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.)
14 long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG,
15 DLOC[7], FIXED[101], HOLDNG,
16 KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
17 PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
18 SETUP = 0, TABSIZ = 330;
19 signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
21 long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
22 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
23 CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
24 COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
25 DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
26 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
27 GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
28 HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
29 KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
30 LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
31 MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
32 MESSAG, MIRROR, MXSCOR,
33 NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
34 OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
35 PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
36 RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
37 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
38 STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
39 TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
40 TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
41 VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
42 WZDARK = false, ZZWORD;
44 bool oldstyle = false;
47 extern void initialise();
48 extern void score(long);
49 extern int action(FILE *, long);
55 static void do_command(FILE *);
57 int main(int argc, char *argv[]) {
60 /* Adventure (rev 2: 20 treasures) */
62 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
63 * 15-treasure version (adventure) by Don Woods, April-June 1977
64 * 20-treasure version (rev 2) by Don Woods, August 1978
65 * Errata fixed: 78/12/25 */
70 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
73 logfp = fopen(optarg, "w+");
76 "advent: can't open logfile %s for write\n",
87 * CLOSED says whether we're all the way closed
88 * CLOSNG says whether it's closing time yet
89 * CLSHNT says whether he's read the clue in the endgame
90 * LMWARN says whether he's been warned about lamp going dim
91 * NOVICE says whether he asked for instructions at start-up
92 * PANIC says whether he's found out he's trapped in the cave
93 * WZDARK says whether the loc he's leaving was dark */
97 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
101 lcgstate.m = 1048576;
102 long seedval = (long)time(NULL);
105 /* Read the database if we have not yet done so */
107 LINES = (long *)calloc(LINSIZ+1,sizeof(long));
109 printf("Not enough memory!\n");
114 if(!SETUP)initialise();
115 if(SETUP > 0) goto L1;
117 /* Unlike earlier versions, adventure is no longer restartable. (This
118 * lets us get away with modifying things such as OBJSND(BIRD) without
119 * having to be able to undo the changes later.) If a "used" copy is
120 * rerun, we come here and tell the player to run a fresh copy. */
125 /* Start-up, dwarf stuff */
129 ZZWORD=RNDVOC(3,0)+MESH*2;
130 NOVICE=YES(stdin, 65,1,0);
134 if(NOVICE)LIMIT=1000;
137 fprintf(logfp, "seed %ld\n", seedval);
144 static bool fallback_handler(signed char *buf)
145 /* fallback handler for commands not handled by FORTRANish parser */
148 if (sscanf(buf, "seed %ld", &sv) == 1) {
150 printf("Seed set to %ld\n", sv);
151 // here we reconfigure any global game state that uses random numbers
152 ZZWORD=RNDVOC(3,0)+MESH*2;
158 static void do_command(FILE *cmdin) {
159 /* Can't leave cave once it's closing (except by main office). */
161 L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
167 /* See if a dwarf has seen him and has come from where he wants to go. If so,
168 * the dwarf's blocking his way. If coming from place forbidden to pirate
169 * (dwarves rooted in place) let him get out (and attacked). */
171 L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
172 /* 73 */ for (I=1; I<=5; I++) {
173 if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
181 /* Dwarf stuff. See earlier comments for description of variables. Remember
182 * sixth dwarf is pirate and is thus very different except for motion rules. */
184 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
185 * the whole mess the first time he gets as far as the hall of mists (loc 15).
