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[/] [ion/] [trunk/] [src/] [adventure/] [main.c] - Rev 173

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#include "misc.h"
#ifdef __MSDOS__
#include "alloc.h"
#endif
 
#include "adv_baremetal.h"
 
#define TRUE  (0==0)
#define FALSE (0!=0)
long ABB[186], ATAB[331], ATLOC[186], BLKLIN = TRUE, DFLAG,
		DLOC[7], FIXED[101], HOLDNG,
		KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
		PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
		SETUP = 0, TABSIZ = 330;
char INLINE[101], MAP1[129], MAP2[129];
 
long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
		 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
		CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
		COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
		 DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
		EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
		GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
		HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
		KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
		LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
		MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
		MESSAG, MIRROR, MXSCOR,
		NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
		OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
		PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
		RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
		SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
		STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
		TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
		 TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
		VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
		WZDARK = FALSE, ZZWORD;
 
extern initialise();
extern void score(long);
extern action(long);
 
/*
 * MAIN PROGRAM
 */
 
 
main() {
 
/* Initialize file data structures */
startup();
 
 
/*  ADVENTURE (REV 2: 20 TREASURES) */
 
/*  HISTORY: ORIGINAL IDEA & 5-TREASURE VERSION (ADVENTURES) BY WILLIE CROWTHER
 *           15-TREASURE VERSION (ADVENTURE) BY DON WOODS, APRIL-JUNE 1977
 *           20-TREASURE VERSION (REV 2) BY DON WOODS, AUGUST 1978
 *		ERRATA FIXED: 78/12/25 */
 
 
/* LOGICAL VARIABLES:
 *
 *  CLOSED SAYS WHETHER WE'RE ALL THE WAY CLOSED
 *  CLOSNG SAYS WHETHER IT'S CLOSING TIME YET
 *  CLSHNT SAYS WHETHER HE'S READ THE CLUE IN THE ENDGAME
 *  LMWARN SAYS WHETHER HE'S BEEN WARNED ABOUT LAMP GOING DIM
 *  NOVICE SAYS WHETHER HE ASKED FOR INSTRUCTIONS AT START-UP
 *  PANIC SAYS WHETHER HE'S FOUND OUT HE'S TRAPPED IN THE CAVE
 *  WZDARK SAYS WHETHER THE LOC HE'S LEAVING WAS DARK */
 
#include "funcs.h"
 
/*  READ THE DATABASE IF WE HAVE NOT YET DONE SO */
 
	LINES = (long *)alloc_mem(LINSIZ+1,sizeof(long));
	if(!LINES){
		puts("Not enough memory!\n");
		exit(FALSE);
	}
 
	MAP2[1] = 0;
	if(!SETUP)initialise();
	if(SETUP > 0) goto L1;
 
/*  UNLIKE EARLIER VERSIONS, ADVENTURE IS NO LONGER RESTARTABLE.  (THIS
 *  LETS US GET AWAY WITH MODIFYING THINGS SUCH AS OBJSND(BIRD) WITHOUT
 *  HAVING TO BE ABLE TO UNDO THE CHANGES LATER.)  IF A "USED" COPY IS
 *  RERUN, WE COME HERE AND TELL THE PLAYER TO RUN A FRESH COPY. */
 
	RSPEAK(201);
	exit(FALSE);
 
 
 
/*  START-UP, DWARF STUFF */
 
L1:	SETUP= -1;
	I=RAN(-1);
	ZZWORD=RNDVOC(3,0)+MESH*2;
	NOVICE=YES(65,1,0);
	NEWLOC=1;
	LOC=1;
	LIMIT=330;
	if(NOVICE)LIMIT=1000;
 
/*  CAN'T LEAVE CAVE ONCE IT'S CLOSING (EXCEPT BY MAIN OFFICE). */
 
L2:	if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
	RSPEAK(130);
	NEWLOC=LOC;
	if(!PANIC)CLOCK2=15;
	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). */
 
L71:	if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
	/* 73 */ for (I=1; I<=5; I++) {
	if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
	NEWLOC=LOC;
	RSPEAK(2);
	 goto L74;
L73:	/*etc*/ ;
	} /* end loop */
L74:	LOC=NEWLOC;
 
/*  DWARF STUFF.  SEE EARLIER COMMENTS FOR DESCRIPTION OF VARIABLES.  REMEMBER
 *  SIXTH DWARF IS PIRATE AND IS THUS VERY DIFFERENT EXCEPT FOR MOTION RULES. */
 
