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 ATLOC[186], FIXED[NOBJECTS+1],
18 LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
19 PARMS[26], PLACE[NOBJECTS+1];
20 char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
22 long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
23 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
24 CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
25 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
26 GRATE, HINT, HINTED[21], HINTLC[21],
27 I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
28 KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
29 MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
30 NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
31 PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
32 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
33 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
34 STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
35 URN, V1, V2, VASE, VEND, VERB,
36 VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
38 bool oldstyle = false;
41 extern void initialise();
42 extern void score(long);
43 extern int action(FILE *, long);
45 void sig_handler(int signo)
57 static bool do_command(FILE *);
59 int main(int argc, char *argv[]) {
62 /* Adventure (rev 2: 20 treasures) */
64 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
65 * 15-treasure version (adventure) by Don Woods, April-June 1977
66 * 20-treasure version (rev 2) by Don Woods, August 1978
67 * Errata fixed: 78/12/25 */
72 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
75 logfp = fopen(optarg, "w");
78 "advent: can't open logfile %s for write\n",
80 signal(SIGINT, sig_handler);
90 * game.closed says whether we're all the way closed
91 * game.closng says whether it's closing time yet
92 * game.clshnt says whether he's read the clue in the endgame
93 * game.lmwarn says whether he's been warned about lamp going dim
94 * game.novice says whether he asked for instructions at start-up
95 * game.panic says whether he's found out he's trapped in the cave
96 * game.wzdark says whether the loc he's leaving was dark */
100 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
104 lcgstate.m = 1048576;
106 long seedval = (long)rand();
109 /* Read the database if we have not yet done so */
112 if (!game.setup)initialise();
113 if(game.setup > 0) goto L1;
115 /* Unlike earlier versions, adventure is no longer restartable. (This
116 * lets us get away with modifying things such as OBJSND(BIRD) without
117 * having to be able to undo the changes later.) If a "used" copy is
118 * rerun, we come here and tell the player to run a fresh copy. */
123 /* Start-up, dwarf stuff */
127 game.zzword=RNDVOC(3,0);
128 game.novice=YES(stdin, 65,1,0);
132 if(game.novice)game.limit=1000;
135 fprintf(logfp, "seed %ld\n", seedval);
138 if (!do_command(stdin))
144 static bool fallback_handler(char *buf)
145 /* fallback handler for commands not handled by FORTRANish parser */
148 if (sscanf(buf, "seed %ld", &sv) == 1) {
150 printf("Seed set to %ld\n", sv);
151 // autogenerated, so don't charge user time for it.
153 // here we reconfigure any global game state that uses random numbers
154 game.zzword=RNDVOC(3,0);
160 static bool do_command(FILE *cmdin) {
162 /* Can't leave cave once it's closing (except by main office). */
164 if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
167 if(!game.panic)game.clock2=15;
170 /* See if a dwarf has seen him and has come from where he wants to go. If so,
171 * the dwarf's blocking his way. If coming from place forbidden to pirate
172 * (dwarves rooted in place) let him get out (and attacked). */
174 L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
175 /* 73 */ for (I=1; I<=NDWARVES-1; I++) {
176 if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
182 L74: LOC=game.newloc;
184 /* Dwarf stuff. See earlier comments for description of variables. Remember
185 * sixth dwarf is pirate and is thus very different except for motion rules. */
187 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
188 * the whole mess the first time he gets as far as the hall of mists (loc 15).
