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.)
14 long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG,
15 DLOC[7], FIXED[101], HOLDNG,
16 KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
17 PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
18 SETUP = 0, TABSIZ = 330;
19 signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
21 long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
22 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
23 CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
24 COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
25 DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
26 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
27 GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
28 HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
29 KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
30 LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
31 MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
32 MESSAG, MIRROR, MXSCOR,
33 NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
34 OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
35 PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
36 RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
37 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
38 STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
39 TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
40 TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
41 VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
42 WZDARK = false, ZZWORD;
45 extern void initialise();
46 extern void score(long);
47 extern int action(long);
53 int main(int argc, char *argv[]) {
56 /* Adventure (rev 2: 20 treasures) */
58 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
59 * 15-treasure version (adventure) by Don Woods, April-June 1977
60 * 20-treasure version (rev 2) by Don Woods, August 1978
61 * Errata fixed: 78/12/25 */
66 while ((ch = getopt(argc, argv, "l:")) != EOF) {
69 logfp = fopen(optarg, "w+");
72 "advent: can't open logfile %s for write\n",
80 * CLOSED says whether we're all the way closed
81 * CLOSNG says whether it's closing time yet
82 * CLSHNT says whether he's read the clue in the endgame
83 * LMWARN says whether he's been warned about lamp going dim
84 * NOVICE says whether he asked for instructions at start-up
85 * PANIC says whether he's found out he's trapped in the cave
86 * WZDARK says whether the loc he's leaving was dark */
90 /* Read the database if we have not yet done so */
92 LINES = (long *)calloc(LINSIZ+1,sizeof(long));
94 printf("Not enough memory!\n");
99 if(!SETUP)initialise();
100 if(SETUP > 0) goto L1;
102 /* Unlike earlier versions, adventure is no longer restartable. (This
103 * lets us get away with modifying things such as OBJSND(BIRD) without
104 * having to be able to undo the changes later.) If a "used" copy is
105 * rerun, we come here and tell the player to run a fresh copy. */
110 /* Start-up, dwarf stuff */
114 ZZWORD=RNDVOC(3,0)+MESH*2;
119 if(NOVICE)LIMIT=1000;
121 /* Can't leave cave once it's closing (except by main office). */
123 L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
129 /* See if a dwarf has seen him and has come from where he wants to go. If so,
130 * the dwarf's blocking his way. if coming from place forbidden to pirate
131 * (dwarves rooted in place) let him get out (and attacked). */
133 L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
134 /* 73 */ for (I=1; I<=5; I++) {
135 if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
143 /* Dwarf stuff. See earlier comments for description of variables. Remember
144 * sixth dwarf is pirate and is thus very different except for motion rules. */
146 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
147 * the whole mess the first time he gets as far as the hall of mists (loc 15).
148 * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
149 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
150 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
151 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
153 if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
154 if(DFLAG != 0) goto L6000;
155 if(INDEEP(LOC))DFLAG=1;
158 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
159 * any of the survivors is at loc, replace him with the alternate. */
161 L6000: if(DFLAG != 1) goto L6010;
162 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
164 for (I=1; I<=2; I++) {
166 if(PCT(50))DLOC[J]=0;
168 for (I=1; I<=5; I++) {
169 if(DLOC[I] == LOC)DLOC[I]=DALTLC;
176 /* Things are in full swing. move each dwarf at random, except if he's seen us
177 * he sticks with us. Dwarves stay deep inside. If wandering at random,
178 * they don't back up unless there's no alternative. If they don't have to
179 * move, they attack. And, of course, dead dwarves don't do much of anything. */
184 /* 6030 */ for (I=1; I<=6; I++) {
185 if(DLOC[I] == 0) goto L6030;
186 /* Fill TK array with all the places this dwarf might go. */
190 if(KK == 0) goto L6016;
191 L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
193 if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
194 NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
195 FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
196 IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
200 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
201 L6016: TK[J]=ODLOC[I];
206 DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
207 if(!DSEEN[I]) goto L6030;
209 if(I != 6) goto L6027;
211 /* The pirate's spotted him. He leaves him alone once we've found chest. K
212 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
213 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
214 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
216 if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
218 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
219 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
220 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
221 if(TOTING(J)) goto L6021;
222 L6020: if(HERE(J))K=1;
224 if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
226 if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
229 L6021: if(PLACE[CHEST] != 0) goto L6022;
230 /* Install chest only once, to insure it is the last treasure in the list. */
234 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
235 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
236 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
237 if(TOTING(J))DROP(J,CHLOC);
240 L6024: DLOC[6]=CHLOC;
250 /* This threatening little dwarf is in the room with him! */
252 L6027: DTOTAL=DTOTAL+1;
253 if(ODLOC[I] != DLOC[I]) goto L6030;
255 if(KNFLOC >= 0)KNFLOC=LOC;
256 if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1;
260 /* Now we know what's happening. Let's tell the poor sucker about it.
