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.)
15 long ABB[186], ATLOC[186], BLKLIN = true, DFLAG,
16 DLOC[7], FIXED[101], HOLDNG,
17 LINK[201], LNLENG, LNPOSN,
18 PARMS[26], PLACE[101],
20 signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
22 long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
23 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
24 CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT,
25 COINS, CONDS, DALTLC, DETAIL,
26 DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
27 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD,
28 GRATE, HINT, HINTED[21], HINTLC[21],
29 I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
30 KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL,
31 LMWARN, LOC, LOCK, LOOK,
32 MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
33 MESSAG, MIRROR, MXSCOR,
34 NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
35 ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
36 PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[101], PYRAM,
37 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
38 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
39 STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
40 TRNDEX, TRNLUZ, TROLL, TROLL2,
41 TURNS, URN, V1, V2, VASE, VEND, VERB,
42 VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
43 WZDARK = false, ZZWORD;
45 bool oldstyle = false;
48 extern void initialise();
49 extern void score(long);
50 extern int action(FILE *, long);
52 void sig_handler(int signo)
64 static bool do_command(FILE *);
66 int main(int argc, char *argv[]) {
69 /* Adventure (rev 2: 20 treasures) */
71 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
72 * 15-treasure version (adventure) by Don Woods, April-June 1977
73 * 20-treasure version (rev 2) by Don Woods, August 1978
74 * Errata fixed: 78/12/25 */
79 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
82 logfp = fopen(optarg, "w");
85 "advent: can't open logfile %s for write\n",
87 signal(SIGINT, sig_handler);
97 * CLOSED says whether we're all the way closed
98 * CLOSNG says whether it's closing time yet
99 * CLSHNT says whether he's read the clue in the endgame
100 * LMWARN says whether he's been warned about lamp going dim
101 * NOVICE says whether he asked for instructions at start-up
102 * PANIC says whether he's found out he's trapped in the cave
103 * WZDARK says whether the loc he's leaving was dark */
107 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
111 lcgstate.m = 1048576;
112 long seedval = (long)time(NULL);
115 /* Read the database if we have not yet done so */
118 if(!SETUP)initialise();
119 if(SETUP > 0) goto L1;
121 /* Unlike earlier versions, adventure is no longer restartable. (This
122 * lets us get away with modifying things such as OBJSND(BIRD) without
123 * having to be able to undo the changes later.) If a "used" copy is
124 * rerun, we come here and tell the player to run a fresh copy. */
129 /* Start-up, dwarf stuff */
133 ZZWORD=RNDVOC(3,0)+MESH*2;
134 NOVICE=YES(stdin, 65,1,0);
138 if(NOVICE)LIMIT=1000;
141 fprintf(logfp, "seed %ld\n", seedval);
144 if (!do_command(stdin))
150 static bool fallback_handler(signed char *buf)
151 /* fallback handler for commands not handled by FORTRANish parser */
154 if (sscanf(buf, "seed %ld", &sv) == 1) {
156 printf("Seed set to %ld\n", sv);
157 // here we reconfigure any global game state that uses random numbers
158 ZZWORD=RNDVOC(3,0)+MESH*2;
164 static bool do_command(FILE *cmdin) {
166 /* Can't leave cave once it's closing (except by main office). */
168 if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
174 /* See if a dwarf has seen him and has come from where he wants to go. If so,
175 * the dwarf's blocking his way. If coming from place forbidden to pirate
176 * (dwarves rooted in place) let him get out (and attacked). */
178 L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
179 /* 73 */ for (I=1; I<=5; I++) {
180 if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
188 /* Dwarf stuff. See earlier comments for description of variables. Remember
189 * sixth dwarf is pirate and is thus very different except for motion rules. */
191 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
192 * the whole mess the first time he gets as far as the hall of mists (loc 15).
