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, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
23 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
24 GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
25 KNIFE, KQ, L, LAMP, LOCK, LOOK,
26 MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
27 NUGGET, NUL, OGRE, OIL, OYSTER, PEARL, PILLOW,
28 PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
29 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
30 STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
31 URN, V1, V2, VASE, VEND, VERB,
32 VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
34 bool oldstyle = false;
37 extern void initialise();
38 extern void score(long);
39 extern int action(FILE *, long, long);
41 void sig_handler(int signo)
53 static bool do_command(FILE *);
55 int main(int argc, char *argv[]) {
58 /* Adventure (rev 2: 20 treasures) */
60 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
61 * 15-treasure version (adventure) by Don Woods, April-June 1977
62 * 20-treasure version (rev 2) by Don Woods, August 1978
63 * Errata fixed: 78/12/25 */
68 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
71 logfp = fopen(optarg, "w");
74 "advent: can't open logfile %s for write\n",
76 signal(SIGINT, sig_handler);
86 * game.closed says whether we're all the way closed
87 * game.closng says whether it's closing time yet
88 * game.clshnt says whether he's read the clue in the endgame
89 * game.lmwarn says whether he's been warned about lamp going dim
90 * game.novice says whether he asked for instructions at start-up
91 * game.panic says whether he's found out he's trapped in the cave
92 * game.wzdark says whether the loc he's leaving was dark */
96 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
100 lcgstate.m = 1048576;
102 long seedval = (long)rand();
105 /* Read the database if we have not yet done so */
108 if (!game.setup)initialise();
109 if(game.setup > 0) goto L1;
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. */
119 /* Start-up, dwarf stuff */
123 game.zzword=RNDVOC(3,0);
124 game.novice=YES(stdin, 65,1,0);
128 if(game.novice)game.limit=1000;
131 fprintf(logfp, "seed %ld\n", seedval);
134 if (!do_command(stdin))
140 static bool fallback_handler(char *buf)
141 /* fallback handler for commands not handled by FORTRANish parser */
144 if (sscanf(buf, "seed %ld", &sv) == 1) {
146 printf("Seed set to %ld\n", sv);
147 // autogenerated, so don't charge user time for it.
149 // here we reconfigure any global game state that uses random numbers
150 game.zzword=RNDVOC(3,0);
156 static bool do_command(FILE *cmdin) {
160 /* Can't leave cave once it's closing (except by main office). */
162 if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
164 game.newloc=game.loc;
165 if(!game.panic)game.clock2=15;
168 /* See if a dwarf has seen him and has come from where he wants to go. If so,
169 * the dwarf's blocking his way. If coming from place forbidden to pirate
170 * (dwarves rooted in place) let him get out (and attacked). */
172 L71: if(game.newloc == game.loc || FORCED(game.loc) || CNDBIT(game.loc,3)) goto L74;
173 /* 73 */ for (I=1; I<=NDWARVES-1; I++) {
174 if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
175 game.newloc=game.loc;
180 L74: game.loc=game.newloc;
182 /* Dwarf stuff. See earlier comments for description of variables. Remember
183 * sixth dwarf is pirate and is thus very different except for motion rules. */
185 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
186 * the whole mess the first time he gets as far as the hall of mists (loc 15).