261 * Note that various of the "knife" messages must have specific relative
262 * positions in the RSPEAK database. */
264 if(DTOTAL == 0) goto L2000;
267 if(ATTACK == 0) goto L2000;
268 if(DFLAG == 2)DFLAG=3;
274 RSPEAK(K+1+2/(1+STICK));
275 if(STICK == 0) goto L2000;
284 /* Describe the current location and (maybe) get next command. */
286 /* Print text for current loc. */
288 L2000: if(LOC == 0) goto L99;
290 if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
291 if(FORCED(LOC) || !DARK(0)) goto L2001;
292 if(WZDARK && PCT(35)) goto L90;
294 L2001: if(TOTING(BEAR))RSPEAK(141);
297 if(FORCED(LOC)) goto L8;
298 if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
300 /* Print out descriptions of objects at this location. If not closing and
301 * property value is negative, tally off another treasure. Rug is special
302 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
303 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
304 * are because PROP=0 is needed to get full score. */
306 if(DARK(0)) goto L2012;
309 L2004: if(I == 0) goto L2012;
311 if(OBJ > 100)OBJ=OBJ-100;
312 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
313 if(PROP[OBJ] >= 0) goto L2006;
314 if(CLOSED) goto L2008;
316 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
318 /* Note: There used to be a test here to see whether the player had blown it
319 * so badly that he could never ever see the remaining treasures, and if so
320 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
321 * things like killing the bird before the snake was gone (can never see
322 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
323 * bridge several times, using up all available treasures, breaking vase,
324 * using coins to buy batteries, etc., and eventually never be able to get
325 * across again. If bottle were left on far side, could then never get eggs
326 * or trident, and the effects propagate. So the whole thing was flushed.
327 * anyone who makes such a gross blunder isn't likely to find everything
328 * else anyway (so goes the rationalisation). */
330 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
343 /* Check if this loc is eligible for any hints. If been here long enough,
344 * branch to help section (on later page). Hints all come back here eventually
345 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
348 L2600: if(COND[LOC] < CONDS) goto L2603;
349 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
350 if(HINTED[HINT]) goto L2602;
351 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
352 HINTLC[HINT]=HINTLC[HINT]+1;
353 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
357 /* Kick the random number generator just to add variety to the chase. Also,
358 * if closing time, check for any objects being toted with PROP < 0 and set
359 * the prop to -1-PROP. This way objects won't be described until they've
360 * been picked up and put down separate from their respective piles. Don't
361 * tick CLOCK1 unless well into cave (and not at Y2). */
363 L2603: if(!CLOSED) goto L2605;
364 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
365 for (I=1; I<=100; I++) {
366 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
368 L2605: WZDARK=DARK(0);
369 if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
371 GETIN(WD1,WD1X,WD2,WD2X);
373 /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
374 * make neg. If neg, he skipped a word, so make it zero. */
376 L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
378 if(TURNS != THRESH) goto L2608;
379 SPEAK(TTEXT[TRNDEX]);
380 TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
383 if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
384 L2608: if(VERB == SAY && WD2 > 0)VERB=0;
385 if(VERB == SAY) goto L4090;
386 if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
387 if(CLOCK1 == 0) goto L10000;
388 if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
389 if(CLOCK2 == 0) goto L11000;
390 if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
391 if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
393 if(LIMIT == 0) goto L12400;
394 if(LIMIT <= 30) goto L12200;
396 if(LIQLOC(LOC) == WATER)K=70;
399 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
400 if(V1 == ENTER && WD2 > 0) goto L2800;
401 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
402 1000+DOOR)) goto L2610;
403 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
404 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
405 HERE(BIRD))WD1=MAKEWD(301200308);
