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scott.c
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scott.c
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/*
* ScottFree Revision 1.14
*
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version
* 2 of the License, or (at your option) any later version.
*
*
* You must have an ANSI C compiler to build this program.
*/
/*
* Parts of this source file (mainly the Glk parts) are copyright 2011
* Chris Spiegel.
*
* Some notes about the Glk version:
*
* o Room descriptions, exits, and visible items can, as in the
* original, be placed in a window at the top of the screen, or can be
* inline with user input in the main window. The former is default,
* and the latter can be selected with the -w flag.
*
* o Game saving and loading uses Glk, which means that providing a
* save game file on the command-line will no longer work. Instead,
* the verb "restore" has been special-cased to call GameLoad(), which
* now prompts for a filename via Glk.
*
* o The local character set is expected to be compatible with ASCII, at
* least in the printable character range. Newlines are specially
* handled, however, and converted to Glk's expected newline
* character.
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <ctype.h>
#include <stdarg.h>
#include <time.h>
#include "glk.h"
#include "glkstart.h"
#include "bsd.h"
#include "scott.h"
#ifdef __GNUC__
__attribute__((__format__(__printf__, 2, 3)))
#endif
static void Display(winid_t w, const char *fmt, ...)
{
va_list ap;
char msg[2048];
va_start(ap, fmt);
vsnprintf(msg, sizeof msg, fmt, ap);
va_end(ap);
/* Map newline to a Glk-compatible newline. */
for(size_t i = 0; msg[i] != 0; i++)
{
if(msg[i] == '\n') msg[i] = 10;
}
glk_put_string_stream(glk_window_get_stream(w), msg);
}
static void Delay(int seconds)
{
event_t ev;
if(!glk_gestalt(gestalt_Timer, 0))
return;
glk_request_timer_events(1000 * seconds);
do
{
glk_select(&ev);
} while(ev.type != evtype_Timer);
glk_request_timer_events(0);
}
static Header GameHeader;
static Item *Items;
static Room *Rooms;
static const char **Verbs;
static const char **Nouns;
static const char **Messages;
static Action *Actions;
static int LightRefill;
static char NounText[16];
static int Counters[16]; /* Range unknown */
static int CurrentCounter;
static int SavedRoom;
static int RoomSaved[16]; /* Range unknown */
static int Options; /* Option flags set */
static int Width; /* Terminal width */
static int TopHeight; /* Height of top window */
static int split_screen = 1;
static winid_t Bottom, Top;
#define TRS80_LINE "\n<------------------------------------------------------------>\n"
#define MyLoc (GameHeader.PlayerRoom)
static long BitFlags=0; /* Might be >32 flags - I haven't seen >32 yet */
static void Fatal(const char *x)
{
Display(Bottom, "%s\n", x);
glk_exit();
}
static void ClearScreen(void)
{
glk_window_clear(Bottom);
}
static void *MemAlloc(int size)
{
void *t=(void *)malloc(size);
if(t==NULL)
Fatal("Out of memory");
return(t);
}
static int RandomPercent(int n)
{
int rv = rand() / (RAND_MAX / 100 + 1);
return(rv<n);
}
static int CountCarried(void)
{
int ct=0;
int n=0;
while(ct<=GameHeader.NumItems)
{
if(Items[ct].Location==CARRIED)
n++;
ct++;
}
return(n);
}
static const char *MapSynonym(const char *word)
{
int n=1;
const char *tp;
static char lastword[16]; /* Last non synonym */
while(n<=GameHeader.NumWords)
{
tp=Nouns[n];
if(*tp=='*')
tp++;
else
strcpy(lastword,tp);
if(xstrncasecmp(word,tp,GameHeader.WordLength)==0)
return(lastword);
n++;
}
return(NULL);
}
static int MatchUpItem(const char *text, int loc)
{
const char *word=MapSynonym(text);
int ct=0;
if(word==NULL)
word=text;
while(ct<=GameHeader.NumItems)
{
if(Items[ct].AutoGet && Items[ct].Location==loc &&
xstrncasecmp(Items[ct].AutoGet,word,GameHeader.WordLength)==0)
return(ct);
ct++;
}
return(-1);
}
static char *ReadString(FILE *f)
{
char tmp[1024];
char *t;
int c,nc;
int ct=0;
do
{
c=fgetc(f);
}
while(c!=EOF && isspace(c));
if(c!='"')
{
Fatal("Initial quote expected");
}
do
{
c=fgetc(f);
if(c==EOF)
Fatal("EOF in string");
if(c=='"')
{
nc=fgetc(f);
if(nc!='"')
{
ungetc(nc,f);
break;
}
}
if(c=='`')
c='"'; /* pdd */
/* Ensure a valid Glk newline is sent. */
if(c=='\n')
tmp[ct++]=10;
/* Special case: assume CR is part of CRLF in a
* DOS-formatted file, and ignore it.