186 * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
187 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
188 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
189 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
191 if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
192 if(DFLAG != 0) goto L6000;
193 if(INDEEP(LOC))DFLAG=1;
196 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
197 * any of the survivors is at loc, replace him with the alternate. */
199 L6000: if(DFLAG != 1) goto L6010;
200 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
202 for (I=1; I<=2; I++) {
204 if(PCT(50))DLOC[J]=0;
206 for (I=1; I<=5; I++) {
207 if(DLOC[I] == LOC)DLOC[I]=DALTLC;
214 /* Things are in full swing. Move each dwarf at random, except if he's seen us
215 * he sticks with us. Dwarves stay deep inside. If wandering at random,
216 * they don't back up unless there's no alternative. If they don't have to
217 * move, they attack. And, of course, dead dwarves don't do much of anything. */
222 /* 6030 */ for (I=1; I<=6; I++) {
223 if(DLOC[I] == 0) goto L6030;
224 /* Fill TK array with all the places this dwarf might go. */
228 if(KK == 0) goto L6016;
229 L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
231 if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
232 NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
233 FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
234 IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
238 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
239 L6016: TK[J]=ODLOC[I];
244 DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
245 if(!DSEEN[I]) goto L6030;
247 if(I != 6) goto L6027;
249 /* The pirate's spotted him. He leaves him alone once we've found chest. K
250 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
251 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
252 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
254 if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
256 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
257 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
258 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
259 if(TOTING(J)) goto L6021;
260 L6020: if(HERE(J))K=1;
262 if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
264 if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
267 L6021: if(PLACE[CHEST] != 0) goto L6022;
268 /* Install chest only once, to insure it is the last treasure in the list. */
272 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
273 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
274 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
275 if(TOTING(J))DROP(J,CHLOC);
278 L6024: DLOC[6]=CHLOC;
288 /* This threatening little dwarf is in the room with him! */
290 L6027: DTOTAL=DTOTAL+1;
291 if(ODLOC[I] != DLOC[I]) goto L6030;
293 if(KNFLOC >= 0)KNFLOC=LOC;
294 if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1;
298 /* Now we know what's happening. Let's tell the poor sucker about it.
299 * Note that various of the "knife" messages must have specific relative
300 * positions in the RSPEAK database. */
302 if(DTOTAL == 0) goto L2000;
305 if(ATTACK == 0) goto L2000;
306 if(DFLAG == 2)DFLAG=3;
312 RSPEAK(K+1+2/(1+STICK));
313 if(STICK == 0) goto L2000;
322 /* Describe the current location and (maybe) get next command. */
324 /* Print text for current loc. */
326 L2000: if(LOC == 0) goto L99;
328 if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
329 if(FORCED(LOC) || !DARK(0)) goto L2001;
330 if(WZDARK && PCT(35)) goto L90;
332 L2001: if(TOTING(BEAR))RSPEAK(141);
335 if(FORCED(LOC)) goto L8;
336 if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
338 /* Print out descriptions of objects at this location. If not closing and
339 * property value is negative, tally off another treasure. Rug is special
340 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
341 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
342 * are because PROP=0 is needed to get full score. */
344 if(DARK(0)) goto L2012;
347 L2004: if(I == 0) goto L2012;
349 if(OBJ > 100)OBJ=OBJ-100;
350 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
351 if(PROP[OBJ] >= 0) goto L2006;
352 if(CLOSED) goto L2008;
354 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
356 /* Note: There used to be a test here to see whether the player had blown it
357 * so badly that he could never ever see the remaining treasures, and if so
358 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
359 * things like killing the bird before the snake was gone (can never see
360 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
361 * bridge several times, using up all available treasures, breaking vase,
362 * using coins to buy batteries, etc., and eventually never be able to get
363 * across again. If bottle were left on far side, could then never get eggs
364 * or trident, and the effects propagate. So the whole thing was flushed.
