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.)
14 long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG,
15 DLOC[7], FIXED[101], HOLDNG,
16 KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
17 PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
18 SETUP = 0, TABSIZ = 330;
19 signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
21 long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
22 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
23 CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
24 COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
25 DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
26 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
27 GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
28 HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
29 KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
30 LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
31 MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
32 MESSAG, MIRROR, MXSCOR,
33 NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
34 OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
35 PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
36 RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
37 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
38 STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
39 TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
40 TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
41 VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
42 WZDARK = false, ZZWORD;
44 bool oldstyle = false;
47 extern void initialise();
48 extern void score(long);
49 extern int action(FILE *, long);
55 static bool do_command(FILE *);
57 int main(int argc, char *argv[]) {
60 /* Adventure (rev 2: 20 treasures) */
62 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
63 * 15-treasure version (adventure) by Don Woods, April-June 1977
64 * 20-treasure version (rev 2) by Don Woods, August 1978
65 * Errata fixed: 78/12/25 */
70 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
73 logfp = fopen(optarg, "w");
76 "advent: can't open logfile %s for write\n",
87 * CLOSED says whether we're all the way closed
88 * CLOSNG says whether it's closing time yet
89 * CLSHNT says whether he's read the clue in the endgame
90 * LMWARN says whether he's been warned about lamp going dim
91 * NOVICE says whether he asked for instructions at start-up
92 * PANIC says whether he's found out he's trapped in the cave
93 * WZDARK says whether the loc he's leaving was dark */
97 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
101 lcgstate.m = 1048576;
102 set_seed((long)time(NULL));
104 /* Read the database if we have not yet done so */
106 LINES = (long *)calloc(LINSIZ+1,sizeof(long));
108 printf("Not enough memory!\n");
113 if(!SETUP)initialise();
114 if(SETUP > 0) goto L1;
116 /* Unlike earlier versions, adventure is no longer restartable. (This
117 * lets us get away with modifying things such as OBJSND(BIRD) without
118 * having to be able to undo the changes later.) If a "used" copy is
119 * rerun, we come here and tell the player to run a fresh copy. */
124 /* Start-up, dwarf stuff */
128 ZZWORD=RNDVOC(3,0)+MESH*2;
129 NOVICE=YES(stdin, 65,1,0);
133 if(NOVICE)LIMIT=1000;
136 if (!do_command(stdin))
142 static bool do_command(FILE *cmdin) {
144 /* Can't leave cave once it's closing (except by main office). */
146 if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
152 /* See if a dwarf has seen him and has come from where he wants to go. If so,
153 * the dwarf's blocking his way. If coming from place forbidden to pirate
154 * (dwarves rooted in place) let him get out (and attacked). */
156 L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
157 /* 73 */ for (I=1; I<=5; I++) {
158 if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
166 /* Dwarf stuff. See earlier comments for description of variables. Remember
167 * sixth dwarf is pirate and is thus very different except for motion rules. */
169 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
170 * the whole mess the first time he gets as far as the hall of mists (loc 15).
