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[MAXPARMS+1];
18 char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
20 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
21 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
22 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
23 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
24 GRATE, HINT, I, INVENT, J, JADE, K, KEYS,
25 KNIFE, L, LAMP, LOCK, LOOK, MAGZIN,
26 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
27 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
28 RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK,
29 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
31 VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
33 bool oldstyle = false;
36 extern void initialise();
37 extern void score(long);
38 extern int action(FILE *, long, long, long);
40 void sig_handler(int signo)
51 * Adventure (rev 2: 20 treasures)
53 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
54 * 15-treasure version (adventure) by Don Woods, April-June 1977
55 * 20-treasure version (rev 2) by Don Woods, August 1978
56 * Errata fixed: 78/12/25
57 * Revived 2017 as Open Advebture.
60 static bool do_command(FILE *);
62 int main(int argc, char *argv[])
68 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
71 logfp = fopen(optarg, "w");
74 "advent: can't open logfile %s for write\n",
76 signal(SIGINT, sig_handler);
86 * game.closed says whether we're all the way closed
87 * game.closng says whether it's closing time yet
88 * game.clshnt says whether he's read the clue in the endgame
89 * game.lmwarn says whether he's been warned about lamp going dim
90 * game.novice says whether he asked for instructions at start-up
91 * game.panic says whether he's found out he's trapped in the cave
92 * game.wzdark says whether the loc he's leaving was dark */
94 /* Initialize our LCG PRNG with parameters tested against
95 * Knuth vol. 2. by the original authors */
100 long seedval = (long)rand();
103 /* Initialize game variables */
108 /* Unlike earlier versions, adventure is no longer restartable. (This
109 * lets us get away with modifying things such as OBJSND(BIRD) without
110 * having to be able to undo the changes later.) If a "used" copy is
111 * rerun, we come here and tell the player to run a fresh copy. */
112 if(game.setup <= 0) {
117 /* Start-up, dwarf stuff */
119 game.zzword=RNDVOC(3,0);
120 game.novice=YES(stdin, 65,1,0);
124 if(game.novice)game.limit=1000;
127 fprintf(logfp, "seed %ld\n", seedval);
129 /* interpret commands ubtil EOF or interrupt */
131 if (!do_command(stdin))
134 /* show score and exit */
138 static bool fallback_handler(char *buf)
139 /* fallback handler for commands not handled by FORTRANish parser */
142 if (sscanf(buf, "seed %ld", &sv) == 1) {
144 printf("Seed set to %ld\n", sv);
145 // autogenerated, so don't charge user time for it.
147 // here we reconfigure any global game state that uses random numbers
148 game.zzword=RNDVOC(3,0);
154 static bool dwarfmove(void)
155 /* Dwarves move. Return true if player survives, false if he dies. */
157 int kk, stick, attack;
160 /* Dwarf stuff. See earlier comments for description of
161 * variables. Remember sixth dwarf is pirate and is thus
162 * very different except for motion rules. */
164 /* First off, don't let the dwarves follow him into a pit or
165 * a wall. Activate the whole mess the first time he gets as
166 * far as the hall of mists (loc 15). If game.newloc is
167 * forbidden to pirate (in particular, if it's beyond the
168 * troll bridge), bypass dwarf stuff. That way pirate can't
169 * steal return toll, and dwarves can't meet the bear. Also
170 * means dwarves won't follow him into dead end in maze, but
171 * c'est la vie. They'll wait for him outside the dead
173 if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
176 /* Dwarf activity level ratchets up */
177 if(game.dflag == 0) {
183 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
184 * the 5 dwarves. If any of the survivors is at loc,
185 * replace him with the alternate. */
186 if(game.dflag == 1) {
187 if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
190 for (I=1; I<=2; I++) {
191 J=1+randrange(NDWARVES-1);
195 for (I=1; I<=NDWARVES-1; I++) {
196 if(game.dloc[I] == game.loc)
198 game.odloc[I]=game.dloc[I];
205 /* Things are in full swing. Move each dwarf at random,
206 * except if he's seen us he sticks with us. Dwarves stay
207 * deep inside. If wandering at random, they don't back up
208 * unless there's no alternative. If they don't have to
209 * move, they attack. And, of course, dead dwarves don't do
210 * much of anything. */
214 for (I=1; I<=NDWARVES; I++) {
215 if(game.dloc[I] == 0)
217 /* Fill TK array with all the places this dwarf might go. */
219 kk=KEY[game.dloc[I]];
222 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
223 /* Have we avoided a dwarf enciounter? */
224 bool avoided = (game.newloc > 300 ||
225 !INDEEP(game.newloc) ||
226 game.newloc == game.odloc[I] ||
227 (J > 1 && game.newloc == TK[J-1]) ||
229 game.newloc == game.dloc[I] ||
230 FORCED(game.newloc) ||
231 (I == PIRATE && CNDBIT(game.newloc,3)) ||
232 labs(TRAVEL[kk])/1000000 == 100);
234 TK[J++] = game.newloc;
243 game.odloc[I]=game.dloc[I];
245 game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
246 if(!game.dseen[I]) continue;
247 game.dloc[I]=game.loc;
249 /* The pirate's spotted him. He leaves him alone once we've
250 * found chest. K counts if a treasure is here. If not, and
251 * tally=1 for an unseen chest, let the pirate be spotted.
