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.)
17 long ABB[186], ATLOC[186],
19 LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
20 PARMS[26], PLACE[NOBJECTS+1],
22 char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
24 long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
25 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
26 CLAM, CLSHNT, COINS, DALTLC,
27 DOOR, DPRSSN, DRAGON, DWARF, EGGS,
28 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
29 GRATE, HINT, HINTED[21], HINTLC[21],
30 I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
31 KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
32 MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
33 NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
34 OGRE, OIL, OLDOBJ, OYSTER,
35 PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
36 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
37 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
38 STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
39 TRNDEX, TRNLUZ, TROLL, TROLL2,
40 TURNS, URN, V1, V2, VASE, VEND, VERB,
41 VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
43 bool oldstyle = false;
46 extern void initialise();
47 extern void score(long);
48 extern int action(FILE *, long);
50 void sig_handler(int signo)
62 static bool do_command(FILE *);
64 int main(int argc, char *argv[]) {
67 /* Adventure (rev 2: 20 treasures) */
69 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
70 * 15-treasure version (adventure) by Don Woods, April-June 1977
71 * 20-treasure version (rev 2) by Don Woods, August 1978
72 * Errata fixed: 78/12/25 */
77 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
80 logfp = fopen(optarg, "w");
83 "advent: can't open logfile %s for write\n",
85 signal(SIGINT, sig_handler);
95 * game.closed says whether we're all the way closed
96 * game.closng says whether it's closing time yet
97 * CLSHNT says whether he's read the clue in the endgame
98 * game.lmwarn says whether he's been warned about lamp going dim
99 * NOVICE says whether he asked for instructions at start-up
100 * PANIC says whether he's found out he's trapped in the cave
101 * game.wzdark says whether the loc he's leaving was dark */
105 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
109 lcgstate.m = 1048576;
111 long seedval = (long)rand();
114 /* Read the database if we have not yet done so */
117 if(!SETUP)initialise();
118 if(SETUP > 0) goto L1;
120 /* Unlike earlier versions, adventure is no longer restartable. (This
121 * lets us get away with modifying things such as OBJSND(BIRD) without
122 * having to be able to undo the changes later.) If a "used" copy is
123 * rerun, we come here and tell the player to run a fresh copy. */
128 /* Start-up, dwarf stuff */
132 game.zzword=RNDVOC(3,0);
133 NOVICE=YES(stdin, 65,1,0);
137 if(NOVICE)game.limit=1000;
140 fprintf(logfp, "seed %ld\n", seedval);
143 if (!do_command(stdin))
149 static bool fallback_handler(char *buf)
150 /* fallback handler for commands not handled by FORTRANish parser */
153 if (sscanf(buf, "seed %ld", &sv) == 1) {
155 printf("Seed set to %ld\n", sv);
156 // autogenerated, so don't charge user time for it.
158 // here we reconfigure any global game state that uses random numbers
159 game.zzword=RNDVOC(3,0);
165 static bool do_command(FILE *cmdin) {
167 /* Can't leave cave once it's closing (except by main office). */
169 if(!OUTSID(NEWLOC) || NEWLOC == 0 || !game.closng) goto L71;
172 if(!PANIC)game.clock2=15;
175 /* See if a dwarf has seen him and has come from where he wants to go. If so,
176 * the dwarf's blocking his way. If coming from place forbidden to pirate
177 * (dwarves rooted in place) let him get out (and attacked). */
179 L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
180 /* 73 */ for (I=1; I<=NDWARVES-1; I++) {
181 if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73;
189 /* Dwarf stuff. See earlier comments for description of variables. Remember
190 * sixth dwarf is pirate and is thus very different except for motion rules. */
192 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
193 * the whole mess the first time he gets as far as the hall of mists (loc 15).