/*  FIRST OFF, DON'T LET THE DWARVES FOLLOW HIM INTO A PIT OR A WALL.  ACTIVATE
 *  THE WHOLE MESS THE FIRST TIME HE GETS AS FAR AS THE HALL OF MISTS (LOC 15).
 *  IF NEWLOC IS FORBIDDEN TO PIRATE (IN PARTICULAR, IF IT'S BEYOND THE TROLL
 *  BRIDGE), BYPASS DWARF STUFF.  THAT WAY PIRATE CAN'T STEAL RETURN TOLL, AND
 *  DWARVES CAN'T MEET THE BEAR.  ALSO MEANS DWARVES WON'T FOLLOW HIM INTO DEAD
 *  END IN MAZE, BUT C'EST LA VIE.  THEY'LL WAIT FOR HIM OUTSIDE THE DEAD END. */
 
	if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
	if(DFLAG != 0) goto L6000;
	if(INDEEP(LOC))DFLAG=1;
	 goto L2000;
 
/*  WHEN WE ENCOUNTER THE FIRST DWARF, WE KILL 0, 1, OR 2 OF THE 5 DWARVES.  IF
 *  ANY OF THE SURVIVORS IS AT LOC, REPLACE HIM WITH THE ALTERNATE. */
 
L6000:	if(DFLAG != 1) goto L6010;
	if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
	DFLAG=2;
	/* 6001 */ for (I=1; I<=2; I++) {
	J=1+RAN(5);
L6001:	if(PCT(50))DLOC[J]=0;
	} /* end loop */
	/* 6002 */ for (I=1; I<=5; I++) {
	if(DLOC[I] == LOC)DLOC[I]=DALTLC;
L6002:	ODLOC[I]=DLOC[I];
	} /* end loop */
	RSPEAK(3);
	DROP(AXE,LOC);
	 goto L2000;
 
/*  THINGS ARE IN FULL SWING.  MOVE EACH DWARF AT RANDOM, EXCEPT IF HE'S SEEN US
 *  HE STICKS WITH US.  DWARVES STAY DEEP INSIDE.  IF WANDERING AT RANDOM,
 *  THEY DON'T BACK UP UNLESS THERE'S NO ALTERNATIVE.  IF THEY DON'T HAVE TO
 *  MOVE, THEY ATTACK.  AND, OF COURSE, DEAD DWARVES DON'T DO MUCH OF ANYTHING. */
 
L6010:	DTOTAL=0;
	ATTACK=0;
	STICK=0;
	/* 6030 */ for (I=1; I<=6; I++) {
	if(DLOC[I] == 0) goto L6030;
/*  FILL TK ARRAY WITH ALL THE PLACES THIS DWARF MIGHT GO. */
	J=1;
	KK=DLOC[I];
	KK=KEY[KK];
	if(KK == 0) goto L6016;
L6012:	NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
	{long x = J-1;
	if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
		NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
		FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
		IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
	TK[J]=NEWLOC;
	J=J+1;
L6014:	KK=KK+1;
	{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
L6016:	TK[J]=ODLOC[I];
	if(J >= 2)J=J-1;
	J=1+RAN(J);
	ODLOC[I]=DLOC[I];
	DLOC[I]=TK[J];
	DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
	if(!DSEEN[I]) goto L6030;
	DLOC[I]=LOC;
	if(I != 6) goto L6027;
 
/*  THE PIRATE'S SPOTTED HIM.  HE LEAVES HIM ALONE ONCE WE'VE FOUND CHEST.  K
 *  COUNTS IF A TREASURE IS HERE.  IF NOT, AND TALLY=1 FOR AN UNSEEN CHEST, LET
 *  THE PIRATE BE SPOTTED.  NOTE THAT PLACE(CHEST)=0 MIGHT MEAN THAT HE'S
 *  THROWN IT TO THE TROLL, BUT IN THAT CASE HE'S SEEN THE CHEST (PROP=0). */
 
	if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
	K=0;
	/* 6020 */ for (J=50; J<=MAXTRS; J++) {
/*  PIRATE WON'T TAKE PYRAMID FROM PLOVER ROOM OR DARK ROOM (TOO EASY!). */
	if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
	if(TOTING(J)) goto L6021;
L6020:	if(HERE(J))K=1;
	} /* end loop */
	if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
		== 1) goto L6025;
	if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
	 goto L6030;
 
