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 LNLENG, LNPOSN, PARMS[MAXPARMS+1];
18 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
20 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
21 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
22 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
23 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
24 GRATE, HINT, INVENT, JADE, KEYS,
25 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
26 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
27 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
28 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
29 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
30 URN, VASE, VEND, VOLCAN, WATER;
31 long K, SPK, WD1, WD1X, WD2, WD2X;
34 bool oldstyle = false;
37 extern void initialise();
38 extern void score(long);
39 extern int action(FILE *, long, long, long);
41 void sig_handler(int signo)
52 * Adventure (rev 2: 20 treasures)
54 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
55 * 15-treasure version (adventure) by Don Woods, April-June 1977
56 * 20-treasure version (rev 2) by Don Woods, August 1978
57 * Errata fixed: 78/12/25
58 * Revived 2017 as Open Advebture.
61 static bool do_command(FILE *);
63 int main(int argc, char *argv[])
69 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
72 logfp = fopen(optarg, "w");
75 "advent: can't open logfile %s for write\n",
77 signal(SIGINT, sig_handler);
87 * game.closed says whether we're all the way closed
88 * game.closng says whether it's closing time yet
89 * game.clshnt says whether he's read the clue in the endgame
90 * game.lmwarn says whether he's been warned about lamp going dim
91 * game.novice says whether he asked for instructions at start-up
92 * game.panic says whether he's found out he's trapped in the cave
93 * game.wzdark says whether the loc he's leaving was dark */
95 /* Initialize our LCG PRNG with parameters tested against
96 * Knuth vol. 2. by the original authors */
101 long seedval = (long)rand();
104 /* Initialize game variables */
108 /* Unlike earlier versions, adventure is no longer restartable. (This
109 * lets us get away with modifying things such as OBJSND(BIRD) without
110 * having to be able to undo the changes later.) If a "used" copy is
111 * rerun, we come here and tell the player to run a fresh copy. */
112 if(game.setup <= 0) {
117 /* Start-up, dwarf stuff */
119 game.zzword=RNDVOC(3,0);
120 game.novice=YES(stdin, 65,1,0);
124 if(game.novice)game.limit=1000;
127 fprintf(logfp, "seed %ld\n", seedval);
129 /* interpret commands ubtil EOF or interrupt */
131 if (!do_command(stdin))
134 /* show score and exit */
138 static bool fallback_handler(char *buf)
139 /* fallback handler for commands not handled by FORTRANish parser */
142 if (sscanf(buf, "seed %ld", &sv) == 1) {
144 printf("Seed set to %ld\n", sv);
145 // autogenerated, so don't charge user time for it.
147 // here we reconfigure any global game state that uses random numbers
148 game.zzword=RNDVOC(3,0);
154 static void dohint(FILE *cmdin, int hint)
155 /* Come here if he's been long enough at required loc(s) for some
164 if(game.prop[GRATE] == 0 && !HERE(KEYS))
169 if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
173 if(HERE(SNAKE) && !HERE(BIRD))
178 if(game.atloc[game.loc] == 0 &&
179 game.atloc[game.oldloc] == 0 &&
180 game.atloc[game.oldlc2] == 0 &&
186 if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
198 if(game.atloc[game.loc] == 0 &&
199 game.atloc[game.oldloc] == 0 &&
200 game.atloc[game.oldlc2] == 0)
209 if(HERE(OGRE) && i == 0)
213 if(game.tally == 1 && game.prop[JADE] < 0)
222 /* Fall through to hint display */
224 if(!YES(cmdin,HINTS[hint][3],0,54))
226 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
228 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
229 if(game.hinted[hint] && game.limit > 30)
230 game.limit=game.limit+30*HINTS[hint][2];
233 static bool dwarfmove(void)
