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[26];
18 char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
20 long AMBER, ATTACK, 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, MAXDIE,
26 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
27 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
28 RUBY, RUG, SAPPH, SAY, SCORE, SECT, SIGN, SNAKE, SPK,
29 STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
30 URN, V1, V2, VASE, VEND,
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)
52 static bool do_command(FILE *);
54 int main(int argc, char *argv[]) {
57 /* Adventure (rev 2: 20 treasures) */
59 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
60 * 15-treasure version (adventure) by Don Woods, April-June 1977
61 * 20-treasure version (rev 2) by Don Woods, August 1978
62 * Errata fixed: 78/12/25 */
67 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
70 logfp = fopen(optarg, "w");
73 "advent: can't open logfile %s for write\n",
75 signal(SIGINT, sig_handler);
85 * game.closed says whether we're all the way closed
86 * game.closng says whether it's closing time yet
87 * game.clshnt says whether he's read the clue in the endgame
88 * game.lmwarn says whether he's been warned about lamp going dim
89 * game.novice says whether he asked for instructions at start-up
90 * game.panic says whether he's found out he's trapped in the cave
91 * game.wzdark says whether the loc he's leaving was dark */
95 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
101 long seedval = (long)rand();
104 /* Read the database if we have not yet done so */
107 if (!game.setup)initialise();
108 if(game.setup > 0) goto L1;
110 /* Unlike earlier versions, adventure is no longer restartable. (This
111 * lets us get away with modifying things such as OBJSND(BIRD) without
112 * having to be able to undo the changes later.) If a "used" copy is
113 * rerun, we come here and tell the player to run a fresh copy. */
118 /* Start-up, dwarf stuff */
122 game.zzword=RNDVOC(3,0);
123 game.novice=YES(stdin, 65,1,0);
127 if(game.novice)game.limit=1000;
130 fprintf(logfp, "seed %ld\n", seedval);
133 if (!do_command(stdin))
139 static bool fallback_handler(char *buf)
140 /* fallback handler for commands not handled by FORTRANish parser */
143 if (sscanf(buf, "seed %ld", &sv) == 1) {
145 printf("Seed set to %ld\n", sv);
146 // autogenerated, so don't charge user time for it.
148 // here we reconfigure any global game state that uses random numbers
149 game.zzword=RNDVOC(3,0);
155 static bool do_command(FILE *cmdin) {
156 long LL, KQ, VERB, KK, K2;
161 /* Can't leave cave once it's closing (except by main office). */
163 if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
165 game.newloc=game.loc;
166 if(!game.panic)game.clock2=15;
169 /* See if a dwarf has seen him and has come from where he wants to go. If so,
170 * the dwarf's blocking his way. If coming from place forbidden to pirate
171 * (dwarves rooted in place) let him get out (and attacked). */
173 L71: if(game.newloc == game.loc || FORCED(game.loc) || CNDBIT(game.loc,3)) goto L74;
174 /* 73 */ for (I=1; I<=NDWARVES-1; I++) {
175 if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
176 game.newloc=game.loc;
181 L74: game.loc=game.newloc;
183 /* Dwarf stuff. See earlier comments for description of variables. Remember
184 * sixth dwarf is pirate and is thus very different except for motion rules. */
186 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
187 * the whole mess the first time he gets as far as the hall of mists (loc 15).