193 * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
194 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
195 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
196 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
198 if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
199 if(DFLAG != 0) goto L6000;
200 if(INDEEP(LOC))DFLAG=1;
203 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
204 * any of the survivors is at loc, replace him with the alternate. */
206 L6000: if(DFLAG != 1) goto L6010;
207 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
209 for (I=1; I<=2; I++) {
211 if(PCT(50))DLOC[J]=0;
213 for (I=1; I<=5; I++) {
214 if(DLOC[I] == LOC)DLOC[I]=DALTLC;
221 /* Things are in full swing. Move each dwarf at random, except if he's seen us
222 * he sticks with us. Dwarves stay deep inside. If wandering at random,
223 * they don't back up unless there's no alternative. If they don't have to
224 * move, they attack. And, of course, dead dwarves don't do much of anything. */
229 /* 6030 */ for (I=1; I<=6; I++) {
230 if(DLOC[I] == 0) goto L6030;
231 /* Fill TK array with all the places this dwarf might go. */
235 if(KK == 0) goto L6016;
236 L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
238 if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
239 NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
240 FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
241 IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
245 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
246 L6016: TK[J]=ODLOC[I];
251 DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
252 if(!DSEEN[I]) goto L6030;
254 if(I != 6) goto L6027;
256 /* The pirate's spotted him. He leaves him alone once we've found chest. K
257 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
258 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
259 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
261 if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
263 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
264 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
265 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
266 if(TOTING(J)) goto L6021;
267 L6020: if(HERE(J))K=1;
269 if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
271 if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
274 L6021: if(PLACE[CHEST] != 0) goto L6022;
275 /* Install chest only once, to insure it is the last treasure in the list. */
279 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
280 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
281 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
282 if(TOTING(J))DROP(J,CHLOC);
285 L6024: DLOC[6]=CHLOC;
295 /* This threatening little dwarf is in the room with him! */
297 L6027: DTOTAL=DTOTAL+1;
298 if(ODLOC[I] != DLOC[I]) goto L6030;
300 if(KNFLOC >= 0)KNFLOC=LOC;
301 if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1;
305 /* Now we know what's happening. Let's tell the poor sucker about it.
306 * Note that various of the "knife" messages must have specific relative
307 * positions in the RSPEAK database. */
309 if(DTOTAL == 0) goto L2000;
312 if(ATTACK == 0) goto L2000;
313 if(DFLAG == 2)DFLAG=3;
319 RSPEAK(K+1+2/(1+STICK));
320 if(STICK == 0) goto L2000;
329 /* Describe the current location and (maybe) get next command. */
331 /* Print text for current loc. */
333 L2000: if(LOC == 0) goto L99;
335 if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
336 if(FORCED(LOC) || !DARK(0)) goto L2001;
337 if(WZDARK && PCT(35)) goto L90;
339 L2001: if(TOTING(BEAR))RSPEAK(141);
342 if(FORCED(LOC)) goto L8;
343 if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
345 /* Print out descriptions of objects at this location. If not closing and
346 * property value is negative, tally off another treasure. Rug is special
347 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
348 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
349 * are because PROP=0 is needed to get full score. */
351 if(DARK(0)) goto L2012;
354 L2004: if(I == 0) goto L2012;
356 if(OBJ > 100)OBJ=OBJ-100;
357 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
358 if(PROP[OBJ] >= 0) goto L2006;
359 if(CLOSED) goto L2008;
361 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
363 /* Note: There used to be a test here to see whether the player had blown it
364 * so badly that he could never ever see the remaining treasures, and if so
365 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
366 * things like killing the bird before the snake was gone (can never see
367 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
368 * bridge several times, using up all available treasures, breaking vase,
369 * using coins to buy batteries, etc., and eventually never be able to get
370 * across again. If bottle were left on far side, could then never get eggs
371 * or trident, and the effects propagate. So the whole thing was flushed.