406 L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
408 if(IWEST == 10)RSPEAK(17);
409 L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
411 if(IGO == 10)RSPEAK(276);
412 L2630: I=VOCAB(WD1,-1);
413 if(I == -1) goto L3000;
416 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
417 case 3: goto L2010; }
420 /* Get second word for analysis. */
427 /* Gee, I don't understand. */
429 L3000: SETPRM(1,WD1,WD1X);
433 /* Verb and object analysis moved to separate module. */
435 L4000: I=4000; goto Laction;
436 L4090: I=4090; goto Laction;
442 case 2000: goto L2000;
443 case 2009: goto L2009;
444 case 2010: goto L2010;
445 case 2011: goto L2011;
446 case 2012: goto L2012;
447 case 2600: goto L2600;
448 case 2607: goto L2607;
449 case 2630: goto L2630;
450 case 2800: goto L2800;
451 case 8000: goto L8000;
452 case 18999: goto L18999;
453 case 19000: goto L19000;
457 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
460 L8000: SETPRM(1,WD1,WD1X);
465 /* Figure out the new location
467 * Given the current location in "LOC", and a motion verb number in "K", put
468 * the new location in "NEWLOC". the current loc is saved in "OLDLOC" in case
469 * he wants to retreat. the current OLDLOC is saved in OLDLC2, in case he
470 * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
471 * him, so we need OLDLC2, which is the last place he was safe.) */
476 if(K == NUL) goto L2;
477 if(K == BACK) goto L20;
478 if(K == LOOK) goto L30;
479 if(K == CAVE) goto L40;
483 L9: LL=IABS(TRAVEL[KK]);
484 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
485 if(TRAVEL[KK] < 0) goto L50;
492 if(NEWLOC <= 300) goto L13;
493 if(PROP[K] != NEWLOC/100-3) goto L16;
494 L12: if(TRAVEL[KK] < 0)BUG(25);
496 NEWLOC=IABS(TRAVEL[KK])/1000;
497 if(NEWLOC == LL) goto L12;
501 L13: if(NEWLOC <= 100) goto L14;
502 if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
505 L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
506 L16: NEWLOC=MOD(LL,1000);
507 if(NEWLOC <= 300) goto L2;
508 if(NEWLOC <= 500) goto L30000;
513 /* Special motions come here. labelling convention: statement numbers NNNXX
514 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
516 L30000: NEWLOC=NEWLOC-300;
517 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
521 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
522 * table must include "useless" entries going through passage, which can never
523 * be used for actual motion, but can be spotted by "go back". */
525 L30100: NEWLOC=99+100-LOC;
526 if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2;
531 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
532 * toting it), so he's forced to use the plover-passage to get it out. Having
533 * dropped it, go back and pretend he wasn't carrying it after all. */
535 L30200: DROP(EMRALD,LOC);
538 /* Travel 303. Troll bridge. Must be done only as special motion so that
539 * dwarves won't wander across and encounter the bear. (They won't follow the
540 * player there because that region is forbidden to the pirate.) If
541 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
542 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
544 L30300: if(PROP[TROLL] != 1) goto L30310;
549 MOVE(TROLL,PLAC[TROLL]);
550 MOVE(TROLL+100,FIXD[TROLL]);
555 L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
556 if(PROP[TROLL] == 0)PROP[TROLL]=1;
557 if(!TOTING(BEAR)) goto L2;
567 /* End of specials. */
569 /* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
570 * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
573 if(FORCED(K))K=OLDLC2;
578 if(CNDBIT(LOC,4))K2=274;
579 if(K2 == 0) goto L21;
583 L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
584 if(LL == K) goto L25;
585 if(LL > 300) goto L22;
587 if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
588 L22: if(TRAVEL[KK] < 0) goto L23;
593 if(KK != 0) goto L25;
597 L25: K=MOD(IABS(TRAVEL[KK]),1000);
601 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
602 * be dark) so he won't fall into a pit while staring into the gloom. */
604 L30: if(DETAIL < 3)RSPEAK(15);
610 /* Cave. Different messages depending on whether above ground. */
613 if(OUTSID(LOC) && LOC != 8)K=57;
617 /* Non-applicable motion. Various messages depending on word given. */
620 if(K >= 43 && K <= 50)SPK=52;
621 if(K == 29 || K == 30)SPK=52;
622 if(K == 7 || K == 36 || K == 37)SPK=10;
623 if(K == 11 || K == 19)SPK=11;
624 if(VERB == FIND || VERB == INVENT)SPK=59;
625 if(K == 62 || K == 65)SPK=42;
