- /* 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;
+ /* 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);