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], MAP1[129], MAP2[129];
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, I, INVENT, J, JADE, K, KEYS,
25 KNIFE, L, 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, SECT, SIGN, SNAKE, SPK,
29 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
31 VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
33 bool oldstyle = false;
36 extern void initialise();
37 extern void score(long);
38 extern int action(FILE *, long, long, long);
40 void sig_handler(int signo)
51 * Adventure (rev 2: 20 treasures)
53 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
54 * 15-treasure version (adventure) by Don Woods, April-June 1977
55 * 20-treasure version (rev 2) by Don Woods, August 1978
56 * Errata fixed: 78/12/25
57 * Revived 2017 as Open Advebture.
60 static bool do_command(FILE *);
62 int main(int argc, char *argv[])
68 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
71 logfp = fopen(optarg, "w");
74 "advent: can't open logfile %s for write\n",
76 signal(SIGINT, sig_handler);
86 * game.closed says whether we're all the way closed
87 * game.closng says whether it's closing time yet
88 * game.clshnt says whether he's read the clue in the endgame
89 * game.lmwarn says whether he's been warned about lamp going dim
90 * game.novice says whether he asked for instructions at start-up
91 * game.panic says whether he's found out he's trapped in the cave
92 * game.wzdark says whether the loc he's leaving was dark */
94 /* Initialize our LCG PRNG with parameters tested against
95 * Knuth vol. 2. by the original authors */
100 long seedval = (long)rand();
103 /* 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 (I=1; I<=2; I++) {
270 J=1+randrange(NDWARVES-1);
274 for (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 (I=1; I<=NDWARVES; I++) {
294 if(game.dloc[I] == 0)
296 /* Fill TK array with all the places this dwarf might go. */
298 kk=KEY[game.dloc[I]];
301 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
302 /* Have we avoided a dwarf enciounter? */
303 bool avoided = (game.newloc > 300 ||
304 !INDEEP(game.newloc) ||
305 game.newloc == game.odloc[I] ||
306 (J > 1 && game.newloc == TK[J-1]) ||
308 game.newloc == game.dloc[I] ||
309 FORCED(game.newloc) ||
310 (I == PIRATE && CNDBIT(game.newloc,3)) ||
311 labs(TRAVEL[kk])/1000000 == 100);
313 TK[J++] = game.newloc;
322 game.odloc[I]=game.dloc[I];
324 game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
325 if(!game.dseen[I]) continue;
326 game.dloc[I]=game.loc;
328 /* The pirate's spotted him. He leaves him alone once we've
329 * found chest. K counts if a treasure is here. If not, and
330 * tally=1 for an unseen chest, let the pirate be spotted.
331 * Note that game.place(CHEST)=0 might mean that he's thrown
332 * it to the troll, but in that case he's seen the chest
334 if(game.loc == game.chloc || game.prop[CHEST] >= 0)
337 for (J=MINTRS; J<=MAXTRS; J++) {
338 /* Pirate won't take pyramid from plover room or dark
339 * room (too easy!). */
340 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
349 /* Force chest placement before player finds last treasure */
350 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
352 MOVE(CHEST,game.chloc);
353 MOVE(MESSAG,game.chloc2);
354 game.dloc[PIRATE]=game.chloc;
355 game.odloc[PIRATE]=game.chloc;
356 game.dseen[PIRATE]=false;
359 if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
364 if(game.place[CHEST] == 0) {
365 /* Install chest only once, to insure it is the last treasure in
367 MOVE(CHEST,game.chloc);
368 MOVE(MESSAG,game.chloc2);
371 for (J=MINTRS; J<=MAXTRS; J++) {
372 if (!(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
373 if(AT(J) && game.fixed[J] == 0)
379 game.dloc[PIRATE]=game.chloc;
380 game.odloc[PIRATE]=game.chloc;
381 game.dseen[PIRATE]=false;
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))
396 /* Now we know what's happening. Let's tell the poor sucker about it.
