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 static bool do_command(FILE *cmdin) {
473 long LL, KQ, VERB, KK, K2, V1, V2;
477 /* Can't leave cave once it's closing (except by main office). */
478 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
480 game.newloc=game.loc;
481 if(!game.panic)game.clock2=15;
485 /* See if a dwarf has seen him and has come from where he
486 * wants to go. If so, the dwarf's blocking his way. If
487 * coming from place forbidden to pirate (dwarves rooted in
488 * place) let him get out (and attacked). */
489 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
490 for (i=1; i<=NDWARVES-1; i++) {
491 if(game.odloc[i] == game.newloc && game.dseen[i]) {
492 game.newloc=game.loc;
498 game.loc=game.newloc;
503 /* Describe the current location and (maybe) get next command. */
505 /* Print text for current loc. */
507 L2000: if(game.loc == 0)
510 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
512 if(!FORCED(game.loc) && DARK(0)) {
513 /* The easiest way to get killed is to fall into a pit in
515 if(game.wzdark && PCT(35)) {
517 game.oldlc2 = game.loc;
523 if(TOTING(BEAR))RSPEAK(141);
528 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
530 /* Print out descriptions of objects at this location. If
531 * not closing and property value is negative, tally off
532 * another treasure. Rug is special case; once seen, its
533 * game.prop is 1 (dragon on it) till dragon is killed.
534 * Similarly for chain; game.prop is initially 1 (locked to
535 * bear). These hacks are because game.prop=0 is needed to
538 if(DARK(0)) goto L2012;
539 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
540 i=game.atloc[game.loc];
541 L2004: if(i == 0) goto L2012;
543 if(obj > NOBJECTS)obj=obj-NOBJECTS;
544 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
545 if(game.prop[obj] >= 0) goto L2006;
546 if(game.closed) goto L2008;
548 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
549 game.tally=game.tally-1;
550 /* Note: There used to be a test here to see whether the player had blown it
551 * so badly that he could never ever see the remaining treasures, and if so
552 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
553 * things like killing the bird before the snake was gone (can never see
554 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
555 * bridge several times, using up all available treasures, breaking vase,
556 * using coins to buy batteries, etc., and eventually never be able to get
557 * across again. If bottle were left on far side, could then never get eggs
558 * or trident, and the effects propagate. So the whole thing was flushed.
559 * anyone who makes such a gross blunder isn't likely to find everything
560 * else anyway (so goes the rationalisation). */
561 L2006: KK=game.prop[obj];
562 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
564 L2008: i=game.link[i];
575 /* Check if this loc is eligible for any hints. If been here long enough,
576 * branch to help section (on later page). Hints all come back here eventually
577 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
579 L2600: if(COND[game.loc] >= game.conds) {
580 for (int hint=1; hint<=HNTMAX; hint++) {
581 if(game.hinted[hint])
583 if(!CNDBIT(game.loc,hint+10))
584 game.hintlc[hint]= -1;
585 game.hintlc[hint] = game.hintlc[hint]+1;
586 if(game.hintlc[hint] >= HINTS[hint][1])
591 /* If closing time, check for any objects being toted with
592 * game.prop < 0 and set the prop to -1-game.prop. This way
593 * objects won't be described until they've been picked up
594 * and put down separate from their respective piles. Don't
595 * tick game.clock1 unless well into cave (and not at Y2). */
596 L2603: if(game.closed) {
597 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
599 for (i=1; i<=NOBJECTS; i++) {
600 if(TOTING(i) && game.prop[i] < 0)
601 game.prop[i] = -1-game.prop[i];
605 if(game.knfloc > 0 && game.knfloc != game.loc)
608 /* This is where we get a new command from the user */
609 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
612 /* Every input, check "game.foobar" flag. If zero, nothing's
613 * going on. If pos, make neg. If neg, he skipped a word,
614 * so make it zero. */
615 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
616 game.turns=game.turns+1;
617 if(game.turns == game.thresh) {
618 SPEAK(TTEXT[game.trndex]);
619 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
620 game.trndex=game.trndex+1;
622 if(game.trndex <= TRNVLS)
623 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
625 if(VERB == SAY && WD2 > 0)VERB=0;
626 if(VERB == SAY) goto L4090;
627 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
628 if(game.clock1 == 0) goto L10000;
629 if(game.clock1 < 0)game.clock2=game.clock2-1;
630 if(game.clock2 == 0) goto L11000;
631 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
632 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
634 if(game.limit == 0) goto L12400;
635 if(game.limit <= 30) goto L12200;
