2 * The author - Don Woods - apologises for the style of the code; it
3 * is a result of running the original Fortran IV source through a
4 * home-brew Fortran-to-C converter.)
13 long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG,
14 DLOC[7], FIXED[101], HOLDNG,
15 KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
16 PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
17 SETUP = 0, TABSIZ = 330;
18 signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
20 long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
21 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
22 CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
23 COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
24 DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
25 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
26 GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
27 HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
28 KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
29 LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
30 MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
31 MESSAG, MIRROR, MXSCOR,
32 NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
33 OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
34 PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
35 RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
36 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
37 STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
38 TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
39 TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
40 VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
41 WZDARK = false, ZZWORD;
43 extern void initialise();
44 extern void score(long);
45 extern int action(long);
51 int main(int argc, char *argv[]) {
53 /* Adventure (rev 2: 20 treasures) */
55 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
56 * 15-treasure version (adventure) by Don Woods, April-June 1977
57 * 20-treasure version (rev 2) by Don Woods, August 1978
58 * Errata fixed: 78/12/25 */
63 * CLOSED says whether we're all the way closed
64 * CLOSNG says whether it's closing time yet
65 * CLSHNT says whether he's read the clue in the endgame
66 * LMWARN says whether he's been warned about lamp going dim
67 * NOVICE says whether he asked for instructions at start-up
68 * PANIC says whether he's found out he's trapped in the cave
69 * WZDARK says whether the loc he's leaving was dark */
73 /* Read the database if we have not yet done so */
75 LINES = (long *)calloc(LINSIZ+1,sizeof(long));
77 printf("Not enough memory!\n");
82 if(!SETUP)initialise();
83 if(SETUP > 0) goto L1;
85 /* Unlike earlier versions, adventure is no longer restartable. (This
86 * lets us get away with modifying things such as OBJSND(BIRD) without
87 * having to be able to undo the changes later.) If a "used" copy is
88 * rerun, we come here and tell the player to run a fresh copy. */
95 /* Start-up, dwarf stuff */
99 ZZWORD=RNDVOC(3,0)+MESH*2;
104 if(NOVICE)LIMIT=1000;
106 /* Can't leave cave once it's closing (except by main office). */
108 L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
114 /* See if a dwarf has seen him and has come from where he wants to go. If so,
115 * the dwarf's blocking his way. if coming from place forbidden to pirate
116 * (dwarves rooted in place) let him get out (and attacked). */
118 L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
119 /* 73 */ for (I=1; I<=5; I++) {
120 if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
128 /* Dwarf stuff. See earlier comments for description of variables. Remember
129 * sixth dwarf is pirate and is thus very different except for motion rules. */
131 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
132 * the whole mess the first time he gets as far as the hall of mists (loc 15).
133 * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
134 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
135 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
136 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
138 if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
139 if(DFLAG != 0) goto L6000;
140 if(INDEEP(LOC))DFLAG=1;
143 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
144 * any of the survivors is at loc, replace him with the alternate. */
146 L6000: if(DFLAG != 1) goto L6010;
147 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
149 for (I=1; I<=2; I++) {
151 if(PCT(50))DLOC[J]=0;
153 for (I=1; I<=5; I++) {
154 if(DLOC[I] == LOC)DLOC[I]=DALTLC;
161 /* Things are in full swing. move each dwarf at random, except if he's seen us
162 * he sticks with us. Dwarves stay deep inside. If wandering at random,
163 * they don't back up unless there's no alternative. If they don't have to
164 * move, they attack. And, of course, dead dwarves don't do much of anything. */
169 /* 6030 */ for (I=1; I<=6; I++) {
170 if(DLOC[I] == 0) goto L6030;
171 /* Fill TK array with all the places this dwarf might go. */
175 if(KK == 0) goto L6016;
176 L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
178 if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
179 NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
180 FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
181 IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
185 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
186 L6016: TK[J]=ODLOC[I];
191 DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
192 if(!DSEEN[I]) goto L6030;
194 if(I != 6) goto L6027;
196 /* The pirate's spotted him. He leaves him alone once we've found chest. K
197 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
198 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
199 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
201 if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
203 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
204 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
205 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
206 if(TOTING(J)) goto L6021;
207 L6020: if(HERE(J))K=1;
209 if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
211 if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
214 L6021: if(PLACE[CHEST] != 0) goto L6022;
215 /* Install chest only once, to insure it is the last treasure in the list. */
219 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
220 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
221 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
222 if(TOTING(J))DROP(J,CHLOC);
225 L6024: DLOC[6]=CHLOC;
235 /* This threatening little dwarf is in the room with him! */
237 L6027: DTOTAL=DTOTAL+1;
238 if(ODLOC[I] != DLOC[I]) goto L6030;
240 if(KNFLOC >= 0)KNFLOC=LOC;
241 if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1;
245 /* Now we know what's happening. Let's tell the poor sucker about it.