634 /* "You're dead, Jim."
636 * If the current loc is zero, it means the clown got himself killed. we'll
637 * allow this maxdie times. maxdie is automatically set based on the number of
638 * snide messages available. Each death results in a message (81, 83, etc.)
639 * which offers reincarnation; if accepted, this results in message 82, 84,
640 * etc. The last time, if he wants another chance, he gets a snide remark as
641 * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
642 * (presumably the last place prior to being killed) without change of props.
643 * the loop runs backwards to assure that the bird is dropped before the cage.
644 * (this kluge could be changed once we're sure all references to bird and cage
645 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
646 * it in the cave). It is turned off and left outside the building (only if he
647 * was carrying it, of course). He himself is left inside the building (and
648 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
649 * OLDLOC is zapped so he can't just "retreat". */
651 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
656 /* Okay, he's dead. Let's get on with it. */
658 L99: if(CLOSNG) goto L95;
660 if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
661 if(NUMDIE == MAXDIE) score(0);
664 if(TOTING(LAMP))PROP[LAMP]=0;
665 /* 98 */ for (J=1; J<=100; J++) {
667 if(!TOTING(I)) goto L98;
677 /* He died during closing time. No resurrection. Tally up a death and exit. */
688 /* Come here if he's been long enough at required loc(s) for some unused hint.
689 * hint number is in variable "hint". Branch to quick test for additional
690 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
691 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
692 * 40030 to take no action yet. */
694 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
695 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
696 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
697 L40900; case 9: goto L41000; }
698 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
702 L40010: HINTLC[HINT]=0;
703 if(!YES(HINTS[HINT][3],0,54)) goto L2602;
704 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
706 HINTED[HINT]=YES(175,HINTS[HINT][4],54);
707 if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
708 L40020: HINTLC[HINT]=0;
711 /* Now for the quick tests. See database description for one-line notes. */
713 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
716 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
719 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
722 L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
726 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
731 L40700: if(DFLAG == 0) goto L40010;
734 L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
738 L40900: I=ATDWRF(LOC);
739 if(I < 0) goto L40020;
740 if(HERE(OGRE) && I == 0) goto L40010;
743 L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
750 /* Cave closing and scoring */
753 /* These sections handle the closing of the cave. The cave closes "CLOCK1"
754 * turns after the last treasure has been located (including the pirate's
755 * chest, which may of course never show up). Note that the treasures need not
756 * have been taken yet, just located. Hence CLOCK1 must be large enough to get
757 * out of the cave (it only ticks while inside the cave). When it hits zero,
758 * we branch to 10000 to start closing the cave, and then sit back and wait for
759 * him to try to get out. If he doesn't within CLOCK2 turns, we close the
760 * cave; if he does try, we assume he panics, and give him a few additional
761 * turns to get frantic before we close. When CLOCK2 hits zero, we branch to
762 * 11000 to transport him into the final puzzle. Note that the puzzle depends
763 * upon all sorts of random things. For instance, there must be no water or
764 * oil, since there are beanstalks which we don't want to be able to water,
765 * since the code can't handle it. Also, we can have no keys, since there is a
766 * grate (having moved the fixed object!) there separating him from all the
767 * treasures. most of these problems arise from the use of negative prop
768 * numbers to suppress the object descriptions until he's actually moved the
771 /* When the first warning comes, we lock the grate, destroy the bridge, kill
772 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
773 * and set "CLOSNG" to true. Leave the dragon; too much trouble to move it.