234 /* Dwarves move. Return true if player survives, false if he dies. */
236 int kk, stick, attack;
239 /* Dwarf stuff. See earlier comments for description of
240 * variables. Remember sixth dwarf is pirate and is thus
241 * very different except for motion rules. */
243 /* First off, don't let the dwarves follow him into a pit or
244 * a wall. Activate the whole mess the first time he gets as
245 * far as the hall of mists (loc 15). If game.newloc is
246 * forbidden to pirate (in particular, if it's beyond the
247 * troll bridge), bypass dwarf stuff. That way pirate can't
248 * steal return toll, and dwarves can't meet the bear. Also
249 * means dwarves won't follow him into dead end in maze, but
250 * c'est la vie. They'll wait for him outside the dead
252 if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
255 /* Dwarf activity level ratchets up */
256 if(game.dflag == 0) {
262 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
263 * the 5 dwarves. If any of the survivors is at loc,
264 * replace him with the alternate. */
265 if(game.dflag == 1) {
266 if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
269 for (int i=1; i<=2; i++) {
270 int j=1+randrange(NDWARVES-1);
274 for (int i=1; i<=NDWARVES-1; i++) {
275 if(game.dloc[i] == game.loc)
277 game.odloc[i]=game.dloc[i];
284 /* Things are in full swing. Move each dwarf at random,
285 * except if he's seen us he sticks with us. Dwarves stay
286 * deep inside. If wandering at random, they don't back up
287 * unless there's no alternative. If they don't have to
288 * move, they attack. And, of course, dead dwarves don't do
289 * much of anything. */
293 for (int i=1; i<=NDWARVES; i++) {
295 if(game.dloc[i] == 0)
297 /* Fill TK array with all the places this dwarf might go. */
299 kk=KEY[game.dloc[i]];
302 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
303 /* Have we avoided a dwarf enciounter? */
304 bool avoided = (game.newloc > 300 ||
305 !INDEEP(game.newloc) ||
306 game.newloc == game.odloc[i] ||
307 (j > 1 && game.newloc == TK[j-1]) ||
309 game.newloc == game.dloc[i] ||
310 FORCED(game.newloc) ||
311 (i == PIRATE && CNDBIT(game.newloc,3)) ||
312 labs(TRAVEL[kk])/1000000 == 100);
314 TK[j++] = game.newloc;
323 game.odloc[i]=game.dloc[i];
325 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
326 if(!game.dseen[i]) continue;
327 game.dloc[i]=game.loc;
329 /* The pirate's spotted him. He leaves him alone once we've
330 * found chest. K counts if a treasure is here. If not, and
331 * tally=1 for an unseen chest, let the pirate be spotted.
332 * Note that game.place(CHEST)=0 might mean that he's thrown
333 * it to the troll, but in that case he's seen the chest
335 if(game.loc == game.chloc || game.prop[CHEST] >= 0)
338 for (int j=MINTRS; j<=MAXTRS; j++) {
339 /* Pirate won't take pyramid from plover room or dark
340 * room (too easy!). */
341 if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
347 if(game.place[CHEST] == 0) {
348 /* Install chest only once, to insure it is
349 * the last treasure in the list. */
350 MOVE(CHEST,game.chloc);
351 MOVE(MESSAG,game.chloc2);
354 for (int j=MINTRS; j<=MAXTRS; j++) {
355 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
356 if(AT(j) && game.fixed[j] == 0)
362 game.dloc[PIRATE]=game.chloc;
363 game.odloc[PIRATE]=game.chloc;
364 game.dseen[PIRATE]=false;
370 /* Force chest placement before player finds last treasure */
371 if(game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
373 MOVE(CHEST,game.chloc);
374 MOVE(MESSAG,game.chloc2);
375 game.dloc[PIRATE]=game.chloc;
376 game.odloc[PIRATE]=game.chloc;
377 game.dseen[PIRATE]=false;
380 if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
385 /* This threatening little dwarf is in the room with him! */
387 if(game.odloc[i] == game.dloc[i]) {
390 game.knfloc=game.loc;
391 if(randrange(1000) < 95*(game.dflag-2))
397 /* Now we know what's happening. Let's tell the poor sucker about it.