171 * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
172 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
173 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
174 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
176 if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
177 if(DFLAG != 0) goto L6000;
178 if(INDEEP(LOC))DFLAG=1;
181 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
182 * any of the survivors is at loc, replace him with the alternate. */
184 L6000: if(DFLAG != 1) goto L6010;
185 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
187 for (I=1; I<=2; I++) {
189 if(PCT(50))DLOC[J]=0;
191 for (I=1; I<=5; I++) {
192 if(DLOC[I] == LOC)DLOC[I]=DALTLC;
199 /* Things are in full swing. Move each dwarf at random, except if he's seen us
200 * he sticks with us. Dwarves stay deep inside. If wandering at random,
201 * they don't back up unless there's no alternative. If they don't have to
202 * move, they attack. And, of course, dead dwarves don't do much of anything. */
207 /* 6030 */ for (I=1; I<=6; I++) {
208 if(DLOC[I] == 0) goto L6030;
209 /* Fill TK array with all the places this dwarf might go. */
213 if(KK == 0) goto L6016;
214 L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
216 if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
217 NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
218 FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
219 IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
223 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
224 L6016: TK[J]=ODLOC[I];
229 DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
230 if(!DSEEN[I]) goto L6030;
232 if(I != 6) goto L6027;
234 /* The pirate's spotted him. He leaves him alone once we've found chest. K
235 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
236 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
237 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
239 if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
241 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
242 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
243 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
244 if(TOTING(J)) goto L6021;
245 L6020: if(HERE(J))K=1;
247 if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
249 if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
252 L6021: if(PLACE[CHEST] != 0) goto L6022;
253 /* Install chest only once, to insure it is the last treasure in the list. */
257 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
258 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
259 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
260 if(TOTING(J))DROP(J,CHLOC);
263 L6024: DLOC[6]=CHLOC;
273 /* This threatening little dwarf is in the room with him! */
275 L6027: DTOTAL=DTOTAL+1;
276 if(ODLOC[I] != DLOC[I]) goto L6030;
278 if(KNFLOC >= 0)KNFLOC=LOC;
279 if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1;
283 /* Now we know what's happening. Let's tell the poor sucker about it.
284 * Note that various of the "knife" messages must have specific relative
285 * positions in the RSPEAK database. */
287 if(DTOTAL == 0) goto L2000;
290 if(ATTACK == 0) goto L2000;
291 if(DFLAG == 2)DFLAG=3;
297 RSPEAK(K+1+2/(1+STICK));
298 if(STICK == 0) goto L2000;
307 /* Describe the current location and (maybe) get next command. */
309 /* Print text for current loc. */
311 L2000: if(LOC == 0) goto L99;
313 if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
314 if(FORCED(LOC) || !DARK(0)) goto L2001;
315 if(WZDARK && PCT(35)) goto L90;
317 L2001: if(TOTING(BEAR))RSPEAK(141);
320 if(FORCED(LOC)) goto L8;
321 if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
323 /* Print out descriptions of objects at this location. If not closing and
324 * property value is negative, tally off another treasure. Rug is special
325 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
326 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
327 * are because PROP=0 is needed to get full score. */
329 if(DARK(0)) goto L2012;
332 L2004: if(I == 0) goto L2012;
334 if(OBJ > 100)OBJ=OBJ-100;
335 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
336 if(PROP[OBJ] >= 0) goto L2006;
337 if(CLOSED) goto L2008;
339 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
341 /* Note: There used to be a test here to see whether the player had blown it
342 * so badly that he could never ever see the remaining treasures, and if so
343 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
344 * things like killing the bird before the snake was gone (can never see
345 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
346 * bridge several times, using up all available treasures, breaking vase,
347 * using coins to buy batteries, etc., and eventually never be able to get
348 * across again. If bottle were left on far side, could then never get eggs
349 * or trident, and the effects propagate. So the whole thing was flushed.