246 * Note that various of the "knife" messages must have specific relative
247 * positions in the RSPEAK database. */
249 if(DTOTAL == 0) goto L2000;
252 if(ATTACK == 0) goto L2000;
253 if(DFLAG == 2)DFLAG=3;
259 RSPEAK(K+1+2/(1+STICK));
260 if(STICK == 0) goto L2000;
269 /* Describe the current location and (maybe) get next command. */
271 /* Print text for current loc. */
273 L2000: if(LOC == 0) goto L99;
275 if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
276 if(FORCED(LOC) || !DARK(0)) goto L2001;
277 if(WZDARK && PCT(35)) goto L90;
279 L2001: if(TOTING(BEAR))RSPEAK(141);
282 if(FORCED(LOC)) goto L8;
283 if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
285 /* Print out descriptions of objects at this location. If not closing and
286 * property value is negative, tally off another treasure. Rug is special
287 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
288 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
289 * are because PROP=0 is needed to get full score. */
291 if(DARK(0)) goto L2012;
294 L2004: if(I == 0) goto L2012;
296 if(OBJ > 100)OBJ=OBJ-100;
297 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
298 if(PROP[OBJ] >= 0) goto L2006;
299 if(CLOSED) goto L2008;
301 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
303 /* Note: There used to be a test here to see whether the player had blown it
304 * so badly that he could never ever see the remaining treasures, and if so
305 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
306 * things like killing the bird before the snake was gone (can never see
307 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
308 * bridge several times, using up all available treasures, breaking vase,
309 * using coins to buy batteries, etc., and eventually never be able to get
310 * across again. If bottle were left on far side, could then never get eggs
311 * or trident, and the effects propagate. So the whole thing was flushed.
312 * anyone who makes such a gross blunder isn't likely to find everything
313 * else anyway (so goes the rationalisation). */
315 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
328 /* Check if this loc is eligible for any hints. If been here long enough,
329 * branch to help section (on later page). Hints all come back here eventually
330 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
333 L2600: if(COND[LOC] < CONDS) goto L2603;
334 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
335 if(HINTED[HINT]) goto L2602;
336 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
337 HINTLC[HINT]=HINTLC[HINT]+1;
338 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
342 /* Kick the random number generator just to add variety to the chase. Also,
343 * if closing time, check for any objects being toted with PROP < 0 and set
344 * the prop to -1-PROP. This way objects won't be described until they've
345 * been picked up and put down separate from their respective piles. Don't
346 * tick CLOCK1 unless well into cave (and not at Y2). */
348 L2603: if(!CLOSED) goto L2605;
349 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
350 for (I=1; I<=100; I++) {
351 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
353 L2605: WZDARK=DARK(0);
354 if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
356 GETIN(WD1,WD1X,WD2,WD2X);
358 /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
359 * make neg. If neg, he skipped a word, so make it zero. */
361 L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
363 if(TURNS != THRESH) goto L2608;
364 SPEAK(TTEXT[TRNDEX]);
365 TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
368 if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
369 L2608: if(VERB == SAY && WD2 > 0)VERB=0;
370 if(VERB == SAY) goto L4090;
371 if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
372 if(CLOCK1 == 0) goto L10000;
373 if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
374 if(CLOCK2 == 0) goto L11000;
375 if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
376 if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
378 if(LIMIT == 0) goto L12400;
379 if(LIMIT <= 30) goto L12200;
381 if(LIQLOC(LOC) == WATER)K=70;
384 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
385 if(V1 == ENTER && WD2 > 0) goto L2800;
386 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
387 1000+DOOR)) goto L2610;
388 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
389 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
390 HERE(BIRD))WD1=MAKEWD(301200308);