L6021:	if(PLACE[CHEST] != 0) goto L6022;
/*  INSTALL CHEST ONLY ONCE, TO INSURE IT IS THE LAST TREASURE IN THE LIST. */
	MOVE(CHEST,CHLOC);
	MOVE(MESSAG,CHLOC2);
L6022:	RSPEAK(128);
	/* 6023 */ for (J=50; J<=MAXTRS; J++) {
	if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
	if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
	if(TOTING(J))DROP(J,CHLOC);
L6023:	/*etc*/ ;
	} /* end loop */
L6024:	DLOC[6]=CHLOC;
	ODLOC[6]=CHLOC;
	DSEEN[6]=FALSE;
	 goto L6030;
 
L6025:	RSPEAK(186);
	MOVE(CHEST,CHLOC);
	MOVE(MESSAG,CHLOC2);
	 goto L6024;
 
/*  THIS THREATENING LITTLE DWARF IS IN THE ROOM WITH HIM! */
 
L6027:	DTOTAL=DTOTAL+1;
	if(ODLOC[I] != DLOC[I]) goto L6030;
	ATTACK=ATTACK+1;
	if(KNFLOC >= 0)KNFLOC=LOC;
	if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1;
L6030:	/*etc*/ ;
	} /* end loop */
 
/*  NOW WE KNOW WHAT'S HAPPENING.  LET'S TELL THE POOR SUCKER ABOUT IT.
 *  NOTE THAT VARIOUS OF THE "KNIFE" MESSAGES MUST HAVE SPECIFIC RELATIVE
 *  POSITIONS IN THE RSPEAK DATABASE. */
 
	if(DTOTAL == 0) goto L2000;
	SETPRM(1,DTOTAL,0);
	RSPEAK(4+1/DTOTAL);
	if(ATTACK == 0) goto L2000;
	if(DFLAG == 2)DFLAG=3;
	SETPRM(1,ATTACK,0);
	K=6;
	if(ATTACK > 1)K=250;
	RSPEAK(K);
	SETPRM(1,STICK,0);
	RSPEAK(K+1+2/(1+STICK));
	if(STICK == 0) goto L2000;
	OLDLC2=LOC;
	 goto L99;
 
 
 
 
 
 
/*  DESCRIBE THE CURRENT LOCATION AND (MAYBE) GET NEXT COMMAND. */
 
/*  PRINT TEXT FOR CURRENT LOC. */
 
L2000:	if(LOC == 0) goto L99;
	KK=STEXT[LOC];
	if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
	if(FORCED(LOC) || !DARK(0)) goto L2001;
	if(WZDARK && PCT(35)) goto L90;
	KK=RTEXT[16];
L2001:	if(TOTING(BEAR))RSPEAK(141);
	SPEAK(KK);
	K=1;
	if(FORCED(LOC)) goto L8;
	if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
 
/*  PRINT OUT DESCRIPTIONS OF OBJECTS AT THIS LOCATION.  IF NOT CLOSING AND
 *  PROPERTY VALUE IS NEGATIVE, TALLY OFF ANOTHER TREASURE.  RUG IS SPECIAL
 *  CASE; ONCE SEEN, ITS PROP IS 1 (DRAGON ON IT) TILL DRAGON IS KILLED.
 *  SIMILARLY FOR CHAIN; PROP IS INITIALLY 1 (LOCKED TO BEAR).  THESE HACKS
 *  ARE BECAUSE PROP=0 IS NEEDED TO GET FULL SCORE. */
 
	if(DARK(0)) goto L2012;
	ABB[LOC]=ABB[LOC]+1;
	I=ATLOC[LOC];
L2004:	if(I == 0) goto L2012;
	OBJ=I;
	if(OBJ > 100)OBJ=OBJ-100;
	if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
	if(PROP[OBJ] >= 0) goto L2006;
	if(CLOSED) goto L2008;
	PROP[OBJ]=0;
	if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
	TALLY=TALLY-1;
/*  NOTE: THERE USED TO BE A TEST HERE TO SEE WHETHER THE PLAYER HAD BLOWN IT
 *  SO BADLY THAT HE COULD NEVER EVER SEE THE REMAINING TREASURES, AND IF SO
 *  THE LAMP WAS ZAPPED TO 35 TURNS.  BUT THE TESTS WERE TOO SIMPLE-MINDED;
 *  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). */
L2006:	KK=PROP[OBJ];
	if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
	PSPEAK(OBJ,KK);
L2008:	I=LINK[I];
	 goto L2004;
 
