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 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
351 MOVE(CHEST,game.chloc);
352 MOVE(MESSAG,game.chloc2);
355 if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
360 if(game.place[CHEST] == 0) {
361 /* Install chest only once, to insure it is the last treasure in
363 MOVE(CHEST,game.chloc);
364 MOVE(MESSAG,game.chloc2);
367 for (J=MINTRS; J<=MAXTRS; J++) {
368 if (!(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
369 if(AT(J) && game.fixed[J] == 0)
376 game.dloc[PIRATE]=game.chloc;
377 game.odloc[PIRATE]=game.chloc;
378 game.dseen[PIRATE]=false;
382 /* This threatening little dwarf is in the room with him! */
384 if(game.odloc[I] == game.dloc[I]) {
387 game.knfloc=game.loc;
388 if(randrange(1000) < 95*(game.dflag-2))
393 /* Now we know what's happening. Let's tell the poor sucker about it.
394 * Note that various of the "knife" messages must have specific relative
395 * positions in the RSPEAK database. */
398 SETPRM(1,game.dtotal,0);
399 RSPEAK(4+1/game.dtotal);
402 if(game.dflag == 2)game.dflag=3;
408 RSPEAK(K+1+2/(1+stick));
411 game.oldlc2=game.loc;
415 static void croak(FILE *cmdin)
416 /* Okay, he's dead. Let's get on with it. */
419 /* He died during closing time. No resurrection. Tally up a
426 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
428 if(game.numdie == MAXDIE)
434 for (J=1; J<=NOBJECTS; J++) {
444 game.oldloc=game.loc;
448 static bool do_command(FILE *cmdin) {
449 long LL, KQ, VERB, KK, K2, V1, V2;
453 /* Can't leave cave once it's closing (except by main office). */
454 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
456 game.newloc=game.loc;
457 if(!game.panic)game.clock2=15;
461 /* See if a dwarf has seen him and has come from where he
462 * wants to go. If so, the dwarf's blocking his way. If
463 * coming from place forbidden to pirate (dwarves rooted in
464 * place) let him get out (and attacked). */
465 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
466 for (i=1; i<=NDWARVES-1; i++) {
467 if(game.odloc[i] == game.newloc && game.dseen[i]) {
468 game.newloc=game.loc;
474 game.loc=game.newloc;
479 /* Describe the current location and (maybe) get next command. */
481 /* Print text for current loc. */
483 L2000: if(game.loc == 0)
486 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
487 if(FORCED(game.loc) || !DARK(0)) goto L2001;
488 if(game.wzdark && PCT(35)) goto L90;
490 L2001: if(TOTING(BEAR))RSPEAK(141);
493 if(FORCED(game.loc)) goto L8;
494 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
496 /* Print out descriptions of objects at this location. If not closing and
497 * property value is negative, tally off another treasure. Rug is special
498 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
499 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
500 * are because game.prop=0 is needed to get full score. */
502 if(DARK(0)) goto L2012;
503 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
504 I=game.atloc[game.loc];
505 L2004: if(I == 0) goto L2012;
507 if(obj > NOBJECTS)obj=obj-NOBJECTS;
508 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
509 if(game.prop[obj] >= 0) goto L2006;
510 if(game.closed) goto L2008;
512 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
513 game.tally=game.tally-1;
514 /* Note: There used to be a test here to see whether the player had blown it
515 * so badly that he could never ever see the remaining treasures, and if so
516 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
517 * things like killing the bird before the snake was gone (can never see
518 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
519 * bridge several times, using up all available treasures, breaking vase,
520 * using coins to buy batteries, etc., and eventually never be able to get
521 * across again. If bottle were left on far side, could then never get eggs
522 * or trident, and the effects propagate. So the whole thing was flushed.
