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 #include "linenoise/linenoise.h"
18 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
19 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
21 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
22 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
23 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
24 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
25 GRATE, HINT, INVENT, JADE, KEYS,
26 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
27 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
28 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
29 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
30 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
31 URN, VASE, VEND, VOLCAN, WATER;
32 long K, SPK, WD1, WD1X, WD2, WD2X;
35 bool oldstyle = false;
38 extern void initialise();
39 extern void score(long);
40 extern int action(FILE *, long, long, long);
42 void sig_handler(int signo)
53 * Adventure (rev 2: 20 treasures)
55 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
56 * 15-treasure version (adventure) by Don Woods, April-June 1977
57 * 20-treasure version (rev 2) by Don Woods, August 1978
58 * Errata fixed: 78/12/25
59 * Revived 2017 as Open Advebture.
62 static bool do_command(FILE *);
64 int main(int argc, char *argv[])
70 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
73 logfp = fopen(optarg, "w");
76 "advent: can't open logfile %s for write\n",
78 signal(SIGINT, sig_handler);
86 linenoiseHistorySetMaxLen(350);
90 * game.closed says whether we're all the way closed
91 * game.closng says whether it's closing time yet
92 * game.clshnt says whether he's read the clue in the endgame
93 * game.lmwarn says whether he's been warned about lamp going dim
94 * game.novice says whether he asked for instructions at start-up
95 * game.panic says whether he's found out he's trapped in the cave
96 * game.wzdark says whether the loc he's leaving was dark */
98 /* Initialize our LCG PRNG with parameters tested against
99 * Knuth vol. 2. by the original authors */
102 lcgstate.m = 1048576;
104 long seedval = (long)rand();
107 /* Initialize game variables */
111 /* Unlike earlier versions, adventure is no longer restartable. (This
112 * lets us get away with modifying things such as OBJSND(BIRD) without
113 * having to be able to undo the changes later.) If a "used" copy is
114 * rerun, we come here and tell the player to run a fresh copy. */
115 if (game.setup <= 0) {
120 /* 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);
132 /* interpret commands ubtil EOF or interrupt */
134 if (!do_command(stdin))
137 /* show score and exit */
141 static bool fallback_handler(char *buf)
142 /* fallback handler for commands not handled by FORTRANish parser */
145 if (sscanf(buf, "seed %ld", &sv) == 1) {
147 printf("Seed set to %ld\n", sv);
148 // autogenerated, so don't charge user time for it.
150 // here we reconfigure any global game state that uses random numbers
151 game.zzword=RNDVOC(3,0);
157 static void dohint(FILE *cmdin, int hint)
158 /* Come here if he's been long enough at required loc(s) for some
167 if (game.prop[GRATE] == 0 && !HERE(KEYS))
172 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
176 if (HERE(SNAKE) && !HERE(BIRD))
181 if (game.atloc[game.loc] == 0 &&
182 game.atloc[game.oldloc] == 0 &&
183 game.atloc[game.oldlc2] == 0 &&
189 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
201 if (game.atloc[game.loc] == 0 &&
202 game.atloc[game.oldloc] == 0 &&
203 game.atloc[game.oldlc2] == 0)
212 if (HERE(OGRE) && i == 0)
216 if (game.tally == 1 && game.prop[JADE] < 0)
225 /* Fall through to hint display */
227 if (!YES(cmdin,HINTS[hint][3],0,54))
229 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
231 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
232 if (game.hinted[hint] && game.limit > 30)
233 game.limit=game.limit+30*HINTS[hint][2];
236 static bool dwarfmove(void)
237 /* Dwarves move. Return true if player survives, false if he dies. */
239 int kk, stick, attack;
242 /* Dwarf stuff. See earlier comments for description of