194 * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
195 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
196 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
197 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
199 if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
200 if(game.dflag != 0) goto L6000;
201 if(INDEEP(LOC))game.dflag=1;
204 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
205 * any of the survivors is at loc, replace him with the alternate. */
207 L6000: if(game.dflag != 1) goto L6010;
208 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
210 for (I=1; I<=2; I++) {
211 J=1+randrange(NDWARVES-1);
212 if(PCT(50))game.dloc[J]=0;
214 for (I=1; I<=NDWARVES-1; I++) {
215 if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
216 game.odloc[I]=game.dloc[I];
222 /* Things are in full swing. Move each dwarf at random, except if he's seen us
223 * he sticks with us. Dwarves stay deep inside. If wandering at random,
224 * they don't back up unless there's no alternative. If they don't have to
225 * move, they attack. And, of course, dead dwarves don't do much of anything. */
227 L6010: game.dtotal=0;
230 /* 6030 */ for (I=1; I<=NDWARVES; I++) {
231 if(game.dloc[I] == 0) goto L6030;
232 /* Fill TK array with all the places this dwarf might go. */
236 if(KK == 0) goto L6016;
237 L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000);
239 if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == game.odloc[I] || (J > 1 &&
240 NEWLOC == TK[x]) || J >= 20 || NEWLOC == game.dloc[I] ||
241 FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
242 labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
246 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
247 L6016: TK[J]=game.odloc[I];
250 game.odloc[I]=game.dloc[I];
252 game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
253 if(!game.dseen[I]) goto L6030;
255 if(I != 6) goto L6027;
257 /* The pirate's spotted him. He leaves him alone once we've found chest. K
258 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
259 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
260 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
262 if(LOC == game.chloc || PROP[CHEST] >= 0) goto L6030;
264 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
265 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
266 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
267 if(TOTING(J)) goto L6021;
268 L6020: if(HERE(J))K=1;
270 if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
272 if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
275 L6021: if(PLACE[CHEST] != 0) goto L6022;
276 /* Install chest only once, to insure it is the last treasure in the list. */
277 MOVE(CHEST,game.chloc);
278 MOVE(MESSAG,game.chloc2);
280 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
281 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
282 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
283 if(TOTING(J))DROP(J,game.chloc);
286 L6024: game.dloc[6]=game.chloc;
287 game.odloc[6]=game.chloc;
292 MOVE(CHEST,game.chloc);
293 MOVE(MESSAG,game.chloc2);
296 /* This threatening little dwarf is in the room with him! */
298 L6027: game.dtotal=game.dtotal+1;
299 if(game.odloc[I] != game.dloc[I]) goto L6030;
301 if(game.knfloc >= 0)game.knfloc=LOC;
302 if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
306 /* Now we know what's happening. Let's tell the poor sucker about it.
307 * Note that various of the "knife" messages must have specific relative
308 * positions in the RSPEAK database. */
310 if(game.dtotal == 0) goto L2000;
311 SETPRM(1,game.dtotal,0);
312 RSPEAK(4+1/game.dtotal);
313 if(ATTACK == 0) goto L2000;
314 if(game.dflag == 2)game.dflag=3;
320 RSPEAK(K+1+2/(1+STICK));
321 if(STICK == 0) goto L2000;
330 /* Describe the current location and (maybe) get next command. */
332 /* Print text for current loc. */
334 L2000: if(LOC == 0) goto L99;
336 if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
337 if(FORCED(LOC) || !DARK(0)) goto L2001;
338 if(game.wzdark && PCT(35)) goto L90;
340 L2001: if(TOTING(BEAR))RSPEAK(141);
343 if(FORCED(LOC)) goto L8;
344 if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
346 /* Print out descriptions of objects at this location. If not closing and
347 * property value is negative, tally off another treasure. Rug is special
348 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
349 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
350 * are because PROP=0 is needed to get full score. */
352 if(DARK(0)) goto L2012;
355 L2004: if(I == 0) goto L2012;
357 if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
358 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
359 if(PROP[OBJ] >= 0) goto L2006;
360 if(game.closed) goto L2008;
362 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
364 /* Note: There used to be a test here to see whether the player had blown it
365 * so badly that he could never ever see the remaining treasures, and if so
366 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
367 * things like killing the bird before the snake was gone (can never see
368 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
369 * bridge several times, using up all available treasures, breaking vase,
370 * using coins to buy batteries, etc., and eventually never be able to get
371 * across again. If bottle were left on far side, could then never get eggs
372 * or trident, and the effects propagate. So the whole thing was flushed.