187 * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
188 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
189 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
190 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
192 if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) goto L2000;
193 if(game.dflag != 0) goto L6000;
194 if(INDEEP(game.loc))game.dflag=1;
197 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
198 * any of the survivors is at loc, replace him with the alternate. */
200 L6000: if(game.dflag != 1) goto L6010;
201 if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) goto L2000;
203 for (I=1; I<=2; I++) {
204 J=1+randrange(NDWARVES-1);
205 if(PCT(50))game.dloc[J]=0;
207 for (I=1; I<=NDWARVES-1; I++) {
208 if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC;
209 game.odloc[I]=game.dloc[I];
215 /* Things are in full swing. Move each dwarf at random, except if he's seen us
216 * he sticks with us. Dwarves stay deep inside. If wandering at random,
217 * they don't back up unless there's no alternative. If they don't have to
218 * move, they attack. And, of course, dead dwarves don't do much of anything. */
220 L6010: game.dtotal=0;
223 /* 6030 */ for (I=1; I<=NDWARVES; I++) {
224 if(game.dloc[I] == 0) goto L6030;
225 /* Fill TK array with all the places this dwarf might go. */
229 if(KK == 0) goto L6016;
230 L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
232 if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
233 game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
234 FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
235 labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
239 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
240 L6016: TK[J]=game.odloc[I];
243 game.odloc[I]=game.dloc[I];
245 game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
246 if(!game.dseen[I]) goto L6030;
247 game.dloc[I]=game.loc;
248 if(I != 6) goto L6027;
250 /* The pirate's spotted him. He leaves him alone once we've found chest. K
251 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
252 * the pirate be spotted. Note that game.place(CHEST)=0 might mean that he's
253 * thrown it to the troll, but in that case he's seen the chest (game.prop=0). */
255 if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
257 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
258 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
259 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
260 if(TOTING(J)) goto L6021;
261 L6020: if(HERE(J))K=1;
263 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
265 if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
268 L6021: if(game.place[CHEST] != 0) goto L6022;
269 /* Install chest only once, to insure it is the last treasure in the list. */
270 MOVE(CHEST,game.chloc);
271 MOVE(MESSAG,game.chloc2);
273 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
274 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
275 if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
276 if(TOTING(J))DROP(J,game.chloc);
279 L6024: game.dloc[6]=game.chloc;
280 game.odloc[6]=game.chloc;
285 MOVE(CHEST,game.chloc);
286 MOVE(MESSAG,game.chloc2);
289 /* This threatening little dwarf is in the room with him! */
291 L6027: game.dtotal=game.dtotal+1;
292 if(game.odloc[I] != game.dloc[I]) goto L6030;
294 if(game.knfloc >= 0)game.knfloc=game.loc;
295 if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
299 /* Now we know what's happening. Let's tell the poor sucker about it.
300 * Note that various of the "knife" messages must have specific relative
301 * positions in the RSPEAK database. */
303 if(game.dtotal == 0) goto L2000;
304 SETPRM(1,game.dtotal,0);
305 RSPEAK(4+1/game.dtotal);
306 if(ATTACK == 0) goto L2000;
307 if(game.dflag == 2)game.dflag=3;
313 RSPEAK(K+1+2/(1+STICK));
314 if(STICK == 0) goto L2000;
315 game.oldlc2=game.loc;
318 /* Describe the current location and (maybe) get next command. */
320 /* Print text for current loc. */
322 L2000: if(game.loc == 0) goto L99;
324 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
325 if(FORCED(game.loc) || !DARK(0)) goto L2001;
326 if(game.wzdark && PCT(35)) goto L90;
328 L2001: if(TOTING(BEAR))RSPEAK(141);
331 if(FORCED(game.loc)) goto L8;
332 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
334 /* Print out descriptions of objects at this location. If not closing and
335 * property value is negative, tally off another treasure. Rug is special
336 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
337 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
338 * are because game.prop=0 is needed to get full score. */
340 if(DARK(0)) goto L2012;
341 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
342 I=game.atloc[game.loc];
343 L2004: if(I == 0) goto L2012;
345 if(obj > NOBJECTS)obj=obj-NOBJECTS;
346 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
347 if(game.prop[obj] >= 0) goto L2006;
348 if(game.closed) goto L2008;
350 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
351 game.tally=game.tally-1;
352 /* Note: There used to be a test here to see whether the player had blown it
353 * so badly that he could never ever see the remaining treasures, and if so
354 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
355 * things like killing the bird before the snake was gone (can never see
356 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
357 * bridge several times, using up all available treasures, breaking vase,
358 * using coins to buy batteries, etc., and eventually never be able to get
359 * across again. If bottle were left on far side, could then never get eggs
360 * or trident, and the effects propagate. So the whole thing was flushed.