774 * from now until CLOCK2 runs out, he cannot unlock the grate, move to any
775 * location outside the cave, or create the bridge. Nor can he be
776 * resurrected if he dies. Note that the snake is already gone, since he got
777 * to the treasure accessible only via the hall of the mt. king. Also, he's
778 * been in giant room (to get eggs), so we can refer to it. Also also, he's
779 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
780 * must have been activated, since we've found chest. */
782 L10000: PROP[GRATE]=0;
784 for (I=1; I<=6; I++) {
790 MOVE(TROLL2,PLAC[TROLL]);
791 MOVE(TROLL2+100,FIXD[TROLL]);
793 if(PROP[BEAR] != 3)DSTROY(BEAR);
803 /* ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE
804 * STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW).
805 * AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF
806 * OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT
807 * THE SW END WE PLACE GRATE OVER TREASURES, SNAKE PIT, COVEY OF CAGED BIRDS,
808 * MORE RODS, AND PILLOWS. A MIRROR STRETCHES ACROSS ONE WALL. MANY OF THE
809 * OBJECTS COME FROM KNOWN LOCATIONS AND/OR STATES (E.G. THE SNAKE IS KNOWN TO
810 * HAVE BEEN DESTROYED AND NEEDN'T BE CARRIED AWAY FROM ITS OLD "PLACE"),
811 * MAKING THE VARIOUS OBJECTS BE HANDLED DIFFERENTLY. WE ALSO DROP ALL OTHER
812 * OBJECTS HE MIGHT BE CARRYING (LEST HE HAVE SOME WHICH COULD CAUSE TROUBLE,
813 * SUCH AS THE KEYS). WE DESCRIBE THE FLASH OF LIGHT AND TRUNDLE BACK. */
815 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
816 PROP[PLANT]=PUT(PLANT,115,0);
817 PROP[OYSTER]=PUT(OYSTER,115,0);
819 PROP[LAMP]=PUT(LAMP,115,0);
820 PROP[ROD]=PUT(ROD,115,0);
821 PROP[DWARF]=PUT(DWARF,115,0);
826 /* Leave the grate with normal (non-negative) property. reuse sign. */
830 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
831 PROP[SNAKE]=PUT(SNAKE,116,1);
832 PROP[BIRD]=PUT(BIRD,116,1);
833 PROP[CAGE]=PUT(CAGE,116,0);
834 PROP[ROD2]=PUT(ROD2,116,0);
835 PROP[PILLOW]=PUT(PILLOW,116,0);
837 PROP[MIRROR]=PUT(MIRROR,115,0);
840 for (I=1; I<=100; I++) {
841 if(TOTING(I))DSTROY(I);
848 /* Another way we can force an end to things is by having the lamp give out.
849 * When it gets close, we come here to warn him. We go to 12000 if the lamp
850 * and fresh batteries are here, in which case we replace the batteries and
851 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
852 * out. Even then, he can explore outside for a while if desired. */
856 if(TOTING(BATTER))DROP(BATTER,LOC);
861 L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
864 if(PLACE[BATTER] == 0)SPK=183;
865 if(PROP[BATTER] == 1)SPK=189;
871 if(HERE(LAMP))RSPEAK(184);
874 /* Oh dear, he's disturbed the dwarves. */