*/
else if(c==13)
;
/* Pass only ASCII to Glk; the other reasonable option
* would be to pass Latin-1, but it's probably safe to
* assume that Scott Adams games are ASCII only.
*/
else if((c >= 32 && c <= 126))
tmp[ct++]=c;
else
tmp[ct++]='?';
}
while(1);
tmp[ct]=0;
t=MemAlloc(ct+1);
memcpy(t,tmp,ct+1);
return(t);
}
static void LoadDatabase(FILE *f, int loud)
{
int ni,na,nw,nr,mc,pr,tr,wl,lt,mn,trm;
int ct;
short lo;
Action *ap;
Room *rp;
Item *ip;
/* Load the header */
if(fscanf(f,"%*d %d %d %d %d %d %d %d %d %d %d %d",
&ni,&na,&nw,&nr,&mc,&pr,&tr,&wl,<,&mn,&trm)<10)
Fatal("Invalid database(bad header)");
GameHeader.NumItems=ni;
Items=(Item *)MemAlloc(sizeof(Item)*(ni+1));
GameHeader.NumActions=na;
Actions=(Action *)MemAlloc(sizeof(Action)*(na+1));
GameHeader.NumWords=nw;
GameHeader.WordLength=wl;
Verbs=MemAlloc(sizeof(char *)*(nw+1));
Nouns=MemAlloc(sizeof(char *)*(nw+1));
GameHeader.NumRooms=nr;
Rooms=(Room *)MemAlloc(sizeof(Room)*(nr+1));
GameHeader.MaxCarry=mc;
GameHeader.PlayerRoom=pr;
GameHeader.Treasures=tr;
GameHeader.LightTime=lt;
LightRefill=lt;
GameHeader.NumMessages=mn;
Messages=MemAlloc(sizeof(char *)*(mn+1));
GameHeader.TreasureRoom=trm;
/* Load the actions */
ct=0;
ap=Actions;
if(loud)
printf("Reading %d actions.\n",na);
while(ct<na+1)
{
if(fscanf(f,"%hu %hu %hu %hu %hu %hu %hu %hu",
&ap->Vocab,
&ap->Condition[0],
&ap->Condition[1],
&ap->Condition[2],
&ap->Condition[3],
&ap->Condition[4],
&ap->Action[0],
&ap->Action[1])!=8)
{
printf("Bad action line (%d)\n",ct);
exit(1);
}
ap++;
ct++;
}
ct=0;
if(loud)
printf("Reading %d word pairs.\n",nw);
while(ct<nw+1)
{
Verbs[ct]=ReadString(f);
Nouns[ct]=ReadString(f);
ct++;
}
ct=0;
rp=Rooms;
if(loud)
printf("Reading %d rooms.\n",nr);
while(ct<nr+1)
{
if(fscanf(f,"%hd %hd %hd %hd %hd %hd",
&rp->Exits[0],&rp->Exits[1],&rp->Exits[2],
&rp->Exits[3],&rp->Exits[4],&rp->Exits[5])!=6)
{
printf("Bad room line (%d)\n",ct);
exit(1);
}
rp->Text=ReadString(f);
ct++;
rp++;
}
ct=0;
if(loud)
printf("Reading %d messages.\n",mn);
while(ct<mn+1)
{
Messages[ct]=ReadString(f);
ct++;
}
ct=0;
if(loud)
printf("Reading %d items.\n",ni);
ip=Items;
while(ct<ni+1)
{
ip->Text=ReadString(f);
ip->AutoGet=strchr(ip->Text,'/');
/* Some games use // to mean no auto get/drop word! */
if(ip->AutoGet && strcmp(ip->AutoGet,"//") && strcmp(ip->AutoGet,"/*"))
{
char *t;
*ip->AutoGet++=0;
t=strchr(ip->AutoGet,'/');
if(t!=NULL)
*t=0;
}
if(fscanf(f,"%hd",&lo)!=1)
{
printf("Bad item line (%d)\n",ct);
exit(1);
}
ip->Location=(unsigned char)lo;
ip->InitialLoc=ip->Location;
ip++;
ct++;
}
ct=0;
/* Discard Comment Strings */
while(ct<na+1)