252 * Note that game.place(CHEST)=0 might mean that he's thrown
253 * it to the troll, but in that case he's seen the chest
255 if(game.loc == game.chloc || game.prop[CHEST] >= 0)
258 for (J=MINTRS; J<=MAXTRS; J++) {
259 /* Pirate won't take pyramid from plover room or dark
260 * room (too easy!). */
261 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
268 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1)
270 if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
275 if(game.place[CHEST] == 0) {
276 /* Install chest only once, to insure it is the last treasure in
278 MOVE(CHEST,game.chloc);
279 MOVE(MESSAG,game.chloc2);
282 for (J=MINTRS; J<=MAXTRS; J++) {
283 if (!(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
284 if(AT(J) && game.fixed[J] == 0)
291 game.dloc[PIRATE]=game.chloc;
292 game.odloc[PIRATE]=game.chloc;
293 game.dseen[PIRATE]=false;
298 MOVE(CHEST,game.chloc);
299 MOVE(MESSAG,game.chloc2);
304 /* This threatening little dwarf is in the room with him! */
306 if(game.odloc[I] == game.dloc[I]) {
309 game.knfloc=game.loc;
310 if(randrange(1000) < 95*(game.dflag-2))
315 /* Now we know what's happening. Let's tell the poor sucker about it.
316 * Note that various of the "knife" messages must have specific relative
317 * positions in the RSPEAK database. */
320 SETPRM(1,game.dtotal,0);
321 RSPEAK(4+1/game.dtotal);
324 if(game.dflag == 2)game.dflag=3;
330 RSPEAK(K+1+2/(1+stick));
333 game.oldlc2=game.loc;
337 static bool do_command(FILE *cmdin) {
338 long LL, KQ, VERB, KK, K2, V1, V2;
342 /* Can't leave cave once it's closing (except by main office). */
343 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
345 game.newloc=game.loc;
346 if(!game.panic)game.clock2=15;
350 /* See if a dwarf has seen him and has come from where he
351 * wants to go. If so, the dwarf's blocking his way. If
352 * coming from place forbidden to pirate (dwarves rooted in
353 * place) let him get out (and attacked). */
354 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
355 for (i=1; i<=NDWARVES-1; i++) {
356 if(game.odloc[i] == game.newloc && game.dseen[i]) {
357 game.newloc=game.loc;
363 game.loc=game.newloc;
368 /* Describe the current location and (maybe) get next command. */
370 /* Print text for current loc. */
372 L2000: if(game.loc == 0) goto L99;
374 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
375 if(FORCED(game.loc) || !DARK(0)) goto L2001;
376 if(game.wzdark && PCT(35)) goto L90;
378 L2001: if(TOTING(BEAR))RSPEAK(141);
381 if(FORCED(game.loc)) goto L8;
382 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
384 /* Print out descriptions of objects at this location. If not closing and
385 * property value is negative, tally off another treasure. Rug is special
386 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
387 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
388 * are because game.prop=0 is needed to get full score. */
390 if(DARK(0)) goto L2012;
391 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
392 I=game.atloc[game.loc];
393 L2004: if(I == 0) goto L2012;
395 if(obj > NOBJECTS)obj=obj-NOBJECTS;
396 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
397 if(game.prop[obj] >= 0) goto L2006;
398 if(game.closed) goto L2008;
400 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
401 game.tally=game.tally-1;
402 /* Note: There used to be a test here to see whether the player had blown it
403 * so badly that he could never ever see the remaining treasures, and if so
404 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
405 * things like killing the bird before the snake was gone (can never see
406 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
407 * bridge several times, using up all available treasures, breaking vase,
408 * using coins to buy batteries, etc., and eventually never be able to get
409 * across again. If bottle were left on far side, could then never get eggs
410 * or trident, and the effects propagate. So the whole thing was flushed.