350 * anyone who makes such a gross blunder isn't likely to find everything
351 * else anyway (so goes the rationalisation). */
353 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
366 /* Check if this loc is eligible for any hints. If been here long enough,
367 * branch to help section (on later page). Hints all come back here eventually
368 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
371 L2600: if(COND[LOC] < CONDS) goto L2603;
372 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
373 if(HINTED[HINT]) goto L2602;
374 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
375 HINTLC[HINT]=HINTLC[HINT]+1;
376 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
380 /* Kick the random number generator just to add variety to the chase. Also,
381 * if closing time, check for any objects being toted with PROP < 0 and set
382 * the prop to -1-PROP. This way objects won't be described until they've
383 * been picked up and put down separate from their respective piles. Don't
384 * tick CLOCK1 unless well into cave (and not at Y2). */
386 L2603: if(!CLOSED) goto L2605;
387 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
388 for (I=1; I<=100; I++) {
389 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
391 L2605: WZDARK=DARK(0);
392 if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
394 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
397 /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
398 * make neg. If neg, he skipped a word, so make it zero. */
400 L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
402 if(TURNS != THRESH) goto L2608;
403 SPEAK(TTEXT[TRNDEX]);
404 TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
407 if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
408 L2608: if(VERB == SAY && WD2 > 0)VERB=0;
409 if(VERB == SAY) goto L4090;
410 if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
411 if(CLOCK1 == 0) goto L10000;
412 if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
413 if(CLOCK2 == 0) goto L11000;
414 if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
415 if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
417 if(LIMIT == 0) goto L12400;
418 if(LIMIT <= 30) goto L12200;
420 if(LIQLOC(LOC) == WATER)K=70;
423 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
424 if(V1 == ENTER && WD2 > 0) goto L2800;
425 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
426 1000+DOOR)) goto L2610;
427 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
428 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
429 HERE(BIRD))WD1=MAKEWD(301200308);
430 L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
432 if(IWEST == 10)RSPEAK(17);
433 L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
435 if(IGO == 10)RSPEAK(276);
436 L2630: I=VOCAB(WD1,-1);
437 if(I == -1) goto L3000;
440 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
441 case 3: goto L2010; }
444 /* Get second word for analysis. */
451 /* Gee, I don't understand. */
453 L3000: SETPRM(1,WD1,WD1X);
457 /* Verb and object analysis moved to separate module. */
459 L4000: I=4000; goto Laction;
460 L4090: I=4090; goto Laction;
463 switch (action(cmdin, I)) {
466 case 2000: goto L2000;
467 case 2009: goto L2009;
468 case 2010: goto L2010;
469 case 2011: goto L2011;
470 case 2012: goto L2012;
471 case 2600: goto L2600;
472 case 2607: goto L2607;
473 case 2630: goto L2630;
474 case 2800: goto L2800;
475 case 8000: goto L8000;
476 case 18999: goto L18999;
477 case 19000: goto L19000;
481 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
484 L8000: SETPRM(1,WD1,WD1X);
489 /* Figure out the new location
491 * Given the current location in "LOC", and a motion verb number in "K", put
492 * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
493 * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
494 * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
495 * him, so we need OLDLC2, which is the last place he was safe.) */
500 if(K == NUL) return true;
501 if(K == BACK) goto L20;
502 if(K == LOOK) goto L30;
503 if(K == CAVE) goto L40;
507 L9: LL=IABS(TRAVEL[KK]);
508 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
509 if(TRAVEL[KK] < 0) goto L50;
516 if(NEWLOC <= 300) goto L13;
517 if(PROP[K] != NEWLOC/100-3) goto L16;
518 L12: if(TRAVEL[KK] < 0)BUG(25);
520 NEWLOC=IABS(TRAVEL[KK])/1000;
