-L2630:
- I=VOCAB(WD1,-1);
- if(I == -1)
- goto L3000;
- K=MOD(I,1000);
- KQ=I/1000+1;
- switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
- case 3: goto L2010; }
- BUG(22);
-
-/* Get second word for analysis. */
-
-L2800: WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
-
-/* Gee, I don't understand. */
-
-L3000: SETPRM(1,WD1,WD1X);
- if (fallback_handler(rawbuf))
- return true;
- RSPEAK(254);
- goto L2600;
-
-/* Verb and object analysis moved to separate module. */
-
-L4000: I=4000; VERB=K; goto Laction;
-L4090: I=4090; goto Laction;
-L5000: I=5000; obj = K;
-Laction:
- switch (action(cmdin, I, VERB, obj)) {
- case 2: return true;
- case 8: goto L8;
- case 2000: goto L2000;
- case 2009: goto L2009;
- case 2010: goto L2010;
- case 2011: goto L2011;
- case 2012: goto L2012;
- case 2600: goto L2600;
- case 2607: goto L2607;
- case 2630: goto L2630;
- case 2800: goto L2800;
- case 8000: goto L8000;
- case 18999: goto L18999;
- case 19000: goto L19000;
- }
- BUG(99);
-
-/* Random intransitive verbs come here. Clear obj just in case (see "attack").
- */
-
-L8000: SETPRM(1,WD1,WD1X);
- RSPEAK(257);
- obj=0;
- goto L2600;
-
-/* Figure out the new location
- *
- * Given the current location in "game.loc", and a motion verb number in
- * "K", put the new location in "game.newloc". The current loc is saved
- * in "game.oldloc" in case he wants to retreat. The current
- * game.oldloc is saved in game.oldlc2, in case he dies. (if he
- * does, game.newloc will be limbo, and OLgame.dloc will be what killed
- * him, so we need game.oldlc2, which is the last place he was
- * safe.) */
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
+ --game.clock1;
+
+ /* Next few sections handle the closing of the cave. The
+ * cave closes "clock1" turns after the last treasure has
+ * been located (including the pirate's chest, which may of
+ * course never show up). Note that the treasures need not
+ * have been taken yet, just located. Hence clock1 must be
+ * large enough to get out of the cave (it only ticks while
+ * inside the cave). When it hits zero, we branch to 10000
+ * to start closing the cave, and then sit back and wait for
+ * him to try to get out. If he doesn't within clock2 turns,
+ * we close the cave; if he does try, we assume he panics,
+ * and give him a few additional turns to get frantic before
+ * we close. When clock2 hits zero, we branch to 11000 to
+ * transport him into the final puzzle. Note that the puzzle
+ * depends upon all sorts of random things. For instance,
+ * there must be no water or oil, since there are beanstalks
+ * which we don't want to be able to water, since the code
+ * can't handle it. Also, we can have no keys, since there
+ * is a grate (having moved the fixed object!) there
+ * separating him from all the treasures. Most of these
+ * problems arise from the use of negative prop numbers to
+ * suppress the object descriptions until he's actually moved
+ * the objects. */
+
+ /* When the first warning comes, we lock the grate, destroy
+ * the bridge, kill all the dwarves (and the pirate), remove
+ * the troll and bear (unless dead), and set "closng" to
+ * true. Leave the dragon; too much trouble to move it.
+ * from now until clock2 runs out, he cannot unlock the
+ * grate, move to any location outside the cave, or create
+ * the bridge. Nor can he be resurrected if he dies. Note
+ * that the snake is already gone, since he got to the
+ * treasure accessible only via the hall of the mountain
+ * king. Also, he's been in giant room (to get eggs), so we
+ * can refer to it. Also also, he's gotten the pearl, so we
+ * know the bivalve is an oyster. *And*, the dwarves must
+ * have been activated, since we've found chest. */
+ if (game.clock1 == 0)
+ {
+ game.prop[GRATE]=0;
+ game.prop[FISSUR]=0;
+ for (i=1; i<=NDWARVES; i++) {
+ game.dseen[i]=false;
+ game.dloc[i]=0;
+ }
+ MOVE(TROLL,0);
+ MOVE(TROLL+NOBJECTS,0);
+ MOVE(TROLL2,PLAC[TROLL]);
+ MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
+ JUGGLE(CHASM);
+ if (game.prop[BEAR] != 3)DSTROY(BEAR);
+ game.prop[CHAIN]=0;
+ game.fixed[CHAIN]=0;
+ game.prop[AXE]=0;
+ game.fixed[AXE]=0;
+ RSPEAK(129);
+ game.clock1= -1;
+ game.closng=true;
+ goto L19999;
+ } else if (game.clock1 < 0)
+ --game.clock2;
+ if (game.clock2 == 0) {
+ /* Once he's panicked, and clock2 has run out, we come here
+ * to set up the storage room. The room has two locs,
+ * hardwired as 115 (ne) and 116 (sw). At the ne end, we
+ * place empty bottles, a nursery of plants, a bed of
+ * oysters, a pile of lamps, rods with stars, sleeping
+ * dwarves, and him. At the sw end we place grate over
+ * treasures, snake pit, covey of caged birds, more rods, and
+ * pillows. A mirror stretches across one wall. Many of the
+ * objects come from known locations and/or states (e.g. the
+ * snake is known to have been destroyed and needn't be
+ * carried away from its old "place"), making the various
+ * objects be handled differently. We also drop all other
+ * objects he might be carrying (lest he have some which
+ * could cause trouble, such as the keys). We describe the
+ * flash of light and trundle back. */
+ game.prop[BOTTLE]=PUT(BOTTLE,115,1);
+ game.prop[PLANT]=PUT(PLANT,115,0);
+ game.prop[OYSTER]=PUT(OYSTER,115,0);
+ OBJTXT[OYSTER]=3;
+ game.prop[LAMP]=PUT(LAMP,115,0);
+ game.prop[ROD]=PUT(ROD,115,0);
+ game.prop[DWARF]=PUT(DWARF,115,0);
+ game.loc=115;
+ game.oldloc=115;
+ game.newloc=115;
+ /* Leave the grate with normal (non-negative) property.
+ * Reuse sign. */
+ PUT(GRATE,116,0);
+ PUT(SIGN,116,0);
+ ++OBJTXT[SIGN];
+ game.prop[SNAKE]=PUT(SNAKE,116,1);
+ game.prop[BIRD]=PUT(BIRD,116,1);
+ game.prop[CAGE]=PUT(CAGE,116,0);
+ game.prop[ROD2]=PUT(ROD2,116,0);
+ game.prop[PILLOW]=PUT(PILLOW,116,0);
+
+ game.prop[MIRROR]=PUT(MIRROR,115,0);
+ game.fixed[MIRROR]=116;
+
+ for (int i=1; i<=NOBJECTS; i++) {
+ if (TOTING(i))
+ DSTROY(i);
+ }