397 * Note that various of the "knife" messages must have specific relative
398 * positions in the RSPEAK database. */
401 SETPRM(1,game.dtotal,0);
402 RSPEAK(4+1/game.dtotal);
405 if(game.dflag == 2)game.dflag=3;
411 RSPEAK(K+1+2/(1+stick));
414 game.oldlc2=game.loc;
418 static void croak(FILE *cmdin)
419 /* Okay, he's dead. Let's get on with it. */
422 /* He died during closing time. No resurrection. Tally up a
429 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
431 if(game.numdie == MAXDIE)
437 for (J=1; J<=NOBJECTS; J++) {
447 game.oldloc=game.loc;
451 static bool do_command(FILE *cmdin) {
452 long LL, KQ, VERB, KK, K2, V1, V2;
456 /* Can't leave cave once it's closing (except by main office). */
457 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
459 game.newloc=game.loc;
460 if(!game.panic)game.clock2=15;
464 /* See if a dwarf has seen him and has come from where he
465 * wants to go. If so, the dwarf's blocking his way. If
466 * coming from place forbidden to pirate (dwarves rooted in
467 * place) let him get out (and attacked). */
468 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
469 for (i=1; i<=NDWARVES-1; i++) {
470 if(game.odloc[i] == game.newloc && game.dseen[i]) {
471 game.newloc=game.loc;
477 game.loc=game.newloc;
482 /* Describe the current location and (maybe) get next command. */
484 /* Print text for current loc. */
486 L2000: if(game.loc == 0)
489 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
490 if(FORCED(game.loc) || !DARK(0)) goto L2001;
491 if(game.wzdark && PCT(35)) goto L90;
493 L2001: if(TOTING(BEAR))RSPEAK(141);
496 if(FORCED(game.loc)) goto L8;
497 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
499 /* Print out descriptions of objects at this location. If not closing and
500 * property value is negative, tally off another treasure. Rug is special
501 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
502 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
503 * are because game.prop=0 is needed to get full score. */
505 if(DARK(0)) goto L2012;
506 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
507 I=game.atloc[game.loc];
508 L2004: if(I == 0) goto L2012;
510 if(obj > NOBJECTS)obj=obj-NOBJECTS;
511 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
512 if(game.prop[obj] >= 0) goto L2006;
513 if(game.closed) goto L2008;
515 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
516 game.tally=game.tally-1;
517 /* Note: There used to be a test here to see whether the player had blown it
518 * so badly that he could never ever see the remaining treasures, and if so
519 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
520 * things like killing the bird before the snake was gone (can never see
521 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
522 * bridge several times, using up all available treasures, breaking vase,
523 * using coins to buy batteries, etc., and eventually never be able to get
524 * across again. If bottle were left on far side, could then never get eggs
525 * or trident, and the effects propagate. So the whole thing was flushed.