372 * anyone who makes such a gross blunder isn't likely to find everything
373 * else anyway (so goes the rationalisation). */
375 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
388 /* Check if this loc is eligible for any hints. If been here long enough,
389 * branch to help section (on later page). Hints all come back here eventually
390 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
393 L2600: if(COND[LOC] < CONDS) goto L2603;
394 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
395 if(HINTED[HINT]) goto L2602;
396 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
397 HINTLC[HINT]=HINTLC[HINT]+1;
398 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
402 /* Kick the random number generator just to add variety to the chase. Also,
403 * if closing time, check for any objects being toted with PROP < 0 and set
404 * the prop to -1-PROP. This way objects won't be described until they've
405 * been picked up and put down separate from their respective piles. Don't
406 * tick CLOCK1 unless well into cave (and not at Y2). */
408 L2603: if(!CLOSED) goto L2605;
409 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
410 for (I=1; I<=100; I++) {
411 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
413 L2605: WZDARK=DARK(0);
414 if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
416 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
419 /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
420 * make neg. If neg, he skipped a word, so make it zero. */
422 L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
424 if(TURNS != THRESH) goto L2608;
425 SPEAK(TTEXT[TRNDEX]);
426 TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
429 if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
430 L2608: if(VERB == SAY && WD2 > 0)VERB=0;
431 if(VERB == SAY) goto L4090;
432 if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
433 if(CLOCK1 == 0) goto L10000;
434 if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
435 if(CLOCK2 == 0) goto L11000;
436 if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
437 if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
439 if(LIMIT == 0) goto L12400;
440 if(LIMIT <= 30) goto L12200;
442 if(LIQLOC(LOC) == WATER)K=70;
445 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
446 if(V1 == ENTER && WD2 > 0) goto L2800;
447 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
448 1000+DOOR)) goto L2610;
449 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
450 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
451 HERE(BIRD))WD1=MAKEWD(301200308);
452 L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
454 if(IWEST == 10)RSPEAK(17);
455 L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
457 if(IGO == 10)RSPEAK(276);
458 L2630: I=VOCAB(WD1,-1);
459 if(I == -1) goto L3000;
462 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
463 case 3: goto L2010; }
466 /* Get second word for analysis. */
473 /* Gee, I don't understand. */
475 L3000: SETPRM(1,WD1,WD1X);
476 if (fallback_handler(rawbuf))
481 /* Verb and object analysis moved to separate module. */
483 L4000: I=4000; goto Laction;
484 L4090: I=4090; goto Laction;
487 switch (action(cmdin, I)) {
490 case 2000: goto L2000;
491 case 2009: goto L2009;
492 case 2010: goto L2010;
493 case 2011: goto L2011;
494 case 2012: goto L2012;
495 case 2600: goto L2600;
496 case 2607: goto L2607;
497 case 2630: goto L2630;
498 case 2800: goto L2800;
499 case 8000: goto L8000;
500 case 18999: goto L18999;
501 case 19000: goto L19000;
505 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
508 L8000: SETPRM(1,WD1,WD1X);
513 /* Figure out the new location
515 * Given the current location in "LOC", and a motion verb number in "K", put
516 * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
517 * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
518 * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
519 * him, so we need OLDLC2, which is the last place he was safe.) */
524 if(K == NUL) return true;
525 if(K == BACK) goto L20;
526 if(K == LOOK) goto L30;
527 if(K == CAVE) goto L40;
531 L9: LL=IABS(TRAVEL[KK]);
532 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
533 if(TRAVEL[KK] < 0) goto L50;
540 if(NEWLOC <= 300) goto L13;
541 if(PROP[K] != NEWLOC/100-3) goto L16;
542 L12: if(TRAVEL[KK] < 0)BUG(25);
