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.)
16 long ABB[186], ATLOC[186], BLKLIN = true, DFLAG,
17 DLOC[7], FIXED[101], HOLDNG,
18 LINK[201], LNLENG, LNPOSN,
19 PARMS[26], PLACE[101],
21 signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
23 long ABBNUM, 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,
26 COINS, CONDS, DALTLC, DETAIL,
27 DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
28 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD,
29 GRATE, HINT, HINTED[21], HINTLC[21],
30 I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
31 KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL,
32 LMWARN, LOC, LOCK, LOOK,
33 MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
34 MESSAG, MIRROR, MXSCOR,
35 NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
36 ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
37 PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[101], PYRAM,
38 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
39 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
40 STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
41 TRNDEX, TRNLUZ, TROLL, TROLL2,
42 TURNS, URN, V1, V2, VASE, VEND, VERB,
43 VOLCAN, 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);
53 void sig_handler(int signo)
65 static bool do_command(FILE *);
67 int main(int argc, char *argv[]) {
70 /* Adventure (rev 2: 20 treasures) */
72 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
73 * 15-treasure version (adventure) by Don Woods, April-June 1977
74 * 20-treasure version (rev 2) by Don Woods, August 1978
75 * Errata fixed: 78/12/25 */
80 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
83 logfp = fopen(optarg, "w");
86 "advent: can't open logfile %s for write\n",
88 signal(SIGINT, sig_handler);
98 * CLOSED says whether we're all the way closed
99 * CLOSNG says whether it's closing time yet
100 * CLSHNT says whether he's read the clue in the endgame
101 * LMWARN says whether he's been warned about lamp going dim
102 * NOVICE says whether he asked for instructions at start-up
103 * PANIC says whether he's found out he's trapped in the cave
104 * WZDARK says whether the loc he's leaving was dark */
108 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
112 lcgstate.m = 1048576;
113 long seedval = (long)time(NULL);
116 /* Read the database if we have not yet done so */
119 if(!SETUP)initialise();
120 if(SETUP > 0) goto L1;
122 /* Unlike earlier versions, adventure is no longer restartable. (This
123 * lets us get away with modifying things such as OBJSND(BIRD) without
124 * having to be able to undo the changes later.) If a "used" copy is
125 * rerun, we come here and tell the player to run a fresh copy. */
130 /* Start-up, dwarf stuff */
134 ZZWORD=RNDVOC(3,0)+MESH*2;
135 NOVICE=YES(stdin, 65,1,0);
139 if(NOVICE)LIMIT=1000;
142 fprintf(logfp, "seed %ld\n", seedval);
145 if (!do_command(stdin))
151 static bool fallback_handler(signed char *buf)
152 /* fallback handler for commands not handled by FORTRANish parser */
155 if (sscanf(buf, "seed %ld", &sv) == 1) {
157 printf("Seed set to %ld\n", sv);
158 // here we reconfigure any global game state that uses random numbers
159 ZZWORD=RNDVOC(3,0)+MESH*2;
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 || !CLOSNG) goto L71;
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<=5; I++) {
181 if(ODLOC[I] != NEWLOC || !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(DFLAG != 0) goto L6000;
201 if(INDEEP(LOC))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(DFLAG != 1) goto L6010;
208 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
210 for (I=1; I<=2; I++) {
212 if(PCT(50))DLOC[J]=0;
214 for (I=1; I<=5; I++) {
215 if(DLOC[I] == LOC)DLOC[I]=DALTLC;
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. */
230 /* 6030 */ for (I=1; I<=6; I++) {
231 if(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(IABS(TRAVEL[KK])/1000,1000);
239 if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
240 NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
241 FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
242 IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
246 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
247 L6016: TK[J]=ODLOC[I];
252 DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
253 if(!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 == 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(ODLOC[6] != 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. */