411 * anyone who makes such a gross blunder isn't likely to find everything
412 * else anyway (so goes the rationalisation). */
413 L2006: KK=game.prop[obj];
414 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
416 L2008: I=game.link[I];
427 /* Check if this loc is eligible for any hints. If been here long enough,
428 * branch to help section (on later page). Hints all come back here eventually
429 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
431 L2600: if(COND[game.loc] < game.conds) goto L2603;
432 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
433 if(game.hinted[HINT]) goto L2602;
434 if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
435 game.hintlc[HINT]=game.hintlc[HINT]+1;
436 if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
440 /* If closing time, check for any objects being toted with
441 * game.prop < 0 and set the prop to -1-game.prop. This way
442 * objects won't be described until they've been picked up
443 * and put down separate from their respective piles. Don't
444 * tick game.clock1 unless well into cave (and not at Y2). */
445 L2603: if(game.closed) {
446 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
448 for (i=1; i<=NOBJECTS; i++) {
449 if(TOTING(i) && game.prop[i] < 0)
450 game.prop[i] = -1-game.prop[i];
454 if(game.knfloc > 0 && game.knfloc != game.loc)
457 /* This is where we get a new command from the user */
458 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
461 /* Every input, check "game.foobar" flag. If zero, nothing's
462 * going on. If pos, make neg. If neg, he skipped a word,
463 * so make it zero. */
464 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
465 game.turns=game.turns+1;
466 if(game.turns == game.thresh) {
467 SPEAK(TTEXT[game.trndex]);
468 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
469 game.trndex=game.trndex+1;
471 if(game.trndex <= TRNVLS)
472 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
474 if(VERB == SAY && WD2 > 0)VERB=0;
475 if(VERB == SAY) goto L4090;
476 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
477 if(game.clock1 == 0) goto L10000;
478 if(game.clock1 < 0)game.clock2=game.clock2-1;
479 if(game.clock2 == 0) goto L11000;
480 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
481 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
483 if(game.limit == 0) goto L12400;
484 if(game.limit <= 30) goto L12200;
486 if(LIQLOC(game.loc) == WATER)K=70;
489 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
490 if(V1 == ENTER && WD2 > 0) goto L2800;
491 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
492 1000+DOOR)) goto L2610;
493 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
494 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
495 WD1=MAKEWD(301200308);
496 L2620: if(WD1 == MAKEWD(23051920)) {
497 game.iwest=game.iwest+1;
498 if(game.iwest == 10)RSPEAK(17);
500 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
502 if(IGO == 10)RSPEAK(276);
503 L2630: I=VOCAB(WD1,-1);
504 if(I == -1) goto L3000;
507 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
508 case 3: goto L2010; }
511 /* Get second word for analysis. */
518 /* Gee, I don't understand. */
520 L3000: SETPRM(1,WD1,WD1X);
521 if (fallback_handler(rawbuf))
526 /* Verb and object analysis moved to separate module. */
528 L4000: I=4000; VERB=K; goto Laction;
529 L4090: I=4090; goto Laction;
532 switch (action(cmdin, I, VERB, obj)) {
535 case 2000: goto L2000;
536 case 2009: goto L2009;
537 case 2010: goto L2010;
538 case 2011: goto L2011;
539 case 2012: goto L2012;
540 case 2600: goto L2600;
541 case 2607: goto L2607;
542 case 2630: goto L2630;
543 case 2800: goto L2800;
544 case 8000: goto L8000;
545 case 18999: goto L18999;
546 case 19000: goto L19000;
550 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
553 L8000: SETPRM(1,WD1,WD1X);
558 /* Figure out the new location
560 * Given the current location in "game.loc", and a motion verb number in
561 * "K", put the new location in "game.newloc". The current loc is saved
562 * in "game.oldloc" in case he wants to retreat. The current
563 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
564 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
565 * him, so we need game.oldlc2, which is the last place he was
568 L8: KK=KEY[game.loc];
569 game.newloc=game.loc;
571 if(K == NUL) return true;
572 if(K == BACK) goto L20;
573 if(K == LOOK) goto L30;
574 if(K == CAVE) goto L40;
575 game.oldlc2=game.oldloc;
576 game.oldloc=game.loc;
578 L9: LL=labs(TRAVEL[KK]);
579 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
580 if(TRAVEL[KK] < 0) goto L50;
585 L11: game.newloc=LL/1000;
586 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
587 if(game.newloc <= 300) goto L13;
588 if(game.prop[K] != game.newloc/100-3) goto L16;