{
free(ReadString(f));
ct++;
}
if(fscanf(f,"%d",&ct)!=1)
{
puts("Cannot read version");
exit(1);
}
if(loud)
printf("Version %d.%02d of Adventure ",
ct/100,ct%100);
if(fscanf(f,"%d",&ct)!=1)
{
puts("Cannot read adventure number");
exit(1);
}
if(loud)
printf("%d.\nLoad Complete.\n\n",ct);
}
static void Output(const char *a)
{
Display(Bottom, "%s", a);
}
static void OutputNumber(int a)
{
Display(Bottom, "%d", a);
}
static void Look(void)
{
static char *ExitNames[6]=
{
"North","South","East","West","Up","Down"
};
Room *r;
int ct,f;
int pos;
if(split_screen)
glk_window_clear(Top);
if((BitFlags&(1<<DARKBIT)) && Items[LIGHT_SOURCE].Location!= CARRIED
&& Items[LIGHT_SOURCE].Location!= MyLoc)
{
if(Options&YOUARE)
Display(Top,"You can't see. It is too dark!\n");
else
Display(Top,"I can't see. It is too dark!\n");
if (Options & TRS80_STYLE)
Display(Top,TRS80_LINE);
return;
}
r=&Rooms[MyLoc];
if(*r->Text=='*')
Display(Top,"%s\n",r->Text+1);
else
{
if(Options&YOUARE)
Display(Top,"You are in a %s\n",r->Text);
else
Display(Top,"I'm in a %s\n",r->Text);
}
ct=0;
f=0;
Display(Top,"\nObvious exits: ");
while(ct<6)
{
if(r->Exits[ct]!=0)
{
if(f==0)
f=1;
else
Display(Top,", ");
Display(Top,"%s",ExitNames[ct]);
}
ct++;
}
if(f==0)
Display(Top,"none");
Display(Top,".\n");
ct=0;
f=0;
pos=0;
while(ct<=GameHeader.NumItems)
{
if(Items[ct].Location==MyLoc)
{
if(f==0)
{
if(Options&YOUARE)
{
Display(Top,"\nYou can also see: ");
pos=18;
}
else
{
Display(Top,"\nI can also see: ");
pos=16;
}
f++;
}
else if (!(Options & TRS80_STYLE))
{
Display(Top," - ");
pos+=3;
}
if(pos+strlen(Items[ct].Text)>(Width-10))
{
pos=0;
Display(Top,"\n");
}
Display(Top,"%s",Items[ct].Text);
pos += strlen(Items[ct].Text);
if (Options & TRS80_STYLE)
{
Display(Top,". ");
pos+=2;
}
}
ct++;
}
Display(Top,"\n");
if (Options & TRS80_STYLE)
Display(Top,TRS80_LINE);
}
static int WhichWord(const char *word, const char **list)
{
int n=1;
int ne=1;
const char *tp;
while(ne<=GameHeader.NumWords)
{
tp=list[ne];
if(*tp=='*')
tp++;
else
n=ne;
if(xstrncasecmp(word,tp,GameHeader.WordLength)==0)
return(n);
ne++;
}
return(-1);
}
static void LineInput(char *buf, size_t n)
{
event_t ev;
glk_request_line_event(Bottom, buf, n - 1, 0);
while(1)
{
glk_select(&ev);
if(ev.type == evtype_LineInput)
break;
else if(ev.type == evtype_Arrange && split_screen)
Look();
}
buf[ev.val1] = 0;
}
static void SaveGame(void)
{
strid_t file;
frefid_t ref;
int ct;
char buf[128];
ref = glk_fileref_create_by_prompt(fileusage_TextMode | fileusage_SavedGame, filemode_Write, 0);
if(ref == NULL) return;
file = glk_stream_open_file(ref, filemode_Write, 0);