398 * Note that various of the "knife" messages must have specific relative
399 * positions in the RSPEAK database. */
402 SETPRM(1,game.dtotal,0);
403 RSPEAK(4+1/game.dtotal);
406 if(game.dflag == 2)game.dflag=3;
412 RSPEAK(K+1+2/(1+stick));
415 game.oldlc2=game.loc;
419 /* "You're dead, Jim."
421 * If the current loc is zero, it means the clown got himself killed.
422 * We'll allow this maxdie times. MAXDIE is automatically set based
423 * on the number of snide messages available. Each death results in
424 * a message (81, 83, etc.) which offers reincarnation; if accepted,
425 * this results in message 82, 84, etc. The last time, if he wants
426 * another chance, he gets a snide remark as we exit. When
427 * reincarnated, all objects being carried get dropped at game.oldlc2
428 * (presumably the last place prior to being killed) without change
429 * of props. the loop runs backwards to assure that the bird is
430 * dropped before the cage. (this kluge could be changed once we're
431 * sure all references to bird and cage are done by keywords.) The
432 * lamp is a special case (it wouldn't do to leave it in the cave).
433 * It is turned off and left outside the building (only if he was
434 * carrying it, of course). He himself is left inside the building
435 * (and heaven help him if he tries to xyzzy back into the cave
436 * without the lamp!). game.oldloc is zapped so he can't just
439 static void croak(FILE *cmdin)
440 /* Okay, he's dead. Let's get on with it. */
443 /* He died during closing time. No resurrection. Tally up a
450 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
452 if(game.numdie == MAXDIE)
458 for (int j=1; j<=NOBJECTS; j++) {
459 int i=NOBJECTS + 1 - j;
468 game.oldloc=game.loc;
472 /* Given the current location in "game.loc", and a motion verb number in
473 * "K", put the new location in "game.newloc". The current loc is saved
474 * in "game.oldloc" in case he wants to retreat. The current
475 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
476 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
477 * him, so we need game.oldlc2, which is the last place he was
480 static bool playermove(FILE *cmdin, token_t verb)
482 int LL, K2, KK=KEY[game.loc];
483 game.newloc=game.loc;
489 /* Handle "go back". Look for verb which goes from game.loc to
490 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
491 * K2 saves entry -> forced loc -> previous loc. */
493 if(FORCED(K))K=game.oldlc2;
494 game.oldlc2=game.oldloc;
495 game.oldloc=game.loc;
497 if(K == game.loc)K2=91;
498 if(CNDBIT(game.loc,4))K2=274;
499 if(K2 == 0) goto L21;
504 /* Look. Can't give more detail. Pretend it wasn't dark
505 * (though it may "now" be dark) so he won't fall into a
506 * pit while staring into the gloom. */
507 if(game.detail < 3)RSPEAK(15);
508 game.detail=game.detail+1;
510 game.abbrev[game.loc]=0;
514 /* Cave. Different messages depending on whether above ground. */
515 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
518 game.oldlc2=game.oldloc;
519 game.oldloc=game.loc;
523 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K)
526 /* Non-applicable motion. Various messages depending on
529 if(K >= 43 && K <= 50)SPK=52;
530 if(K == 29 || K == 30)SPK=52;
531 if(K == 7 || K == 36 || K == 37)SPK=10;
532 if(K == 11 || K == 19)SPK=11;
533 if(verb == FIND || verb == INVENT)SPK=59;
534 if(K == 62 || K == 65)SPK=42;
543 L11: game.newloc=LL/1000;
544 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
545 if(game.newloc <= 300)
547 if(game.prop[K] != game.newloc/100-3)
549 L12: if(TRAVEL[KK] < 0)BUG(25);
551 game.newloc=labs(TRAVEL[KK])/1000;
552 if(game.newloc == LL) goto L12;
556 L13: if(game.newloc <= 100)
558 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
561 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
562 L16: game.newloc=MOD(LL,1000);
563 if(game.newloc <= 300) return true;
564 if(game.newloc <= 500) goto L30000;
565 RSPEAK(game.newloc-500);
566 game.newloc=game.loc;
569 /* Special motions come here. Labelling convention: statement numbers NNNXX
570 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
572 L30000: game.newloc=game.newloc-300;
