes the rationalisation). */
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L2006: KK=game.prop[obj];
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if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
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PSPEAK(obj,KK);
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L2008: I=game.link[I];
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goto L2004;
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L2009: K=54;
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L2010: SPK=K;
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L2011: RSPEAK(SPK);
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L2012: VERB=0;
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game.oldobj=obj;
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obj=0;
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/* Check if this loc is eligible for any hints. If been here long enough,
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* branch to help section (on later page). Hints all come back here eventually
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* to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
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*/
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L2600: if(COND[game.loc] < game.conds) goto L2603;
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/* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
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if(game.hinted[HINT]) goto L2602;
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if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
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game.hintlc[HINT]=game.hintlc[HINT]+1;
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if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
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L2602: /*etc*/ ;
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} /* end loop */
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/* If closing time, check for any objects being toted with
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* game.prop < 0 and set the prop to -1-game.prop. This way
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* objects won't be described until they've been picked up
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* and put down separate from their respective piles. Don't
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* tick game.clock1 unless well into cave (and not at Y2). */
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L2603: if(game.closed) {
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if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
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PSPEAK(OYSTER,1);
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for (i=1; i<=NOBJECTS; i++) {
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if(TOTING(i) && game.prop[i] < 0)
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game.prop[i] = -1-game.prop[i];
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}
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}
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game.wzdark=DARK(0);
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if(game.knfloc > 0 && game.knfloc != game.loc)
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game.knfloc=0;
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/* This is where we get a new command from the user */
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if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
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return false;
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/* Every input, check "game.foobar" flag. If zero, nothing's
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* going on. If pos, make neg. If neg, he skipped a word,
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* so make it zero. */
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L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
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game.turns=game.turns+1;
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if(game.turns == game.thresh) {
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SPEAK(TTEXT[game.trndex]);
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game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
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game.trndex=game.trndex+1;
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game.thresh= -1;
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if(game.trndex <= TRNVLS)
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game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
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}
|
|
if(VERB == SAY && WD2 > 0)VERB=0;
|
|
if(VERB == SAY) goto L4090;
|
|
if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
|
|
if(game.clock1 == 0) goto L10000;
|
|
if(game.clock1 < 0)game.clock2=game.clock2-1;
|
|
if(game.clock2 == 0) goto L11000;
|
|
if(game.prop[LAMP] == 1)game.limit=game.limit-1;
|
|
if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
|
|
L12000;
|
|
if(game.limit == 0) goto L12400;
|
|
if(game.limit <= 30) goto L12200;
|
|
L19999: K=43;
|
|
if(LIQLOC(game.loc) == WATER)K=70;
|
|
V1=VOCAB(WD1,-1);
|
|
V2=VOCAB(WD2,-1);
|
|
if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
|
|
if(V1 == ENTER && WD2 > 0) goto L2800;
|
|
if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
|
|
1000+DOOR)) goto L2610;
|
|
{long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
|
|
L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
|
|
WD1=MAKEWD(301200308);
|
|
L2620: if(WD1 == MAKEWD(23051920)) {
|
|
game.iwest=game.iwest+1;
|
|
if(game.iwest == 10)RSPEAK(17);
|
|
}
|
|
if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
|
|
IGO=IGO+1;
|
|
if(IGO == 10)RSPEAK(276);
|
|
L2630: I=VOCAB(WD1,-1);
|
|
if(I == -1) goto L3000;
|
|
K=MOD(I,1000);
|
|
KQ=I/1000+1;
|
|
switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
|
|
case 3: goto L2010; }
|
|
BUG(22);
|
|
|
|
/* Get second word for analysis. */
|
|
|
|
L2800: WD1=WD2;
|
|
WD1X=WD2X;
|
|
WD2=0;
|
|
goto L2620;
|
|
|
|
/* Gee, I don't understand. */
|
|
|
|
L3000: SETPRM(1,WD1,WD1X);
|
|
if (fallback_handler(rawbuf))
|
|
return true;
|
|
RSPEAK(254);
|
|
goto L2600;
|
|
|
|
/* Verb and object analysis moved to separate module. */
|
|
|
|
L4000: I=4000; VERB=K; goto Laction;
|
|
L4090: I=4090; goto Laction;
|
|
L5000: I=5000;
|
|
Laction:
|
|
switch (action(cmdin, I, VERB, obj)) {
|
|
case 2: return true;
|
|
case 8: goto L8;
|
|
case 2000: goto L2000;
|
|
case 2009: goto L2009;
|
|
case 2010: goto L2010;
|
|
case 2011: goto L2011;
|
|
case 2012: goto L2012;
|
|
case 2600: goto L2600;
|
|
case 2607: goto L2607;
|
|
case 2630: goto L2630;
|
|
case 2800: goto L2800;
|
|
case 8000: goto L8000;
|
|
case 18999: goto L18999;
|
|
case 19000: goto L19000;
|
|
}
|
|
BUG(99);
|
|
|
|
/* Random intransitive verbs come here. Clear obj just in case (see "attack").