243 * variables. Remember sixth dwarf is pirate and is thus
244 * very different except for motion rules. */
246 /* First off, don't let the dwarves follow him into a pit or
247 * a wall. Activate the whole mess the first time he gets as
248 * far as the hall of mists (loc 15). If game.newloc is
249 * forbidden to pirate (in particular, if it's beyond the
250 * troll bridge), bypass dwarf stuff. That way pirate can't
251 * steal return toll, and dwarves can't meet the bear. Also
252 * means dwarves won't follow him into dead end in maze, but
253 * c'est la vie. They'll wait for him outside the dead
255 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
258 /* Dwarf activity level ratchets up */
259 if (game.dflag == 0) {
260 if (INDEEP(game.loc))
265 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
266 * the 5 dwarves. If any of the survivors is at loc,
267 * replace him with the alternate. */
268 if (game.dflag == 1) {
269 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
272 for (int i=1; i<=2; i++) {
273 int j=1+randrange(NDWARVES-1);
277 for (int i=1; i<=NDWARVES-1; i++) {
278 if (game.dloc[i] == game.loc)
280 game.odloc[i]=game.dloc[i];
287 /* Things are in full swing. Move each dwarf at random,
288 * except if he's seen us he sticks with us. Dwarves stay
289 * deep inside. If wandering at random, they don't back up
290 * unless there's no alternative. If they don't have to
291 * move, they attack. And, of course, dead dwarves don't do
292 * much of anything. */
296 for (int i=1; i<=NDWARVES; i++) {
298 if (game.dloc[i] == 0)
300 /* Fill TK array with all the places this dwarf might go. */
302 kk=KEY[game.dloc[i]];
305 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
306 /* Have we avoided a dwarf enciounter? */
307 bool avoided = (game.newloc > 300 ||
308 !INDEEP(game.newloc) ||
309 game.newloc == game.odloc[i] ||
310 (j > 1 && game.newloc == TK[j-1]) ||
312 game.newloc == game.dloc[i] ||
313 FORCED(game.newloc) ||
314 (i == PIRATE && CNDBIT(game.newloc,3)) ||
315 labs(TRAVEL[kk])/1000000 == 100);
317 TK[j++] = game.newloc;
326 game.odloc[i]=game.dloc[i];
328 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
329 if (!game.dseen[i]) continue;
330 game.dloc[i]=game.loc;
332 /* The pirate's spotted him. He leaves him alone once we've
333 * found chest. K counts if a treasure is here. If not, and
334 * tally=1 for an unseen chest, let the pirate be spotted.
335 * Note that game.place(CHEST)=0 might mean that he's thrown
336 * it to the troll, but in that case he's seen the chest
338 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
341 for (int j=MINTRS; j<=MAXTRS; j++) {
342 /* Pirate won't take pyramid from plover room or dark
343 * room (too easy!). */
344 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
350 if (game.place[CHEST] == 0) {
351 /* Install chest only once, to insure it is
352 * the last treasure in the list. */
353 MOVE(CHEST,game.chloc);
354 MOVE(MESSAG,game.chloc2);
357 for (int j=MINTRS; j<=MAXTRS; j++) {
358 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
359 if (AT(j) && game.fixed[j] == 0)
365 game.dloc[PIRATE]=game.chloc;
366 game.odloc[PIRATE]=game.chloc;
367 game.dseen[PIRATE]=false;
373 /* Force chest placement before player finds last treasure */
374 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
376 MOVE(CHEST,game.chloc);
377 MOVE(MESSAG,game.chloc2);
378 game.dloc[PIRATE]=game.chloc;
379 game.odloc[PIRATE]=game.chloc;
380 game.dseen[PIRATE]=false;
383 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
388 /* This threatening little dwarf is in the room with him! */
390 if (game.odloc[i] == game.dloc[i]) {
392 if (game.knfloc >= 0)
393 game.knfloc=game.loc;
394 if (randrange(1000) < 95*(game.dflag-2))
400 /* Now we know what's happening. Let's tell the poor sucker about it.
401 * Note that various of the "knife" messages must have specific relative
402 * positions in the RSPEAK database. */
403 if (game.dtotal == 0)
405 SETPRM(1,game.dtotal,0);
406 RSPEAK(4+1/game.dtotal);
409 if (game.dflag == 2)game.dflag=3;
412 if (attack > 1)K=250;
415 RSPEAK(K+1+2/(1+stick));
418 game.oldlc2=game.loc;
422 /* "You're dead, Jim."