glk_fileref_destroy(ref);
if(file == NULL) return;
for(ct=0;ct<16;ct++)
{
snprintf(buf, sizeof buf, "%d %d\n",Counters[ct],RoomSaved[ct]);
glk_put_string_stream(file, buf);
}
snprintf(buf, sizeof buf, "%ld %d %hd %d %d %hd\n",BitFlags, (BitFlags&(1<<DARKBIT))?1:0,
MyLoc,CurrentCounter,SavedRoom,GameHeader.LightTime);
glk_put_string_stream(file, buf);
for(ct=0;ct<=GameHeader.NumItems;ct++)
{
snprintf(buf, sizeof buf, "%hd\n",(short)Items[ct].Location);
glk_put_string_stream(file, buf);
}
glk_stream_close(file, NULL);
Output("Saved.\n");
}
static void LoadGame(void)
{
strid_t file;
frefid_t ref;
char buf[128];
int ct=0;
short lo;
short DarkFlag;
ref = glk_fileref_create_by_prompt(fileusage_TextMode | fileusage_SavedGame, filemode_Read, 0);
if(ref == NULL) return;
file = glk_stream_open_file(ref, filemode_Read, 0);
glk_fileref_destroy(ref);
if(file == NULL) return;
for(ct=0;ct<16;ct++)
{
glk_get_line_stream(file, buf, sizeof buf);
sscanf(buf, "%d %d",&Counters[ct],&RoomSaved[ct]);
}
glk_get_line_stream(file, buf, sizeof buf);
sscanf(buf, "%ld %hd %hd %d %d %hd\n",
&BitFlags,&DarkFlag,&MyLoc,&CurrentCounter,&SavedRoom,
&GameHeader.LightTime);
/* Backward compatibility */
if(DarkFlag)
BitFlags|=(1<<15);
for(ct=0;ct<=GameHeader.NumItems;ct++)
{
glk_get_line_stream(file, buf, sizeof buf);
sscanf(buf, "%hd\n",&lo);
Items[ct].Location=(unsigned char)lo;
}
}
static int GetInput(int *vb, int *no)
{
char buf[256];
char verb[10],noun[10];
int vc,nc;
int num;
do
{
do
{
Output("\nTell me what to do ? ");
LineInput(buf, sizeof buf);
num=sscanf(buf,"%9s %9s",verb,noun);
}
while(num==0||*buf=='\n');
if(xstrcasecmp(verb, "restore") == 0)
{
LoadGame();
return -1;
}
if(num==1)
*noun=0;
if(*noun==0 && strlen(verb)==1)
{
switch(isupper((unsigned char)*verb)?tolower((unsigned char)*verb):*verb)
{
case 'n':strcpy(verb,"NORTH");break;
case 'e':strcpy(verb,"EAST");break;
case 's':strcpy(verb,"SOUTH");break;
case 'w':strcpy(verb,"WEST");break;
case 'u':strcpy(verb,"UP");break;
case 'd':strcpy(verb,"DOWN");break;
/* Brian Howarth interpreter also supports this */
case 'i':strcpy(verb,"INVENTORY");break;
}
}
nc=WhichWord(verb,Nouns);
/* The Scott Adams system has a hack to avoid typing 'go' */
if(nc>=1 && nc <=6)
{
vc=1;
}
else
{
vc=WhichWord(verb,Verbs);
nc=WhichWord(noun,Nouns);
}
*vb=vc;
*no=nc;
if(vc==-1)
{
Output("You use word(s) I don't know! ");
}
}
while(vc==-1);
strcpy(NounText,noun); /* Needed by GET/DROP hack */
return 0;
}
static int PerformLine(int ct)
{
int continuation=0;
int param[5],pptr=0;
int act[4];
int cc=0;
while(cc<5)
{
int cv,dv;