573 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
577 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
578 * table must include "useless" entries going through passage, which can never
579 * be used for actual motion, but can be spotted by "go back". */
581 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
582 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
583 game.newloc=game.loc;
587 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
588 * toting it), so he's forced to use the plover-passage to get it out. Having
589 * dropped it, go back and pretend he wasn't carrying it after all. */
591 L30200: DROP(EMRALD,game.loc);
594 /* Travel 303. Troll bridge. Must be done only as special motion so that
595 * dwarves won't wander across and encounter the bear. (They won't follow the
596 * player there because that region is forbidden to the pirate.) If
597 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
598 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
600 L30300: if(game.prop[TROLL] != 1) goto L30310;
604 MOVE(TROLL2+NOBJECTS,0);
605 MOVE(TROLL,PLAC[TROLL]);
606 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
608 game.newloc=game.loc;
611 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
612 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
613 if(!TOTING(BEAR)) return true;
617 DROP(BEAR,game.newloc);
618 game.fixed[BEAR]= -1;
620 game.oldlc2=game.newloc;
624 /* End of specials. */
626 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
629 if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
644 K=MOD(labs(TRAVEL[KK]),1000);
649 static bool do_command(FILE *cmdin) {
650 long KQ, VERB, KK, V1, V2;
654 /* Can't leave cave once it's closing (except by main office). */
655 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
657 game.newloc=game.loc;
658 if(!game.panic)game.clock2=15;
662 /* See if a dwarf has seen him and has come from where he
663 * wants to go. If so, the dwarf's blocking his way. If
664 * coming from place forbidden to pirate (dwarves rooted in
665 * place) let him get out (and attacked). */
666 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
667 for (i=1; i<=NDWARVES-1; i++) {
668 if(game.odloc[i] == game.newloc && game.dseen[i]) {
669 game.newloc=game.loc;
675 game.loc=game.newloc;
680 /* Describe the current location and (maybe) get next command. */
682 /* Print text for current loc. */
684 L2000: if(game.loc == 0)
687 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
689 if(!FORCED(game.loc) && DARK(0)) {
690 /* The easiest way to get killed is to fall into a pit in
692 if(game.wzdark && PCT(35)) {
694 game.oldlc2 = game.loc;
700 if(TOTING(BEAR))RSPEAK(141);
705 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
707 /* Print out descriptions of objects at this location. If
708 * not closing and property value is negative, tally off
709 * another treasure. Rug is special case; once seen, its
710 * game.prop is 1 (dragon on it) till dragon is killed.
711 * Similarly for chain; game.prop is initially 1 (locked to
712 * bear). These hacks are because game.prop=0 is needed to
715 if(DARK(0)) goto L2012;
716 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
717 i=game.atloc[game.loc];
718 L2004: if(i == 0) goto L2012;
720 if(obj > NOBJECTS)obj=obj-NOBJECTS;
721 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
722 if(game.prop[obj] >= 0) goto L2006;
723 if(game.closed) goto L2008;
725 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
726 game.tally=game.tally-1;
727 /* Note: There used to be a test here to see whether the player had blown it
728 * so badly that he could never ever see the remaining treasures, and if so
729 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
730 * things like killing the bird before the snake was gone (can never see
731 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
732 * bridge several times, using up all available treasures, breaking vase,
733 * using coins to buy batteries, etc., and eventually never be able to get
734 * across again. If bottle were left on far side, could then never get eggs
735 * or trident, and the effects propagate. So the whole thing was flushed.
