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.)
15 long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG,
16 DLOC[7], FIXED[101], HOLDNG,
17 KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
18 PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
19 SETUP = 0, TABSIZ = 330;
20 signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
21 signed char raw_input[LINESIZE+1];
23 long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
24 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
25 CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
26 COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
27 DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
28 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
29 GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
30 HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
31 KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
32 LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
33 MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
34 MESSAG, MIRROR, MXSCOR,
35 NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
36 OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
37 PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
38 RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
39 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
40 STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
41 TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
42 TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
43 VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
44 WZDARK = false, ZZWORD;
46 bool oldstyle = false;
49 extern void initialise();
50 extern void score(long);
51 extern int action(FILE *, long);
57 static void do_command(FILE *);
59 int main(int argc, char *argv[]) {
61 time_t starttime = time(NULL);
63 /* Adventure (rev 2: 20 treasures) */
65 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
66 * 15-treasure version (adventure) by Don Woods, April-June 1977
67 * 20-treasure version (rev 2) by Don Woods, August 1978
68 * Errata fixed: 78/12/25 */
73 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
76 logfp = fopen(optarg, "w+");
79 "advent: can't open logfile %s for write\n",
90 * CLOSED says whether we're all the way closed
91 * CLOSNG says whether it's closing time yet
92 * CLSHNT says whether he's read the clue in the endgame
93 * LMWARN says whether he's been warned about lamp going dim
94 * NOVICE says whether he asked for instructions at start-up
95 * PANIC says whether he's found out he's trapped in the cave
96 * WZDARK says whether the loc he's leaving was dark */
100 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
104 lcgstate.m = 1048576;
105 set_seed((long)starttime);
107 /* Read the database if we have not yet done so */
109 LINES = (long *)calloc(LINSIZ+1,sizeof(long));
111 printf("Not enough memory!\n");
116 if(!SETUP)initialise();
117 if(SETUP > 0) goto L1;
119 /* Unlike earlier versions, adventure is no longer restartable. (This
120 * lets us get away with modifying things such as OBJSND(BIRD) without
121 * having to be able to undo the changes later.) If a "used" copy is
122 * rerun, we come here and tell the player to run a fresh copy. */
127 /* Start-up, dwarf stuff */
131 ZZWORD=RNDVOC(3,0)+MESH*2;
132 NOVICE=YES(stdin, 65,1,0);
136 if(NOVICE)LIMIT=1000;
139 fprintf(logfp, "seed %ld\n", starttime);
145 static void do_command(FILE *cmdin) {
147 /* Can't leave cave once it's closing (except by main office). */
149 L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
155 /* See if a dwarf has seen him and has come from where he wants to go. If so,
156 * the dwarf's blocking his way. If coming from place forbidden to pirate
157 * (dwarves rooted in place) let him get out (and attacked). */
159 L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
160 /* 73 */ for (I=1; I<=5; I++) {
161 if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
169 /* Dwarf stuff. See earlier comments for description of variables. Remember
170 * sixth dwarf is pirate and is thus very different except for motion rules. */
172 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
173 * the whole mess the first time he gets as far as the hall of mists (loc 15).