cv=Actions[ct].Condition[cc];
dv=cv/20;
cv%=20;
switch(cv)
{
case 0:
param[pptr++]=dv;
break;
case 1:
if(Items[dv].Location!=CARRIED)
return(0);
break;
case 2:
if(Items[dv].Location!=MyLoc)
return(0);
break;
case 3:
if(Items[dv].Location!=CARRIED&&
Items[dv].Location!=MyLoc)
return(0);
break;
case 4:
if(MyLoc!=dv)
return(0);
break;
case 5:
if(Items[dv].Location==MyLoc)
return(0);
break;
case 6:
if(Items[dv].Location==CARRIED)
return(0);
break;
case 7:
if(MyLoc==dv)
return(0);
break;
case 8:
if((BitFlags&(1<<dv))==0)
return(0);
break;
case 9:
if(BitFlags&(1<<dv))
return(0);
break;
case 10:
if(CountCarried()==0)
return(0);
break;
case 11:
if(CountCarried())
return(0);
break;
case 12:
if(Items[dv].Location==CARRIED||Items[dv].Location==MyLoc)
return(0);
break;
case 13:
if(Items[dv].Location==0)
return(0);
break;
case 14:
if(Items[dv].Location)
return(0);
break;
case 15:
if(CurrentCounter>dv)
return(0);
break;
case 16:
if(CurrentCounter<=dv)
return(0);
break;
case 17:
if(Items[dv].Location!=Items[dv].InitialLoc)
return(0);
break;
case 18:
if(Items[dv].Location==Items[dv].InitialLoc)
return(0);
break;
case 19:/* Only seen in Brian Howarth games so far */
if(CurrentCounter!=dv)
return(0);
break;
}
cc++;
}
/* Actions */
act[0]=Actions[ct].Action[0];
act[2]=Actions[ct].Action[1];
act[1]=act[0]%150;
act[3]=act[2]%150;
act[0]/=150;
act[2]/=150;
cc=0;
pptr=0;
while(cc<4)
{
if(act[cc]>=1 && act[cc]<52)
{
Output(Messages[act[cc]]);
Output("\n");
}
else if(act[cc]>101)
{
Output(Messages[act[cc]-50]);
Output("\n");
}
else switch(act[cc])
{
case 0:/* NOP */
break;
case 52:
if(CountCarried()==GameHeader.MaxCarry)
{
if(Options&YOUARE)
Output("You are carrying too much. ");
else
Output("I've too much to carry! ");
break;
}
Items[param[pptr++]].Location= CARRIED;
break;
case 53:
Items[param[pptr++]].Location=MyLoc;
break;
case 54:
MyLoc=param[pptr++];
break;
case 55:
Items[param[pptr++]].Location=0;
break;
case 56:
BitFlags|=1<<DARKBIT;
break;
case 57:
BitFlags&=~(1<<DARKBIT);
break;
case 58:
BitFlags|=(1<<param[pptr++]);
break;
case 59:
Items[param[pptr++]].Location=0;
break;
case 60:
BitFlags&=~(1<<param[pptr++]);
break;
case 61:
if(Options&YOUARE)
Output("You are dead.\n");
else
Output("I am dead.\n");
BitFlags&=~(1<<DARKBIT);
MyLoc=GameHeader.NumRooms;/* It seems to be what the code says! */
break;
case 62:
{
/* Bug fix for some systems - before it could get parameters wrong */
int i=param[pptr++];
Items[i].Location=param[pptr++];
break;
}
case 63:
doneit: Output("The game is now over.\n");
glk_exit();
case 64:
break;
case 65:
{
int i=0;
int n=0;