523 * anyone who makes such a gross blunder isn't likely to find everything
524 * else anyway (so goes the rationalisation). */
525 L2006: KK=game.prop[obj];
526 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
528 L2008: I=game.link[I];
539 /* Check if this loc is eligible for any hints. If been here long enough,
540 * branch to help section (on later page). Hints all come back here eventually
541 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
543 L2600: if(COND[game.loc] >= game.conds) {
544 for (int hint=1; hint<=HNTMAX; hint++) {
545 if(game.hinted[hint])
547 if(!CNDBIT(game.loc,hint+10))
548 game.hintlc[hint]= -1;
549 game.hintlc[hint] = game.hintlc[hint]+1;
550 if(game.hintlc[hint] >= HINTS[hint][1])
555 /* If closing time, check for any objects being toted with
556 * game.prop < 0 and set the prop to -1-game.prop. This way
557 * objects won't be described until they've been picked up
558 * and put down separate from their respective piles. Don't
559 * tick game.clock1 unless well into cave (and not at Y2). */
560 L2603: if(game.closed) {
561 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
563 for (i=1; i<=NOBJECTS; i++) {
564 if(TOTING(i) && game.prop[i] < 0)
565 game.prop[i] = -1-game.prop[i];
569 if(game.knfloc > 0 && game.knfloc != game.loc)
572 /* This is where we get a new command from the user */
573 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
576 /* Every input, check "game.foobar" flag. If zero, nothing's
577 * going on. If pos, make neg. If neg, he skipped a word,
578 * so make it zero. */
579 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
580 game.turns=game.turns+1;
581 if(game.turns == game.thresh) {
582 SPEAK(TTEXT[game.trndex]);
583 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
584 game.trndex=game.trndex+1;
586 if(game.trndex <= TRNVLS)
587 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
589 if(VERB == SAY && WD2 > 0)VERB=0;
590 if(VERB == SAY) goto L4090;
591 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
592 if(game.clock1 == 0) goto L10000;
593 if(game.clock1 < 0)game.clock2=game.clock2-1;
594 if(game.clock2 == 0) goto L11000;
595 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
596 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
598 if(game.limit == 0) goto L12400;
599 if(game.limit <= 30) goto L12200;
601 if(LIQLOC(game.loc) == WATER)K=70;
604 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
605 if(V1 == ENTER && WD2 > 0) goto L2800;
606 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
607 1000+DOOR)) goto L2610;
608 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
609 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
610 WD1=MAKEWD(301200308);
611 L2620: if(WD1 == MAKEWD(23051920)) {
612 game.iwest=game.iwest+1;
613 if(game.iwest == 10)RSPEAK(17);
615 if(WD1 == MAKEWD( 715) && WD2 != 0) {
625 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
626 case 3: goto L2010; }
629 /* Get second word for analysis. */
636 /* Gee, I don't understand. */
638 L3000: SETPRM(1,WD1,WD1X);
639 if (fallback_handler(rawbuf))
644 /* Verb and object analysis moved to separate module. */
646 L4000: I=4000; VERB=K; goto Laction;
647 L4090: I=4090; goto Laction;
650 switch (action(cmdin, I, VERB, obj)) {
653 case 2000: goto L2000;
654 case 2009: goto L2009;
655 case 2010: goto L2010;
656 case 2011: goto L2011;
657 case 2012: goto L2012;
658 case 2600: goto L2600;
659 case 2607: goto L2607;
660 case 2630: goto L2630;
661 case 2800: goto L2800;
662 case 8000: goto L8000;
663 case 18999: goto L18999;
664 case 19000: goto L19000;
668 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
671 L8000: SETPRM(1,WD1,WD1X);
676 /* Figure out the new location
678 * Given the current location in "game.loc", and a motion verb number in
679 * "K", put the new location in "game.newloc". The current loc is saved
680 * in "game.oldloc" in case he wants to retreat. The current
681 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
682 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
683 * him, so we need game.oldlc2, which is the last place he was
686 L8: KK=KEY[game.loc];
687 game.newloc=game.loc;
693 /* Handle "go back". Look for verb which goes from game.loc to