L2009:	K=54;
L2010:	SPK=K;
L2011:	RSPEAK(SPK);
 
L2012:	VERB=0;
	OLDOBJ=OBJ;
	OBJ=0;
 
/*  CHECK IF THIS LOC IS ELIGIBLE FOR ANY HINTS.  IF BEEN HERE LONG ENOUGH,
 *  BRANCH TO HELP SECTION (ON LATER PAGE).  HINTS ALL COME BACK HERE EVENTUALLY
 *  TO FINISH THE LOOP.  IGNORE "HINTS" < 4 (SPECIAL STUFF, SEE DATABASE NOTES).
		*/
 
L2600:	if(COND[LOC] < CONDS) goto L2603;
	/* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
	if(HINTED[HINT]) goto L2602;
	if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
	HINTLC[HINT]=HINTLC[HINT]+1;
	if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
L2602:	/*etc*/ ;
	} /* end loop */
 
/*  KICK THE RANDOM NUMBER GENERATOR JUST TO ADD VARIETY TO THE CHASE.  ALSO,
 *  IF CLOSING TIME, CHECK FOR ANY OBJECTS BEING TOTED WITH PROP < 0 AND SET
 *  THE PROP TO -1-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 CLOCK1 UNLESS WELL INTO CAVE (AND NOT AT Y2). */
 
L2603:	if(!CLOSED) goto L2605;
	if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
	/* 2604 */ for (I=1; I<=100; I++) {
L2604:	if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
	} /* end loop */
L2605:	WZDARK=DARK(0);
	if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
	I=RAN(1);
	GETIN(WD1,WD1X,WD2,WD2X);
 
/*  EVERY INPUT, CHECK "FOOBAR" FLAG.  IF ZERO, NOTHING'S GOING ON.  IF POS,
 *  MAKE NEG.  IF NEG, HE SKIPPED A WORD, SO MAKE IT ZERO. */
 
L2607:	FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
	TURNS=TURNS+1;
	if(TURNS != THRESH) goto L2608;
	SPEAK(TTEXT[TRNDEX]);
	TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
	TRNDEX=TRNDEX+1;
	THRESH= -1;
	if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
L2608:	if(VERB == SAY && WD2 > 0)VERB=0;
	if(VERB == SAY) goto L4090;
	if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
	if(CLOCK1 == 0) goto L10000;
	if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
	if(CLOCK2 == 0) goto L11000;
	if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
	if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
		L12000;
	if(LIMIT == 0) goto L12400;
	if(LIMIT <= 30) goto L12200;
L19999: K=43;
	if(LIQLOC(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)) goto L2625;
	IWEST=IWEST+1;
	if(IWEST == 10)RSPEAK(17);
L2625:	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);
	RSPEAK(254);
	 goto L2600;
 
/* VERB AND OBJECT ANALYSIS MOVED TO SEPARATE MODULE. */
 
L4000:	I=4000; goto Laction;
L4090:	I=4090; goto Laction;
L5000:	I=5000;
Laction:
	switch (action(I)) {
	   case 2: goto L2;
	   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 "LOC", AND A MOTION VERB NUMBER IN "K", PUT
 *  THE NEW LOCATION IN "NEWLOC".  THE CURRENT LOC IS SAVED IN "OLDLOC" IN CASE
 *  HE WANTS TO RETREAT.  THE CURRENT OLDLOC IS SAVED IN OLDLC2, IN CASE HE
 *  DIES.  (IF HE DOES, NEWLOC WILL BE LIMBO, AND OLDLOC WILL BE WHAT KILLED
 *  HIM, SO WE NEED OLDLC2, WHICH IS THE LAST PLACE HE WAS SAFE.) */
 
L8:	KK=KEY[LOC];
	NEWLOC=LOC;
	if(KK == 0)BUG(26);
	if(K == NUL) goto L2;
	if(K == BACK) goto L20;
	if(K == LOOK) goto L30;
	if(K == CAVE) goto L40;
	OLDLC2=OLDLOC;
	OLDLOC=LOC;
 