188 * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
189 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
190 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
191 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
193 if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) goto L2000;
194 if(game.dflag != 0) goto L6000;
195 if(INDEEP(game.loc))game.dflag=1;
198 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
199 * any of the survivors is at loc, replace him with the alternate. */
201 L6000: if(game.dflag != 1) goto L6010;
202 if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) goto L2000;
204 for (I=1; I<=2; I++) {
205 J=1+randrange(NDWARVES-1);
206 if(PCT(50))game.dloc[J]=0;
208 for (I=1; I<=NDWARVES-1; I++) {
209 if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC;
210 game.odloc[I]=game.dloc[I];
216 /* Things are in full swing. Move each dwarf at random, except if he's seen us
217 * he sticks with us. Dwarves stay deep inside. If wandering at random,
218 * they don't back up unless there's no alternative. If they don't have to
219 * move, they attack. And, of course, dead dwarves don't do much of anything. */
221 L6010: game.dtotal=0;
224 /* 6030 */ for (I=1; I<=NDWARVES; I++) {
225 if(game.dloc[I] == 0) goto L6030;
226 /* Fill TK array with all the places this dwarf might go. */
230 if(KK == 0) goto L6016;
231 L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
233 if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
234 game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
235 FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
236 labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
240 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
241 L6016: TK[J]=game.odloc[I];
244 game.odloc[I]=game.dloc[I];
246 game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
247 if(!game.dseen[I]) goto L6030;
248 game.dloc[I]=game.loc;
249 if(I != 6) goto L6027;
251 /* The pirate's spotted him. He leaves him alone once we've found chest. K
252 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
253 * the pirate be spotted. Note that game.place(CHEST)=0 might mean that he's
254 * thrown it to the troll, but in that case he's seen the chest (game.prop=0). */
256 if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
258 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
259 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
260 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
261 if(TOTING(J)) goto L6021;
262 L6020: if(HERE(J))K=1;
264 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
266 if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
269 L6021: if(game.place[CHEST] != 0) goto L6022;
270 /* Install chest only once, to insure it is the last treasure in the list. */
271 MOVE(CHEST,game.chloc);
272 MOVE(MESSAG,game.chloc2);
274 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
275 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
276 if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
277 if(TOTING(J))DROP(J,game.chloc);
280 L6024: game.dloc[6]=game.chloc;
281 game.odloc[6]=game.chloc;
286 MOVE(CHEST,game.chloc);
287 MOVE(MESSAG,game.chloc2);
290 /* This threatening little dwarf is in the room with him! */
292 L6027: game.dtotal=game.dtotal+1;
293 if(game.odloc[I] != game.dloc[I]) goto L6030;
295 if(game.knfloc >= 0)game.knfloc=game.loc;
296 if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
300 /* Now we know what's happening. Let's tell the poor sucker about it.
301 * Note that various of the "knife" messages must have specific relative
302 * positions in the RSPEAK database. */
304 if(game.dtotal == 0) goto L2000;
305 SETPRM(1,game.dtotal,0);
306 RSPEAK(4+1/game.dtotal);
307 if(ATTACK == 0) goto L2000;
308 if(game.dflag == 2)game.dflag=3;
314 RSPEAK(K+1+2/(1+STICK));
315 if(STICK == 0) goto L2000;
316 game.oldlc2=game.loc;
319 /* Describe the current location and (maybe) get next command. */
321 /* Print text for current loc. */
323 L2000: if(game.loc == 0) goto L99;
325 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
326 if(FORCED(game.loc) || !DARK(0)) goto L2001;
327 if(game.wzdark && PCT(35)) goto L90;
329 L2001: if(TOTING(BEAR))RSPEAK(141);
332 if(FORCED(game.loc)) goto L8;
333 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
335 /* Print out descriptions of objects at this location. If not closing and
336 * property value is negative, tally off another treasure. Rug is special
337 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
338 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
339 * are because game.prop=0 is needed to get full score. */
341 if(DARK(0)) goto L2012;
342 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
343 I=game.atloc[game.loc];
344 L2004: if(I == 0) goto L2012;
346 if(obj > NOBJECTS)obj=obj-NOBJECTS;
347 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
348 if(game.prop[obj] >= 0) goto L2006;
349 if(game.closed) goto L2008;
351 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
352 game.tally=game.tally-1;
353 /* Note: There used to be a test here to see whether the player had blown it
354 * so badly that he could never ever see the remaining treasures, and if so
355 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
356 * things like killing the bird before the snake was gone (can never see
357 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
358 * bridge several times, using up all available treasures, breaking vase,
359 * using coins to buy batteries, etc., and eventually never be able to get
360 * across again. If bottle were left on far side, could then never get eggs
361 * or trident, and the effects propagate. So the whole thing was flushed.