361 * anyone who makes such a gross blunder isn't likely to find everything
362 * else anyway (so goes the rationalisation). */
363 L2006: KK=game.prop[obj];
364 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
366 L2008: I=game.link[I];
377 /* Check if this loc is eligible for any hints. If been here long enough,
378 * branch to help section (on later page). Hints all come back here eventually
379 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
382 L2600: if(COND[game.loc] < game.conds) goto L2603;
383 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
384 if(game.hinted[HINT]) goto L2602;
385 if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
386 game.hintlc[HINT]=game.hintlc[HINT]+1;
387 if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
391 /* If closing time, check for any objects being toted with game.prop < 0 and set
392 * the prop to -1-game.prop. This way objects won't be described until they've
393 * been picked up and put down separate from their respective piles. Don't
394 * tick game.clock1 unless well into cave (and not at Y2). */
396 L2603: if(!game.closed) goto L2605;
397 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
398 for (I=1; I<=NOBJECTS; I++) {
399 if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I];
401 L2605: game.wzdark=DARK(0);
402 if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0;
404 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
407 /* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
408 * make neg. If neg, he skipped a word, so make it zero. */
410 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
411 game.turns=game.turns+1;
412 if(game.turns == game.thresh) {
413 SPEAK(TTEXT[game.trndex]);
414 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
415 game.trndex=game.trndex+1;
417 if(game.trndex <= TRNVLS)
418 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
420 if(VERB == SAY && WD2 > 0)VERB=0;
421 if(VERB == SAY) goto L4090;
422 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
423 if(game.clock1 == 0) goto L10000;
424 if(game.clock1 < 0)game.clock2=game.clock2-1;
425 if(game.clock2 == 0) goto L11000;
426 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
427 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
429 if(game.limit == 0) goto L12400;
430 if(game.limit <= 30) goto L12200;
432 if(LIQLOC(game.loc) == WATER)K=70;
435 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
436 if(V1 == ENTER && WD2 > 0) goto L2800;
437 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
438 1000+DOOR)) goto L2610;
439 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
440 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
441 WD1=MAKEWD(301200308);
442 L2620: if(WD1 == MAKEWD(23051920)) {
443 game.iwest=game.iwest+1;
444 if(game.iwest == 10)RSPEAK(17);
446 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
448 if(IGO == 10)RSPEAK(276);
449 L2630: I=VOCAB(WD1,-1);
450 if(I == -1) goto L3000;
453 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
454 case 3: goto L2010; }
457 /* Get second word for analysis. */
464 /* Gee, I don't understand. */
466 L3000: SETPRM(1,WD1,WD1X);
467 if (fallback_handler(rawbuf))
472 /* Verb and object analysis moved to separate module. */
474 L4000: I=4000; goto Laction;
475 L4090: I=4090; goto Laction;
478 switch (action(cmdin, I, obj)) {
481 case 2000: goto L2000;
482 case 2009: goto L2009;
483 case 2010: goto L2010;
484 case 2011: goto L2011;
485 case 2012: goto L2012;
486 case 2600: goto L2600;
487 case 2607: goto L2607;
488 case 2630: goto L2630;
489 case 2800: goto L2800;
490 case 8000: goto L8000;
491 case 18999: goto L18999;
492 case 19000: goto L19000;
496 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
499 L8000: SETPRM(1,WD1,WD1X);
504 /* Figure out the new location
506 * Given the current location in "game.loc", and a motion verb number in
507 * "K", put the new location in "game.newloc". The current loc is saved
508 * in "game.oldloc" in case he wants to retreat. The current
509 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
510 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
511 * him, so we need game.oldlc2, which is the last place he was
514 L8: KK=KEY[game.loc];
515 game.newloc=game.loc;
517 if(K == NUL) return true;
518 if(K == BACK) goto L20;
519 if(K == LOOK) goto L30;
520 if(K == CAVE) goto L40;
521 game.oldlc2=game.oldloc;
522 game.oldloc=game.loc;
524 L9: LL=labs(TRAVEL[KK]);
525 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
526 if(TRAVEL[KK] < 0) goto L50;
531 L11: game.newloc=LL/1000;
532 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
533 if(game.newloc <= 300) goto L13;
534 if(game.prop[K] != game.newloc/100-3) goto L16;
535 L12: if(TRAVEL[KK] < 0)BUG(25);
537 game.newloc=labs(TRAVEL[KK])/1000;
538 if(game.newloc == LL) goto L12;
