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, HINTLC[21],
25 I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
26 KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
27 MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
28 NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
29 PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
30 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
31 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
32 STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
33 URN, V1, V2, VASE, VEND, VERB,
34 VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
36 bool oldstyle = false;
39 extern void initialise();
40 extern void score(long);
41 extern int action(FILE *, long);
43 void sig_handler(int signo)
55 static bool do_command(FILE *);
57 int main(int argc, char *argv[]) {
60 /* Adventure (rev 2: 20 treasures) */
62 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
63 * 15-treasure version (adventure) by Don Woods, April-June 1977
64 * 20-treasure version (rev 2) by Don Woods, August 1978
65 * Errata fixed: 78/12/25 */
70 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
73 logfp = fopen(optarg, "w");
76 "advent: can't open logfile %s for write\n",
78 signal(SIGINT, sig_handler);
88 * game.closed says whether we're all the way closed
89 * game.closng says whether it's closing time yet
90 * game.clshnt says whether he's read the clue in the endgame
91 * game.lmwarn says whether he's been warned about lamp going dim
92 * game.novice says whether he asked for instructions at start-up
93 * game.panic says whether he's found out he's trapped in the cave
94 * game.wzdark says whether the loc he's leaving was dark */
98 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
102 lcgstate.m = 1048576;
104 long seedval = (long)rand();
107 /* Read the database if we have not yet done so */
110 if (!game.setup)initialise();
111 if(game.setup > 0) goto L1;
113 /* Unlike earlier versions, adventure is no longer restartable. (This
114 * lets us get away with modifying things such as OBJSND(BIRD) without
115 * having to be able to undo the changes later.) If a "used" copy is
116 * rerun, we come here and tell the player to run a fresh copy. */
121 /* Start-up, dwarf stuff */
125 game.zzword=RNDVOC(3,0);
126 game.novice=YES(stdin, 65,1,0);
130 if(game.novice)game.limit=1000;
133 fprintf(logfp, "seed %ld\n", seedval);
136 if (!do_command(stdin))
142 static bool fallback_handler(char *buf)
143 /* fallback handler for commands not handled by FORTRANish parser */
146 if (sscanf(buf, "seed %ld", &sv) == 1) {
148 printf("Seed set to %ld\n", sv);
149 // autogenerated, so don't charge user time for it.
151 // here we reconfigure any global game state that uses random numbers
152 game.zzword=RNDVOC(3,0);
158 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;
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 == LOC || FORCED(LOC) || CNDBIT(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;
180 L74: 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(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
193 if(game.dflag != 0) goto L6000;
194 if(INDEEP(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(LOC) || (PCT(95) && (!CNDBIT(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] == 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(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
246 if(!game.dseen[I]) goto L6030;
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 (PROP=0). */
255 if(LOC == game.chloc || 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 && (LOC == PLAC[PYRAM] || 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) && 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 && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
275 if(AT(J) && game.fixed[J] == 0)CARRY(J,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=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;
323 /* Describe the current location and (maybe) get next command. */
325 /* Print text for current loc. */
327 L2000: if(LOC == 0) goto L99;
329 if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
330 if(FORCED(LOC) || !DARK(0)) goto L2001;
331 if(game.wzdark && PCT(35)) goto L90;
333 L2001: if(TOTING(BEAR))RSPEAK(141);
336 if(FORCED(LOC)) goto L8;
337 if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
339 /* Print out descriptions of objects at this location. If not closing and
340 * property value is negative, tally off another treasure. Rug is special
341 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
342 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
343 * are because PROP=0 is needed to get full score. */
345 if(DARK(0)) goto L2012;
346 game.abbrev[LOC]=game.abbrev[LOC]+1;
348 L2004: if(I == 0) goto L2012;
350 if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
351 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
352 if(PROP[OBJ] >= 0) goto L2006;
353 if(game.closed) goto L2008;
355 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
356 game.tally=game.tally-1;
357 /* Note: There used to be a test here to see whether the player had blown it
358 * so badly that he could never ever see the remaining treasures, and if so
359 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
360 * things like killing the bird before the snake was gone (can never see
361 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
362 * bridge several times, using up all available treasures, breaking vase,
363 * using coins to buy batteries, etc., and eventually never be able to get
364 * across again. If bottle were left on far side, could then never get eggs
365 * or trident, and the effects propagate. So the whole thing was flushed.