L9:	LL=IABS(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:	NEWLOC=LL/1000;
	K=MOD(NEWLOC,100);
	if(NEWLOC <= 300) goto L13;
	if(PROP[K] != NEWLOC/100-3) goto L16;
L12:	if(TRAVEL[KK] < 0)BUG(25);
	KK=KK+1;
	NEWLOC=IABS(TRAVEL[KK])/1000;
	if(NEWLOC == LL) goto L12;
	LL=NEWLOC;
	 goto L11;
 
L13:	if(NEWLOC <= 100) goto L14;
	if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
	 goto L12;
 
L14:	if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
L16:	NEWLOC=MOD(LL,1000);
	if(NEWLOC <= 300) goto L2;
	if(NEWLOC <= 500) goto L30000;
	RSPEAK(NEWLOC-500);
	NEWLOC=LOC;
	 goto L2;
 
/*  SPECIAL MOTIONS COME HERE.  LABELLING CONVENTION: STATEMENT NUMBERS NNNXX
 *  (XX=00-99) ARE USED FOR SPECIAL CASE NUMBER NNN (NNN=301-500). */
 
L30000: NEWLOC=NEWLOC-300;
	 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
		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: NEWLOC=99+100-LOC;
	if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2;
	NEWLOC=LOC;
	RSPEAK(117);
	 goto L2;
 
/*  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,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
 *  PROP(TROLL)=1, HE'S CROSSED SINCE PAYING, SO STEP OUT AND BLOCK HIM.
 *  (STANDARD TRAVEL ENTRIES CHECK FOR PROP(TROLL)=0.)  SPECIAL STUFF FOR BEAR. */
 
L30300: if(PROP[TROLL] != 1) goto L30310;
	PSPEAK(TROLL,1);
	PROP[TROLL]=0;
	MOVE(TROLL2,0);
	MOVE(TROLL2+100,0);
	MOVE(TROLL,PLAC[TROLL]);
	MOVE(TROLL+100,FIXD[TROLL]);
	JUGGLE(CHASM);
	NEWLOC=LOC;
	 goto L2;
 
L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
	if(PROP[TROLL] == 0)PROP[TROLL]=1;
	if(!TOTING(BEAR)) goto L2;
	RSPEAK(162);
	PROP[CHASM]=1;
	PROP[TROLL]=2;
	DROP(BEAR,NEWLOC);
	FIXED[BEAR]= -1;
	PROP[BEAR]=3;
	OLDLC2=NEWLOC;
	 goto L99;
 
/*  END OF SPECIALS. */
 
/*  HANDLE "GO BACK".  LOOK FOR VERB WHICH GOES FROM LOC TO OLDLOC, OR TO OLDLC2
 *  IF OLDLOC HAS FORCED-MOTION.  K2 SAVES ENTRY -> FORCED LOC -> PREVIOUS LOC. */
 
L20:	K=OLDLOC;
	if(FORCED(K))K=OLDLC2;
	OLDLC2=OLDLOC;
	OLDLOC=LOC;
	K2=0;
	if(K == LOC)K2=91;
	if(CNDBIT(LOC,4))K2=274;
	if(K2 == 0) goto L21;
	RSPEAK(K2);
	 goto L2;
 
L21:	LL=MOD((IABS(TRAVEL[KK])/1000),1000);
	if(LL == K) goto L25;
	if(LL > 300) goto L22;
	J=KEY[LL];
	if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
L22:	if(TRAVEL[KK] < 0) goto L23;
	KK=KK+1;
	 goto L21;
 
L23:	KK=K2;
	if(KK != 0) goto L25;
	RSPEAK(140);
	 goto L2;
 
L25:	K=MOD(IABS(TRAVEL[KK]),1000);
	KK=KEY[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(DETAIL < 3)RSPEAK(15);
	DETAIL=DETAIL+1;
	WZDARK=FALSE;
	ABB[LOC]=0;
	 goto L2;
 
/*  CAVE.  DIFFERENT MESSAGES DEPENDING ON WHETHER ABOVE GROUND. */
 
L40:	K=58;
	if(OUTSID(LOC) && LOC != 8)K=57;
	RSPEAK(K);
	 goto L2;
 
/*  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);
	 goto L2;
 
 
 
 
 
/*  "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 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!).
 *  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);
	OLDLC2=LOC;
 