542 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
543 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
546 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
547 L16: game.newloc=MOD(LL,1000);
548 if(game.newloc <= 300) return true;
549 if(game.newloc <= 500) goto L30000;
550 RSPEAK(game.newloc-500);
551 game.newloc=game.loc;
554 /* Special motions come here. Labelling convention: statement numbers NNNXX
555 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
557 L30000: game.newloc=game.newloc-300;
558 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
562 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
563 * table must include "useless" entries going through passage, which can never
564 * be used for actual motion, but can be spotted by "go back". */
566 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
567 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
568 game.newloc=game.loc;
572 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
573 * toting it), so he's forced to use the plover-passage to get it out. Having
574 * dropped it, go back and pretend he wasn't carrying it after all. */
576 L30200: DROP(EMRALD,game.loc);
579 /* Travel 303. Troll bridge. Must be done only as special motion so that
580 * dwarves won't wander across and encounter the bear. (They won't follow the
581 * player there because that region is forbidden to the pirate.) If
582 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
583 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
585 L30300: if(game.prop[TROLL] != 1) goto L30310;
589 MOVE(TROLL2+NOBJECTS,0);
590 MOVE(TROLL,PLAC[TROLL]);
591 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
593 game.newloc=game.loc;
596 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
597 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
598 if(!TOTING(BEAR)) return true;
602 DROP(BEAR,game.newloc);
603 game.fixed[BEAR]= -1;
605 game.oldlc2=game.newloc;
608 /* End of specials. */
610 /* Handle "go back". Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2
611 * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
614 if(FORCED(K))K=game.oldlc2;
615 game.oldlc2=game.oldloc;
616 game.oldloc=game.loc;
618 if(K == game.loc)K2=91;
619 if(CNDBIT(game.loc,4))K2=274;
620 if(K2 == 0) goto L21;
624 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
628 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
631 if(TRAVEL[KK] < 0) goto L23;
642 K=MOD(labs(TRAVEL[KK]),1000);
646 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
647 * be dark) so he won't fall into a pit while staring into the gloom. */
649 L30: if(game.detail < 3)RSPEAK(15);
650 game.detail=game.detail+1;
652 game.abbrev[game.loc]=0;
655 /* Cave. Different messages depending on whether above ground. */
658 if(OUTSID(game.loc) && game.loc != 8)K=57;
662 /* Non-applicable motion. Various messages depending on word given. */
665 if(K >= 43 && K <= 50)SPK=52;
666 if(K == 29 || K == 30)SPK=52;
667 if(K == 7 || K == 36 || K == 37)SPK=10;
668 if(K == 11 || K == 19)SPK=11;
669 if(VERB == FIND || VERB == INVENT)SPK=59;
670 if(K == 62 || K == 65)SPK=42;
675 /* "You're dead, Jim."
677 * If the current loc is zero, it means the clown got himself killed. We'll
678 * allow this maxdie times. MAXDIE is automatically set based on the number of
679 * snide messages available. Each death results in a message (81, 83, etc.)
680 * which offers reincarnation; if accepted, this results in message 82, 84,
681 * etc. The last time, if he wants another chance, he gets a snide remark as
682 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
683 * (presumably the last place prior to being killed) without change of props.
684 * the loop runs backwards to assure that the bird is dropped before the cage.
685 * (this kluge could be changed once we're sure all references to bird and cage
686 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
687 * it in the cave). It is turned off and left outside the building (only if he
688 * was carrying it, of course). He himself is left inside the building (and
689 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
690 * game.oldloc is zapped so he can't just "retreat". */
692 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
695 game.oldlc2=game.loc;
697 /* Okay, he's dead. Let's get on with it. */
699 L99: if(game.closng) goto L95;
700 game.numdie=game.numdie+1;
701 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
702 if(game.numdie == MAXDIE) score(0);
705 if(TOTING(LAMP))game.prop[LAMP]=0;
706 /* 98 */ for (J=1; J<=NOBJECTS; J++) {
708 if(!TOTING(I)) goto L98;
715 game.oldloc=game.loc;
718 /* He died during closing time. No resurrection. Tally up a death and exit. */
721 game.numdie=game.numdie+1;
729 /* Come here if he's been long enough at required loc(s) for some unused hint.