526 * anyone who makes such a gross blunder isn't likely to find everything
527 * else anyway (so goes the rationalisation). */
528 L2006: KK=game.prop[obj];
529 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
531 L2008: I=game.link[I];
542 /* Check if this loc is eligible for any hints. If been here long enough,
543 * branch to help section (on later page). Hints all come back here eventually
544 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
546 L2600: if(COND[game.loc] >= game.conds) {
547 for (int hint=1; hint<=HNTMAX; hint++) {
548 if(game.hinted[hint])
550 if(!CNDBIT(game.loc,hint+10))
551 game.hintlc[hint]= -1;
552 game.hintlc[hint] = game.hintlc[hint]+1;
553 if(game.hintlc[hint] >= HINTS[hint][1])
558 /* If closing time, check for any objects being toted with
559 * game.prop < 0 and set the prop to -1-game.prop. This way
560 * objects won't be described until they've been picked up
561 * and put down separate from their respective piles. Don't
562 * tick game.clock1 unless well into cave (and not at Y2). */
563 L2603: if(game.closed) {
564 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
566 for (i=1; i<=NOBJECTS; i++) {
567 if(TOTING(i) && game.prop[i] < 0)
568 game.prop[i] = -1-game.prop[i];
572 if(game.knfloc > 0 && game.knfloc != game.loc)
575 /* This is where we get a new command from the user */
576 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
579 /* Every input, check "game.foobar" flag. If zero, nothing's
580 * going on. If pos, make neg. If neg, he skipped a word,
581 * so make it zero. */
582 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
583 game.turns=game.turns+1;
584 if(game.turns == game.thresh) {
585 SPEAK(TTEXT[game.trndex]);
586 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
587 game.trndex=game.trndex+1;
589 if(game.trndex <= TRNVLS)
590 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
592 if(VERB == SAY && WD2 > 0)VERB=0;
593 if(VERB == SAY) goto L4090;
594 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
595 if(game.clock1 == 0) goto L10000;
596 if(game.clock1 < 0)game.clock2=game.clock2-1;
597 if(game.clock2 == 0) goto L11000;
598 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
599 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
601 if(game.limit == 0) goto L12400;
602 if(game.limit <= 30) goto L12200;
604 if(LIQLOC(game.loc) == WATER)K=70;
607 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
608 if(V1 == ENTER && WD2 > 0) goto L2800;
609 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
610 1000+DOOR)) goto L2610;
611 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
612 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
613 WD1=MAKEWD(301200308);
614 L2620: if(WD1 == MAKEWD(23051920)) {
615 game.iwest=game.iwest+1;
616 if(game.iwest == 10)RSPEAK(17);
618 if(WD1 == MAKEWD( 715) && WD2 != 0) {
628 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
629 case 3: goto L2010; }
632 /* Get second word for analysis. */
639 /* Gee, I don't understand. */
641 L3000: SETPRM(1,WD1,WD1X);
642 if (fallback_handler(rawbuf))
647 /* Verb and object analysis moved to separate module. */
649 L4000: I=4000; VERB=K; goto Laction;
650 L4090: I=4090; goto Laction;
653 switch (action(cmdin, I, VERB, obj)) {
656 case 2000: goto L2000;
657 case 2009: goto L2009;
658 case 2010: goto L2010;
659 case 2011: goto L2011;
660 case 2012: goto L2012;
661 case 2600: goto L2600;
662 case 2607: goto L2607;
663 case 2630: goto L2630;
664 case 2800: goto L2800;
665 case 8000: goto L8000;
666 case 18999: goto L18999;
667 case 19000: goto L19000;
671 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
674 L8000: SETPRM(1,WD1,WD1X);
679 /* Figure out the new location
681 * Given the current location in "game.loc", and a motion verb number in
682 * "K", put the new location in "game.newloc". The current loc is saved
683 * in "game.oldloc" in case he wants to retreat. The current
684 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
685 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
686 * him, so we need game.oldlc2, which is the last place he was
689 L8: KK=KEY[game.loc];
690 game.newloc=game.loc;
696 /* Handle "go back". Look for verb which goes from game.loc to