189 * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
190 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
191 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
192 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
194 if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
195 if(game.dflag != 0) goto L6000;
196 if(INDEEP(LOC))game.dflag=1;
199 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
200 * any of the survivors is at loc, replace him with the alternate. */
202 L6000: if(game.dflag != 1) goto L6010;
203 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
205 for (I=1; I<=2; I++) {
206 J=1+randrange(NDWARVES-1);
207 if(PCT(50))game.dloc[J]=0;
209 for (I=1; I<=NDWARVES-1; I++) {
210 if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
211 game.odloc[I]=game.dloc[I];
217 /* Things are in full swing. Move each dwarf at random, except if he's seen us
218 * he sticks with us. Dwarves stay deep inside. If wandering at random,
219 * they don't back up unless there's no alternative. If they don't have to
220 * move, they attack. And, of course, dead dwarves don't do much of anything. */
222 L6010: game.dtotal=0;
225 /* 6030 */ for (I=1; I<=NDWARVES; I++) {
226 if(game.dloc[I] == 0) goto L6030;
227 /* Fill TK array with all the places this dwarf might go. */
231 if(KK == 0) goto L6016;
232 L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
234 if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
235 game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
236 FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
237 labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
241 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
242 L6016: TK[J]=game.odloc[I];
245 game.odloc[I]=game.dloc[I];
247 game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
248 if(!game.dseen[I]) goto L6030;
250 if(I != 6) goto L6027;
252 /* The pirate's spotted him. He leaves him alone once we've found chest. K
253 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
254 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
255 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
257 if(LOC == game.chloc || PROP[CHEST] >= 0) goto L6030;
259 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
260 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
261 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
262 if(TOTING(J)) goto L6021;
263 L6020: if(HERE(J))K=1;
265 if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
267 if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
270 L6021: if(PLACE[CHEST] != 0) goto L6022;
271 /* Install chest only once, to insure it is the last treasure in the list. */
272 MOVE(CHEST,game.chloc);
273 MOVE(MESSAG,game.chloc2);
275 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
276 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
277 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
278 if(TOTING(J))DROP(J,game.chloc);
281 L6024: game.dloc[6]=game.chloc;
282 game.odloc[6]=game.chloc;
287 MOVE(CHEST,game.chloc);
288 MOVE(MESSAG,game.chloc2);
291 /* This threatening little dwarf is in the room with him! */
293 L6027: game.dtotal=game.dtotal+1;
294 if(game.odloc[I] != game.dloc[I]) goto L6030;
296 if(game.knfloc >= 0)game.knfloc=LOC;
297 if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
301 /* Now we know what's happening. Let's tell the poor sucker about it.
302 * Note that various of the "knife" messages must have specific relative
303 * positions in the RSPEAK database. */
305 if(game.dtotal == 0) goto L2000;
306 SETPRM(1,game.dtotal,0);
307 RSPEAK(4+1/game.dtotal);
308 if(ATTACK == 0) goto L2000;
309 if(game.dflag == 2)game.dflag=3;
315 RSPEAK(K+1+2/(1+STICK));
316 if(STICK == 0) goto L2000;
325 /* Describe the current location and (maybe) get next command. */
327 /* Print text for current loc. */
329 L2000: if(LOC == 0) goto L99;
331 if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
332 if(FORCED(LOC) || !DARK(0)) goto L2001;
333 if(game.wzdark && PCT(35)) goto L90;
335 L2001: if(TOTING(BEAR))RSPEAK(141);
338 if(FORCED(LOC)) goto L8;
339 if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
341 /* Print out descriptions of objects at this location. If not closing and
342 * property value is negative, tally off another treasure. Rug is special
343 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
344 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
345 * are because PROP=0 is needed to get full score. */
347 if(DARK(0)) goto L2012;
348 game.abbrev[LOC]=game.abbrev[LOC]+1;
350 L2004: if(I == 0) goto L2012;
352 if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
353 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
354 if(PROP[OBJ] >= 0) goto L2006;
355 if(game.closed) goto L2008;
357 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
358 game.tally=game.tally-1;
359 /* Note: There used to be a test here to see whether the player had blown it
360 * so badly that he could never ever see the remaining treasures, and if so
361 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
362 * things like killing the bird before the snake was gone (can never see
363 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
364 * bridge several times, using up all available treasures, breaking vase,
365 * using coins to buy batteries, etc., and eventually never be able to get
366 * across again. If bottle were left on far side, could then never get eggs
367 * or trident, and the effects propagate. So the whole thing was flushed.