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,CHLOC);
286 L6024: DLOC[6]=CHLOC;
296 /* This threatening little dwarf is in the room with him! */
298 L6027: DTOTAL=DTOTAL+1;
299 if(ODLOC[I] != DLOC[I]) goto L6030;
301 if(KNFLOC >= 0)KNFLOC=LOC;
302 if(randrange(1000) < 95*(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(DTOTAL == 0) goto L2000;
313 if(ATTACK == 0) goto L2000;
314 if(DFLAG == 2)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],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
337 if(FORCED(LOC) || !DARK(0)) goto L2001;
338 if(WZDARK && PCT(35)) goto L90;
340 L2001: if(TOTING(BEAR))RSPEAK(141);
343 if(FORCED(LOC)) goto L8;
344 if(LOC == 33 && PCT(25) && !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 > 100)OBJ=OBJ-100;
358 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
359 if(PROP[OBJ] >= 0) goto L2006;
360 if(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] < 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 /* Kick the random number generator just to add variety to the chase. Also,
404 * if closing time, check for any objects being toted with PROP < 0 and set
405 * the prop to -1-PROP. This way objects won't be described until they've
406 * been picked up and put down separate from their respective piles. Don't
407 * tick CLOCK1 unless well into cave (and not at Y2). */
409 L2603: if(!CLOSED) goto L2605;
410 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
411 for (I=1; I<=100; I++) {
412 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
414 L2605: WZDARK=DARK(0);
415 if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
417 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
420 /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
421 * make neg. If neg, he skipped a word, so make it zero. */
423 L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
425 if(TURNS != THRESH) goto L2608;
426 SPEAK(TTEXT[TRNDEX]);
427 TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
430 if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
431 L2608: if(VERB == SAY && WD2 > 0)VERB=0;
432 if(VERB == SAY) goto L4090;
433 if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
434 if(CLOCK1 == 0) goto L10000;
435 if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
436 if(CLOCK2 == 0) goto L11000;
437 if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
438 if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
440 if(LIMIT == 0) goto L12400;
441 if(LIMIT <= 30) goto L12200;
443 if(LIQLOC(LOC) == WATER)K=70;
446 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
447 if(V1 == ENTER && WD2 > 0) goto L2800;
448 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
449 1000+DOOR)) goto L2610;
450 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
451 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
452 HERE(BIRD))WD1=MAKEWD(301200308);
453 L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
455 if(IWEST == 10)RSPEAK(17);
456 L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
458 if(IGO == 10)RSPEAK(276);
459 L2630: I=VOCAB(WD1,-1);
460 if(I == -1) goto L3000;
463 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
464 case 3: goto L2010; }
467 /* Get second word for analysis. */
474 /* Gee, I don't understand. */
476 L3000: SETPRM(1,WD1,WD1X);
477 if (fallback_handler(rawbuf))
482 /* Verb and object analysis moved to separate module. */
484 L4000: I=4000; goto Laction;
485 L4090: I=4090; goto Laction;
488 switch (action(cmdin, I)) {
491 case 2000: goto L2000;
492 case 2009: goto L2009;
493 case 2010: goto L2010;
494 case 2011: goto L2011;
495 case 2012: goto L2012;
496 case 2600: goto L2600;
497 case 2607: goto L2607;
498 case 2630: goto L2630;
499 case 2800: goto L2800;
500 case 8000: goto L8000;
501 case 18999: goto L18999;
502 case 19000: goto L19000;
506 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
509 L8000: SETPRM(1,WD1,WD1X);
514 /* Figure out the new location
516 * Given the current location in "LOC", and a motion verb number in "K", put
517 * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
518 * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
519 * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
520 * him, so we need OLDLC2, which is the last place he was safe.) */
525 if(K == NUL) return true;
526 if(K == BACK) goto L20;
527 if(K == LOOK) goto L30;
528 if(K == CAVE) goto L40;
532 L9: LL=IABS(TRAVEL[KK]);
533 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