424 * If the current loc is zero, it means the clown got himself killed.
425 * We'll allow this maxdie times. MAXDIE is automatically set based
426 * on the number of snide messages available. Each death results in
427 * a message (81, 83, etc.) which offers reincarnation; if accepted,
428 * this results in message 82, 84, etc. The last time, if he wants
429 * another chance, he gets a snide remark as we exit. When
430 * reincarnated, all objects being carried get dropped at game.oldlc2
431 * (presumably the last place prior to being killed) without change
432 * of props. the loop runs backwards to assure that the bird is
433 * dropped before the cage. (this kluge could be changed once we're
434 * sure all references to bird and cage are done by keywords.) The
435 * lamp is a special case (it wouldn't do to leave it in the cave).
436 * It is turned off and left outside the building (only if he was
437 * carrying it, of course). He himself is left inside the building
438 * (and heaven help him if he tries to xyzzy back into the cave
439 * without the lamp!). game.oldloc is zapped so he can't just
442 static void croak(FILE *cmdin)
443 /* Okay, he's dead. Let's get on with it. */
446 /* He died during closing time. No resurrection. Tally up a
453 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
455 if (game.numdie == MAXDIE)
461 for (int j=1; j<=NOBJECTS; j++) {
462 int i=NOBJECTS + 1 - j;
471 game.oldloc=game.loc;
475 /* Given the current location in "game.loc", and a motion verb number in
476 * "K", put the new location in "game.newloc". The current loc is saved
477 * in "game.oldloc" in case he wants to retreat. The current
478 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
479 * does, game.newloc will be limbo, and game.oldloc will be what killed
480 * him, so we need game.oldlc2, which is the last place he was
483 static bool playermove(FILE *cmdin, token_t verb)
485 int LL, K2, KK=KEY[game.loc];
486 game.newloc=game.loc;
491 else if (K == BACK) {
492 /* Handle "go back". Look for verb which goes from game.loc to
493 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
494 * K2 saves entry -> forced loc -> previous loc. */
498 game.oldlc2=game.oldloc;
499 game.oldloc=game.loc;
501 if (K == game.loc)K2=91;
502 if (CNDBIT(game.loc,4))K2=274;
505 LL=MOD((labs(TRAVEL[KK])/1000),1000);
508 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
511 if (TRAVEL[KK] >= 0) {
522 K=MOD(labs(TRAVEL[KK]),1000);
530 else if (K == LOOK) {
531 /* Look. Can't give more detail. Pretend it wasn't dark
532 * (though it may "now" be dark) so he won't fall into a
533 * pit while staring into the gloom. */
534 if (game.detail < 3)RSPEAK(15);
537 game.abbrev[game.loc]=0;
540 else if (K == CAVE) {
541 /* Cave. Different messages depending on whether above ground. */
542 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
545 game.oldlc2=game.oldloc;
546 game.oldloc=game.loc;
551 if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
553 if (TRAVEL[KK] < 0) {
554 /* Non-applicable motion. Various messages depending on
557 if (K >= 43 && K <= 50)SPK=52;
558 if (K == 29 || K == 30)SPK=52;
559 if (K == 7 || K == 36 || K == 37)SPK=10;
560 if (K == 11 || K == 19)SPK=11;
561 if (verb == FIND || verb == INVENT)SPK=59;
562 if (K == 62 || K == 65)SPK=42;
573 K=MOD(game.newloc,100);
574 if (game.newloc <= 300) {
575 if (game.newloc <= 100)
577 if (TOTING(K) || (game.newloc > 200 && AT(K)))
581 if (game.prop[K] != game.newloc/100-3)
585 if (TRAVEL[KK] < 0)BUG(25);
587 game.newloc=labs(TRAVEL[KK])/1000;
594 if (game.newloc != 0 && !PCT(game.newloc))
597 game.newloc=MOD(LL,1000);
598 if (game.newloc <= 300) return true;
599 if (game.newloc <= 500) {
600 game.newloc=game.newloc-300;
604 /* Travel 301. Plover-alcove passage. Can carry only
605 * emerald. Note: travel table must include "useless"
606 * entries going through passage, which can never be used for