391 L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
393 if(IWEST == 10)RSPEAK(17);
394 L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
396 if(IGO == 10)RSPEAK(276);
397 L2630: I=VOCAB(WD1,-1);
398 if(I == -1) goto L3000;
401 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
402 case 3: goto L2010; }
405 /* Get second word for analysis. */
412 /* Gee, I don't understand. */
414 L3000: SETPRM(1,WD1,WD1X);
418 /* Verb and object analysis moved to separate module. */
420 L4000: I=4000; goto Laction;
421 L4090: I=4090; goto Laction;
427 case 2000: goto L2000;
428 case 2009: goto L2009;
429 case 2010: goto L2010;
430 case 2011: goto L2011;
431 case 2012: goto L2012;
432 case 2600: goto L2600;
433 case 2607: goto L2607;
434 case 2630: goto L2630;
435 case 2800: goto L2800;
436 case 8000: goto L8000;
437 case 18999: goto L18999;
438 case 19000: goto L19000;
442 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
445 L8000: SETPRM(1,WD1,WD1X);
450 /* Figure out the new location
452 * Given the current location in "LOC", and a motion verb number in "K", put
453 * the new location in "NEWLOC". the current loc is saved in "OLDLOC" in case
454 * he wants to retreat. the current OLDLOC is saved in OLDLC2, in case he
455 * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
456 * him, so we need OLDLC2, which is the last place he was safe.) */
461 if(K == NUL) goto L2;
462 if(K == BACK) goto L20;
463 if(K == LOOK) goto L30;
464 if(K == CAVE) goto L40;
468 L9: LL=IABS(TRAVEL[KK]);
469 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
470 if(TRAVEL[KK] < 0) goto L50;
477 if(NEWLOC <= 300) goto L13;
478 if(PROP[K] != NEWLOC/100-3) goto L16;
479 L12: if(TRAVEL[KK] < 0)BUG(25);
481 NEWLOC=IABS(TRAVEL[KK])/1000;
482 if(NEWLOC == LL) goto L12;
486 L13: if(NEWLOC <= 100) goto L14;
487 if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
490 L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
491 L16: NEWLOC=MOD(LL,1000);
492 if(NEWLOC <= 300) goto L2;
493 if(NEWLOC <= 500) goto L30000;
498 /* Special motions come here. labelling convention: statement numbers NNNXX
499 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
501 L30000: NEWLOC=NEWLOC-300;
502 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
506 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
507 * table must include "useless" entries going through passage, which can never
508 * be used for actual motion, but can be spotted by "go back". */
510 L30100: NEWLOC=99+100-LOC;
511 if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2;
516 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
517 * toting it), so he's forced to use the plover-passage to get it out. Having
518 * dropped it, go back and pretend he wasn't carrying it after all. */
520 L30200: DROP(EMRALD,LOC);
523 /* Travel 303. Troll bridge. Must be done only as special motion so that
524 * dwarves won't wander across and encounter the bear. (They won't follow the
525 * player there because that region is forbidden to the pirate.) If
526 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
527 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
529 L30300: if(PROP[TROLL] != 1) goto L30310;
534 MOVE(TROLL,PLAC[TROLL]);
535 MOVE(TROLL+100,FIXD[TROLL]);
540 L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
541 if(PROP[TROLL] == 0)PROP[TROLL]=1;
542 if(!TOTING(BEAR)) goto L2;
552 /* End of specials. */
554 /* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
555 * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
558 if(FORCED(K))K=OLDLC2;
563 if(CNDBIT(LOC,4))K2=274;
564 if(K2 == 0) goto L21;
568 L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
569 if(LL == K) goto L25;
570 if(LL > 300) goto L22;
572 if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
573 L22: if(TRAVEL[KK] < 0) goto L23;
578 if(KK != 0) goto L25;
582 L25: K=MOD(IABS(TRAVEL[KK]),1000);
586 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
587 * be dark) so he won't fall into a pit while staring into the gloom. */
589 L30: if(DETAIL < 3)RSPEAK(15);
595 /* Cave. Different messages depending on whether above ground. */
598 if(OUTSID(LOC) && LOC != 8)K=57;
602 /* Non-applicable motion. Various messages depending on word given. */
605 if(K >= 43 && K <= 50)SPK=52;
606 if(K == 29 || K == 30)SPK=52;
607 if(K == 7 || K == 36 || K == 37)SPK=10;
608 if(K == 11 || K == 19)SPK=11;
609 if(VERB == FIND || VERB == INVENT)SPK=59;
610 if(K == 62 || K == 65)SPK=42;