589 L12: if(TRAVEL[KK] < 0)BUG(25);
591 game.newloc=labs(TRAVEL[KK])/1000;
592 if(game.newloc == LL) goto L12;
596 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
597 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
600 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
601 L16: game.newloc=MOD(LL,1000);
602 if(game.newloc <= 300) return true;
603 if(game.newloc <= 500) goto L30000;
604 RSPEAK(game.newloc-500);
605 game.newloc=game.loc;
608 /* Special motions come here. Labelling convention: statement numbers NNNXX
609 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
611 L30000: game.newloc=game.newloc-300;
612 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
616 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
617 * table must include "useless" entries going through passage, which can never
618 * be used for actual motion, but can be spotted by "go back". */
620 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
621 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
622 game.newloc=game.loc;
626 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
627 * toting it), so he's forced to use the plover-passage to get it out. Having
628 * dropped it, go back and pretend he wasn't carrying it after all. */
630 L30200: DROP(EMRALD,game.loc);
633 /* Travel 303. Troll bridge. Must be done only as special motion so that
634 * dwarves won't wander across and encounter the bear. (They won't follow the
635 * player there because that region is forbidden to the pirate.) If
636 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
637 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
639 L30300: if(game.prop[TROLL] != 1) goto L30310;
643 MOVE(TROLL2+NOBJECTS,0);
644 MOVE(TROLL,PLAC[TROLL]);
645 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
647 game.newloc=game.loc;
650 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
651 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
652 if(!TOTING(BEAR)) return true;
656 DROP(BEAR,game.newloc);
657 game.fixed[BEAR]= -1;
659 game.oldlc2=game.newloc;
662 /* End of specials. */
664 /* Handle "go back". Look for verb which goes from game.loc to
665 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
666 * K2 saves entry -> forced loc -> previous loc. */
669 if(FORCED(K))K=game.oldlc2;
670 game.oldlc2=game.oldloc;
671 game.oldloc=game.loc;
673 if(K == game.loc)K2=91;
674 if(CNDBIT(game.loc,4))K2=274;
675 if(K2 == 0) goto L21;
679 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
683 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
686 if(TRAVEL[KK] < 0) goto L23;
697 K=MOD(labs(TRAVEL[KK]),1000);
701 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
702 * be dark) so he won't fall into a pit while staring into the gloom. */
704 L30: if(game.detail < 3)RSPEAK(15);
705 game.detail=game.detail+1;
707 game.abbrev[game.loc]=0;
710 /* Cave. Different messages depending on whether above ground. */
713 if(OUTSID(game.loc) && game.loc != 8)K=57;
717 /* Non-applicable motion. Various messages depending on word given. */
720 if(K >= 43 && K <= 50)SPK=52;
721 if(K == 29 || K == 30)SPK=52;
722 if(K == 7 || K == 36 || K == 37)SPK=10;
723 if(K == 11 || K == 19)SPK=11;
724 if(VERB == FIND || VERB == INVENT)SPK=59;
725 if(K == 62 || K == 65)SPK=42;
730 /* "You're dead, Jim."
732 * If the current loc is zero, it means the clown got himself killed. We'll
733 * allow this maxdie times. MAXDIE is automatically set based on the number of
734 * snide messages available. Each death results in a message (81, 83, etc.)
735 * which offers reincarnation; if accepted, this results in message 82, 84,
736 * etc. The last time, if he wants another chance, he gets a snide remark as
737 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
738 * (presumably the last place prior to being killed) without change of props.
739 * the loop runs backwards to assure that the bird is dropped before the cage.
740 * (this kluge could be changed once we're sure all references to bird and cage
741 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
742 * it in the cave). It is turned off and left outside the building (only if he
743 * was carrying it, of course). He himself is left inside the building (and
744 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
745 * game.oldloc is zapped so he can't just "retreat". */
747 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
750 game.oldlc2=game.loc;
752 /* Okay, he's dead. Let's get on with it. */
754 L99: if(game.closng) {
755 /* He died during closing time. No resurrection. Tally up a
762 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
764 if(game.numdie == MAXDIE)
770 for (J=1; J<=NOBJECTS; J++) {
780 game.oldloc=game.loc;
786 /* Come here if he's been long enough at required loc(s) for some unused hint.