366 * anyone who makes such a gross blunder isn't likely to find everything
367 * else anyway (so goes the rationalisation). */
369 if(OBJ == STEPS && LOC == game.fixed[STEPS])KK=1;
371 L2008: I=game.link[I];
382 /* Check if this loc is eligible for any hints. If been here long enough,
383 * branch to help section (on later page). Hints all come back here eventually
384 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
387 L2600: if(COND[LOC] < game.conds) goto L2603;
388 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
389 if(game.hinted[HINT]) goto L2602;
390 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
391 HINTLC[HINT]=HINTLC[HINT]+1;
392 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
396 /* If closing time, check for any objects being toted with PROP < 0 and set
397 * the prop to -1-PROP. This way objects won't be described until they've
398 * been picked up and put down separate from their respective piles. Don't
399 * tick game.clock1 unless well into cave (and not at Y2). */
401 L2603: if(!game.closed) goto L2605;
402 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
403 for (I=1; I<=NOBJECTS; I++) {
404 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
406 L2605: game.wzdark=DARK(0);
407 if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
409 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
412 /* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
413 * make neg. If neg, he skipped a word, so make it zero. */
415 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
416 game.turns=game.turns+1;
417 if(game.turns == game.thresh) {
418 SPEAK(TTEXT[game.trndex]);
419 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
420 game.trndex=game.trndex+1;
422 if(game.trndex <= TRNVLS)
423 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
425 if(VERB == SAY && WD2 > 0)VERB=0;
426 if(VERB == SAY) goto L4090;
427 if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
428 if(game.clock1 == 0) goto L10000;
429 if(game.clock1 < 0)game.clock2=game.clock2-1;
430 if(game.clock2 == 0) goto L11000;
431 if(PROP[LAMP] == 1)game.limit=game.limit-1;
432 if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
434 if(game.limit == 0) goto L12400;
435 if(game.limit <= 30) goto L12200;
437 if(LIQLOC(LOC) == WATER)K=70;
440 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
441 if(V1 == ENTER && WD2 > 0) goto L2800;
442 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
443 1000+DOOR)) goto L2610;
444 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
445 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
446 WD1=MAKEWD(301200308);
447 L2620: if(WD1 == MAKEWD(23051920)) {
448 game.iwest=game.iwest+1;
449 if(game.iwest == 10)RSPEAK(17);
451 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
453 if(IGO == 10)RSPEAK(276);
454 L2630: I=VOCAB(WD1,-1);
455 if(I == -1) goto L3000;
458 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
459 case 3: goto L2010; }
462 /* Get second word for analysis. */
469 /* Gee, I don't understand. */
471 L3000: SETPRM(1,WD1,WD1X);
472 if (fallback_handler(rawbuf))
477 /* Verb and object analysis moved to separate module. */
479 L4000: I=4000; goto Laction;
480 L4090: I=4090; goto Laction;
483 switch (action(cmdin, I)) {
486 case 2000: goto L2000;
487 case 2009: goto L2009;
488 case 2010: goto L2010;
489 case 2011: goto L2011;
490 case 2012: goto L2012;
491 case 2600: goto L2600;
492 case 2607: goto L2607;
493 case 2630: goto L2630;
494 case 2800: goto L2800;
495 case 8000: goto L8000;
496 case 18999: goto L18999;
497 case 19000: goto L19000;
501 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
504 L8000: SETPRM(1,WD1,WD1X);
509 /* Figure out the new location
511 * Given the current location in "LOC", and a motion verb number in
512 * "K", put the new location in "game.newloc". The current loc is saved
513 * in "game.olddloc" in case he wants to retreat. The current
514 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
515 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
516 * him, so we need game.oldlc2, which is the last place he was
522 if(K == NUL) return true;
523 if(K == BACK) goto L20;
524 if(K == LOOK) goto L30;
525 if(K == CAVE) goto L40;
526 game.oldlc2=game.oldloc;
529 L9: LL=labs(TRAVEL[KK]);
530 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
531 if(TRAVEL[KK] < 0) goto L50;
536 L11: game.newloc=LL/1000;
537 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
538 if(game.newloc <= 300) goto L13;
539 if(PROP[K] != game.newloc/100-3) goto L16;
540 L12: if(TRAVEL[KK] < 0)BUG(25);
542 game.newloc=labs(TRAVEL[KK])/1000;
