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[/] [ion/] [trunk/] [src/] [adventure/] [main.c] - Rev 252
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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() { puts("Adventure bare-metal port -- " __DATE__ "\n"); /* 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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