368 * anyone who makes such a gross blunder isn't likely to find everything
369 * else anyway (so goes the rationalisation). */
371 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
384 /* Check if this loc is eligible for any hints. If been here long enough,
385 * branch to help section (on later page). Hints all come back here eventually
386 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
389 L2600: if(COND[LOC] < game.conds) goto L2603;
390 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
391 if(HINTED[HINT]) goto L2602;
392 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
393 HINTLC[HINT]=HINTLC[HINT]+1;
394 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
398 /* If closing time, check for any objects being toted with PROP < 0 and set
399 * the prop to -1-PROP. This way objects won't be described until they've
400 * been picked up and put down separate from their respective piles. Don't
401 * tick game.clock1 unless well into cave (and not at Y2). */
403 L2603: if(!game.closed) goto L2605;
404 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
405 for (I=1; I<=NOBJECTS; I++) {
406 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
408 L2605: game.wzdark=DARK(0);
409 if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
411 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
414 /* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
415 * make neg. If neg, he skipped a word, so make it zero. */
417 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
418 game.turns=game.turns+1;
419 if(game.turns == game.thresh) {
420 SPEAK(TTEXT[game.trndex]);
421 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
422 game.trndex=game.trndex+1;
424 if(game.trndex <= TRNVLS)
425 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
427 if(VERB == SAY && WD2 > 0)VERB=0;
428 if(VERB == SAY) goto L4090;
429 if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
430 if(game.clock1 == 0) goto L10000;
431 if(game.clock1 < 0)game.clock2=game.clock2-1;
432 if(game.clock2 == 0) goto L11000;
433 if(PROP[LAMP] == 1)game.limit=game.limit-1;
434 if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
436 if(game.limit == 0) goto L12400;
437 if(game.limit <= 30) goto L12200;
439 if(LIQLOC(LOC) == WATER)K=70;
442 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
443 if(V1 == ENTER && WD2 > 0) goto L2800;
444 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
445 1000+DOOR)) goto L2610;
446 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
447 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
448 WD1=MAKEWD(301200308);
449 L2620: if(WD1 == MAKEWD(23051920)) {
450 game.iwest=game.iwest+1;
451 if(game.iwest == 10)RSPEAK(17);
453 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
455 if(IGO == 10)RSPEAK(276);
456 L2630: I=VOCAB(WD1,-1);
457 if(I == -1) goto L3000;
460 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
461 case 3: goto L2010; }
464 /* Get second word for analysis. */
471 /* Gee, I don't understand. */
473 L3000: SETPRM(1,WD1,WD1X);
474 if (fallback_handler(rawbuf))
479 /* Verb and object analysis moved to separate module. */
481 L4000: I=4000; goto Laction;
482 L4090: I=4090; goto Laction;
485 switch (action(cmdin, I)) {
488 case 2000: goto L2000;
489 case 2009: goto L2009;
490 case 2010: goto L2010;
491 case 2011: goto L2011;
492 case 2012: goto L2012;
493 case 2600: goto L2600;
494 case 2607: goto L2607;
495 case 2630: goto L2630;
496 case 2800: goto L2800;
497 case 8000: goto L8000;
498 case 18999: goto L18999;
499 case 19000: goto L19000;
503 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
506 L8000: SETPRM(1,WD1,WD1X);
511 /* Figure out the new location
513 * Given the current location in "LOC", and a motion verb number in
514 * "K", put the new location in "game.newloc". The current loc is saved
515 * in "game.olddloc" in case he wants to retreat. The current
516 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
517 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
518 * him, so we need game.oldlc2, which is the last place he was
524 if(K == NUL) return true;
525 if(K == BACK) goto L20;
526 if(K == LOOK) goto L30;
527 if(K == CAVE) goto L40;
528 game.oldlc2=game.oldloc;
531 L9: LL=labs(TRAVEL[KK]);
532 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
533 if(TRAVEL[KK] < 0) goto L50;
538 L11: game.newloc=LL/1000;
539 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
540 if(game.newloc <= 300) goto L13;
541 if(PROP[K] != game.newloc/100-3) goto L16;
542 L12: if(TRAVEL[KK] < 0)BUG(25);
544 game.newloc=labs(TRAVEL[KK])/1000;