637 if(LIQLOC(game.loc) == WATER)K=70;
640 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
641 if(V1 == ENTER && WD2 > 0) goto L2800;
642 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
643 1000+DOOR)) goto L2610;
644 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
645 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
646 WD1=MAKEWD(301200308);
647 L2620: if(WD1 == MAKEWD(23051920)) {
648 game.iwest=game.iwest+1;
649 if(game.iwest == 10)RSPEAK(17);
651 if(WD1 == MAKEWD( 715) && WD2 != 0) {
661 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
662 case 3: goto L2010; }
665 /* Get second word for analysis. */
672 /* Gee, I don't understand. */
674 L3000: SETPRM(1,WD1,WD1X);
675 if (fallback_handler(rawbuf))
680 /* Verb and object analysis moved to separate module. */
682 L4000: i=4000; VERB=K; goto Laction;
683 L4090: i=4090; goto Laction;
684 L5000: i=5000; obj = K;
686 switch (action(cmdin, i, VERB, obj)) {
689 case 2000: goto L2000;
690 case 2009: goto L2009;
691 case 2010: goto L2010;
692 case 2011: goto L2011;
693 case 2012: goto L2012;
694 case 2600: goto L2600;
695 case 2607: goto L2607;
696 case 2630: goto L2630;
697 case 2800: goto L2800;
698 case 8000: goto L8000;
699 case 18999: goto L18999;
700 case 19000: goto L19000;
704 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
707 L8000: SETPRM(1,WD1,WD1X);
712 /* Figure out the new location
714 * Given the current location in "game.loc", and a motion verb number in
715 * "K", put the new location in "game.newloc". The current loc is saved
716 * in "game.oldloc" in case he wants to retreat. The current
717 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
718 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
719 * him, so we need game.oldlc2, which is the last place he was
722 L8: KK=KEY[game.loc];
723 game.newloc=game.loc;
729 /* Handle "go back". Look for verb which goes from game.loc to
730 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
731 * K2 saves entry -> forced loc -> previous loc. */
733 if(FORCED(K))K=game.oldlc2;
734 game.oldlc2=game.oldloc;
735 game.oldloc=game.loc;
737 if(K == game.loc)K2=91;
738 if(CNDBIT(game.loc,4))K2=274;
739 if(K2 == 0) goto L21;
744 /* Look. Can't give more detail. Pretend it wasn't dark
745 * (though it may "now" be dark) so he won't fall into a
746 * pit while staring into the gloom. */
747 if(game.detail < 3)RSPEAK(15);
748 game.detail=game.detail+1;
750 game.abbrev[game.loc]=0;
754 /* Cave. Different messages depending on whether above ground. */
755 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
758 game.oldlc2=game.oldloc;
759 game.oldloc=game.loc;
761 L9: LL=labs(TRAVEL[KK]);
762 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
763 if(TRAVEL[KK] < 0) goto L50;
768 L11: game.newloc=LL/1000;
769 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
770 if(game.newloc <= 300) goto L13;
771 if(game.prop[K] != game.newloc/100-3) goto L16;
772 L12: if(TRAVEL[KK] < 0)BUG(25);
774 game.newloc=labs(TRAVEL[KK])/1000;
775 if(game.newloc == LL) goto L12;
779 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
780 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
783 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
784 L16: game.newloc=MOD(LL,1000);
785 if(game.newloc <= 300) return true;
786 if(game.newloc <= 500) goto L30000;
787 RSPEAK(game.newloc-500);
788 game.newloc=game.loc;
791 /* Special motions come here. Labelling convention: statement numbers NNNXX
792 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
794 L30000: game.newloc=game.newloc-300;
795 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
799 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
800 * table must include "useless" entries going through passage, which can never
801 * be used for actual motion, but can be spotted by "go back". */
803 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
804 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
805 game.newloc=game.loc;
809 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
810 * toting it), so he's forced to use the plover-passage to get it out. Having
811 * dropped it, go back and pretend he wasn't carrying it after all. */
813 L30200: DROP(EMRALD,game.loc);
816 /* Travel 303. Troll bridge. Must be done only as special motion so that
817 * dwarves won't wander across and encounter the bear. (They won't follow the
818 * player there because that region is forbidden to the pirate.) If
819 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
820 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
822 L30300: if(game.prop[TROLL] != 1) goto L30310;
826 MOVE(TROLL2+NOBJECTS,0);
827 MOVE(TROLL,PLAC[TROLL]);
828 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
830 game.newloc=game.loc;
833 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
834 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
835 if(!TOTING(BEAR)) return true;
839 DROP(BEAR,game.newloc);
840 game.fixed[BEAR]= -1;
842 game.oldlc2=game.newloc;