|
|
*/
|
|
|
|
L8000: SETPRM(1,WD1,WD1X);
|
|
RSPEAK(257);
|
|
obj=0;
|
|
goto L2600;
|
|
|
|
/* Figure out the new location
|
|
*
|
|
* Given the current location in "game.loc", and a motion verb number in
|
|
* "K", put the new location in "game.newloc". The current loc is saved
|
|
* in "game.oldloc" in case he wants to retreat. The current
|
|
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
|
|
* 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[game.loc];
|
|
game.newloc=game.loc;
|
|
if(KK == 0)BUG(26);
|
|
if(K == NUL) return true;
|
|
if(K == BACK) goto L20;
|
|
if(K == LOOK) goto L30;
|
|
if(K == CAVE) goto L40;
|
|
game.oldlc2=game.oldloc;
|
|
game.oldloc=game.loc;
|
|
|
|
L9: LL=labs(TRAVEL[KK]);
|
|
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
|
|
if(TRAVEL[KK] < 0) goto L50;
|
|
KK=KK+1;
|
|
goto L9;
|
|
|
|
L10: LL=LL/1000;
|
|
L11: game.newloc=LL/1000;
|
|
K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
|
|
if(game.newloc <= 300) goto L13;
|
|
if(game.prop[K] != game.newloc/100-3) goto L16;
|
|
L12: if(TRAVEL[KK] < 0)BUG(25);
|
|
KK=KK+1;
|
|
game.newloc=labs(TRAVEL[KK])/1000;
|
|
if(game.newloc == LL) goto L12;
|
|
LL=game.newloc;
|
|
goto L11;
|
|
|
|
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(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=game.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: game.newloc=game.newloc-300;
|
|
switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
|
|
L30300; }
|
|
BUG(20);
|
|
|
|
/* 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". */
|
|
|
|
L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
|
|
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
|
|
game.newloc=game.loc;
|
|
RSPEAK(117);
|
|
return true;
|
|
|
|
/* 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. */
|
|
|
|
L30200: DROP(EMRALD,game.loc);
|
|
goto L12;
|
|
|
|
/* 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. */
|
|
|
|
L30300: if(game.prop[TROLL] != 1) goto L30310;
|
|
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;
|
|
|
|
L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
|
|
if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
|
|
if(!TOTING(BEAR)) return true;
|
|
RSPEAK(162);
|
|
game.prop[CHASM]=1;
|
|
game.prop[TROLL]=2;
|
|
DROP(BEAR,game.newloc);
|
|
game.fixed[BEAR]= -1;
|
|
game.prop[BEAR]=3;
|
|
game.oldlc2=game.newloc;
|
|
goto L99;
|
|
|
|
/* End of specials. */
|
|
|
|
/* Handle "go back". Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2
|
|
* If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
|
|
|
|
L20: K=game.oldloc;
|
|
if(FORCED(K))K=game.oldlc2;
|
|
game.oldlc2=game.oldloc;
|
|
game.oldloc=game.loc;
|
|
K2=0;
|
|
if(K == game.loc)K2=91;
|
|
if(CNDBIT(game.loc,4))K2=274;
|
|
if(K2 == 0) goto L21;
|
|
RSPEAK(K2);
|
|
return true;
|
|
|
|
L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
|
|
if(LL != K) {
|
|
if(LL <= 300) {
|
|
J=KEY[LL];
|
|
if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
|
|
K2=KK;
|
|
}
|
|
if(TRAVEL[KK] < 0) goto L23;
|
|
KK=KK+1;
|
|
goto L21;
|
|
|
|
L23: KK=K2;
|
|
if(KK == 0) {
|
|
RSPEAK(140);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