694 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
695 * K2 saves entry -> forced loc -> previous loc. */
697 if(FORCED(K))K=game.oldlc2;
698 game.oldlc2=game.oldloc;
699 game.oldloc=game.loc;
701 if(K == game.loc)K2=91;
702 if(CNDBIT(game.loc,4))K2=274;
703 if(K2 == 0) goto L21;
708 /* Look. Can't give more detail. Pretend it wasn't dark
709 * (though it may "now" be dark) so he won't fall into a
710 * pit while staring into the gloom. */
711 if(game.detail < 3)RSPEAK(15);
712 game.detail=game.detail+1;
714 game.abbrev[game.loc]=0;
718 /* Cave. Different messages depending on whether above ground. */
719 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
722 game.oldlc2=game.oldloc;
723 game.oldloc=game.loc;
725 L9: LL=labs(TRAVEL[KK]);
726 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
727 if(TRAVEL[KK] < 0) goto L50;
732 L11: game.newloc=LL/1000;
733 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
734 if(game.newloc <= 300) goto L13;
735 if(game.prop[K] != game.newloc/100-3) goto L16;
736 L12: if(TRAVEL[KK] < 0)BUG(25);
738 game.newloc=labs(TRAVEL[KK])/1000;
739 if(game.newloc == LL) goto L12;
743 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
744 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
747 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
748 L16: game.newloc=MOD(LL,1000);
749 if(game.newloc <= 300) return true;
750 if(game.newloc <= 500) goto L30000;
751 RSPEAK(game.newloc-500);
752 game.newloc=game.loc;
755 /* Special motions come here. Labelling convention: statement numbers NNNXX
756 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
758 L30000: game.newloc=game.newloc-300;
759 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
763 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
764 * table must include "useless" entries going through passage, which can never
765 * be used for actual motion, but can be spotted by "go back". */
767 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
768 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
769 game.newloc=game.loc;
773 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
774 * toting it), so he's forced to use the plover-passage to get it out. Having
775 * dropped it, go back and pretend he wasn't carrying it after all. */
777 L30200: DROP(EMRALD,game.loc);
780 /* Travel 303. Troll bridge. Must be done only as special motion so that
781 * dwarves won't wander across and encounter the bear. (They won't follow the
782 * player there because that region is forbidden to the pirate.) If
783 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
784 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
786 L30300: if(game.prop[TROLL] != 1) goto L30310;
790 MOVE(TROLL2+NOBJECTS,0);
791 MOVE(TROLL,PLAC[TROLL]);
792 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
794 game.newloc=game.loc;
797 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
798 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
799 if(!TOTING(BEAR)) return true;
803 DROP(BEAR,game.newloc);
804 game.fixed[BEAR]= -1;
806 game.oldlc2=game.newloc;
810 /* End of specials. */
812 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
816 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
831 K=MOD(labs(TRAVEL[KK]),1000);
836 /* Non-applicable motion. Various messages depending on word given. */
839 if(K >= 43 && K <= 50)SPK=52;
840 if(K == 29 || K == 30)SPK=52;
841 if(K == 7 || K == 36 || K == 37)SPK=10;
842 if(K == 11 || K == 19)SPK=11;
843 if(VERB == FIND || VERB == INVENT)SPK=59;
844 if(K == 62 || K == 65)SPK=42;
849 /* "You're dead, Jim."
851 * If the current loc is zero, it means the clown got himself killed. We'll
852 * allow this maxdie times. MAXDIE is automatically set based on the number of
853 * snide messages available. Each death results in a message (81, 83, etc.)
854 * which offers reincarnation; if accepted, this results in message 82, 84,
855 * etc. The last time, if he wants another chance, he gets a snide remark as
856 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
857 * (presumably the last place prior to being killed) without change of props.
858 * the loop runs backwards to assure that the bird is dropped before the cage.