174 * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
175 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
176 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
177 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
179 if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
180 if(DFLAG != 0) goto L6000;
181 if(INDEEP(LOC))DFLAG=1;
184 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
185 * any of the survivors is at loc, replace him with the alternate. */
187 L6000: if(DFLAG != 1) goto L6010;
188 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
190 for (I=1; I<=2; I++) {
192 if(PCT(50))DLOC[J]=0;
194 for (I=1; I<=5; I++) {
195 if(DLOC[I] == LOC)DLOC[I]=DALTLC;
202 /* Things are in full swing. Move each dwarf at random, except if he's seen us
203 * he sticks with us. Dwarves stay deep inside. If wandering at random,
204 * they don't back up unless there's no alternative. If they don't have to
205 * move, they attack. And, of course, dead dwarves don't do much of anything. */
210 /* 6030 */ for (I=1; I<=6; I++) {
211 if(DLOC[I] == 0) goto L6030;
212 /* Fill TK array with all the places this dwarf might go. */
216 if(KK == 0) goto L6016;
217 L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
219 if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
220 NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
221 FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
222 IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
226 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
227 L6016: TK[J]=ODLOC[I];
232 DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
233 if(!DSEEN[I]) goto L6030;
235 if(I != 6) goto L6027;
237 /* The pirate's spotted him. He leaves him alone once we've found chest. K
238 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
239 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
240 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
242 if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
244 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
245 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
246 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
247 if(TOTING(J)) goto L6021;
248 L6020: if(HERE(J))K=1;
250 if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
252 if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
255 L6021: if(PLACE[CHEST] != 0) goto L6022;
256 /* Install chest only once, to insure it is the last treasure in the list. */
260 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
261 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
262 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
263 if(TOTING(J))DROP(J,CHLOC);
266 L6024: DLOC[6]=CHLOC;
276 /* This threatening little dwarf is in the room with him! */
278 L6027: DTOTAL=DTOTAL+1;
279 if(ODLOC[I] != DLOC[I]) goto L6030;
281 if(KNFLOC >= 0)KNFLOC=LOC;
282 if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1;
286 /* Now we know what's happening. Let's tell the poor sucker about it.
287 * Note that various of the "knife" messages must have specific relative
288 * positions in the RSPEAK database. */
290 if(DTOTAL == 0) goto L2000;
293 if(ATTACK == 0) goto L2000;
294 if(DFLAG == 2)DFLAG=3;
300 RSPEAK(K+1+2/(1+STICK));
301 if(STICK == 0) goto L2000;
310 /* Describe the current location and (maybe) get next command. */
312 /* Print text for current loc. */
314 L2000: if(LOC == 0) goto L99;
316 if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
317 if(FORCED(LOC) || !DARK(0)) goto L2001;
318 if(WZDARK && PCT(35)) goto L90;
320 L2001: if(TOTING(BEAR))RSPEAK(141);
323 if(FORCED(LOC)) goto L8;
324 if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
326 /* Print out descriptions of objects at this location. If not closing and
327 * property value is negative, tally off another treasure. Rug is special
328 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
329 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
330 * are because PROP=0 is needed to get full score. */
332 if(DARK(0)) goto L2012;
335 L2004: if(I == 0) goto L2012;
337 if(OBJ > 100)OBJ=OBJ-100;
338 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
339 if(PROP[OBJ] >= 0) goto L2006;
340 if(CLOSED) goto L2008;
342 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
344 /* Note: There used to be a test here to see whether the player had blown it
345 * so badly that he could never ever see the remaining treasures, and if so
346 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
347 * things like killing the bird before the snake was gone (can never see
348 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
349 * bridge several times, using up all available treasures, breaking vase,
350 * using coins to buy batteries, etc., and eventually never be able to get
351 * across again. If bottle were left on far side, could then never get eggs
352 * or trident, and the effects propagate. So the whole thing was flushed.