534 if(TRAVEL[KK] < 0) goto L50;
541 if(NEWLOC <= 300) goto L13;
542 if(PROP[K] != NEWLOC/100-3) goto L16;
543 L12: if(TRAVEL[KK] < 0)BUG(25);
545 NEWLOC=IABS(TRAVEL[KK])/1000;
546 if(NEWLOC == LL) goto L12;
550 L13: if(NEWLOC <= 100) goto L14;
551 if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
554 L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
555 L16: NEWLOC=MOD(LL,1000);
556 if(NEWLOC <= 300) return true;
557 if(NEWLOC <= 500) goto L30000;
562 /* Special motions come here. Labelling convention: statement numbers NNNXX
563 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
565 L30000: NEWLOC=NEWLOC-300;
566 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
570 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
571 * table must include "useless" entries going through passage, which can never
572 * be used for actual motion, but can be spotted by "go back". */
574 L30100: NEWLOC=99+100-LOC;
575 if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true;
580 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
581 * toting it), so he's forced to use the plover-passage to get it out. Having
582 * dropped it, go back and pretend he wasn't carrying it after all. */
584 L30200: DROP(EMRALD,LOC);
587 /* Travel 303. Troll bridge. Must be done only as special motion so that
588 * dwarves won't wander across and encounter the bear. (They won't follow the
589 * player there because that region is forbidden to the pirate.) If
590 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
591 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
593 L30300: if(PROP[TROLL] != 1) goto L30310;
598 MOVE(TROLL,PLAC[TROLL]);
599 MOVE(TROLL+100,FIXD[TROLL]);
604 L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
605 if(PROP[TROLL] == 0)PROP[TROLL]=1;
606 if(!TOTING(BEAR)) return true;
616 /* End of specials. */
618 /* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
619 * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
622 if(FORCED(K))K=OLDLC2;
627 if(CNDBIT(LOC,4))K2=274;
628 if(K2 == 0) goto L21;
632 L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
633 if(LL == K) goto L25;
634 if(LL > 300) goto L22;
636 if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
637 L22: if(TRAVEL[KK] < 0) goto L23;
642 if(KK != 0) goto L25;
646 L25: K=MOD(IABS(TRAVEL[KK]),1000);
650 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
651 * be dark) so he won't fall into a pit while staring into the gloom. */
653 L30: if(DETAIL < 3)RSPEAK(15);
659 /* Cave. Different messages depending on whether above ground. */
662 if(OUTSID(LOC) && LOC != 8)K=57;
666 /* Non-applicable motion. Various messages depending on word given. */
669 if(K >= 43 && K <= 50)SPK=52;
670 if(K == 29 || K == 30)SPK=52;
671 if(K == 7 || K == 36 || K == 37)SPK=10;
672 if(K == 11 || K == 19)SPK=11;
673 if(VERB == FIND || VERB == INVENT)SPK=59;
674 if(K == 62 || K == 65)SPK=42;
679 /* "You're dead, Jim."
681 * If the current loc is zero, it means the clown got himself killed. We'll
682 * allow this maxdie times. MAXDIE is automatically set based on the number of
683 * snide messages available. Each death results in a message (81, 83, etc.)
684 * which offers reincarnation; if accepted, this results in message 82, 84,
685 * etc. The last time, if he wants another chance, he gets a snide remark as
686 * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
687 * (presumably the last place prior to being killed) without change of props.
688 * the loop runs backwards to assure that the bird is dropped before the cage.
689 * (this kluge could be changed once we're sure all references to bird and cage
690 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
691 * it in the cave). It is turned off and left outside the building (only if he
692 * was carrying it, of course). He himself is left inside the building (and
693 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
694 * OLDLOC is zapped so he can't just "retreat". */
696 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
701 /* Okay, he's dead. Let's get on with it. */
703 L99: if(CLOSNG) goto L95;
705 if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
706 if(NUMDIE == MAXDIE) score(0);
709 if(TOTING(LAMP))PROP[LAMP]=0;
710 /* 98 */ for (J=1; J<=100; J++) {
712 if(!TOTING(I)) goto L98;
722 /* He died during closing time. No resurrection. Tally up a death and exit. */
733 /* Come here if he's been long enough at required loc(s) for some unused hint.