544 NEWLOC=IABS(TRAVEL[KK])/1000;
545 if(NEWLOC == LL) goto L12;
549 L13: if(NEWLOC <= 100) goto L14;
550 if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
553 L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
554 L16: NEWLOC=MOD(LL,1000);
555 if(NEWLOC <= 300) return true;
556 if(NEWLOC <= 500) goto L30000;
561 /* Special motions come here. Labelling convention: statement numbers NNNXX
562 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
564 L30000: NEWLOC=NEWLOC-300;
565 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
569 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
570 * table must include "useless" entries going through passage, which can never
571 * be used for actual motion, but can be spotted by "go back". */
573 L30100: NEWLOC=99+100-LOC;
574 if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true;
579 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
580 * toting it), so he's forced to use the plover-passage to get it out. Having
581 * dropped it, go back and pretend he wasn't carrying it after all. */
583 L30200: DROP(EMRALD,LOC);
586 /* Travel 303. Troll bridge. Must be done only as special motion so that
587 * dwarves won't wander across and encounter the bear. (They won't follow the
588 * player there because that region is forbidden to the pirate.) If
589 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
590 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
592 L30300: if(PROP[TROLL] != 1) goto L30310;
597 MOVE(TROLL,PLAC[TROLL]);
598 MOVE(TROLL+100,FIXD[TROLL]);
603 L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
604 if(PROP[TROLL] == 0)PROP[TROLL]=1;
605 if(!TOTING(BEAR)) return true;
615 /* End of specials. */
617 /* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
618 * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
621 if(FORCED(K))K=OLDLC2;
626 if(CNDBIT(LOC,4))K2=274;
627 if(K2 == 0) goto L21;
631 L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
632 if(LL == K) goto L25;
633 if(LL > 300) goto L22;
635 if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
636 L22: if(TRAVEL[KK] < 0) goto L23;
641 if(KK != 0) goto L25;
645 L25: K=MOD(IABS(TRAVEL[KK]),1000);
649 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
650 * be dark) so he won't fall into a pit while staring into the gloom. */
652 L30: if(DETAIL < 3)RSPEAK(15);
658 /* Cave. Different messages depending on whether above ground. */
661 if(OUTSID(LOC) && LOC != 8)K=57;
665 /* Non-applicable motion. Various messages depending on word given. */
668 if(K >= 43 && K <= 50)SPK=52;
669 if(K == 29 || K == 30)SPK=52;
670 if(K == 7 || K == 36 || K == 37)SPK=10;
671 if(K == 11 || K == 19)SPK=11;
672 if(VERB == FIND || VERB == INVENT)SPK=59;
673 if(K == 62 || K == 65)SPK=42;
678 /* "You're dead, Jim."
680 * If the current loc is zero, it means the clown got himself killed. We'll
681 * allow this maxdie times. MAXDIE is automatically set based on the number of
682 * snide messages available. Each death results in a message (81, 83, etc.)
683 * which offers reincarnation; if accepted, this results in message 82, 84,
684 * etc. The last time, if he wants another chance, he gets a snide remark as
685 * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
686 * (presumably the last place prior to being killed) without change of props.
687 * the loop runs backwards to assure that the bird is dropped before the cage.
688 * (this kluge could be changed once we're sure all references to bird and cage
689 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
690 * it in the cave). It is turned off and left outside the building (only if he
691 * was carrying it, of course). He himself is left inside the building (and
692 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
693 * OLDLOC is zapped so he can't just "retreat". */
695 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
700 /* Okay, he's dead. Let's get on with it. */
702 L99: if(CLOSNG) goto L95;
704 if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
705 if(NUMDIE == MAXDIE) score(0);
708 if(TOTING(LAMP))PROP[LAMP]=0;
709 /* 98 */ for (J=1; J<=100; J++) {
711 if(!TOTING(I)) goto L98;
721 /* He died during closing time. No resurrection. Tally up a death and exit. */
732 /* Come here if he's been long enough at required loc(s) for some unused hint.
