- if (VERB == SAY && WD2 > 0)VERB=0;
- if (VERB == SAY) goto L4090;
- 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);
- }
-
- RSPEAK(132);
- game.closed=true;
- return true;