697 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
698 * K2 saves entry -> forced loc -> previous loc. */
700 if(FORCED(K))K=game.oldlc2;
701 game.oldlc2=game.oldloc;
702 game.oldloc=game.loc;
704 if(K == game.loc)K2=91;
705 if(CNDBIT(game.loc,4))K2=274;
706 if(K2 == 0) goto L21;
711 /* Look. Can't give more detail. Pretend it wasn't dark
712 * (though it may "now" be dark) so he won't fall into a
713 * pit while staring into the gloom. */
714 if(game.detail < 3)RSPEAK(15);
715 game.detail=game.detail+1;
717 game.abbrev[game.loc]=0;
721 /* Cave. Different messages depending on whether above ground. */
722 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
725 game.oldlc2=game.oldloc;
726 game.oldloc=game.loc;
728 L9: LL=labs(TRAVEL[KK]);
729 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
730 if(TRAVEL[KK] < 0) goto L50;
735 L11: game.newloc=LL/1000;
736 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
737 if(game.newloc <= 300) goto L13;
738 if(game.prop[K] != game.newloc/100-3) goto L16;
739 L12: if(TRAVEL[KK] < 0)BUG(25);
741 game.newloc=labs(TRAVEL[KK])/1000;
742 if(game.newloc == LL) goto L12;
746 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
747 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
750 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
751 L16: game.newloc=MOD(LL,1000);
752 if(game.newloc <= 300) return true;
753 if(game.newloc <= 500) goto L30000;
754 RSPEAK(game.newloc-500);
755 game.newloc=game.loc;
758 /* Special motions come here. Labelling convention: statement numbers NNNXX
759 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
761 L30000: game.newloc=game.newloc-300;
762 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
766 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
767 * table must include "useless" entries going through passage, which can never
768 * be used for actual motion, but can be spotted by "go back". */
770 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
771 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
772 game.newloc=game.loc;
776 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
777 * toting it), so he's forced to use the plover-passage to get it out. Having
778 * dropped it, go back and pretend he wasn't carrying it after all. */
780 L30200: DROP(EMRALD,game.loc);
783 /* Travel 303. Troll bridge. Must be done only as special motion so that
784 * dwarves won't wander across and encounter the bear. (They won't follow the
785 * player there because that region is forbidden to the pirate.) If
786 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
787 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
789 L30300: if(game.prop[TROLL] != 1) goto L30310;
793 MOVE(TROLL2+NOBJECTS,0);
794 MOVE(TROLL,PLAC[TROLL]);
795 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
797 game.newloc=game.loc;
800 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
801 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
802 if(!TOTING(BEAR)) return true;
806 DROP(BEAR,game.newloc);
807 game.fixed[BEAR]= -1;
809 game.oldlc2=game.newloc;
813 /* End of specials. */
815 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
819 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
834 K=MOD(labs(TRAVEL[KK]),1000);
839 /* Non-applicable motion. Various messages depending on word given. */
842 if(K >= 43 && K <= 50)SPK=52;
843 if(K == 29 || K == 30)SPK=52;
844 if(K == 7 || K == 36 || K == 37)SPK=10;
845 if(K == 11 || K == 19)SPK=11;
846 if(VERB == FIND || VERB == INVENT)SPK=59;
847 if(K == 62 || K == 65)SPK=42;
852 /* "You're dead, Jim."
854 * If the current loc is zero, it means the clown got himself killed. We'll
855 * allow this maxdie times. MAXDIE is automatically set based on the number of
856 * snide messages available. Each death results in a message (81, 83, etc.)
857 * which offers reincarnation; if accepted, this results in message 82, 84,
858 * etc. The last time, if he wants another chance, he gets a snide remark as
859 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
860 * (presumably the last place prior to being killed) without change of props.
861 * the loop runs backwards to assure that the bird is dropped before the cage.