K=MOD(labs(TRAVEL[KK]),1000);
|
|
KK=KEY[game.loc];
|
|
goto L9;
|
|
|
|
/* 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. */
|
|
|
|
L30: if(game.detail < 3)RSPEAK(15);
|
|
game.detail=game.detail+1;
|
|
game.wzdark=false;
|
|
game.abbrev[game.loc]=0;
|
|
return true;
|
|
|
|
/* Cave. Different messages depending on whether above ground. */
|
|
|
|
L40: K=58;
|
|
if(OUTSID(game.loc) && game.loc != 8)K=57;
|
|
RSPEAK(K);
|
|
return true;
|
|
|
|
/* Non-applicable motion. Various messages depending on word given. */
|
|
|
|
L50: SPK=12;
|
|
if(K >= 43 && K <= 50)SPK=52;
|
|
if(K == 29 || K == 30)SPK=52;
|
|
if(K == 7 || K == 36 || K == 37)SPK=10;
|
|
if(K == 11 || K == 19)SPK=11;
|
|
if(VERB == FIND || VERB == INVENT)SPK=59;
|
|
if(K == 62 || K == 65)SPK=42;
|
|
if(K == 17)SPK=80;
|
|
RSPEAK(SPK);
|
|
return true;
|
|
|
|
/* "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". */
|
|
|
|
/* The easiest way to get killed is to fall into a pit in pitch darkness. */
|
|
|
|
L90: RSPEAK(23);
|
|
game.oldlc2=game.loc;
|
|
|
|
/* Okay, he's dead. Let's get on with it. */
|
|
|
|
L99: if(game.closng) {
|
|
/* He died during closing time. No resurrection. Tally up a
|
|
* death and exit. */
|
|
RSPEAK(131);
|
|
++game.numdie;
|
|
score(0);
|
|
} else {
|
|
++game.numdie;
|
|
if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
|
|
score(0);
|
|
if(game.numdie == MAXDIE)
|
|
score(0);
|
|
game.place[WATER]=0;
|
|
game.place[OIL]=0;
|
|
if(TOTING(LAMP))
|
|
game.prop[LAMP]=0;
|
|
for (J=1; J<=NOBJECTS; J++) {
|
|
I=NOBJECTS + 1 - J;
|
|
if(TOTING(I)) {
|
|
K=game.oldlc2;
|
|
if(I == LAMP)
|
|
K=1;
|
|
DROP(I,K);
|
|
}
|
|
}
|
|
game.loc=3;
|
|
game.oldloc=game.loc;
|
|
goto L2000;
|
|
}
|
|
|
|
/* Hints */
|
|
|
|
/* Come here if he's been long enough at required loc(s) for some unused hint.
|
|
* hint number is in variable "hint". Branch to quick test for additional
|
|
* conditions, then come back to do neat stuff. Goto 40010 if conditions are
|
|
* met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero,
|
|
* 40030 to take no action yet. */
|
|
|
|
L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
|
|
L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
|
|
L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
|
|
L40900; case 9: goto L41000; }
|
|
/* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
|
|
* JADE */
|
|
BUG(27);
|
|
|
|
L40010: game.hintlc[HINT]=0;
|
|
if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
|
|
SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
|
|
RSPEAK(261);
|
|
game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
|
|
if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
|
|
L40020: game.hintlc[HINT]=0;
|
|
L40030: goto L2602;
|
|
|
|
/* Now for the quick tests. See database description for one-line notes. */
|
|
|
|
L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
|
|
goto L40020;
|
|
|
|
L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
|
|
goto L40030;
|
|
|
|
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
|
|
goto L40020;
|
|
|
|
L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
|
|
1) goto L40010;