353 * anyone who makes such a gross blunder isn't likely to find everything
354 * else anyway (so goes the rationalisation). */
356 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
369 /* Check if this loc is eligible for any hints. If been here long enough,
370 * branch to help section (on later page). Hints all come back here eventually
371 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
374 L2600: if(COND[LOC] < CONDS) goto L2603;
375 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
376 if(HINTED[HINT]) goto L2602;
377 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
378 HINTLC[HINT]=HINTLC[HINT]+1;
379 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
383 /* Kick the random number generator just to add variety to the chase. Also,
384 * if closing time, check for any objects being toted with PROP < 0 and set
385 * the prop to -1-PROP. This way objects won't be described until they've
386 * been picked up and put down separate from their respective piles. Don't
387 * tick CLOCK1 unless well into cave (and not at Y2). */
389 L2603: if(!CLOSED) goto L2605;
390 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
391 for (I=1; I<=100; I++) {
392 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
394 L2605: WZDARK=DARK(0);
395 if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
397 GETIN(cmdin, WD1,WD1X,WD2,WD2X);
399 /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
400 * make neg. If neg, he skipped a word, so make it zero. */
402 L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
404 if(TURNS != THRESH) goto L2608;
405 SPEAK(TTEXT[TRNDEX]);
406 TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
409 if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
410 L2608: if(VERB == SAY && WD2 > 0)VERB=0;
411 if(VERB == SAY) goto L4090;
412 if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
413 if(CLOCK1 == 0) goto L10000;
414 if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
415 if(CLOCK2 == 0) goto L11000;
416 if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
417 if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
419 if(LIMIT == 0) goto L12400;
420 if(LIMIT <= 30) goto L12200;
422 if(LIQLOC(LOC) == WATER)K=70;
425 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
426 if(V1 == ENTER && WD2 > 0) goto L2800;
427 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
428 1000+DOOR)) goto L2610;
429 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
430 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
431 HERE(BIRD))WD1=MAKEWD(301200308);
432 L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
434 if(IWEST == 10)RSPEAK(17);
435 L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
437 if(IGO == 10)RSPEAK(276);
438 L2630: I=VOCAB(WD1,-1);
439 if(I == -1) goto L3000;
442 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
443 case 3: goto L2010; }
446 /* Get second word for analysis. */
453 /* Gee, I don't understand. */
455 L3000: SETPRM(1,WD1,WD1X);
456 /* This is a kludge. The command parser we inherited from the base 2.5
457 * barfs on numeric tokens. It will fall through to here when it sees
458 * seed NNNN. Instead of barfing, go straight to the action processor
459 * where it will examine the raw input. This will fo away when we get
460 * rid of the obfuscated FORTRANoid input processing.
462 if (strncmp(raw_input, "seed", 4) == 0) {
470 /* Verb and object analysis moved to separate module. */
472 L4000: I=4000; goto Laction;
473 L4090: I=4090; goto Laction;
476 switch (action(cmdin, I)) {
479 case 2000: goto L2000;
480 case 2009: goto L2009;
481 case 2010: goto L2010;
482 case 2011: goto L2011;
483 case 2012: goto L2012;
484 case 2600: goto L2600;
485 case 2607: goto L2607;
486 case 2630: goto L2630;
487 case 2800: goto L2800;
488 case 8000: goto L8000;
489 case 18999: goto L18999;
490 case 19000: goto L19000;
494 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
497 L8000: SETPRM(1,WD1,WD1X);
502 /* Figure out the new location
504 * Given the current location in "LOC", and a motion verb number in "K", put
505 * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
506 * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
507 * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
508 * him, so we need OLDLC2, which is the last place he was safe.) */
514 if(K == BACK) goto L20;
515 if(K == LOOK) goto L30;
516 if(K == CAVE) goto L40;
520 L9: LL=IABS(TRAVEL[KK]);
521 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