846 /* End of specials. */
848 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
851 if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
866 K=MOD(labs(TRAVEL[KK]),1000);
871 /* Non-applicable motion. Various messages depending on word given. */
874 if(K >= 43 && K <= 50)SPK=52;
875 if(K == 29 || K == 30)SPK=52;
876 if(K == 7 || K == 36 || K == 37)SPK=10;
877 if(K == 11 || K == 19)SPK=11;
878 if(VERB == FIND || VERB == INVENT)SPK=59;
879 if(K == 62 || K == 65)SPK=42;
884 /* Cave closing and scoring */
887 /* These sections handle the closing of the cave. The cave closes "clock1"
888 * turns after the last treasure has been located (including the pirate's
889 * chest, which may of course never show up). Note that the treasures need not
890 * have been taken yet, just located. Hence clock1 must be large enough to get
891 * out of the cave (it only ticks while inside the cave). When it hits zero,
892 * we branch to 10000 to start closing the cave, and then sit back and wait for
893 * him to try to get out. If he doesn't within clock2 turns, we close the
894 * cave; if he does try, we assume he panics, and give him a few additional
895 * turns to get frantic before we close. When clock2 hits zero, we branch to
896 * 11000 to transport him into the final puzzle. Note that the puzzle depends
897 * upon all sorts of random things. For instance, there must be no water or
898 * oil, since there are beanstalks which we don't want to be able to water,
899 * since the code can't handle it. Also, we can have no keys, since there is a
900 * grate (having moved the fixed object!) there separating him from all the
901 * treasures. Most of these problems arise from the use of negative prop
902 * numbers to suppress the object descriptions until he's actually moved the
905 /* When the first warning comes, we lock the grate, destroy the bridge, kill
906 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
907 * and set "closng" to true. Leave the dragon; too much trouble to move it.
908 * from now until clock2 runs out, he cannot unlock the grate, move to any
909 * location outside the cave, or create the bridge. Nor can he be
910 * resurrected if he dies. Note that the snake is already gone, since he got
911 * to the treasure accessible only via the hall of the mountain king. Also, he's
912 * been in giant room (to get eggs), so we can refer to it. Also also, he's
913 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
914 * must have been activated, since we've found chest. */
916 L10000: game.prop[GRATE]=0;
918 for (i=1; i<=NDWARVES; i++) {
923 MOVE(TROLL+NOBJECTS,0);
924 MOVE(TROLL2,PLAC[TROLL]);
925 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
927 if(game.prop[BEAR] != 3)DSTROY(BEAR);
937 /* Once he's panicked, and clock2 has run out, we come here to set up the
938 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
939 * At the ne end, we place empty bottles, a nursery of plants, a bed of
940 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
941 * the sw end we place grate over treasures, snake pit, covey of caged birds,
942 * more rods, and pillows. A mirror stretches across one wall. Many of the
943 * objects come from known locations and/or states (e.g. the snake is known to
944 * have been destroyed and needn't be carried away from its old "place"),
945 * making the various objects be handled differently. We also drop all other
946 * objects he might be carrying (lest he have some which could cause trouble,
947 * such as the keys). We describe the flash of light and trundle back. */
949 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
950 game.prop[PLANT]=PUT(PLANT,115,0);
951 game.prop[OYSTER]=PUT(OYSTER,115,0);
953 game.prop[LAMP]=PUT(LAMP,115,0);
954 game.prop[ROD]=PUT(ROD,115,0);
955 game.prop[DWARF]=PUT(DWARF,115,0);
960 /* Leave the grate with normal (non-negative) property. Reuse sign. */
964 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
965 game.prop[SNAKE]=PUT(SNAKE,116,1);
966 game.prop[BIRD]=PUT(BIRD,116,1);
967 game.prop[CAGE]=PUT(CAGE,116,0);
968 game.prop[ROD2]=PUT(ROD2,116,0);
969 game.prop[PILLOW]=PUT(PILLOW,116,0);
971 game.prop[MIRROR]=PUT(MIRROR,115,0);
972 game.fixed[MIRROR]=116;
974 for (int i=1; i<=NOBJECTS; i++) {
983 /* Another way we can force an end to things is by having the lamp give out.
984 * When it gets close, we come here to warn him. We go to 12000 if the lamp
985 * and fresh batteries are here, in which case we replace the batteries and
986 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
987 * out. Even then, he can explore outside for a while if desired. */
991 if(TOTING(BATTER))DROP(BATTER,game.loc);
992 game.limit=game.limit+2500;
996 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
999 if(game.place[BATTER] == 0)SPK=183;
1000 if(game.prop[BATTER] == 1)SPK=189;
1004 L12400: game.limit= -1;
1006 if(HERE(LAMP))RSPEAK(184);
1009 /* Oh dear, he's disturbed the dwarves. */
1011 L18999: RSPEAK(SPK);
1012 L19000: RSPEAK(136);