373 * anyone who makes such a gross blunder isn't likely to find everything
374 * else anyway (so goes the rationalisation). */
376 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
389 /* Check if this loc is eligible for any hints. If been here long enough,
390 * branch to help section (on later page). Hints all come back here eventually
391 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
394 L2600: if(COND[LOC] < game.conds) goto L2603;
395 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
396 if(HINTED[HINT]) goto L2602;
397 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
398 HINTLC[HINT]=HINTLC[HINT]+1;
399 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
403 /* If closing time, check for any objects being toted with PROP < 0 and set
404 * the prop to -1-PROP. This way objects won't be described until they've
405 * been picked up and put down separate from their respective piles. Don't
406 * tick game.clock1 unless well into cave (and not at Y2). */
408 L2603: if(!game.closed) goto L2605;
409 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
410 for (I=1; I<=NOBJECTS; I++) {
411 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
413 L2605: game.wzdark=DARK(0);
414 if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
416 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
419 /* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
420 * make neg. If neg, he skipped a word, so make it zero. */
422 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
424 if(TURNS == THRESH) {
425 SPEAK(TTEXT[TRNDEX]);
426 TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
430 THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
432 if(VERB == SAY && WD2 > 0)VERB=0;
433 if(VERB == SAY) goto L4090;
434 if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
435 if(game.clock1 == 0) goto L10000;
436 if(game.clock1 < 0)game.clock2=game.clock2-1;
437 if(game.clock2 == 0) goto L11000;
438 if(PROP[LAMP] == 1)game.limit=game.limit-1;
439 if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
441 if(game.limit == 0) goto L12400;
442 if(game.limit <= 30) goto L12200;
444 if(LIQLOC(LOC) == WATER)K=70;
447 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
448 if(V1 == ENTER && WD2 > 0) goto L2800;
449 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
450 1000+DOOR)) goto L2610;
451 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
452 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
453 WD1=MAKEWD(301200308);
454 L2620: if(WD1 == MAKEWD(23051920)) {
455 game.iwest=game.iwest+1;
456 if(game.iwest == 10)RSPEAK(17);
458 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
460 if(IGO == 10)RSPEAK(276);
461 L2630: I=VOCAB(WD1,-1);
462 if(I == -1) goto L3000;
465 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
466 case 3: goto L2010; }
469 /* Get second word for analysis. */
476 /* Gee, I don't understand. */
478 L3000: SETPRM(1,WD1,WD1X);
479 if (fallback_handler(rawbuf))
484 /* Verb and object analysis moved to separate module. */
486 L4000: I=4000; goto Laction;
487 L4090: I=4090; goto Laction;
490 switch (action(cmdin, I)) {
493 case 2000: goto L2000;
494 case 2009: goto L2009;
495 case 2010: goto L2010;
496 case 2011: goto L2011;
497 case 2012: goto L2012;
498 case 2600: goto L2600;
499 case 2607: goto L2607;
500 case 2630: goto L2630;
501 case 2800: goto L2800;
502 case 8000: goto L8000;
503 case 18999: goto L18999;
504 case 19000: goto L19000;
508 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
511 L8000: SETPRM(1,WD1,WD1X);
516 /* Figure out the new location
518 * Given the current location in "LOC", and a motion verb number in
519 * "K", put the new location in "NEWLOC". The current loc is saved
520 * in "game.olddloc" in case he wants to retreat. The current
521 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
522 * does, NEWLOC will be limbo, and OLgame.dloc will be what killed
523 * him, so we need game.oldlc2, which is the last place he was
529 if(K == NUL) return true;
530 if(K == BACK) goto L20;
531 if(K == LOOK) goto L30;
532 if(K == CAVE) goto L40;
533 game.oldlc2=game.oldloc;
536 L9: LL=labs(TRAVEL[KK]);
537 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
538 if(TRAVEL[KK] < 0) goto L50;
544 K=MOD(NEWLOC,100); /* ESR: an instance of NOBJECTS? */
545 if(NEWLOC <= 300) goto L13;
546 if(PROP[K] != NEWLOC/100-3) goto L16;
547 L12: if(TRAVEL[KK] < 0)BUG(25);