|
|
goto L40020;
|
|
|
|
L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
|
|
goto L40020;
|
|
|
|
L40600: goto L40010;
|
|
|
|
L40700: if(game.dflag == 0) goto L40010;
|
|
goto L40020;
|
|
|
|
L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
|
|
L40010;
|
|
goto L40030;
|
|
|
|
L40900: I=ATDWRF(game.loc);
|
|
if(I < 0) goto L40020;
|
|
if(HERE(OGRE) && I == 0) goto L40010;
|
|
goto L40030;
|
|
|
|
L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
|
|
goto L40020;
|
|
|
|
|
|
|
|
|
|
|
|
/* Cave closing and scoring */
|
|
|
|
|
|
/* These sections 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. */
|
|
|
|
/* 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. */
|
|
|
|
L10000: game.prop[GRATE]=0;
|
|
game.prop[FISSUR]=0;
|
|
for (I=1; I<=NDWARVES; I++) {
|
|
game.dseen[I]=false;
|
|
game.dloc[I]=0;
|
|
} /* end loop */
|
|
MOVE(TROLL,0);
|
|
MOVE(TROLL+NOBJECTS,0);
|
|
MOVE(TROLL2,PLAC[TROLL]);
|
|
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
|
|
JUGGLE(CHASM);
|
|
if(game.prop[BEAR] != 3)DSTROY(BEAR);
|
|
game.prop[CHAIN]=0;
|
|
game.fixed[CHAIN]=0;
|
|
game.prop[AXE]=0;
|
|
game.fixed[AXE]=0;
|
|
RSPEAK(129);
|
|
game.clock1= -1;
|
|
game.closng=true;
|
|
goto L19999;
|
|
|
|
/* 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. */
|
|
|
|
L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
|
|
game.prop[PLANT]=PUT(PLANT,115,0);
|
|
game.prop[OYSTER]=PUT(OYSTER,115,0);
|
|
OBJTXT[OYSTER]=3;
|
|
game.prop[LAMP]=PUT(LAMP,115,0);
|
|
game.prop[ROD]=PUT(ROD,115,0);
|
|
game.prop[DWARF]=PUT(DWARF,115,0);
|
|
game.loc=115;
|
|
game.oldloc=115;
|
|
game.newloc=115;
|
|
|
|
/* Leave the grate with normal (non-negative) property. Reuse sign. */
|
|
|
|
I=PUT(GRATE,116,0);
|
|
I=PUT(SIGN,116,0);
|
|
OBJTXT[SIGN]=OBJTXT[SIGN]+1;
|
|
game.prop[SNAKE]=PUT(SNAKE,116,1);
|
|
game.prop[BIRD]=PUT(BIRD,116,1);
|
|
game.prop[CAGE]=PUT(CAGE,116,0);
|
|
game.prop[ROD2]=PUT(ROD2,116,0);
|
|
game.prop[PILLOW]=PUT(PILLOW,116,0);
|
|
|
|
game.prop[MIRROR]=PUT(MIRROR,115,0);
|
|
game.fixed[MIRROR]=116;
|
|
|
|
for (I=1; I<=NOBJECTS; I++) {
|
|
if(TOTING(I))
|
|
DSTROY(I);
|
|
} /* end loop */
|
|
|
|
RSPEAK(132);
|
|
game.closed=true;
|
|
return true;
|
|
|
|
/* 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. We go to 12000 if the lamp
|
|
* and fresh batteries are here, in which case we replace the batteries and
|
|
* continue. 12200 is for other cases of lamp dying. 12400 is when it goes
|
|
* out. Even then, he can explore outside for a while if desired. */
|
|
|
|
L12000: RSPEAK(188);
|
|
game.prop[BATTER]=1;
|
|
if(TOTING(BATTER))DROP(BATTER,game.loc);
|
|
game.limit=game.limit+2500;
|
|
game.lmwarn=false;
|
|
goto L19999;
|
|
|
|
L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
|
|
game.lmwarn=true;
|
|
SPK=187;
|
|
if(game.place[BATTER] == 0)SPK=183;
|
|
if(game.prop[BATTER] == 1)SPK=189;
|
|
RSPEAK(SPK);
|
|
goto L19999;
|
|
|
|
L12400: game.limit= -1;
|
|
game.prop[LAMP]=0;
|
|
if(HERE(LAMP))RSPEAK(184);
|
|
goto L19999;
|
|
|
|
/* Oh dear, he's disturbed the dwarves. */
|
|
|
|
L18999: RSPEAK(SPK);
|
|
L19000: RSPEAK(136);
|
|
score(0);
|
|
return true;
|
|
}
|