607 * actual motion, but can be spotted by "go back". */
608 game.newloc=99+100-game.loc;
609 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
611 game.newloc=game.loc;
615 /* Travel 302. Plover transport. Drop the emerald (only use
616 * special travel if toting it), so he's forced to use the
617 * plover-passage to get it out. Having dropped it, go back and
618 * pretend he wasn't carrying it after all. */
619 DROP(EMRALD,game.loc);
622 /* Travel 303. Troll bridge. Must be done only as special
623 * motion so that dwarves won't wander across and encounter
624 * the bear. (They won't follow the player there because
625 * that region is forbidden to the pirate.) If
626 * game.prop(TROLL)=1, he's crossed since paying, so step out
627 * and block him. (standard travel entries check for
628 * game.prop(TROLL)=0.) Special stuff for bear. */
629 if (game.prop[TROLL] == 1) {
633 MOVE(TROLL2+NOBJECTS,0);
634 MOVE(TROLL,PLAC[TROLL]);
635 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
637 game.newloc=game.loc;
640 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
641 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
642 if (!TOTING(BEAR)) return true;
646 DROP(BEAR,game.newloc);
647 game.fixed[BEAR]= -1;
649 game.oldlc2=game.newloc;
656 RSPEAK(game.newloc-500);
657 game.newloc=game.loc;
661 static bool do_command(FILE *cmdin)
663 long KQ, VERB, KK, V1, V2;
666 enum speechpart part;
668 /* Can't leave cave once it's closing (except by main office). */
669 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
671 game.newloc=game.loc;
672 if (!game.panic)game.clock2=15;
676 /* See if a dwarf has seen him and has come from where he
677 * wants to go. If so, the dwarf's blocking his way. If
678 * coming from place forbidden to pirate (dwarves rooted in
679 * place) let him get out (and attacked). */
680 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
681 for (i=1; i<=NDWARVES-1; i++) {
682 if (game.odloc[i] == game.newloc && game.dseen[i]) {
683 game.newloc=game.loc;
689 game.loc=game.newloc;
694 /* Describe the current location and (maybe) get next command. */
696 /* Print text for current loc. */
698 L2000: if (game.loc == 0)
701 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
703 if (!FORCED(game.loc) && DARK(0)) {
704 /* The easiest way to get killed is to fall into a pit in
706 if (game.wzdark && PCT(35)) {
708 game.oldlc2 = game.loc;
714 if (TOTING(BEAR))RSPEAK(141);
717 if (FORCED(game.loc))
719 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
721 /* Print out descriptions of objects at this location. If
722 * not closing and property value is negative, tally off
723 * another treasure. Rug is special case; once seen, its
724 * game.prop is 1 (dragon on it) till dragon is killed.
725 * Similarly for chain; game.prop is initially 1 (locked to
726 * bear). These hacks are because game.prop=0 is needed to
729 if (DARK(0)) goto L2012;
730 ++game.abbrev[game.loc];
731 i=game.atloc[game.loc];
732 L2004: if (i == 0) goto L2012;
734 if (obj > NOBJECTS)obj=obj-NOBJECTS;
735 if (obj == STEPS && TOTING(NUGGET)) goto L2008;
736 if (game.prop[obj] >= 0) goto L2006;
737 if (game.closed) goto L2008;
739 if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
741 /* Note: There used to be a test here to see whether the player had blown it
742 * so badly that he could never ever see the remaining treasures, and if so
743 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
744 * things like killing the bird before the snake was gone (can never see
745 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
746 * bridge several times, using up all available treasures, breaking vase,
747 * using coins to buy batteries, etc., and eventually never be able to get
748 * across again. If bottle were left on far side, could then never get eggs
749 * or trident, and the effects propagate. So the whole thing was flushed.