545 if(game.newloc == LL) goto L12;
549 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
550 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
553 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
554 L16: game.newloc=MOD(LL,1000);
555 if(game.newloc <= 300) return true;
556 if(game.newloc <= 500) goto L30000;
557 RSPEAK(game.newloc-500);
561 /* Special motions come here. Labelling convention: statement numbers NNNXX
562 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
564 L30000: game.newloc=game.newloc-300;
565 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
569 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
570 * table must include "useless" entries going through passage, which can never
571 * be used for actual motion, but can be spotted by "go back". */
573 L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
574 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
579 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
580 * toting it), so he's forced to use the plover-passage to get it out. Having
581 * dropped it, go back and pretend he wasn't carrying it after all. */
583 L30200: DROP(EMRALD,LOC);
586 /* Travel 303. Troll bridge. Must be done only as special motion so that
587 * dwarves won't wander across and encounter the bear. (They won't follow the
588 * player there because that region is forbidden to the pirate.) If
589 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
590 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
592 L30300: if(PROP[TROLL] != 1) goto L30310;
596 MOVE(TROLL2+NOBJECTS,0);
597 MOVE(TROLL,PLAC[TROLL]);
598 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
603 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
604 if(PROP[TROLL] == 0)PROP[TROLL]=1;
605 if(!TOTING(BEAR)) return true;
609 DROP(BEAR,game.newloc);
612 game.oldlc2=game.newloc;
615 /* End of specials. */
617 /* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
618 * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
621 if(FORCED(K))K=game.oldlc2;
622 game.oldlc2=game.oldloc;
626 if(CNDBIT(LOC,4))K2=274;
627 if(K2 == 0) goto L21;
631 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
635 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
638 if(TRAVEL[KK] < 0) goto L23;
649 K=MOD(labs(TRAVEL[KK]),1000);
653 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
654 * be dark) so he won't fall into a pit while staring into the gloom. */
656 L30: if(game.detail < 3)RSPEAK(15);
657 game.detail=game.detail+1;
662 /* Cave. Different messages depending on whether above ground. */
665 if(OUTSID(LOC) && LOC != 8)K=57;
669 /* Non-applicable motion. Various messages depending on word given. */
672 if(K >= 43 && K <= 50)SPK=52;
673 if(K == 29 || K == 30)SPK=52;
674 if(K == 7 || K == 36 || K == 37)SPK=10;
675 if(K == 11 || K == 19)SPK=11;
676 if(VERB == FIND || VERB == INVENT)SPK=59;
677 if(K == 62 || K == 65)SPK=42;
682 /* "You're dead, Jim."
684 * If the current loc is zero, it means the clown got himself killed. We'll
685 * allow this maxdie times. MAXDIE is automatically set based on the number of
686 * snide messages available. Each death results in a message (81, 83, etc.)
687 * which offers reincarnation; if accepted, this results in message 82, 84,
688 * etc. The last time, if he wants another chance, he gets a snide remark as
689 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
690 * (presumably the last place prior to being killed) without change of props.
691 * the loop runs backwards to assure that the bird is dropped before the cage.
692 * (this kluge could be changed once we're sure all references to bird and cage
693 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
694 * it in the cave). It is turned off and left outside the building (only if he
695 * was carrying it, of course). He himself is left inside the building (and
696 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
697 * game.oldloc is zapped so he can't just "retreat". */
699 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
704 /* Okay, he's dead. Let's get on with it. */
706 L99: if(game.closng) goto L95;
707 game.numdie=game.numdie+1;
708 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
709 if(game.numdie == MAXDIE) score(0);
712 if(TOTING(LAMP))PROP[LAMP]=0;
713 /* 98 */ for (J=1; J<=NOBJECTS; J++) {
715 if(!TOTING(I)) goto L98;
725 /* He died during closing time. No resurrection. Tally up a death and exit. */
728 game.numdie=game.numdie+1;
736 /* Come here if he's been long enough at required loc(s) for some unused hint.