859 * (this kluge could be changed once we're sure all references to bird and cage
860 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
861 * it in the cave). It is turned off and left outside the building (only if he
862 * was carrying it, of course). He himself is left inside the building (and
863 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
864 * game.oldloc is zapped so he can't just "retreat". */
866 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
869 game.oldlc2=game.loc;
873 /* Cave closing and scoring */
876 /* These sections handle the closing of the cave. The cave closes "clock1"
877 * turns after the last treasure has been located (including the pirate's
878 * chest, which may of course never show up). Note that the treasures need not
879 * have been taken yet, just located. Hence clock1 must be large enough to get
880 * out of the cave (it only ticks while inside the cave). When it hits zero,
881 * we branch to 10000 to start closing the cave, and then sit back and wait for
882 * him to try to get out. If he doesn't within clock2 turns, we close the
883 * cave; if he does try, we assume he panics, and give him a few additional
884 * turns to get frantic before we close. When clock2 hits zero, we branch to
885 * 11000 to transport him into the final puzzle. Note that the puzzle depends
886 * upon all sorts of random things. For instance, there must be no water or
887 * oil, since there are beanstalks which we don't want to be able to water,
888 * since the code can't handle it. Also, we can have no keys, since there is a
889 * grate (having moved the fixed object!) there separating him from all the
890 * treasures. Most of these problems arise from the use of negative prop
891 * numbers to suppress the object descriptions until he's actually moved the
894 /* When the first warning comes, we lock the grate, destroy the bridge, kill
895 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
896 * and set "closng" to true. Leave the dragon; too much trouble to move it.
897 * from now until clock2 runs out, he cannot unlock the grate, move to any
898 * location outside the cave, or create the bridge. Nor can he be
899 * resurrected if he dies. Note that the snake is already gone, since he got
900 * to the treasure accessible only via the hall of the mountain king. Also, he's
901 * been in giant room (to get eggs), so we can refer to it. Also also, he's
902 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
903 * must have been activated, since we've found chest. */
905 L10000: game.prop[GRATE]=0;
907 for (I=1; I<=NDWARVES; I++) {
912 MOVE(TROLL+NOBJECTS,0);
913 MOVE(TROLL2,PLAC[TROLL]);
914 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
916 if(game.prop[BEAR] != 3)DSTROY(BEAR);
926 /* Once he's panicked, and clock2 has run out, we come here to set up the
927 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
928 * At the ne end, we place empty bottles, a nursery of plants, a bed of
929 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
930 * the sw end we place grate over treasures, snake pit, covey of caged birds,
931 * more rods, and pillows. A mirror stretches across one wall. Many of the
932 * objects come from known locations and/or states (e.g. the snake is known to
933 * have been destroyed and needn't be carried away from its old "place"),
934 * making the various objects be handled differently. We also drop all other
935 * objects he might be carrying (lest he have some which could cause trouble,
936 * such as the keys). We describe the flash of light and trundle back. */
938 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
939 game.prop[PLANT]=PUT(PLANT,115,0);
940 game.prop[OYSTER]=PUT(OYSTER,115,0);
942 game.prop[LAMP]=PUT(LAMP,115,0);
943 game.prop[ROD]=PUT(ROD,115,0);
944 game.prop[DWARF]=PUT(DWARF,115,0);
949 /* Leave the grate with normal (non-negative) property. Reuse sign. */
953 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
954 game.prop[SNAKE]=PUT(SNAKE,116,1);
955 game.prop[BIRD]=PUT(BIRD,116,1);
956 game.prop[CAGE]=PUT(CAGE,116,0);
957 game.prop[ROD2]=PUT(ROD2,116,0);
958 game.prop[PILLOW]=PUT(PILLOW,116,0);
960 game.prop[MIRROR]=PUT(MIRROR,115,0);
961 game.fixed[MIRROR]=116;
963 for (I=1; I<=NOBJECTS; I++) {
972 /* Another way we can force an end to things is by having the lamp give out.
973 * When it gets close, we come here to warn him. We go to 12000 if the lamp
974 * and fresh batteries are here, in which case we replace the batteries and
975 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
976 * out. Even then, he can explore outside for a while if desired. */
980 if(TOTING(BATTER))DROP(BATTER,game.loc);
981 game.limit=game.limit+2500;
985 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
988 if(game.place[BATTER] == 0)SPK=183;
989 if(game.prop[BATTER] == 1)SPK=189;
993 L12400: game.limit= -1;
995 if(HERE(LAMP))RSPEAK(184);
998 /* Oh dear, he's disturbed the dwarves. */
1000 L18999: RSPEAK(SPK);
1001 L19000: RSPEAK(136);