619 /* "You're dead, Jim."
621 * If the current loc is zero, it means the clown got himself killed. we'll
622 * allow this maxdie times. maxdie is automatically set based on the number of
623 * snide messages available. Each death results in a message (81, 83, etc.)
624 * which offers reincarnation; if accepted, this results in message 82, 84,
625 * etc. The last time, if he wants another chance, he gets a snide remark as
626 * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
627 * (presumably the last place prior to being killed) without change of props.
628 * the loop runs backwards to assure that the bird is dropped before the cage.
629 * (this kluge could be changed once we're sure all references to bird and cage
630 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
631 * it in the cave). It is turned off and left outside the building (only if he
632 * was carrying it, of course). He himself is left inside the building (and
633 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
634 * OLDLOC is zapped so he can't just "retreat". */
636 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
641 /* Okay, he's dead. Let's get on with it. */
643 L99: if(CLOSNG) goto L95;
645 if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
646 if(NUMDIE == MAXDIE) score(0);
649 if(TOTING(LAMP))PROP[LAMP]=0;
650 /* 98 */ for (J=1; J<=100; J++) {
652 if(!TOTING(I)) goto L98;
662 /* He died during closing time. No resurrection. Tally up a death and exit. */
673 /* Come here if he's been long enough at required loc(s) for some unused hint.
674 * hint number is in variable "hint". Branch to quick test for additional
675 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
676 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
677 * 40030 to take no action yet. */
679 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
680 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
681 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
682 L40900; case 9: goto L41000; }
683 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
687 L40010: HINTLC[HINT]=0;
688 if(!YES(HINTS[HINT][3],0,54)) goto L2602;
689 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
691 HINTED[HINT]=YES(175,HINTS[HINT][4],54);
692 if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
693 L40020: HINTLC[HINT]=0;
696 /* Now for the quick tests. See database description for one-line notes. */
698 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
701 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
704 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
707 L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
711 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
716 L40700: if(DFLAG == 0) goto L40010;
719 L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
723 L40900: I=ATDWRF(LOC);
724 if(I < 0) goto L40020;
725 if(HERE(OGRE) && I == 0) goto L40010;
728 L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
735 /* Cave closing and scoring */
738 /* These sections handle the closing of the cave. The cave closes "CLOCK1"
739 * turns after the last treasure has been located (including the pirate's
740 * chest, which may of course never show up). Note that the treasures need not
741 * have been taken yet, just located. Hence CLOCK1 must be large enough to get
742 * out of the cave (it only ticks while inside the cave). When it hits zero,
743 * we branch to 10000 to start closing the cave, and then sit back and wait for
744 * him to try to get out. If he doesn't within CLOCK2 turns, we close the
745 * cave; if he does try, we assume he panics, and give him a few additional
746 * turns to get frantic before we close. When CLOCK2 hits zero, we branch to
747 * 11000 to transport him into the final puzzle. Note that the puzzle depends
748 * upon all sorts of random things. For instance, there must be no water or
749 * oil, since there are beanstalks which we don't want to be able to water,
750 * since the code can't handle it. Also, we can have no keys, since there is a
751 * grate (having moved the fixed object!) there separating him from all the
752 * treasures. most of these problems arise from the use of negative prop
753 * numbers to suppress the object descriptions until he's actually moved the
756 /* When the first warning comes, we lock the grate, destroy the bridge, kill
757 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
758 * and set "CLOSNG" to true. Leave the dragon; too much trouble to move it.