736 * anyone who makes such a gross blunder isn't likely to find everything
737 * else anyway (so goes the rationalisation). */
738 L2006: KK=game.prop[obj];
739 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
741 L2008: i=game.link[i];
752 /* Check if this loc is eligible for any hints. If been here long enough,
753 * branch to help section (on later page). Hints all come back here eventually
754 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
756 L2600: if(COND[game.loc] >= game.conds) {
757 for (int hint=1; hint<=HNTMAX; hint++) {
758 if(game.hinted[hint])
760 if(!CNDBIT(game.loc,hint+10))
761 game.hintlc[hint]= -1;
762 game.hintlc[hint] = game.hintlc[hint]+1;
763 if(game.hintlc[hint] >= HINTS[hint][1])
768 /* If closing time, check for any objects being toted with
769 * game.prop < 0 and set the prop to -1-game.prop. This way
770 * objects won't be described until they've been picked up
771 * and put down separate from their respective piles. Don't
772 * tick game.clock1 unless well into cave (and not at Y2). */
773 L2603: if(game.closed) {
774 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
776 for (i=1; i<=NOBJECTS; i++) {
777 if(TOTING(i) && game.prop[i] < 0)
778 game.prop[i] = -1-game.prop[i];
782 if(game.knfloc > 0 && game.knfloc != game.loc)
785 /* This is where we get a new command from the user */
786 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
789 /* Every input, check "game.foobar" flag. If zero, nothing's
790 * going on. If pos, make neg. If neg, he skipped a word,
791 * so make it zero. */
792 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
793 game.turns=game.turns+1;
794 if(game.turns == game.thresh) {
795 SPEAK(TTEXT[game.trndex]);
796 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
797 game.trndex=game.trndex+1;
799 if(game.trndex <= TRNVLS)
800 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
802 if(VERB == SAY && WD2 > 0)VERB=0;
803 if(VERB == SAY) goto L4090;
804 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
805 if(game.clock1 == 0) goto L10000;
806 if(game.clock1 < 0)game.clock2=game.clock2-1;
807 if(game.clock2 == 0) goto L11000;
808 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
809 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
811 if(game.limit == 0) goto L12400;
812 if(game.limit <= 30) goto L12200;
814 if(LIQLOC(game.loc) == WATER)K=70;
817 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
818 if(V1 == ENTER && WD2 > 0) goto L2800;
819 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
820 1000+DOOR)) goto L2610;
821 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
822 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
823 WD1=MAKEWD(301200308);
824 L2620: if(WD1 == MAKEWD(23051920)) {
825 game.iwest=game.iwest+1;
826 if(game.iwest == 10)RSPEAK(17);
828 if(WD1 == MAKEWD( 715) && WD2 != 0) {
838 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
839 case 3: goto L2010; }
842 /* Get second word for analysis. */
849 /* Gee, I don't understand. */
851 L3000: SETPRM(1,WD1,WD1X);
852 if (fallback_handler(rawbuf))
857 /* Verb and object analysis moved to separate module. */
859 L4000: i=4000; VERB=K; goto Laction;
860 L4090: i=4090; goto Laction;
861 L5000: i=5000; obj = K;
863 switch (action(cmdin, i, VERB, obj)) {
866 case 2000: goto L2000;
867 case 2009: goto L2009;
868 case 2010: goto L2010;
869 case 2011: goto L2011;
870 case 2012: goto L2012;
871 case 2600: goto L2600;
872 case 2607: goto L2607;
873 case 2630: goto L2630;
874 case 2800: goto L2800;
875 case 8000: goto L8000;
876 case 18999: goto L18999;
877 case 19000: goto L19000;
881 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
884 L8000: SETPRM(1,WD1,WD1X);
889 /* Figure out the new location */
892 if (playermove(cmdin, VERB))
897 /* Cave closing and scoring */
899 /* These sections handle the closing of the cave. The cave closes "clock1"
900 * turns after the last treasure has been located (including the pirate's
901 * chest, which may of course never show up). Note that the treasures need not
902 * have been taken yet, just located. Hence clock1 must be large enough to get
903 * out of the cave (it only ticks while inside the cave). When it hits zero,
904 * we branch to 10000 to start closing the cave, and then sit back and wait for
905 * him to try to get out. If he doesn't within clock2 turns, we close the
906 * cave; if he does try, we assume he panics, and give him a few additional
907 * turns to get frantic before we close. When clock2 hits zero, we branch to
908 * 11000 to transport him into the final puzzle. Note that the puzzle depends
909 * upon all sorts of random things. For instance, there must be no water or
910 * oil, since there are beanstalks which we don't want to be able to water,
911 * since the code can't handle it. Also, we can have no keys, since there is a
912 * grate (having moved the fixed object!) there separating him from all the
913 * treasures. Most of these problems arise from the use of negative prop
914 * numbers to suppress the object descriptions until he's actually moved the
917 /* When the first warning comes, we lock the grate, destroy the bridge, kill
918 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
919 * and set "closng" to true. Leave the dragon; too much trouble to move it.