365 * anyone who makes such a gross blunder isn't likely to find everything
366 * else anyway (so goes the rationalisation). */
368 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
381 /* Check if this loc is eligible for any hints. If been here long enough,
382 * branch to help section (on later page). Hints all come back here eventually
383 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
386 L2600: if(COND[LOC] < CONDS) goto L2603;
387 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
388 if(HINTED[HINT]) goto L2602;
389 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
390 HINTLC[HINT]=HINTLC[HINT]+1;
391 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
395 /* Kick the random number generator just to add variety to the chase. Also,
396 * if closing time, check for any objects being toted with PROP < 0 and set
397 * the prop to -1-PROP. This way objects won't be described until they've
398 * been picked up and put down separate from their respective piles. Don't
399 * tick CLOCK1 unless well into cave (and not at Y2). */
401 L2603: if(!CLOSED) goto L2605;
402 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
403 for (I=1; I<=100; I++) {
404 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
406 L2605: WZDARK=DARK(0);
407 if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
409 GETIN(cmdin, WD1,WD1X,WD2,WD2X);
411 /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
412 * make neg. If neg, he skipped a word, so make it zero. */
414 L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
416 if(TURNS != THRESH) goto L2608;
417 SPEAK(TTEXT[TRNDEX]);
418 TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
421 if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
422 L2608: if(VERB == SAY && WD2 > 0)VERB=0;
423 if(VERB == SAY) goto L4090;
424 if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
425 if(CLOCK1 == 0) goto L10000;
426 if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
427 if(CLOCK2 == 0) goto L11000;
428 if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
429 if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
431 if(LIMIT == 0) goto L12400;
432 if(LIMIT <= 30) goto L12200;
434 if(LIQLOC(LOC) == WATER)K=70;
437 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
438 if(V1 == ENTER && WD2 > 0) goto L2800;
439 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
440 1000+DOOR)) goto L2610;
441 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
442 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
443 HERE(BIRD))WD1=MAKEWD(301200308);
444 L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
446 if(IWEST == 10)RSPEAK(17);
447 L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
449 if(IGO == 10)RSPEAK(276);
450 L2630: I=VOCAB(WD1,-1);
451 if(I == -1) goto L3000;
454 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
455 case 3: goto L2010; }
458 /* Get second word for analysis. */
465 /* Gee, I don't understand. */
467 L3000: SETPRM(1,WD1,WD1X);
468 if (fallback_handler(rawbuf))
473 /* Verb and object analysis moved to separate module. */
475 L4000: I=4000; goto Laction;
476 L4090: I=4090; goto Laction;
479 switch (action(cmdin, I)) {
482 case 2000: goto L2000;
483 case 2009: goto L2009;
484 case 2010: goto L2010;
485 case 2011: goto L2011;
486 case 2012: goto L2012;
487 case 2600: goto L2600;
488 case 2607: goto L2607;
489 case 2630: goto L2630;
490 case 2800: goto L2800;
491 case 8000: goto L8000;
492 case 18999: goto L18999;
493 case 19000: goto L19000;
497 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
500 L8000: SETPRM(1,WD1,WD1X);
505 /* Figure out the new location
507 * Given the current location in "LOC", and a motion verb number in "K", put
508 * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
509 * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
510 * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
511 * him, so we need OLDLC2, which is the last place he was safe.) */
517 if(K == BACK) goto L20;
518 if(K == LOOK) goto L30;
519 if(K == CAVE) goto L40;
523 L9: LL=IABS(TRAVEL[KK]);
524 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
525 if(TRAVEL[KK] < 0) goto L50;
532 if(NEWLOC <= 300) goto L13;
533 if(PROP[K] != NEWLOC/100-3) goto L16;
534 L12: if(TRAVEL[KK] < 0)BUG(25);
536 NEWLOC=IABS(TRAVEL[KK])/1000;
537 if(NEWLOC == LL) goto L12;
541 L13: if(NEWLOC <= 100) goto L14;
542 if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
545 L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
546 L16: NEWLOC=MOD(LL,1000);
547 if(NEWLOC <= 300) return;
548 if(NEWLOC <= 500) goto L30000;
553 /* Special motions come here. Labelling convention: statement numbers NNNXX
554 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
556 L30000: NEWLOC=NEWLOC-300;
557 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
561 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
562 * table must include "useless" entries going through passage, which can never
563 * be used for actual motion, but can be spotted by "go back". */
565 L30100: NEWLOC=99+100-LOC;
566 if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return;
571 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
572 * toting it), so he's forced to use the plover-passage to get it out. Having
573 * dropped it, go back and pretend he wasn't carrying it after all. */
575 L30200: DROP(EMRALD,LOC);
578 /* Travel 303. Troll bridge. Must be done only as special motion so that
579 * dwarves won't wander across and encounter the bear. (They won't follow the
580 * player there because that region is forbidden to the pirate.) If
581 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
582 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
584 L30300: if(PROP[TROLL] != 1) goto L30310;