/*  OKAY, HE'S DEAD.  LET'S GET ON WITH IT. */
 
L99:	if(CLOSNG) goto L95;
	NUMDIE=NUMDIE+1;
	if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
	if(NUMDIE == MAXDIE) score(0);
	PLACE[WATER]=0;
	PLACE[OIL]=0;
	if(TOTING(LAMP))PROP[LAMP]=0;
	/* 98 */ for (J=1; J<=100; J++) {
	I=101-J;
	if(!TOTING(I)) goto L98;
	K=OLDLC2;
	if(I == LAMP)K=1;
	DROP(I,K);
L98:	/*etc*/ ;
	} /* end loop */
	LOC=3;
	OLDLOC=LOC;
	 goto L2000;
 
/*  HE DIED DURING CLOSING TIME.  NO RESURRECTION.  TALLY UP A DEATH AND EXIT. */
 
L95:	RSPEAK(131);
	NUMDIE=NUMDIE+1;
	 score(0);
 
 
 
 
/*  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 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: HINTLC[HINT]=0;
	if(!YES(HINTS[HINT][3],0,54)) goto L2602;
	SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
	RSPEAK(261);
	HINTED[HINT]=YES(175,HINTS[HINT][4],54);
	if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
L40020: HINTLC[HINT]=0;
L40030:  goto L2602;
 
/*  NOW FOR THE QUICK TESTS.  SEE DATABASE DESCRIPTION FOR ONE-LINE NOTES. */
 
L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
	 goto L40020;
 
L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
	 goto L40030;
 
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
	 goto L40020;
 
L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
		1) goto L40010;
	 goto L40020;
 
L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
	 goto L40020;
 
L40600:  goto L40010;
 
L40700: if(DFLAG == 0) goto L40010;
	 goto L40020;
 
L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
		L40010;
	 goto L40030;
 
L40900: I=ATDWRF(LOC);
	if(I < 0) goto L40020;
	if(HERE(OGRE) && I == 0) goto L40010;
	 goto L40030;
 
L41000: if(TALLY == 1 && 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 MT. 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: PROP[GRATE]=0;
	PROP[FISSUR]=0;
	/* 10010 */ for (I=1; I<=6; I++) {
	DSEEN[I]=FALSE;
L10010: DLOC[I]=0;
	} /* end loop */
	MOVE(TROLL,0);
	MOVE(TROLL+100,0);
	MOVE(TROLL2,PLAC[TROLL]);
	MOVE(TROLL2+100,FIXD[TROLL]);
	JUGGLE(CHASM);
	if(PROP[BEAR] != 3)DSTROY(BEAR);
	PROP[CHAIN]=0;
	FIXED[CHAIN]=0;
	PROP[AXE]=0;
	FIXED[AXE]=0;
	RSPEAK(129);
	CLOCK1= -1;
	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: PROP[BOTTLE]=PUT(BOTTLE,115,1);
	PROP[PLANT]=PUT(PLANT,115,0);
	PROP[OYSTER]=PUT(OYSTER,115,0);
	OBJTXT[OYSTER]=3;
	PROP[LAMP]=PUT(LAMP,115,0);
	PROP[ROD]=PUT(ROD,115,0);
	PROP[DWARF]=PUT(DWARF,115,0);
	LOC=115;
	OLDLOC=115;
	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;
	PROP[SNAKE]=PUT(SNAKE,116,1);
	PROP[BIRD]=PUT(BIRD,116,1);
	PROP[CAGE]=PUT(CAGE,116,0);
	PROP[ROD2]=PUT(ROD2,116,0);
	PROP[PILLOW]=PUT(PILLOW,116,0);
 
	PROP[MIRROR]=PUT(MIRROR,115,0);
	FIXED[MIRROR]=116;
 
	/* 11010 */ for (I=1; I<=100; I++) {
L11010: if(TOTING(I))DSTROY(I);
	} /* end loop */
 
	RSPEAK(132);
	CLOSED=TRUE;
	 goto L2;
 
/*  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);
	PROP[BATTER]=1;
	if(TOTING(BATTER))DROP(BATTER,LOC);
	LIMIT=LIMIT+2500;
	LMWARN=FALSE;
	 goto L19999;
 
L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
	LMWARN=TRUE;
	SPK=187;
	if(PLACE[BATTER] == 0)SPK=183;
	if(PROP[BATTER] == 1)SPK=189;
	RSPEAK(SPK);
	 goto L19999;
 
L12400: LIMIT= -1;
	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);
}
 

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