759 * from now until CLOCK2 runs out, he cannot unlock the grate, move to any
760 * location outside the cave, or create the bridge. Nor can he be
761 * resurrected if he dies. Note that the snake is already gone, since he got
762 * to the treasure accessible only via the hall of the mt. king. Also, he's
763 * been in giant room (to get eggs), so we can refer to it. Also also, he's
764 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
765 * must have been activated, since we've found chest. */
767 L10000: PROP[GRATE]=0;
769 for (I=1; I<=6; I++) {
775 MOVE(TROLL2,PLAC[TROLL]);
776 MOVE(TROLL2+100,FIXD[TROLL]);
778 if(PROP[BEAR] != 3)DSTROY(BEAR);
788 /* ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE
789 * STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW).
790 * AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF
791 * OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT
792 * THE SW END WE PLACE GRATE OVER TREASURES, SNAKE PIT, COVEY OF CAGED BIRDS,
793 * MORE RODS, AND PILLOWS. A MIRROR STRETCHES ACROSS ONE WALL. MANY OF THE
794 * OBJECTS COME FROM KNOWN LOCATIONS AND/OR STATES (E.G. THE SNAKE IS KNOWN TO
795 * HAVE BEEN DESTROYED AND NEEDN'T BE CARRIED AWAY FROM ITS OLD "PLACE"),
796 * MAKING THE VARIOUS OBJECTS BE HANDLED DIFFERENTLY. WE ALSO DROP ALL OTHER
797 * OBJECTS HE MIGHT BE CARRYING (LEST HE HAVE SOME WHICH COULD CAUSE TROUBLE,
798 * SUCH AS THE KEYS). WE DESCRIBE THE FLASH OF LIGHT AND TRUNDLE BACK. */
800 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
801 PROP[PLANT]=PUT(PLANT,115,0);
802 PROP[OYSTER]=PUT(OYSTER,115,0);
804 PROP[LAMP]=PUT(LAMP,115,0);
805 PROP[ROD]=PUT(ROD,115,0);
806 PROP[DWARF]=PUT(DWARF,115,0);
811 /* Leave the grate with normal (non-negative) property. reuse sign. */
815 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
816 PROP[SNAKE]=PUT(SNAKE,116,1);
817 PROP[BIRD]=PUT(BIRD,116,1);
818 PROP[CAGE]=PUT(CAGE,116,0);
819 PROP[ROD2]=PUT(ROD2,116,0);
820 PROP[PILLOW]=PUT(PILLOW,116,0);
822 PROP[MIRROR]=PUT(MIRROR,115,0);
825 for (I=1; I<=100; I++) {
826 if(TOTING(I))DSTROY(I);
833 /* Another way we can force an end to things is by having the lamp give out.
834 * When it gets close, we come here to warn him. We go to 12000 if the lamp
835 * and fresh batteries are here, in which case we replace the batteries and
836 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
837 * out. Even then, he can explore outside for a while if desired. */
841 if(TOTING(BATTER))DROP(BATTER,LOC);
846 L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
849 if(PLACE[BATTER] == 0)SPK=183;
850 if(PROP[BATTER] == 1)SPK=189;
856 if(HERE(LAMP))RSPEAK(184);
859 /* Oh dear, he's disturbed the dwarves. */