543 if(game.newloc == LL) goto L12;
547 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
548 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
551 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
552 L16: game.newloc=MOD(LL,1000);
553 if(game.newloc <= 300) return true;
554 if(game.newloc <= 500) goto L30000;
555 RSPEAK(game.newloc-500);
559 /* Special motions come here. Labelling convention: statement numbers NNNXX
560 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
562 L30000: game.newloc=game.newloc-300;
563 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
567 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
568 * table must include "useless" entries going through passage, which can never
569 * be used for actual motion, but can be spotted by "go back". */
571 L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
572 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
577 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
578 * toting it), so he's forced to use the plover-passage to get it out. Having
579 * dropped it, go back and pretend he wasn't carrying it after all. */
581 L30200: DROP(EMRALD,LOC);
584 /* Travel 303. Troll bridge. Must be done only as special motion so that
585 * dwarves won't wander across and encounter the bear. (They won't follow the
586 * player there because that region is forbidden to the pirate.) If
587 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
588 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
590 L30300: if(PROP[TROLL] != 1) goto L30310;
594 MOVE(TROLL2+NOBJECTS,0);
595 MOVE(TROLL,PLAC[TROLL]);
596 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
601 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
602 if(PROP[TROLL] == 0)PROP[TROLL]=1;
603 if(!TOTING(BEAR)) return true;
607 DROP(BEAR,game.newloc);
608 game.fixed[BEAR]= -1;
610 game.oldlc2=game.newloc;
613 /* End of specials. */
615 /* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
616 * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
619 if(FORCED(K))K=game.oldlc2;
620 game.oldlc2=game.oldloc;
624 if(CNDBIT(LOC,4))K2=274;
625 if(K2 == 0) goto L21;
629 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
633 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
636 if(TRAVEL[KK] < 0) goto L23;
647 K=MOD(labs(TRAVEL[KK]),1000);
651 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
652 * be dark) so he won't fall into a pit while staring into the gloom. */
654 L30: if(game.detail < 3)RSPEAK(15);
655 game.detail=game.detail+1;
660 /* Cave. Different messages depending on whether above ground. */
663 if(OUTSID(LOC) && LOC != 8)K=57;
667 /* Non-applicable motion. Various messages depending on word given. */
670 if(K >= 43 && K <= 50)SPK=52;
671 if(K == 29 || K == 30)SPK=52;
672 if(K == 7 || K == 36 || K == 37)SPK=10;
673 if(K == 11 || K == 19)SPK=11;
674 if(VERB == FIND || VERB == INVENT)SPK=59;
675 if(K == 62 || K == 65)SPK=42;
680 /* "You're dead, Jim."
682 * If the current loc is zero, it means the clown got himself killed. We'll
683 * allow this maxdie times. MAXDIE is automatically set based on the number of
684 * snide messages available. Each death results in a message (81, 83, etc.)
685 * which offers reincarnation; if accepted, this results in message 82, 84,
686 * etc. The last time, if he wants another chance, he gets a snide remark as
687 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
688 * (presumably the last place prior to being killed) without change of props.
689 * the loop runs backwards to assure that the bird is dropped before the cage.
690 * (this kluge could be changed once we're sure all references to bird and cage
691 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
692 * it in the cave). It is turned off and left outside the building (only if he
693 * was carrying it, of course). He himself is left inside the building (and
694 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
695 * game.oldloc is zapped so he can't just "retreat". */
697 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
702 /* Okay, he's dead. Let's get on with it. */
704 L99: if(game.closng) goto L95;
705 game.numdie=game.numdie+1;
706 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
707 if(game.numdie == MAXDIE) score(0);
710 if(TOTING(LAMP))PROP[LAMP]=0;
711 /* 98 */ for (J=1; J<=NOBJECTS; J++) {
713 if(!TOTING(I)) goto L98;
723 /* He died during closing time. No resurrection. Tally up a death and exit. */
726 game.numdie=game.numdie+1;
734 /* Come here if he's been long enough at required loc(s) for some unused hint.