589 MOVE(TROLL,PLAC[TROLL]);
590 MOVE(TROLL+100,FIXD[TROLL]);
595 L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
596 if(PROP[TROLL] == 0)PROP[TROLL]=1;
597 if(!TOTING(BEAR)) return;
607 /* End of specials. */
609 /* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
610 * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
613 if(FORCED(K))K=OLDLC2;
618 if(CNDBIT(LOC,4))K2=274;
619 if(K2 == 0) goto L21;
623 L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
624 if(LL == K) goto L25;
625 if(LL > 300) goto L22;
627 if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
628 L22: if(TRAVEL[KK] < 0) goto L23;
633 if(KK != 0) goto L25;
637 L25: K=MOD(IABS(TRAVEL[KK]),1000);
641 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
642 * be dark) so he won't fall into a pit while staring into the gloom. */
644 L30: if(DETAIL < 3)RSPEAK(15);
650 /* Cave. Different messages depending on whether above ground. */
653 if(OUTSID(LOC) && LOC != 8)K=57;
657 /* Non-applicable motion. Various messages depending on word given. */
660 if(K >= 43 && K <= 50)SPK=52;
661 if(K == 29 || K == 30)SPK=52;
662 if(K == 7 || K == 36 || K == 37)SPK=10;
663 if(K == 11 || K == 19)SPK=11;
664 if(VERB == FIND || VERB == INVENT)SPK=59;
665 if(K == 62 || K == 65)SPK=42;
674 /* "You're dead, Jim."
676 * If the current loc is zero, it means the clown got himself killed. We'll
677 * allow this maxdie times. MAXDIE is automatically set based on the number of
678 * snide messages available. Each death results in a message (81, 83, etc.)
679 * which offers reincarnation; if accepted, this results in message 82, 84,
680 * etc. The last time, if he wants another chance, he gets a snide remark as
681 * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
682 * (presumably the last place prior to being killed) without change of props.
683 * the loop runs backwards to assure that the bird is dropped before the cage.
684 * (this kluge could be changed once we're sure all references to bird and cage
685 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
686 * it in the cave). It is turned off and left outside the building (only if he
687 * was carrying it, of course). He himself is left inside the building (and
688 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
689 * OLDLOC is zapped so he can't just "retreat". */
691 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
696 /* Okay, he's dead. Let's get on with it. */
698 L99: if(CLOSNG) goto L95;
700 if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
701 if(NUMDIE == MAXDIE) score(0);
704 if(TOTING(LAMP))PROP[LAMP]=0;
705 /* 98 */ for (J=1; J<=100; J++) {
707 if(!TOTING(I)) goto L98;
717 /* He died during closing time. No resurrection. Tally up a death and exit. */
728 /* Come here if he's been long enough at required loc(s) for some unused hint.
729 * hint number is in variable "hint". Branch to quick test for additional
730 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
731 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
732 * 40030 to take no action yet. */
734 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
735 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
736 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
737 L40900; case 9: goto L41000; }
738 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
742 L40010: HINTLC[HINT]=0;
743 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
744 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
746 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
747 if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
748 L40020: HINTLC[HINT]=0;
751 /* Now for the quick tests. See database description for one-line notes. */
753 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
756 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
759 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
762 L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
766 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
771 L40700: if(DFLAG == 0) goto L40010;
774 L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
778 L40900: I=ATDWRF(LOC);
779 if(I < 0) goto L40020;
780 if(HERE(OGRE) && I == 0) goto L40010;
783 L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
790 /* Cave closing and scoring */
793 /* These sections handle the closing of the cave. The cave closes "CLOCK1"
794 * turns after the last treasure has been located (including the pirate's
795 * chest, which may of course never show up). Note that the treasures need not
796 * have been taken yet, just located. Hence CLOCK1 must be large enough to get
797 * out of the cave (it only ticks while inside the cave). When it hits zero,
798 * we branch to 10000 to start closing the cave, and then sit back and wait for
799 * him to try to get out. If he doesn't within CLOCK2 turns, we close the
800 * cave; if he does try, we assume he panics, and give him a few additional
801 * turns to get frantic before we close. When CLOCK2 hits zero, we branch to
802 * 11000 to transport him into the final puzzle. Note that the puzzle depends
803 * upon all sorts of random things. For instance, there must be no water or
804 * oil, since there are beanstalks which we don't want to be able to water,
805 * since the code can't handle it. Also, we can have no keys, since there is a
806 * grate (having moved the fixed object!) there separating him from all the
807 * treasures. Most of these problems arise from the use of negative prop
808 * numbers to suppress the object descriptions until he's actually moved the
811 /* When the first warning comes, we lock the grate, destroy the bridge, kill
812 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
813 * and set "CLOSNG" to true. Leave the dragon; too much trouble to move it.