521 if(NEWLOC == LL) goto L12;
525 L13: if(NEWLOC <= 100) goto L14;
526 if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
529 L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
530 L16: NEWLOC=MOD(LL,1000);
531 if(NEWLOC <= 300) return true;
532 if(NEWLOC <= 500) goto L30000;
537 /* Special motions come here. Labelling convention: statement numbers NNNXX
538 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
540 L30000: NEWLOC=NEWLOC-300;
541 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
545 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
546 * table must include "useless" entries going through passage, which can never
547 * be used for actual motion, but can be spotted by "go back". */
549 L30100: NEWLOC=99+100-LOC;
550 if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true;
555 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
556 * toting it), so he's forced to use the plover-passage to get it out. Having
557 * dropped it, go back and pretend he wasn't carrying it after all. */
559 L30200: DROP(EMRALD,LOC);
562 /* Travel 303. Troll bridge. Must be done only as special motion so that
563 * dwarves won't wander across and encounter the bear. (They won't follow the
564 * player there because that region is forbidden to the pirate.) If
565 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
566 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
568 L30300: if(PROP[TROLL] != 1) goto L30310;
573 MOVE(TROLL,PLAC[TROLL]);
574 MOVE(TROLL+100,FIXD[TROLL]);
579 L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
580 if(PROP[TROLL] == 0)PROP[TROLL]=1;
581 if(!TOTING(BEAR)) return true;
591 /* End of specials. */
593 /* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
594 * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
597 if(FORCED(K))K=OLDLC2;
602 if(CNDBIT(LOC,4))K2=274;
603 if(K2 == 0) goto L21;
607 L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
608 if(LL == K) goto L25;
609 if(LL > 300) goto L22;
611 if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
612 L22: if(TRAVEL[KK] < 0) goto L23;
617 if(KK != 0) goto L25;
621 L25: K=MOD(IABS(TRAVEL[KK]),1000);
625 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
626 * be dark) so he won't fall into a pit while staring into the gloom. */
628 L30: if(DETAIL < 3)RSPEAK(15);
634 /* Cave. Different messages depending on whether above ground. */
637 if(OUTSID(LOC) && LOC != 8)K=57;
641 /* Non-applicable motion. Various messages depending on word given. */
644 if(K >= 43 && K <= 50)SPK=52;
645 if(K == 29 || K == 30)SPK=52;
646 if(K == 7 || K == 36 || K == 37)SPK=10;
647 if(K == 11 || K == 19)SPK=11;
648 if(VERB == FIND || VERB == INVENT)SPK=59;
649 if(K == 62 || K == 65)SPK=42;
654 /* "You're dead, Jim."
656 * If the current loc is zero, it means the clown got himself killed. We'll
657 * allow this maxdie times. MAXDIE is automatically set based on the number of
658 * snide messages available. Each death results in a message (81, 83, etc.)
659 * which offers reincarnation; if accepted, this results in message 82, 84,
660 * etc. The last time, if he wants another chance, he gets a snide remark as
661 * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
662 * (presumably the last place prior to being killed) without change of props.
663 * the loop runs backwards to assure that the bird is dropped before the cage.
664 * (this kluge could be changed once we're sure all references to bird and cage
665 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
666 * it in the cave). It is turned off and left outside the building (only if he
667 * was carrying it, of course). He himself is left inside the building (and
668 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
669 * OLDLOC is zapped so he can't just "retreat". */
671 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
676 /* Okay, he's dead. Let's get on with it. */
678 L99: if(CLOSNG) goto L95;
680 if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
681 if(NUMDIE == MAXDIE) score(0);
684 if(TOTING(LAMP))PROP[LAMP]=0;
685 /* 98 */ for (J=1; J<=100; J++) {
687 if(!TOTING(I)) goto L98;
697 /* He died during closing time. No resurrection. Tally up a death and exit. */
708 /* Come here if he's been long enough at required loc(s) for some unused hint.