787 * hint number is in variable "hint". Branch to quick test for additional
788 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
789 * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero,
790 * 40030 to take no action yet. */
792 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
793 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
794 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
795 L40900; case 9: goto L41000; }
796 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
800 L40010: game.hintlc[HINT]=0;
801 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
802 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
804 game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
805 if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
806 L40020: game.hintlc[HINT]=0;
809 /* Now for the quick tests. See database description for one-line notes. */
811 L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
814 L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
817 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
820 L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
824 L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
829 L40700: if(game.dflag == 0) goto L40010;
832 L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
836 L40900: I=ATDWRF(game.loc);
837 if(I < 0) goto L40020;
838 if(HERE(OGRE) && I == 0) goto L40010;
841 L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
848 /* Cave closing and scoring */
851 /* These sections handle the closing of the cave. The cave closes "clock1"
852 * turns after the last treasure has been located (including the pirate's
853 * chest, which may of course never show up). Note that the treasures need not
854 * have been taken yet, just located. Hence clock1 must be large enough to get
855 * out of the cave (it only ticks while inside the cave). When it hits zero,
856 * we branch to 10000 to start closing the cave, and then sit back and wait for
857 * him to try to get out. If he doesn't within clock2 turns, we close the
858 * cave; if he does try, we assume he panics, and give him a few additional
859 * turns to get frantic before we close. When clock2 hits zero, we branch to
860 * 11000 to transport him into the final puzzle. Note that the puzzle depends
861 * upon all sorts of random things. For instance, there must be no water or
862 * oil, since there are beanstalks which we don't want to be able to water,
863 * since the code can't handle it. Also, we can have no keys, since there is a
864 * grate (having moved the fixed object!) there separating him from all the
865 * treasures. Most of these problems arise from the use of negative prop
866 * numbers to suppress the object descriptions until he's actually moved the
869 /* When the first warning comes, we lock the grate, destroy the bridge, kill
870 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
871 * and set "closng" to true. Leave the dragon; too much trouble to move it.
872 * from now until clock2 runs out, he cannot unlock the grate, move to any
873 * location outside the cave, or create the bridge. Nor can he be
874 * resurrected if he dies. Note that the snake is already gone, since he got
875 * to the treasure accessible only via the hall of the mountain king. Also, he's
876 * been in giant room (to get eggs), so we can refer to it. Also also, he's
877 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
878 * must have been activated, since we've found chest. */
880 L10000: game.prop[GRATE]=0;
882 for (I=1; I<=NDWARVES; I++) {
887 MOVE(TROLL+NOBJECTS,0);
888 MOVE(TROLL2,PLAC[TROLL]);
889 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
891 if(game.prop[BEAR] != 3)DSTROY(BEAR);
901 /* Once he's panicked, and clock2 has run out, we come here to set up the
902 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
903 * At the ne end, we place empty bottles, a nursery of plants, a bed of
904 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
905 * the sw end we place grate over treasures, snake pit, covey of caged birds,
906 * more rods, and pillows. A mirror stretches across one wall. Many of the
907 * objects come from known locations and/or states (e.g. the snake is known to
908 * have been destroyed and needn't be carried away from its old "place"),
909 * making the various objects be handled differently. We also drop all other
910 * objects he might be carrying (lest he have some which could cause trouble,
911 * such as the keys). We describe the flash of light and trundle back. */
913 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
914 game.prop[PLANT]=PUT(PLANT,115,0);
915 game.prop[OYSTER]=PUT(OYSTER,115,0);
917 game.prop[LAMP]=PUT(LAMP,115,0);
918 game.prop[ROD]=PUT(ROD,115,0);
919 game.prop[DWARF]=PUT(DWARF,115,0);
924 /* Leave the grate with normal (non-negative) property. Reuse sign. */
928 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
929 game.prop[SNAKE]=PUT(SNAKE,116,1);
930 game.prop[BIRD]=PUT(BIRD,116,1);
931 game.prop[CAGE]=PUT(CAGE,116,0);
932 game.prop[ROD2]=PUT(ROD2,116,0);
933 game.prop[PILLOW]=PUT(PILLOW,116,0);
935 game.prop[MIRROR]=PUT(MIRROR,115,0);
936 game.fixed[MIRROR]=116;
938 for (I=1; I<=NOBJECTS; I++) {
947 /* Another way we can force an end to things is by having the lamp give out.
948 * When it gets close, we come here to warn him. We go to 12000 if the lamp
949 * and fresh batteries are here, in which case we replace the batteries and
950 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
951 * out. Even then, he can explore outside for a while if desired. */
955 if(TOTING(BATTER))DROP(BATTER,game.loc);
956 game.limit=game.limit+2500;
960 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
963 if(game.place[BATTER] == 0)SPK=183;
964 if(game.prop[BATTER] == 1)SPK=189;
968 L12400: game.limit= -1;
970 if(HERE(LAMP))RSPEAK(184);
973 /* Oh dear, he's disturbed the dwarves. */