730 * hint number is in variable "hint". Branch to quick test for additional
731 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
732 * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero,
733 * 40030 to take no action yet. */
735 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
736 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
737 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
738 L40900; case 9: goto L41000; }
739 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
743 L40010: game.hintlc[HINT]=0;
744 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
745 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
747 game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
748 if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
749 L40020: game.hintlc[HINT]=0;
752 /* Now for the quick tests. See database description for one-line notes. */
754 L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
757 L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
760 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
763 L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
767 L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
772 L40700: if(game.dflag == 0) goto L40010;
775 L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
779 L40900: I=ATDWRF(game.loc);
780 if(I < 0) goto L40020;
781 if(HERE(OGRE) && I == 0) goto L40010;
784 L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
791 /* Cave closing and scoring */
794 /* These sections handle the closing of the cave. The cave closes "clock1"
795 * turns after the last treasure has been located (including the pirate's
796 * chest, which may of course never show up). Note that the treasures need not
797 * have been taken yet, just located. Hence clock1 must be large enough to get
798 * out of the cave (it only ticks while inside the cave). When it hits zero,
799 * we branch to 10000 to start closing the cave, and then sit back and wait for
800 * him to try to get out. If he doesn't within clock2 turns, we close the
801 * cave; if he does try, we assume he panics, and give him a few additional
802 * turns to get frantic before we close. When clock2 hits zero, we branch to
803 * 11000 to transport him into the final puzzle. Note that the puzzle depends
804 * upon all sorts of random things. For instance, there must be no water or
805 * oil, since there are beanstalks which we don't want to be able to water,
806 * since the code can't handle it. Also, we can have no keys, since there is a
807 * grate (having moved the fixed object!) there separating him from all the
808 * treasures. Most of these problems arise from the use of negative prop
809 * numbers to suppress the object descriptions until he's actually moved the
812 /* When the first warning comes, we lock the grate, destroy the bridge, kill
813 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
814 * and set "closng" to true. Leave the dragon; too much trouble to move it.
815 * from now until clock2 runs out, he cannot unlock the grate, move to any
816 * location outside the cave, or create the bridge. Nor can he be
817 * resurrected if he dies. Note that the snake is already gone, since he got
818 * to the treasure accessible only via the hall of the mountain king. Also, he's
819 * been in giant room (to get eggs), so we can refer to it. Also also, he's
820 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
821 * must have been activated, since we've found chest. */
823 L10000: game.prop[GRATE]=0;
825 for (I=1; I<=NDWARVES; I++) {
830 MOVE(TROLL+NOBJECTS,0);
831 MOVE(TROLL2,PLAC[TROLL]);
832 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
834 if(game.prop[BEAR] != 3)DSTROY(BEAR);
844 /* Once he's panicked, and clock2 has run out, we come here to set up the
845 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
846 * At the ne end, we place empty bottles, a nursery of plants, a bed of
847 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
848 * the sw end we place grate over treasures, snake pit, covey of caged birds,
849 * more rods, and pillows. A mirror stretches across one wall. Many of the
850 * objects come from known locations and/or states (e.g. the snake is known to
851 * have been destroyed and needn't be carried away from its old "place"),
852 * making the various objects be handled differently. We also drop all other
853 * objects he might be carrying (lest he have some which could cause trouble,
854 * such as the keys). We describe the flash of light and trundle back. */
856 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
857 game.prop[PLANT]=PUT(PLANT,115,0);
858 game.prop[OYSTER]=PUT(OYSTER,115,0);
860 game.prop[LAMP]=PUT(LAMP,115,0);
861 game.prop[ROD]=PUT(ROD,115,0);
862 game.prop[DWARF]=PUT(DWARF,115,0);
867 /* Leave the grate with normal (non-negative) property. Reuse sign. */
871 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
872 game.prop[SNAKE]=PUT(SNAKE,116,1);
873 game.prop[BIRD]=PUT(BIRD,116,1);
874 game.prop[CAGE]=PUT(CAGE,116,0);
875 game.prop[ROD2]=PUT(ROD2,116,0);
876 game.prop[PILLOW]=PUT(PILLOW,116,0);
878 game.prop[MIRROR]=PUT(MIRROR,115,0);
879 game.fixed[MIRROR]=116;
881 for (I=1; I<=NOBJECTS; I++) {
890 /* Another way we can force an end to things is by having the lamp give out.
891 * When it gets close, we come here to warn him. We go to 12000 if the lamp
892 * and fresh batteries are here, in which case we replace the batteries and
893 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
894 * out. Even then, he can explore outside for a while if desired. */
898 if(TOTING(BATTER))DROP(BATTER,game.loc);
899 game.limit=game.limit+2500;
903 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
906 if(game.place[BATTER] == 0)SPK=183;
907 if(game.prop[BATTER] == 1)SPK=189;
911 L12400: game.limit= -1;
913 if(HERE(LAMP))RSPEAK(184);
916 /* Oh dear, he's disturbed the dwarves. */