750 * anyone who makes such a gross blunder isn't likely to find everything
751 * else anyway (so goes the rationalisation). */
752 L2006: KK=game.prop[obj];
753 if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
755 L2008: i=game.link[i];
766 /* Check if this loc is eligible for any hints. If been here long enough,
767 * branch to help section (on later page). Hints all come back here eventually
768 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
770 L2600: if (COND[game.loc] >= game.conds) {
771 for (int hint=1; hint<=HNTMAX; hint++) {
772 if (game.hinted[hint])
774 if (!CNDBIT(game.loc,hint+10))
775 game.hintlc[hint]= -1;
777 if (game.hintlc[hint] >= HINTS[hint][1])
782 /* If closing time, check for any objects being toted with
783 * game.prop < 0 and set the prop to -1-game.prop. This way
784 * objects won't be described until they've been picked up
785 * and put down separate from their respective piles. Don't
786 * tick game.clock1 unless well into cave (and not at Y2). */
787 L2603: if (game.closed) {
788 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
790 for (i=1; i<=NOBJECTS; i++) {
791 if (TOTING(i) && game.prop[i] < 0)
792 game.prop[i] = -1-game.prop[i];
796 if (game.knfloc > 0 && game.knfloc != game.loc)
799 /* This is where we get a new command from the user */
800 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
803 /* Every input, check "game.foobar" flag. If zero, nothing's
804 * going on. If pos, make neg. If neg, he skipped a word,
805 * so make it zero. */
806 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
808 if (game.turns == game.thresh) {
809 SPEAK(TTEXT[game.trndex]);
810 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
813 if (game.trndex <= TRNVLS)
814 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
816 if (VERB == SAY && WD2 > 0)VERB=0;
817 if (VERB == SAY) goto L4090;
818 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
820 if (game.clock1 == 0) goto L10000;
823 if (game.clock2 == 0) goto L11000;
824 if (game.prop[LAMP] == 1)
826 if (game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
828 if (game.limit == 0) goto L12400;
829 if (game.limit <= 30) goto L12200;
831 if (LIQLOC(game.loc) == WATER)K=70;
834 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
835 if (V1 == ENTER && WD2 > 0) goto L2800;
836 if ((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
837 1000+DOOR)) goto L2610;
838 {long x = V2-1000; if (AT(x))WD2=MAKEWD(16152118);}
839 L2610: if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
840 WD1=MAKEWD(301200308);
841 L2620: if (WD1 == MAKEWD(23051920)) {
843 if (game.iwest == 10)RSPEAK(17);
845 if (WD1 == MAKEWD( 715) && WD2 != 0) {
864 /* Get second word for analysis. */
870 /* Gee, I don't understand. */
871 L3000: SETPRM(1,WD1,WD1X);
872 if (fallback_handler(rawbuf))
877 /* Verb and object analysis moved to separate module. */
879 L4000: part=intransitive; VERB=K; goto Laction;
880 L4090: part=transitive; goto Laction;
881 L5000: part=unknown; obj = K;
883 switch (action(cmdin, part, VERB, obj)) {
886 case 2000: goto L2000;
887 case 2009: goto L2009;
888 case 2010: goto L2010;
889 case 2011: goto L2011;
890 case 2012: goto L2012;
891 case 2600: goto L2600;
892 case 2607: goto L2607;
893 case 2630: goto L2630;
894 case 2800: goto L2800;
895 case 8000: goto L8000;
896 case 18999: goto L18999;
897 case 19000: goto L19000;
901 /* Random intransitive verbs come here. Clear obj just in case
903 L8000: SETPRM(1,WD1,WD1X);
909 /* Figure out the new location */
910 L8: if (playermove(cmdin, VERB))
915 /* Cave closing and scoring */
917 /* These sections handle the closing of the cave. The cave closes "clock1"
918 * turns after the last treasure has been located (including the pirate's
919 * chest, which may of course never show up). Note that the treasures need not
920 * have been taken yet, just located. Hence clock1 must be large enough to get
921 * out of the cave (it only ticks while inside the cave). When it hits zero,
922 * we branch to 10000 to start closing the cave, and then sit back and wait for
923 * him to try to get out. If he doesn't within clock2 turns, we close the
924 * cave; if he does try, we assume he panics, and give him a few additional
925 * turns to get frantic before we close. When clock2 hits zero, we branch to
926 * 11000 to transport him into the final puzzle. Note that the puzzle depends
927 * upon all sorts of random things. For instance, there must be no water or
928 * oil, since there are beanstalks which we don't want to be able to water,
929 * since the code can't handle it. Also, we can have no keys, since there is a
930 * grate (having moved the fixed object!) there separating him from all the
931 * treasures. Most of these problems arise from the use of negative prop
932 * numbers to suppress the object descriptions until he's actually moved the
935 /* When the first warning comes, we lock the grate, destroy the bridge, kill
936 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
937 * and set "closng" to true. Leave the dragon; too much trouble to move it.