920 * from now until clock2 runs out, he cannot unlock the grate, move to any
921 * location outside the cave, or create the bridge. Nor can he be
922 * resurrected if he dies. Note that the snake is already gone, since he got
923 * to the treasure accessible only via the hall of the mountain king. Also, he's
924 * been in giant room (to get eggs), so we can refer to it. Also also, he's
925 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
926 * must have been activated, since we've found chest. */
928 L10000: game.prop[GRATE]=0;
930 for (i=1; i<=NDWARVES; i++) {
935 MOVE(TROLL+NOBJECTS,0);
936 MOVE(TROLL2,PLAC[TROLL]);
937 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
939 if(game.prop[BEAR] != 3)DSTROY(BEAR);
949 /* Once he's panicked, and clock2 has run out, we come here to set up the
950 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
951 * At the ne end, we place empty bottles, a nursery of plants, a bed of
952 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
953 * the sw end we place grate over treasures, snake pit, covey of caged birds,
954 * more rods, and pillows. A mirror stretches across one wall. Many of the
955 * objects come from known locations and/or states (e.g. the snake is known to
956 * have been destroyed and needn't be carried away from its old "place"),
957 * making the various objects be handled differently. We also drop all other
958 * objects he might be carrying (lest he have some which could cause trouble,
959 * such as the keys). We describe the flash of light and trundle back. */
961 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
962 game.prop[PLANT]=PUT(PLANT,115,0);
963 game.prop[OYSTER]=PUT(OYSTER,115,0);
965 game.prop[LAMP]=PUT(LAMP,115,0);
966 game.prop[ROD]=PUT(ROD,115,0);
967 game.prop[DWARF]=PUT(DWARF,115,0);
972 /* Leave the grate with normal (non-negative) property. Reuse sign. */
976 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
977 game.prop[SNAKE]=PUT(SNAKE,116,1);
978 game.prop[BIRD]=PUT(BIRD,116,1);
979 game.prop[CAGE]=PUT(CAGE,116,0);
980 game.prop[ROD2]=PUT(ROD2,116,0);
981 game.prop[PILLOW]=PUT(PILLOW,116,0);
983 game.prop[MIRROR]=PUT(MIRROR,115,0);
984 game.fixed[MIRROR]=116;
986 for (int i=1; i<=NOBJECTS; i++) {
995 /* Another way we can force an end to things is by having the lamp give out.
996 * When it gets close, we come here to warn him. We go to 12000 if the lamp
997 * and fresh batteries are here, in which case we replace the batteries and
998 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
999 * out. Even then, he can explore outside for a while if desired. */
1001 L12000: RSPEAK(188);
1002 game.prop[BATTER]=1;
1003 if(TOTING(BATTER))DROP(BATTER,game.loc);
1004 game.limit=game.limit+2500;
1008 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
1011 if(game.place[BATTER] == 0)SPK=183;
1012 if(game.prop[BATTER] == 1)SPK=189;
1016 L12400: game.limit= -1;
1018 if(HERE(LAMP))RSPEAK(184);
1021 /* Oh dear, he's disturbed the dwarves. */
1023 L18999: RSPEAK(SPK);
1024 L19000: RSPEAK(136);