737 * hint number is in variable "hint". Branch to quick test for additional
738 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
739 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
740 * 40030 to take no action yet. */
742 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
743 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
744 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
745 L40900; case 9: goto L41000; }
746 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
750 L40010: HINTLC[HINT]=0;
751 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
752 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
754 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
755 if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
756 L40020: HINTLC[HINT]=0;
759 /* Now for the quick tests. See database description for one-line notes. */
761 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
764 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
767 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
770 L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng >
774 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
779 L40700: if(game.dflag == 0) goto L40010;
782 L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
786 L40900: I=ATDWRF(LOC);
787 if(I < 0) goto L40020;
788 if(HERE(OGRE) && I == 0) goto L40010;
791 L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
798 /* Cave closing and scoring */
801 /* These sections handle the closing of the cave. The cave closes "clock1"
802 * turns after the last treasure has been located (including the pirate's
803 * chest, which may of course never show up). Note that the treasures need not
804 * have been taken yet, just located. Hence clock1 must be large enough to get
805 * out of the cave (it only ticks while inside the cave). When it hits zero,
806 * we branch to 10000 to start closing the cave, and then sit back and wait for
807 * him to try to get out. If he doesn't within clock2 turns, we close the
808 * cave; if he does try, we assume he panics, and give him a few additional
809 * turns to get frantic before we close. When clock2 hits zero, we branch to
810 * 11000 to transport him into the final puzzle. Note that the puzzle depends
811 * upon all sorts of random things. For instance, there must be no water or
812 * oil, since there are beanstalks which we don't want to be able to water,
813 * since the code can't handle it. Also, we can have no keys, since there is a
814 * grate (having moved the fixed object!) there separating him from all the
815 * treasures. Most of these problems arise from the use of negative prop
816 * numbers to suppress the object descriptions until he's actually moved the
819 /* When the first warning comes, we lock the grate, destroy the bridge, kill
820 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
821 * and set "closng" to true. Leave the dragon; too much trouble to move it.
822 * from now until clock2 runs out, he cannot unlock the grate, move to any
823 * location outside the cave, or create the bridge. Nor can he be
824 * resurrected if he dies. Note that the snake is already gone, since he got
825 * to the treasure accessible only via the hall of the mountain king. Also, he's
826 * been in giant room (to get eggs), so we can refer to it. Also also, he's
827 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
828 * must have been activated, since we've found chest. */
830 L10000: PROP[GRATE]=0;
832 for (I=1; I<=NDWARVES; I++) {
837 MOVE(TROLL+NOBJECTS,0);
838 MOVE(TROLL2,PLAC[TROLL]);
839 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
841 if(PROP[BEAR] != 3)DSTROY(BEAR);
851 /* Once he's panicked, and clock2 has run out, we come here to set up the
852 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
853 * At the ne end, we place empty bottles, a nursery of plants, a bed of
854 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
855 * the sw end we place grate over treasures, snake pit, covey of caged birds,
856 * more rods, and pillows. A mirror stretches across one wall. Many of the
857 * objects come from known locations and/or states (e.g. the snake is known to
858 * have been destroyed and needn't be carried away from its old "place"),
859 * making the various objects be handled differently. We also drop all other
860 * objects he might be carrying (lest he have some which could cause trouble,
861 * such as the keys). We describe the flash of light and trundle back. */
863 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
864 PROP[PLANT]=PUT(PLANT,115,0);
865 PROP[OYSTER]=PUT(OYSTER,115,0);
867 PROP[LAMP]=PUT(LAMP,115,0);
868 PROP[ROD]=PUT(ROD,115,0);
869 PROP[DWARF]=PUT(DWARF,115,0);
874 /* Leave the grate with normal (non-negative) property. Reuse sign. */
878 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
879 PROP[SNAKE]=PUT(SNAKE,116,1);
880 PROP[BIRD]=PUT(BIRD,116,1);
881 PROP[CAGE]=PUT(CAGE,116,0);
882 PROP[ROD2]=PUT(ROD2,116,0);
883 PROP[PILLOW]=PUT(PILLOW,116,0);
885 PROP[MIRROR]=PUT(MIRROR,115,0);
888 for (I=1; I<=NOBJECTS; I++) {
897 /* Another way we can force an end to things is by having the lamp give out.
898 * When it gets close, we come here to warn him. We go to 12000 if the lamp
899 * and fresh batteries are here, in which case we replace the batteries and
900 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
901 * out. Even then, he can explore outside for a while if desired. */
905 if(TOTING(BATTER))DROP(BATTER,LOC);
906 game.limit=game.limit+2500;
910 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
913 if(PLACE[BATTER] == 0)SPK=183;
914 if(PROP[BATTER] == 1)SPK=189;
918 L12400: game.limit= -1;
920 if(HERE(LAMP))RSPEAK(184);
923 /* Oh dear, he's disturbed the dwarves. */