549 NEWLOC=labs(TRAVEL[KK])/1000;
550 if(NEWLOC == LL) goto L12;
554 L13: if(NEWLOC <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
555 if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
558 L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
559 L16: NEWLOC=MOD(LL,1000);
560 if(NEWLOC <= 300) return true;
561 if(NEWLOC <= 500) goto L30000;
566 /* Special motions come here. Labelling convention: statement numbers NNNXX
567 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
569 L30000: NEWLOC=NEWLOC-300;
570 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
574 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
575 * table must include "useless" entries going through passage, which can never
576 * be used for actual motion, but can be spotted by "go back". */
578 L30100: NEWLOC=99+100-LOC; /* ESR: an instance of NOBJECTS? */
579 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
584 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
585 * toting it), so he's forced to use the plover-passage to get it out. Having
586 * dropped it, go back and pretend he wasn't carrying it after all. */
588 L30200: DROP(EMRALD,LOC);
591 /* Travel 303. Troll bridge. Must be done only as special motion so that
592 * dwarves won't wander across and encounter the bear. (They won't follow the
593 * player there because that region is forbidden to the pirate.) If
594 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
595 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
597 L30300: if(PROP[TROLL] != 1) goto L30310;
601 MOVE(TROLL2+NOBJECTS,0);
602 MOVE(TROLL,PLAC[TROLL]);
603 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
608 L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
609 if(PROP[TROLL] == 0)PROP[TROLL]=1;
610 if(!TOTING(BEAR)) return true;
620 /* End of specials. */
622 /* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
623 * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
626 if(FORCED(K))K=game.oldlc2;
627 game.oldlc2=game.oldloc;
631 if(CNDBIT(LOC,4))K2=274;
632 if(K2 == 0) goto L21;
636 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
640 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
643 if(TRAVEL[KK] < 0) goto L23;
654 K=MOD(labs(TRAVEL[KK]),1000);
658 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
659 * be dark) so he won't fall into a pit while staring into the gloom. */
661 L30: if(game.detail < 3)RSPEAK(15);
662 game.detail=game.detail+1;
667 /* Cave. Different messages depending on whether above ground. */
670 if(OUTSID(LOC) && LOC != 8)K=57;
674 /* Non-applicable motion. Various messages depending on word given. */
677 if(K >= 43 && K <= 50)SPK=52;
678 if(K == 29 || K == 30)SPK=52;
679 if(K == 7 || K == 36 || K == 37)SPK=10;
680 if(K == 11 || K == 19)SPK=11;
681 if(VERB == FIND || VERB == INVENT)SPK=59;
682 if(K == 62 || K == 65)SPK=42;
687 /* "You're dead, Jim."
689 * If the current loc is zero, it means the clown got himself killed. We'll
690 * allow this maxdie times. MAXDIE is automatically set based on the number of
691 * snide messages available. Each death results in a message (81, 83, etc.)
692 * which offers reincarnation; if accepted, this results in message 82, 84,
693 * etc. The last time, if he wants another chance, he gets a snide remark as
694 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
695 * (presumably the last place prior to being killed) without change of props.
696 * the loop runs backwards to assure that the bird is dropped before the cage.
697 * (this kluge could be changed once we're sure all references to bird and cage
698 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
699 * it in the cave). It is turned off and left outside the building (only if he
700 * was carrying it, of course). He himself is left inside the building (and
701 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
702 * game.oldloc is zapped so he can't just "retreat". */
704 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
709 /* Okay, he's dead. Let's get on with it. */
711 L99: if(game.closng) goto L95;
713 if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
714 if(NUMDIE == MAXDIE) score(0);
717 if(TOTING(LAMP))PROP[LAMP]=0;
718 /* 98 */ for (J=1; J<=NOBJECTS; J++) {
720 if(!TOTING(I)) goto L98;
730 /* He died during closing time. No resurrection. Tally up a death and exit. */
741 /* Come here if he's been long enough at required loc(s) for some unused hint.