938 * from now until clock2 runs out, he cannot unlock the grate, move to any
939 * location outside the cave, or create the bridge. Nor can he be
940 * resurrected if he dies. Note that the snake is already gone, since he got
941 * to the treasure accessible only via the hall of the mountain king. Also, he's
942 * been in giant room (to get eggs), so we can refer to it. Also also, he's
943 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
944 * must have been activated, since we've found chest. */
946 L10000: game.prop[GRATE]=0;
948 for (i=1; i<=NDWARVES; i++) {
953 MOVE(TROLL+NOBJECTS,0);
954 MOVE(TROLL2,PLAC[TROLL]);
955 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
957 if (game.prop[BEAR] != 3)DSTROY(BEAR);
967 /* Once he's panicked, and clock2 has run out, we come here to set up the
968 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
969 * At the ne end, we place empty bottles, a nursery of plants, a bed of
970 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
971 * the sw end we place grate over treasures, snake pit, covey of caged birds,
972 * more rods, and pillows. A mirror stretches across one wall. Many of the
973 * objects come from known locations and/or states (e.g. the snake is known to
974 * have been destroyed and needn't be carried away from its old "place"),
975 * making the various objects be handled differently. We also drop all other
976 * objects he might be carrying (lest he have some which could cause trouble,
977 * such as the keys). We describe the flash of light and trundle back. */
979 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
980 game.prop[PLANT]=PUT(PLANT,115,0);
981 game.prop[OYSTER]=PUT(OYSTER,115,0);
983 game.prop[LAMP]=PUT(LAMP,115,0);
984 game.prop[ROD]=PUT(ROD,115,0);
985 game.prop[DWARF]=PUT(DWARF,115,0);
990 /* Leave the grate with normal (non-negative) property. Reuse sign. */
995 game.prop[SNAKE]=PUT(SNAKE,116,1);
996 game.prop[BIRD]=PUT(BIRD,116,1);
997 game.prop[CAGE]=PUT(CAGE,116,0);
998 game.prop[ROD2]=PUT(ROD2,116,0);
999 game.prop[PILLOW]=PUT(PILLOW,116,0);
1001 game.prop[MIRROR]=PUT(MIRROR,115,0);
1002 game.fixed[MIRROR]=116;
1004 for (int i=1; i<=NOBJECTS; i++) {
1013 /* Another way we can force an end to things is by having the lamp give out.
1014 * When it gets close, we come here to warn him. We go to 12000 if the lamp
1015 * and fresh batteries are here, in which case we replace the batteries and
1016 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
1017 * out. Even then, he can explore outside for a while if desired. */
1019 L12000: RSPEAK(188);
1020 game.prop[BATTER]=1;
1021 if (TOTING(BATTER))DROP(BATTER,game.loc);
1022 game.limit=game.limit+2500;
1026 L12200: if (game.lmwarn || !HERE(LAMP)) goto L19999;
1029 if (game.place[BATTER] == 0)SPK=183;
1030 if (game.prop[BATTER] == 1)SPK=189;
1034 L12400: game.limit= -1;
1036 if (HERE(LAMP))RSPEAK(184);
1039 /* Oh dear, he's disturbed the dwarves. */
1041 L18999: RSPEAK(SPK);
1042 L19000: RSPEAK(136);