709 * hint number is in variable "hint". Branch to quick test for additional
710 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
711 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
712 * 40030 to take no action yet. */
714 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
715 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
716 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
717 L40900; case 9: goto L41000; }
718 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
722 L40010: HINTLC[HINT]=0;
723 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
724 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
726 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
727 if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
728 L40020: HINTLC[HINT]=0;
731 /* Now for the quick tests. See database description for one-line notes. */
733 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
736 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
739 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
742 L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
746 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
751 L40700: if(DFLAG == 0) goto L40010;
754 L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
758 L40900: I=ATDWRF(LOC);
759 if(I < 0) goto L40020;
760 if(HERE(OGRE) && I == 0) goto L40010;
763 L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
770 /* Cave closing and scoring */
773 /* These sections handle the closing of the cave. The cave closes "clock1"
774 * turns after the last treasure has been located (including the pirate's
775 * chest, which may of course never show up). Note that the treasures need not
776 * have been taken yet, just located. Hence clock1 must be large enough to get
777 * out of the cave (it only ticks while inside the cave). When it hits zero,
778 * we branch to 10000 to start closing the cave, and then sit back and wait for
779 * him to try to get out. If he doesn't within clock2 turns, we close the
780 * cave; if he does try, we assume he panics, and give him a few additional
781 * turns to get frantic before we close. When clock2 hits zero, we branch to
782 * 11000 to transport him into the final puzzle. Note that the puzzle depends
783 * upon all sorts of random things. For instance, there must be no water or
784 * oil, since there are beanstalks which we don't want to be able to water,
785 * since the code can't handle it. Also, we can have no keys, since there is a
786 * grate (having moved the fixed object!) there separating him from all the
787 * treasures. Most of these problems arise from the use of negative prop
788 * numbers to suppress the object descriptions until he's actually moved the
791 /* When the first warning comes, we lock the grate, destroy the bridge, kill
792 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
793 * and set "closng" to true. Leave the dragon; too much trouble to move it.
794 * from now until clock2 runs out, he cannot unlock the grate, move to any
795 * location outside the cave, or create the bridge. Nor can he be
796 * resurrected if he dies. Note that the snake is already gone, since he got
797 * to the treasure accessible only via the hall of the mountain king. Also, he's
798 * been in giant room (to get eggs), so we can refer to it. Also also, he's
799 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
800 * must have been activated, since we've found chest. */
802 L10000: PROP[GRATE]=0;
804 for (I=1; I<=6; I++) {
810 MOVE(TROLL2,PLAC[TROLL]);
811 MOVE(TROLL2+100,FIXD[TROLL]);
813 if(PROP[BEAR] != 3)DSTROY(BEAR);
823 /* Once he's panicked, and clock2 has run out, we come here to set up the
824 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
825 * At the ne end, we place empty bottles, a nursery of plants, a bed of
826 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
827 * the sw end we place grate over treasures, snake pit, covey of caged birds,
828 * more rods, and pillows. A mirror stretches across one wall. Many of the
829 * objects come from known locations and/or states (e.g. the snake is known to
830 * have been destroyed and needn't be carried away from its old "place"),
831 * making the various objects be handled differently. We also drop all other
832 * objects he might be carrying (lest he have some which could cause trouble,
833 * such as the keys). We describe the flash of light and trundle back. */
835 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
836 PROP[PLANT]=PUT(PLANT,115,0);
837 PROP[OYSTER]=PUT(OYSTER,115,0);
839 PROP[LAMP]=PUT(LAMP,115,0);
840 PROP[ROD]=PUT(ROD,115,0);
841 PROP[DWARF]=PUT(DWARF,115,0);
846 /* Leave the grate with normal (non-negative) property. Reuse sign. */
850 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
851 PROP[SNAKE]=PUT(SNAKE,116,1);
852 PROP[BIRD]=PUT(BIRD,116,1);
853 PROP[CAGE]=PUT(CAGE,116,0);
854 PROP[ROD2]=PUT(ROD2,116,0);
855 PROP[PILLOW]=PUT(PILLOW,116,0);
857 PROP[MIRROR]=PUT(MIRROR,115,0);
860 for (I=1; I<=100; I++) {
861 if(TOTING(I))DSTROY(I);
868 /* Another way we can force an end to things is by having the lamp give out.
869 * When it gets close, we come here to warn him. We go to 12000 if the lamp
870 * and fresh batteries are here, in which case we replace the batteries and
871 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
872 * out. Even then, he can explore outside for a while if desired. */
876 if(TOTING(BATTER))DROP(BATTER,LOC);
881 L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
884 if(PLACE[BATTER] == 0)SPK=183;
885 if(PROP[BATTER] == 1)SPK=189;
891 if(HERE(LAMP))RSPEAK(184);
894 /* Oh dear, he's disturbed the dwarves. */