362 * anyone who makes such a gross blunder isn't likely to find everything
363 * else anyway (so goes the rationalisation). */
364 L2006: KK=game.prop[obj];
365 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
367 L2008: I=game.link[I];
378 /* Check if this loc is eligible for any hints. If been here long enough,
379 * branch to help section (on later page). Hints all come back here eventually
380 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
383 L2600: if(COND[game.loc] < game.conds) goto L2603;
384 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
385 if(game.hinted[HINT]) goto L2602;
386 if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
387 game.hintlc[HINT]=game.hintlc[HINT]+1;
388 if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
392 /* If closing time, check for any objects being toted with game.prop < 0 and set
393 * the prop to -1-game.prop. This way objects won't be described until they've
394 * been picked up and put down separate from their respective piles. Don't
395 * tick game.clock1 unless well into cave (and not at Y2). */
397 L2603: if(!game.closed) goto L2605;
398 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
399 for (I=1; I<=NOBJECTS; I++) {
400 if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I];
402 L2605: game.wzdark=DARK(0);
403 if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0;
405 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
408 /* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
409 * make neg. If neg, he skipped a word, so make it zero. */
411 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
412 game.turns=game.turns+1;
413 if(game.turns == game.thresh) {
414 SPEAK(TTEXT[game.trndex]);
415 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
416 game.trndex=game.trndex+1;
418 if(game.trndex <= TRNVLS)
419 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
421 if(VERB == SAY && WD2 > 0)VERB=0;
422 if(VERB == SAY) goto L4090;
423 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
424 if(game.clock1 == 0) goto L10000;
425 if(game.clock1 < 0)game.clock2=game.clock2-1;
426 if(game.clock2 == 0) goto L11000;
427 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
428 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
430 if(game.limit == 0) goto L12400;
431 if(game.limit <= 30) goto L12200;
433 if(LIQLOC(game.loc) == WATER)K=70;
436 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
437 if(V1 == ENTER && WD2 > 0) goto L2800;
438 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
439 1000+DOOR)) goto L2610;
440 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
441 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
442 WD1=MAKEWD(301200308);
443 L2620: if(WD1 == MAKEWD(23051920)) {
444 game.iwest=game.iwest+1;
445 if(game.iwest == 10)RSPEAK(17);
447 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
449 if(IGO == 10)RSPEAK(276);
450 L2630: I=VOCAB(WD1,-1);
451 if(I == -1) goto L3000;
454 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
455 case 3: goto L2010; }
458 /* Get second word for analysis. */
465 /* Gee, I don't understand. */
467 L3000: SETPRM(1,WD1,WD1X);
468 if (fallback_handler(rawbuf))
473 /* Verb and object analysis moved to separate module. */
475 L4000: I=4000; VERB=K; goto Laction;
476 L4090: I=4090; goto Laction;
479 switch (action(cmdin, I, VERB, obj)) {
482 case 2000: goto L2000;
483 case 2009: goto L2009;
484 case 2010: goto L2010;
485 case 2011: goto L2011;
486 case 2012: goto L2012;
487 case 2600: goto L2600;
488 case 2607: goto L2607;
489 case 2630: goto L2630;
490 case 2800: goto L2800;
491 case 8000: goto L8000;
492 case 18999: goto L18999;
493 case 19000: goto L19000;
497 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
500 L8000: SETPRM(1,WD1,WD1X);
505 /* Figure out the new location
507 * Given the current location in "game.loc", and a motion verb number in
508 * "K", put the new location in "game.newloc". The current loc is saved
509 * in "game.oldloc" in case he wants to retreat. The current
510 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
511 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
512 * him, so we need game.oldlc2, which is the last place he was
515 L8: KK=KEY[game.loc];
516 game.newloc=game.loc;
518 if(K == NUL) return true;
519 if(K == BACK) goto L20;
520 if(K == LOOK) goto L30;
521 if(K == CAVE) goto L40;
522 game.oldlc2=game.oldloc;
523 game.oldloc=game.loc;
525 L9: LL=labs(TRAVEL[KK]);
526 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
527 if(TRAVEL[KK] < 0) goto L50;
532 L11: game.newloc=LL/1000;
533 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
534 if(game.newloc <= 300) goto L13;
535 if(game.prop[K] != game.newloc/100-3) goto L16;
536 L12: if(TRAVEL[KK] < 0)BUG(25);
538 game.newloc=labs(TRAVEL[KK])/1000;
539 if(game.newloc == LL) goto L12;