while(i<=GameHeader.NumItems)
{
if(Items[i].Location==GameHeader.TreasureRoom &&
*Items[i].Text=='*')
n++;
i++;
}
if(Options&YOUARE)
Output("You have stored ");
else
Output("I've stored ");
OutputNumber(n);
Output(" treasures. On a scale of 0 to 100, that rates ");
OutputNumber((n*100)/GameHeader.Treasures);
Output(".\n");
if(n==GameHeader.Treasures)
{
Output("Well done.\n");
goto doneit;
}
break;
}
case 66:
{
int i=0;
int f=0;
if(Options&YOUARE)
Output("You are carrying:\n");
else
Output("I'm carrying:\n");
while(i<=GameHeader.NumItems)
{
if(Items[i].Location==CARRIED)
{
if(f==1)
{
if (Options & TRS80_STYLE)
Output(". ");
else
Output(" - ");
}
f=1;
Output(Items[i].Text);
}
i++;
}
if(f==0)
Output("Nothing");
Output(".\n");
break;
}
case 67:
BitFlags|=(1<<0);
break;
case 68:
BitFlags&=~(1<<0);
break;
case 69:
GameHeader.LightTime=LightRefill;
Items[LIGHT_SOURCE].Location=CARRIED;
BitFlags&=~(1<<LIGHTOUTBIT);
break;
case 70:
ClearScreen(); /* pdd. */
break;
case 71:
SaveGame();
break;
case 72:
{
int i1=param[pptr++];
int i2=param[pptr++];
int t=Items[i1].Location;
Items[i1].Location=Items[i2].Location;
Items[i2].Location=t;
break;
}
case 73:
continuation=1;
break;
case 74:
Items[param[pptr++]].Location= CARRIED;
break;
case 75:
{
int i1,i2;
i1=param[pptr++];
i2=param[pptr++];
Items[i1].Location=Items[i2].Location;
break;
}
case 76: /* Looking at adventure .. */
break;
case 77:
if(CurrentCounter>=0)
CurrentCounter--;
break;
case 78:
OutputNumber(CurrentCounter);
break;
case 79:
CurrentCounter=param[pptr++];
break;
case 80:
{
int t=MyLoc;
MyLoc=SavedRoom;
SavedRoom=t;
break;
}
case 81:
{
/* This is somewhat guessed. Claymorgue always
seems to do select counter n, thing, select counter n,
but uses one value that always seems to exist. Trying
a few options I found this gave sane results on ageing */
int t=param[pptr++];
int c1=CurrentCounter;
CurrentCounter=Counters[t];
Counters[t]=c1;
break;
}
case 82:
CurrentCounter+=param[pptr++];
break;
case 83:
CurrentCounter-=param[pptr++];
if(CurrentCounter< -1)
CurrentCounter= -1;
/* Note: This seems to be needed. I don't yet
know if there is a maximum value to limit too */
break;
case 84:
Output(NounText);
break;
case 85:
Output(NounText);
Output("\n");
break;
case 86:
Output("\n");
break;
case 87:
{
/* Changed this to swap location<->roomflag[x]
not roomflag 0 and x */
int p=param[pptr++];
int sr=MyLoc;
MyLoc=RoomSaved[p];
RoomSaved[p]=sr;
break;
}
case 88:
Delay(2);
break;
case 89:
pptr++;
/* SAGA draw picture n */
/* Spectrum Seas of Blood - start combat ? */
/* Poking this into older spectrum games causes a crash */