522 if(TRAVEL[KK] < 0) goto L50;
529 if(NEWLOC <= 300) goto L13;
530 if(PROP[K] != NEWLOC/100-3) goto L16;
531 L12: if(TRAVEL[KK] < 0)BUG(25);
533 NEWLOC=IABS(TRAVEL[KK])/1000;
534 if(NEWLOC == LL) goto L12;
538 L13: if(NEWLOC <= 100) goto L14;
539 if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
542 L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
543 L16: NEWLOC=MOD(LL,1000);
544 if(NEWLOC <= 300) return;
545 if(NEWLOC <= 500) goto L30000;
550 /* Special motions come here. Labelling convention: statement numbers NNNXX
551 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
553 L30000: NEWLOC=NEWLOC-300;
554 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
558 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
559 * table must include "useless" entries going through passage, which can never
560 * be used for actual motion, but can be spotted by "go back". */
562 L30100: NEWLOC=99+100-LOC;
563 if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return;
568 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
569 * toting it), so he's forced to use the plover-passage to get it out. Having
570 * dropped it, go back and pretend he wasn't carrying it after all. */
572 L30200: DROP(EMRALD,LOC);
575 /* Travel 303. Troll bridge. Must be done only as special motion so that
576 * dwarves won't wander across and encounter the bear. (They won't follow the
577 * player there because that region is forbidden to the pirate.) If
578 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
579 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
581 L30300: if(PROP[TROLL] != 1) goto L30310;
586 MOVE(TROLL,PLAC[TROLL]);
587 MOVE(TROLL+100,FIXD[TROLL]);
592 L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
593 if(PROP[TROLL] == 0)PROP[TROLL]=1;
594 if(!TOTING(BEAR)) return;
604 /* End of specials. */
606 /* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
607 * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
610 if(FORCED(K))K=OLDLC2;
615 if(CNDBIT(LOC,4))K2=274;
616 if(K2 == 0) goto L21;
620 L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
621 if(LL == K) goto L25;
622 if(LL > 300) goto L22;
624 if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
625 L22: if(TRAVEL[KK] < 0) goto L23;
630 if(KK != 0) goto L25;
634 L25: K=MOD(IABS(TRAVEL[KK]),1000);
638 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
639 * be dark) so he won't fall into a pit while staring into the gloom. */
641 L30: if(DETAIL < 3)RSPEAK(15);
647 /* Cave. Different messages depending on whether above ground. */
650 if(OUTSID(LOC) && LOC != 8)K=57;
654 /* Non-applicable motion. Various messages depending on word given. */
657 if(K >= 43 && K <= 50)SPK=52;
658 if(K == 29 || K == 30)SPK=52;
659 if(K == 7 || K == 36 || K == 37)SPK=10;
660 if(K == 11 || K == 19)SPK=11;
661 if(VERB == FIND || VERB == INVENT)SPK=59;
662 if(K == 62 || K == 65)SPK=42;
671 /* "You're dead, Jim."
673 * If the current loc is zero, it means the clown got himself killed. We'll
674 * allow this maxdie times. MAXDIE is automatically set based on the number of
675 * snide messages available. Each death results in a message (81, 83, etc.)
676 * which offers reincarnation; if accepted, this results in message 82, 84,
677 * etc. The last time, if he wants another chance, he gets a snide remark as
678 * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
679 * (presumably the last place prior to being killed) without change of props.
680 * the loop runs backwards to assure that the bird is dropped before the cage.
681 * (this kluge could be changed once we're sure all references to bird and cage
682 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
683 * it in the cave). It is turned off and left outside the building (only if he
684 * was carrying it, of course). He himself is left inside the building (and
685 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
686 * OLDLOC is zapped so he can't just "retreat". */
688 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
693 /* Okay, he's dead. Let's get on with it. */
695 L99: if(CLOSNG) goto L95;
697 if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
698 if(NUMDIE == MAXDIE) score(0);
701 if(TOTING(LAMP))PROP[LAMP]=0;
702 /* 98 */ for (J=1; J<=100; J++) {
704 if(!TOTING(I)) goto L98;
714 /* He died during closing time. No resurrection. Tally up a death and exit. */
725 /* Come here if he's been long enough at required loc(s) for some unused hint.