543 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
544 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
547 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
548 L16: game.newloc=MOD(LL,1000);
549 if(game.newloc <= 300) return true;
550 if(game.newloc <= 500) goto L30000;
551 RSPEAK(game.newloc-500);
552 game.newloc=game.loc;
555 /* Special motions come here. Labelling convention: statement numbers NNNXX
556 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
558 L30000: game.newloc=game.newloc-300;
559 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
563 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
564 * table must include "useless" entries going through passage, which can never
565 * be used for actual motion, but can be spotted by "go back". */
567 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
568 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
569 game.newloc=game.loc;
573 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
574 * toting it), so he's forced to use the plover-passage to get it out. Having
575 * dropped it, go back and pretend he wasn't carrying it after all. */
577 L30200: DROP(EMRALD,game.loc);
580 /* Travel 303. Troll bridge. Must be done only as special motion so that
581 * dwarves won't wander across and encounter the bear. (They won't follow the
582 * player there because that region is forbidden to the pirate.) If
583 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
584 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
586 L30300: if(game.prop[TROLL] != 1) goto L30310;
590 MOVE(TROLL2+NOBJECTS,0);
591 MOVE(TROLL,PLAC[TROLL]);
592 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
594 game.newloc=game.loc;
597 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
598 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
599 if(!TOTING(BEAR)) return true;
603 DROP(BEAR,game.newloc);
604 game.fixed[BEAR]= -1;
606 game.oldlc2=game.newloc;
609 /* End of specials. */
611 /* Handle "go back". Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2
612 * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
615 if(FORCED(K))K=game.oldlc2;
616 game.oldlc2=game.oldloc;
617 game.oldloc=game.loc;
619 if(K == game.loc)K2=91;
620 if(CNDBIT(game.loc,4))K2=274;
621 if(K2 == 0) goto L21;
625 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
629 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
632 if(TRAVEL[KK] < 0) goto L23;
643 K=MOD(labs(TRAVEL[KK]),1000);
647 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
648 * be dark) so he won't fall into a pit while staring into the gloom. */
650 L30: if(game.detail < 3)RSPEAK(15);
651 game.detail=game.detail+1;
653 game.abbrev[game.loc]=0;
656 /* Cave. Different messages depending on whether above ground. */
659 if(OUTSID(game.loc) && game.loc != 8)K=57;
663 /* Non-applicable motion. Various messages depending on word given. */
666 if(K >= 43 && K <= 50)SPK=52;
667 if(K == 29 || K == 30)SPK=52;
668 if(K == 7 || K == 36 || K == 37)SPK=10;
669 if(K == 11 || K == 19)SPK=11;
670 if(VERB == FIND || VERB == INVENT)SPK=59;
671 if(K == 62 || K == 65)SPK=42;
676 /* "You're dead, Jim."
678 * If the current loc is zero, it means the clown got himself killed. We'll
679 * allow this maxdie times. MAXDIE is automatically set based on the number of
680 * snide messages available. Each death results in a message (81, 83, etc.)
681 * which offers reincarnation; if accepted, this results in message 82, 84,
682 * etc. The last time, if he wants another chance, he gets a snide remark as
683 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
684 * (presumably the last place prior to being killed) without change of props.
685 * the loop runs backwards to assure that the bird is dropped before the cage.
686 * (this kluge could be changed once we're sure all references to bird and cage
687 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
688 * it in the cave). It is turned off and left outside the building (only if he
689 * was carrying it, of course). He himself is left inside the building (and
690 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
691 * game.oldloc is zapped so he can't just "retreat". */
693 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
696 game.oldlc2=game.loc;
698 /* Okay, he's dead. Let's get on with it. */
700 L99: if(game.closng) goto L95;
701 game.numdie=game.numdie+1;
702 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
703 if(game.numdie == MAXDIE) score(0);
706 if(TOTING(LAMP))game.prop[LAMP]=0;
707 /* 98 */ for (J=1; J<=NOBJECTS; J++) {
709 if(!TOTING(I)) goto L98;
716 game.oldloc=game.loc;
719 /* He died during closing time. No resurrection. Tally up a death and exit. */
722 game.numdie=game.numdie+1;
730 /* Come here if he's been long enough at required loc(s) for some unused hint.