733 * hint number is in variable "hint". Branch to quick test for additional
734 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
735 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
736 * 40030 to take no action yet. */
738 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
739 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
740 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
741 L40900; case 9: goto L41000; }
742 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
746 L40010: HINTLC[HINT]=0;
747 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
748 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
750 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
751 if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
752 L40020: HINTLC[HINT]=0;
755 /* Now for the quick tests. See database description for one-line notes. */
757 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
760 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
763 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
766 L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
770 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
775 L40700: if(DFLAG == 0) goto L40010;
778 L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
782 L40900: I=ATDWRF(LOC);
783 if(I < 0) goto L40020;
784 if(HERE(OGRE) && I == 0) goto L40010;
787 L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
794 /* Cave closing and scoring */
797 /* These sections handle the closing of the cave. The cave closes "clock1"
798 * turns after the last treasure has been located (including the pirate's
799 * chest, which may of course never show up). Note that the treasures need not
800 * have been taken yet, just located. Hence clock1 must be large enough to get
801 * out of the cave (it only ticks while inside the cave). When it hits zero,
802 * we branch to 10000 to start closing the cave, and then sit back and wait for
803 * him to try to get out. If he doesn't within clock2 turns, we close the
804 * cave; if he does try, we assume he panics, and give him a few additional
805 * turns to get frantic before we close. When clock2 hits zero, we branch to
806 * 11000 to transport him into the final puzzle. Note that the puzzle depends
807 * upon all sorts of random things. For instance, there must be no water or
808 * oil, since there are beanstalks which we don't want to be able to water,
809 * since the code can't handle it. Also, we can have no keys, since there is a
810 * grate (having moved the fixed object!) there separating him from all the
811 * treasures. Most of these problems arise from the use of negative prop
812 * numbers to suppress the object descriptions until he's actually moved the
815 /* When the first warning comes, we lock the grate, destroy the bridge, kill
816 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
817 * and set "closng" to true. Leave the dragon; too much trouble to move it.
818 * from now until clock2 runs out, he cannot unlock the grate, move to any
819 * location outside the cave, or create the bridge. Nor can he be
820 * resurrected if he dies. Note that the snake is already gone, since he got
821 * to the treasure accessible only via the hall of the mountain king. Also, he's
822 * been in giant room (to get eggs), so we can refer to it. Also also, he's
823 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
824 * must have been activated, since we've found chest. */
826 L10000: PROP[GRATE]=0;
828 for (I=1; I<=6; I++) {
834 MOVE(TROLL2,PLAC[TROLL]);
835 MOVE(TROLL2+100,FIXD[TROLL]);
837 if(PROP[BEAR] != 3)DSTROY(BEAR);
847 /* Once he's panicked, and clock2 has run out, we come here to set up the
848 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
849 * At the ne end, we place empty bottles, a nursery of plants, a bed of
850 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
851 * the sw end we place grate over treasures, snake pit, covey of caged birds,
852 * more rods, and pillows. A mirror stretches across one wall. Many of the
853 * objects come from known locations and/or states (e.g. the snake is known to
854 * have been destroyed and needn't be carried away from its old "place"),
855 * making the various objects be handled differently. We also drop all other
856 * objects he might be carrying (lest he have some which could cause trouble,
857 * such as the keys). We describe the flash of light and trundle back. */
859 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
860 PROP[PLANT]=PUT(PLANT,115,0);
861 PROP[OYSTER]=PUT(OYSTER,115,0);
863 PROP[LAMP]=PUT(LAMP,115,0);
864 PROP[ROD]=PUT(ROD,115,0);
865 PROP[DWARF]=PUT(DWARF,115,0);
870 /* Leave the grate with normal (non-negative) property. Reuse sign. */
874 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
875 PROP[SNAKE]=PUT(SNAKE,116,1);
876 PROP[BIRD]=PUT(BIRD,116,1);
877 PROP[CAGE]=PUT(CAGE,116,0);
878 PROP[ROD2]=PUT(ROD2,116,0);
879 PROP[PILLOW]=PUT(PILLOW,116,0);
881 PROP[MIRROR]=PUT(MIRROR,115,0);
884 for (I=1; I<=100; I++) {
885 if(TOTING(I))DSTROY(I);
892 /* Another way we can force an end to things is by having the lamp give out.
893 * When it gets close, we come here to warn him. We go to 12000 if the lamp
894 * and fresh batteries are here, in which case we replace the batteries and
895 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
896 * out. Even then, he can explore outside for a while if desired. */
900 if(TOTING(BATTER))DROP(BATTER,LOC);
905 L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
908 if(PLACE[BATTER] == 0)SPK=183;
909 if(PROP[BATTER] == 1)SPK=189;
915 if(HERE(LAMP))RSPEAK(184);
918 /* Oh dear, he's disturbed the dwarves. */