742 * hint number is in variable "hint". Branch to quick test for additional
743 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
744 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
745 * 40030 to take no action yet. */
747 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
748 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
749 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
750 L40900; case 9: goto L41000; }
751 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
755 L40010: HINTLC[HINT]=0;
756 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
757 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
759 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
760 if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
761 L40020: HINTLC[HINT]=0;
764 /* Now for the quick tests. See database description for one-line notes. */
766 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
769 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
772 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
775 L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng >
779 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
784 L40700: if(game.dflag == 0) goto L40010;
787 L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
791 L40900: I=ATDWRF(LOC);
792 if(I < 0) goto L40020;
793 if(HERE(OGRE) && I == 0) goto L40010;
796 L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
803 /* Cave closing and scoring */
806 /* These sections handle the closing of the cave. The cave closes "clock1"
807 * turns after the last treasure has been located (including the pirate's
808 * chest, which may of course never show up). Note that the treasures need not
809 * have been taken yet, just located. Hence clock1 must be large enough to get
810 * out of the cave (it only ticks while inside the cave). When it hits zero,
811 * we branch to 10000 to start closing the cave, and then sit back and wait for
812 * him to try to get out. If he doesn't within clock2 turns, we close the
813 * cave; if he does try, we assume he panics, and give him a few additional
814 * turns to get frantic before we close. When clock2 hits zero, we branch to
815 * 11000 to transport him into the final puzzle. Note that the puzzle depends
816 * upon all sorts of random things. For instance, there must be no water or
817 * oil, since there are beanstalks which we don't want to be able to water,
818 * since the code can't handle it. Also, we can have no keys, since there is a
819 * grate (having moved the fixed object!) there separating him from all the
820 * treasures. Most of these problems arise from the use of negative prop
821 * numbers to suppress the object descriptions until he's actually moved the
824 /* When the first warning comes, we lock the grate, destroy the bridge, kill
825 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
826 * and set "closng" to true. Leave the dragon; too much trouble to move it.
827 * from now until clock2 runs out, he cannot unlock the grate, move to any
828 * location outside the cave, or create the bridge. Nor can he be
829 * resurrected if he dies. Note that the snake is already gone, since he got
830 * to the treasure accessible only via the hall of the mountain king. Also, he's
831 * been in giant room (to get eggs), so we can refer to it. Also also, he's
832 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
833 * must have been activated, since we've found chest. */
835 L10000: PROP[GRATE]=0;
837 for (I=1; I<=NDWARVES; I++) {
842 MOVE(TROLL+NOBJECTS,0);
843 MOVE(TROLL2,PLAC[TROLL]);
844 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
846 if(PROP[BEAR] != 3)DSTROY(BEAR);
856 /* Once he's panicked, and clock2 has run out, we come here to set up the
857 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
858 * At the ne end, we place empty bottles, a nursery of plants, a bed of
859 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
860 * the sw end we place grate over treasures, snake pit, covey of caged birds,
861 * more rods, and pillows. A mirror stretches across one wall. Many of the
862 * objects come from known locations and/or states (e.g. the snake is known to
863 * have been destroyed and needn't be carried away from its old "place"),
864 * making the various objects be handled differently. We also drop all other
865 * objects he might be carrying (lest he have some which could cause trouble,
866 * such as the keys). We describe the flash of light and trundle back. */
868 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
869 PROP[PLANT]=PUT(PLANT,115,0);
870 PROP[OYSTER]=PUT(OYSTER,115,0);
872 PROP[LAMP]=PUT(LAMP,115,0);
873 PROP[ROD]=PUT(ROD,115,0);
874 PROP[DWARF]=PUT(DWARF,115,0);
879 /* Leave the grate with normal (non-negative) property. Reuse sign. */
883 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
884 PROP[SNAKE]=PUT(SNAKE,116,1);
885 PROP[BIRD]=PUT(BIRD,116,1);
886 PROP[CAGE]=PUT(CAGE,116,0);
887 PROP[ROD2]=PUT(ROD2,116,0);
888 PROP[PILLOW]=PUT(PILLOW,116,0);
890 PROP[MIRROR]=PUT(MIRROR,115,0);
893 for (I=1; I<=NOBJECTS; I++) {
902 /* Another way we can force an end to things is by having the lamp give out.
903 * When it gets close, we come here to warn him. We go to 12000 if the lamp
904 * and fresh batteries are here, in which case we replace the batteries and
905 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
906 * out. Even then, he can explore outside for a while if desired. */
910 if(TOTING(BATTER))DROP(BATTER,LOC);
911 game.limit=game.limit+2500;
915 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
918 if(PLACE[BATTER] == 0)SPK=183;
919 if(PROP[BATTER] == 1)SPK=189;
923 L12400: game.limit= -1;
925 if(HERE(LAMP))RSPEAK(184);
928 /* Oh dear, he's disturbed the dwarves. */