731 * hint number is in variable "hint". Branch to quick test for additional
732 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
733 * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero,
734 * 40030 to take no action yet. */
736 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
737 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
738 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
739 L40900; case 9: goto L41000; }
740 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
744 L40010: game.hintlc[HINT]=0;
745 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
746 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
748 game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
749 if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
750 L40020: game.hintlc[HINT]=0;
753 /* Now for the quick tests. See database description for one-line notes. */
755 L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
758 L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
761 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
764 L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
768 L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
773 L40700: if(game.dflag == 0) goto L40010;
776 L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
780 L40900: I=ATDWRF(game.loc);
781 if(I < 0) goto L40020;
782 if(HERE(OGRE) && I == 0) goto L40010;
785 L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
792 /* Cave closing and scoring */
795 /* These sections handle the closing of the cave. The cave closes "clock1"
796 * turns after the last treasure has been located (including the pirate's
797 * chest, which may of course never show up). Note that the treasures need not
798 * have been taken yet, just located. Hence clock1 must be large enough to get
799 * out of the cave (it only ticks while inside the cave). When it hits zero,
800 * we branch to 10000 to start closing the cave, and then sit back and wait for
801 * him to try to get out. If he doesn't within clock2 turns, we close the
802 * cave; if he does try, we assume he panics, and give him a few additional
803 * turns to get frantic before we close. When clock2 hits zero, we branch to
804 * 11000 to transport him into the final puzzle. Note that the puzzle depends
805 * upon all sorts of random things. For instance, there must be no water or
806 * oil, since there are beanstalks which we don't want to be able to water,
807 * since the code can't handle it. Also, we can have no keys, since there is a
808 * grate (having moved the fixed object!) there separating him from all the
809 * treasures. Most of these problems arise from the use of negative prop
810 * numbers to suppress the object descriptions until he's actually moved the
813 /* When the first warning comes, we lock the grate, destroy the bridge, kill
814 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
815 * and set "closng" to true. Leave the dragon; too much trouble to move it.
816 * from now until clock2 runs out, he cannot unlock the grate, move to any
817 * location outside the cave, or create the bridge. Nor can he be
818 * resurrected if he dies. Note that the snake is already gone, since he got
819 * to the treasure accessible only via the hall of the mountain king. Also, he's
820 * been in giant room (to get eggs), so we can refer to it. Also also, he's
821 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
822 * must have been activated, since we've found chest. */
824 L10000: game.prop[GRATE]=0;
826 for (I=1; I<=NDWARVES; I++) {
831 MOVE(TROLL+NOBJECTS,0);
832 MOVE(TROLL2,PLAC[TROLL]);
833 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
835 if(game.prop[BEAR] != 3)DSTROY(BEAR);
845 /* Once he's panicked, and clock2 has run out, we come here to set up the
846 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
847 * At the ne end, we place empty bottles, a nursery of plants, a bed of
848 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
849 * the sw end we place grate over treasures, snake pit, covey of caged birds,
850 * more rods, and pillows. A mirror stretches across one wall. Many of the
851 * objects come from known locations and/or states (e.g. the snake is known to
852 * have been destroyed and needn't be carried away from its old "place"),
853 * making the various objects be handled differently. We also drop all other
854 * objects he might be carrying (lest he have some which could cause trouble,
855 * such as the keys). We describe the flash of light and trundle back. */
857 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
858 game.prop[PLANT]=PUT(PLANT,115,0);
859 game.prop[OYSTER]=PUT(OYSTER,115,0);
861 game.prop[LAMP]=PUT(LAMP,115,0);
862 game.prop[ROD]=PUT(ROD,115,0);
863 game.prop[DWARF]=PUT(DWARF,115,0);
868 /* Leave the grate with normal (non-negative) property. Reuse sign. */
872 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
873 game.prop[SNAKE]=PUT(SNAKE,116,1);
874 game.prop[BIRD]=PUT(BIRD,116,1);
875 game.prop[CAGE]=PUT(CAGE,116,0);
876 game.prop[ROD2]=PUT(ROD2,116,0);
877 game.prop[PILLOW]=PUT(PILLOW,116,0);
879 game.prop[MIRROR]=PUT(MIRROR,115,0);
880 game.fixed[MIRROR]=116;
882 for (I=1; I<=NOBJECTS; I++) {
891 /* Another way we can force an end to things is by having the lamp give out.
892 * When it gets close, we come here to warn him. We go to 12000 if the lamp
893 * and fresh batteries are here, in which case we replace the batteries and
894 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
895 * out. Even then, he can explore outside for a while if desired. */
899 if(TOTING(BATTER))DROP(BATTER,game.loc);
900 game.limit=game.limit+2500;
904 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
907 if(game.place[BATTER] == 0)SPK=183;
908 if(game.prop[BATTER] == 1)SPK=189;
912 L12400: game.limit= -1;
914 if(HERE(LAMP))RSPEAK(184);
917 /* Oh dear, he's disturbed the dwarves. */