726 * hint number is in variable "hint". Branch to quick test for additional
727 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
728 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
729 * 40030 to take no action yet. */
731 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
732 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
733 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
734 L40900; case 9: goto L41000; }
735 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
739 L40010: HINTLC[HINT]=0;
740 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
741 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
743 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
744 if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
745 L40020: HINTLC[HINT]=0;
748 /* Now for the quick tests. See database description for one-line notes. */
750 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
753 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
756 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
759 L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
763 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
768 L40700: if(DFLAG == 0) goto L40010;
771 L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
775 L40900: I=ATDWRF(LOC);
776 if(I < 0) goto L40020;
777 if(HERE(OGRE) && I == 0) goto L40010;
780 L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
787 /* Cave closing and scoring */
790 /* These sections handle the closing of the cave. The cave closes "clock1"
791 * turns after the last treasure has been located (including the pirate's
792 * chest, which may of course never show up). Note that the treasures need not
793 * have been taken yet, just located. Hence clock1 must be large enough to get
794 * out of the cave (it only ticks while inside the cave). When it hits zero,
795 * we branch to 10000 to start closing the cave, and then sit back and wait for
796 * him to try to get out. If he doesn't within clock2 turns, we close the
797 * cave; if he does try, we assume he panics, and give him a few additional
798 * turns to get frantic before we close. When clock2 hits zero, we branch to
799 * 11000 to transport him into the final puzzle. Note that the puzzle depends
800 * upon all sorts of random things. For instance, there must be no water or
801 * oil, since there are beanstalks which we don't want to be able to water,
802 * since the code can't handle it. Also, we can have no keys, since there is a
803 * grate (having moved the fixed object!) there separating him from all the
804 * treasures. Most of these problems arise from the use of negative prop
805 * numbers to suppress the object descriptions until he's actually moved the
808 /* When the first warning comes, we lock the grate, destroy the bridge, kill
809 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
810 * and set "closng" to true. Leave the dragon; too much trouble to move it.
811 * from now until clock2 runs out, he cannot unlock the grate, move to any
812 * location outside the cave, or create the bridge. Nor can he be
813 * resurrected if he dies. Note that the snake is already gone, since he got
814 * to the treasure accessible only via the hall of the mountain king. Also, he's
815 * been in giant room (to get eggs), so we can refer to it. Also also, he's
816 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
817 * must have been activated, since we've found chest. */
819 L10000: PROP[GRATE]=0;
821 for (I=1; I<=6; I++) {
827 MOVE(TROLL2,PLAC[TROLL]);
828 MOVE(TROLL2+100,FIXD[TROLL]);
830 if(PROP[BEAR] != 3)DSTROY(BEAR);
840 /* Once he's panicked, and clock2 has run out, we come here to set up the
841 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
842 * At the ne end, we place empty bottles, a nursery of plants, a bed of
843 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
844 * the sw end we place grate over treasures, snake pit, covey of caged birds,
845 * more rods, and pillows. A mirror stretches across one wall. Many of the
846 * objects come from known locations and/or states (e.g. the snake is known to
847 * have been destroyed and needn't be carried away from its old "place"),
848 * making the various objects be handled differently. We also drop all other
849 * objects he might be carrying (lest he have some which could cause trouble,
850 * such as the keys). We describe the flash of light and trundle back. */
852 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
853 PROP[PLANT]=PUT(PLANT,115,0);
854 PROP[OYSTER]=PUT(OYSTER,115,0);
856 PROP[LAMP]=PUT(LAMP,115,0);
857 PROP[ROD]=PUT(ROD,115,0);
858 PROP[DWARF]=PUT(DWARF,115,0);
863 /* Leave the grate with normal (non-negative) property. Reuse sign. */
867 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
868 PROP[SNAKE]=PUT(SNAKE,116,1);
869 PROP[BIRD]=PUT(BIRD,116,1);
870 PROP[CAGE]=PUT(CAGE,116,0);
871 PROP[ROD2]=PUT(ROD2,116,0);
872 PROP[PILLOW]=PUT(PILLOW,116,0);
874 PROP[MIRROR]=PUT(MIRROR,115,0);
877 for (I=1; I<=100; I++) {
878 if(TOTING(I))DSTROY(I);
885 /* Another way we can force an end to things is by having the lamp give out.
886 * When it gets close, we come here to warn him. We go to 12000 if the lamp
887 * and fresh batteries are here, in which case we replace the batteries and
888 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
889 * out. Even then, he can explore outside for a while if desired. */
893 if(TOTING(BATTER))DROP(BATTER,LOC);
898 L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
901 if(PLACE[BATTER] == 0)SPK=183;
902 if(PROP[BATTER] == 1)SPK=189;
908 if(HERE(LAMP))RSPEAK(184);
911 /* Oh dear, he's disturbed the dwarves. */