734 * hint number is in variable "hint". Branch to quick test for additional
735 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
736 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
737 * 40030 to take no action yet. */
739 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
740 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
741 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
742 L40900; case 9: goto L41000; }
743 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
747 L40010: HINTLC[HINT]=0;
748 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
749 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
751 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
752 if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
753 L40020: HINTLC[HINT]=0;
756 /* Now for the quick tests. See database description for one-line notes. */
758 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
761 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
764 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
767 L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
771 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
776 L40700: if(DFLAG == 0) goto L40010;
779 L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
783 L40900: I=ATDWRF(LOC);
784 if(I < 0) goto L40020;
785 if(HERE(OGRE) && I == 0) goto L40010;
788 L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
795 /* Cave closing and scoring */
798 /* These sections handle the closing of the cave. The cave closes "clock1"
799 * turns after the last treasure has been located (including the pirate's
800 * chest, which may of course never show up). Note that the treasures need not
801 * have been taken yet, just located. Hence clock1 must be large enough to get
802 * out of the cave (it only ticks while inside the cave). When it hits zero,
803 * we branch to 10000 to start closing the cave, and then sit back and wait for
804 * him to try to get out. If he doesn't within clock2 turns, we close the
805 * cave; if he does try, we assume he panics, and give him a few additional
806 * turns to get frantic before we close. When clock2 hits zero, we branch to
807 * 11000 to transport him into the final puzzle. Note that the puzzle depends
808 * upon all sorts of random things. For instance, there must be no water or
809 * oil, since there are beanstalks which we don't want to be able to water,
810 * since the code can't handle it. Also, we can have no keys, since there is a
811 * grate (having moved the fixed object!) there separating him from all the
812 * treasures. Most of these problems arise from the use of negative prop
813 * numbers to suppress the object descriptions until he's actually moved the
816 /* When the first warning comes, we lock the grate, destroy the bridge, kill
817 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
818 * and set "closng" to true. Leave the dragon; too much trouble to move it.
819 * from now until clock2 runs out, he cannot unlock the grate, move to any
820 * location outside the cave, or create the bridge. Nor can he be
821 * resurrected if he dies. Note that the snake is already gone, since he got
822 * to the treasure accessible only via the hall of the mountain king. Also, he's
823 * been in giant room (to get eggs), so we can refer to it. Also also, he's
824 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
825 * must have been activated, since we've found chest. */
827 L10000: PROP[GRATE]=0;
829 for (I=1; I<=6; I++) {
835 MOVE(TROLL2,PLAC[TROLL]);
836 MOVE(TROLL2+100,FIXD[TROLL]);
838 if(PROP[BEAR] != 3)DSTROY(BEAR);
848 /* Once he's panicked, and clock2 has run out, we come here to set up the
849 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
850 * At the ne end, we place empty bottles, a nursery of plants, a bed of
851 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
852 * the sw end we place grate over treasures, snake pit, covey of caged birds,
853 * more rods, and pillows. A mirror stretches across one wall. Many of the
854 * objects come from known locations and/or states (e.g. the snake is known to
855 * have been destroyed and needn't be carried away from its old "place"),
856 * making the various objects be handled differently. We also drop all other
857 * objects he might be carrying (lest he have some which could cause trouble,
858 * such as the keys). We describe the flash of light and trundle back. */
860 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
861 PROP[PLANT]=PUT(PLANT,115,0);
862 PROP[OYSTER]=PUT(OYSTER,115,0);
864 PROP[LAMP]=PUT(LAMP,115,0);
865 PROP[ROD]=PUT(ROD,115,0);
866 PROP[DWARF]=PUT(DWARF,115,0);
871 /* Leave the grate with normal (non-negative) property. Reuse sign. */
875 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
876 PROP[SNAKE]=PUT(SNAKE,116,1);
877 PROP[BIRD]=PUT(BIRD,116,1);
878 PROP[CAGE]=PUT(CAGE,116,0);
879 PROP[ROD2]=PUT(ROD2,116,0);
880 PROP[PILLOW]=PUT(PILLOW,116,0);
882 PROP[MIRROR]=PUT(MIRROR,115,0);
885 for (I=1; I<=100; I++) {
886 if(TOTING(I))DSTROY(I);
893 /* Another way we can force an end to things is by having the lamp give out.
894 * When it gets close, we come here to warn him. We go to 12000 if the lamp
895 * and fresh batteries are here, in which case we replace the batteries and
896 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
897 * out. Even then, he can explore outside for a while if desired. */
901 if(TOTING(BATTER))DROP(BATTER,LOC);
906 L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
909 if(PLACE[BATTER] == 0)SPK=183;
910 if(PROP[BATTER] == 1)SPK=189;
916 if(HERE(LAMP))RSPEAK(184);
919 /* Oh dear, he's disturbed the dwarves. */