814 * from now until CLOCK2 runs out, he cannot unlock the grate, move to any
815 * location outside the cave, or create the bridge. Nor can he be
816 * resurrected if he dies. Note that the snake is already gone, since he got
817 * to the treasure accessible only via the hall of the mountain king. Also, he's
818 * been in giant room (to get eggs), so we can refer to it. Also also, he's
819 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
820 * must have been activated, since we've found chest. */
822 L10000: PROP[GRATE]=0;
824 for (I=1; I<=6; I++) {
830 MOVE(TROLL2,PLAC[TROLL]);
831 MOVE(TROLL2+100,FIXD[TROLL]);
833 if(PROP[BEAR] != 3)DSTROY(BEAR);
843 /* ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE
844 * STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW).
845 * AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF
846 * OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT
847 * THE SW END WE PLACE GRATE OVER TREASURES, SNAKE PIT, COVEY OF CAGED BIRDS,
848 * MORE RODS, AND PILLOWS. A MIRROR STRETCHES ACROSS ONE WALL. MANY OF THE
849 * OBJECTS COME FROM KNOWN LOCATIONS AND/OR STATES (E.G. THE SNAKE IS KNOWN TO
850 * HAVE BEEN DESTROYED AND NEEDN'T BE CARRIED AWAY FROM ITS OLD "PLACE"),
851 * MAKING THE VARIOUS OBJECTS BE HANDLED DIFFERENTLY. WE ALSO DROP ALL OTHER
852 * OBJECTS HE MIGHT BE CARRYING (LEST HE HAVE SOME WHICH COULD CAUSE TROUBLE,
853 * SUCH AS THE KEYS). WE DESCRIBE THE FLASH OF LIGHT AND TRUNDLE BACK. */
855 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
856 PROP[PLANT]=PUT(PLANT,115,0);
857 PROP[OYSTER]=PUT(OYSTER,115,0);
859 PROP[LAMP]=PUT(LAMP,115,0);
860 PROP[ROD]=PUT(ROD,115,0);
861 PROP[DWARF]=PUT(DWARF,115,0);
866 /* Leave the grate with normal (non-negative) property. Reuse sign. */
870 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
871 PROP[SNAKE]=PUT(SNAKE,116,1);
872 PROP[BIRD]=PUT(BIRD,116,1);
873 PROP[CAGE]=PUT(CAGE,116,0);
874 PROP[ROD2]=PUT(ROD2,116,0);
875 PROP[PILLOW]=PUT(PILLOW,116,0);
877 PROP[MIRROR]=PUT(MIRROR,115,0);
880 for (I=1; I<=100; I++) {
881 if(TOTING(I))DSTROY(I);
888 /* Another way we can force an end to things is by having the lamp give out.
889 * When it gets close, we come here to warn him. We go to 12000 if the lamp
890 * and fresh batteries are here, in which case we replace the batteries and
891 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
892 * out. Even then, he can explore outside for a while if desired. */
896 if(TOTING(BATTER))DROP(BATTER,LOC);
901 L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
904 if(PLACE[BATTER] == 0)SPK=183;
905 if(PROP[BATTER] == 1)SPK=189;
911 if(HERE(LAMP))RSPEAK(184);
914 /* Oh dear, he's disturbed the dwarves. */