735 * hint number is in variable "hint". Branch to quick test for additional
736 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
737 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
738 * 40030 to take no action yet. */
740 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
741 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
742 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
743 L40900; case 9: goto L41000; }
744 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
748 L40010: HINTLC[HINT]=0;
749 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
750 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
752 game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
753 if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
754 L40020: HINTLC[HINT]=0;
757 /* Now for the quick tests. See database description for one-line notes. */
759 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
762 L40200: if(game.place[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
765 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
768 L40400: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
772 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
777 L40700: if(game.dflag == 0) goto L40010;
780 L40800: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
784 L40900: I=ATDWRF(LOC);
785 if(I < 0) goto L40020;
786 if(HERE(OGRE) && I == 0) goto L40010;
789 L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
796 /* Cave closing and scoring */
799 /* These sections handle the closing of the cave. The cave closes "clock1"
800 * turns after the last treasure has been located (including the pirate's
801 * chest, which may of course never show up). Note that the treasures need not
802 * have been taken yet, just located. Hence clock1 must be large enough to get
803 * out of the cave (it only ticks while inside the cave). When it hits zero,
804 * we branch to 10000 to start closing the cave, and then sit back and wait for
805 * him to try to get out. If he doesn't within clock2 turns, we close the
806 * cave; if he does try, we assume he panics, and give him a few additional
807 * turns to get frantic before we close. When clock2 hits zero, we branch to
808 * 11000 to transport him into the final puzzle. Note that the puzzle depends
809 * upon all sorts of random things. For instance, there must be no water or
810 * oil, since there are beanstalks which we don't want to be able to water,
811 * since the code can't handle it. Also, we can have no keys, since there is a
812 * grate (having moved the fixed object!) there separating him from all the
813 * treasures. Most of these problems arise from the use of negative prop
814 * numbers to suppress the object descriptions until he's actually moved the
817 /* When the first warning comes, we lock the grate, destroy the bridge, kill
818 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
819 * and set "closng" to true. Leave the dragon; too much trouble to move it.
820 * from now until clock2 runs out, he cannot unlock the grate, move to any
821 * location outside the cave, or create the bridge. Nor can he be
822 * resurrected if he dies. Note that the snake is already gone, since he got
823 * to the treasure accessible only via the hall of the mountain king. Also, he's
824 * been in giant room (to get eggs), so we can refer to it. Also also, he's
825 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
826 * must have been activated, since we've found chest. */
828 L10000: PROP[GRATE]=0;
830 for (I=1; I<=NDWARVES; I++) {
835 MOVE(TROLL+NOBJECTS,0);
836 MOVE(TROLL2,PLAC[TROLL]);
837 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
839 if(PROP[BEAR] != 3)DSTROY(BEAR);
849 /* Once he's panicked, and clock2 has run out, we come here to set up the
850 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
851 * At the ne end, we place empty bottles, a nursery of plants, a bed of
852 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
853 * the sw end we place grate over treasures, snake pit, covey of caged birds,
854 * more rods, and pillows. A mirror stretches across one wall. Many of the
855 * objects come from known locations and/or states (e.g. the snake is known to
856 * have been destroyed and needn't be carried away from its old "place"),
857 * making the various objects be handled differently. We also drop all other
858 * objects he might be carrying (lest he have some which could cause trouble,
859 * such as the keys). We describe the flash of light and trundle back. */
861 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
862 PROP[PLANT]=PUT(PLANT,115,0);
863 PROP[OYSTER]=PUT(OYSTER,115,0);
865 PROP[LAMP]=PUT(LAMP,115,0);
866 PROP[ROD]=PUT(ROD,115,0);
867 PROP[DWARF]=PUT(DWARF,115,0);
872 /* Leave the grate with normal (non-negative) property. Reuse sign. */
876 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
877 PROP[SNAKE]=PUT(SNAKE,116,1);
878 PROP[BIRD]=PUT(BIRD,116,1);
879 PROP[CAGE]=PUT(CAGE,116,0);
880 PROP[ROD2]=PUT(ROD2,116,0);
881 PROP[PILLOW]=PUT(PILLOW,116,0);
883 PROP[MIRROR]=PUT(MIRROR,115,0);
884 game.fixed[MIRROR]=116;
886 for (I=1; I<=NOBJECTS; I++) {
895 /* Another way we can force an end to things is by having the lamp give out.
896 * When it gets close, we come here to warn him. We go to 12000 if the lamp
897 * and fresh batteries are here, in which case we replace the batteries and
898 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
899 * out. Even then, he can explore outside for a while if desired. */
903 if(TOTING(BATTER))DROP(BATTER,LOC);
904 game.limit=game.limit+2500;
908 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
911 if(game.place[BATTER] == 0)SPK=183;
912 if(PROP[BATTER] == 1)SPK=189;
916 L12400: game.limit= -1;
918 if(HERE(LAMP))RSPEAK(184);
921 /* Oh dear, he's disturbed the dwarves. */