862 * (this kluge could be changed once we're sure all references to bird and cage
863 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
864 * it in the cave). It is turned off and left outside the building (only if he
865 * was carrying it, of course). He himself is left inside the building (and
866 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
867 * game.oldloc is zapped so he can't just "retreat". */
869 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
872 game.oldlc2=game.loc;
876 /* Cave closing and scoring */
879 /* These sections handle the closing of the cave. The cave closes "clock1"
880 * turns after the last treasure has been located (including the pirate's
881 * chest, which may of course never show up). Note that the treasures need not
882 * have been taken yet, just located. Hence clock1 must be large enough to get
883 * out of the cave (it only ticks while inside the cave). When it hits zero,
884 * we branch to 10000 to start closing the cave, and then sit back and wait for
885 * him to try to get out. If he doesn't within clock2 turns, we close the
886 * cave; if he does try, we assume he panics, and give him a few additional
887 * turns to get frantic before we close. When clock2 hits zero, we branch to
888 * 11000 to transport him into the final puzzle. Note that the puzzle depends
889 * upon all sorts of random things. For instance, there must be no water or
890 * oil, since there are beanstalks which we don't want to be able to water,
891 * since the code can't handle it. Also, we can have no keys, since there is a
892 * grate (having moved the fixed object!) there separating him from all the
893 * treasures. Most of these problems arise from the use of negative prop
894 * numbers to suppress the object descriptions until he's actually moved the
897 /* When the first warning comes, we lock the grate, destroy the bridge, kill
898 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
899 * and set "closng" to true. Leave the dragon; too much trouble to move it.
900 * from now until clock2 runs out, he cannot unlock the grate, move to any
901 * location outside the cave, or create the bridge. Nor can he be
902 * resurrected if he dies. Note that the snake is already gone, since he got
903 * to the treasure accessible only via the hall of the mountain king. Also, he's
904 * been in giant room (to get eggs), so we can refer to it. Also also, he's
905 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
906 * must have been activated, since we've found chest. */
908 L10000: game.prop[GRATE]=0;
910 for (I=1; I<=NDWARVES; I++) {
915 MOVE(TROLL+NOBJECTS,0);
916 MOVE(TROLL2,PLAC[TROLL]);
917 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
919 if(game.prop[BEAR] != 3)DSTROY(BEAR);
929 /* Once he's panicked, and clock2 has run out, we come here to set up the
930 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
931 * At the ne end, we place empty bottles, a nursery of plants, a bed of
932 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
933 * the sw end we place grate over treasures, snake pit, covey of caged birds,
934 * more rods, and pillows. A mirror stretches across one wall. Many of the
935 * objects come from known locations and/or states (e.g. the snake is known to
936 * have been destroyed and needn't be carried away from its old "place"),
937 * making the various objects be handled differently. We also drop all other
938 * objects he might be carrying (lest he have some which could cause trouble,
939 * such as the keys). We describe the flash of light and trundle back. */
941 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
942 game.prop[PLANT]=PUT(PLANT,115,0);
943 game.prop[OYSTER]=PUT(OYSTER,115,0);
945 game.prop[LAMP]=PUT(LAMP,115,0);
946 game.prop[ROD]=PUT(ROD,115,0);
947 game.prop[DWARF]=PUT(DWARF,115,0);
952 /* Leave the grate with normal (non-negative) property. Reuse sign. */
956 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
957 game.prop[SNAKE]=PUT(SNAKE,116,1);
958 game.prop[BIRD]=PUT(BIRD,116,1);
959 game.prop[CAGE]=PUT(CAGE,116,0);
960 game.prop[ROD2]=PUT(ROD2,116,0);
961 game.prop[PILLOW]=PUT(PILLOW,116,0);
963 game.prop[MIRROR]=PUT(MIRROR,115,0);
964 game.fixed[MIRROR]=116;
966 for (I=1; I<=NOBJECTS; I++) {
975 /* Another way we can force an end to things is by having the lamp give out.
976 * When it gets close, we come here to warn him. We go to 12000 if the lamp
977 * and fresh batteries are here, in which case we replace the batteries and
978 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
979 * out. Even then, he can explore outside for a while if desired. */
983 if(TOTING(BATTER))DROP(BATTER,game.loc);
984 game.limit=game.limit+2500;
988 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
991 if(game.place[BATTER] == 0)SPK=183;
992 if(game.prop[BATTER] == 1)SPK=189;
996 L12400: game.limit= -1;
998 if(HERE(LAMP))RSPEAK(184);
1001 /* Oh dear, he's disturbed the dwarves. */
1003 L18999: RSPEAK(SPK);
1004 L19000: RSPEAK(136);