2 * There used to be a note that said this:
4 * The author - Don Woods - apologises for the style of the code; it
5 * is a result of running the original Fortran IV source through a
6 * home-brew Fortran-to-C converter.)
8 * Now that the code has been restructured into idiomatic C, the following
11 * ESR apologizes for the remaing gotos (now confined to two functions in this
12 * file - they used to be *everywhere*), and the offensive globals. Applying
13 * the Structured Program Theorem can be hard.
23 #include "linenoise/linenoise.h"
27 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
28 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
30 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
31 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
32 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
33 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
34 GRATE, HINT, INVENT, JADE, KEYS,
35 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
36 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
37 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
38 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
39 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
40 URN, VASE, VEND, VOLCAN, WATER;
41 long K, SPK, WD1, WD1X, WD2, WD2X;
44 bool oldstyle = false;
47 extern void initialise();
48 extern void score(long);
49 extern int action(FILE *, long, long, long);
51 void sig_handler(int signo)
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
68 * Revived 2017 as Open Advebture.
71 static bool do_command(FILE *);
73 int main(int argc, char *argv[])
79 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
82 logfp = fopen(optarg, "w");
85 "advent: can't open logfile %s for write\n",
87 signal(SIGINT, sig_handler);
95 linenoiseHistorySetMaxLen(350);
99 * game.closed says whether we're all the way closed
100 * game.closng says whether it's closing time yet
101 * game.clshnt says whether he's read the clue in the endgame
102 * game.lmwarn says whether he's been warned about lamp going dim
103 * game.novice says whether he asked for instructions at start-up
104 * game.panic says whether he's found out he's trapped in the cave
105 * game.wzdark says whether the loc he's leaving was dark */
107 /* Initialize our LCG PRNG with parameters tested against
108 * Knuth vol. 2. by the original authors */
111 lcgstate.m = 1048576;
113 long seedval = (long)rand();
116 /* Initialize game variables */
120 /* Unlike earlier versions, adventure is no longer restartable. (This
121 * lets us get away with modifying things such as OBJSND(BIRD) without
122 * having to be able to undo the changes later.) If a "used" copy is
123 * rerun, we come here and tell the player to run a fresh copy. */
124 if (game.setup <= 0) {
129 /* Start-up, dwarf stuff */
131 game.zzword=RNDVOC(3,0);
132 game.novice=YES(stdin, 65,1,0);
136 if (game.novice)game.limit=1000;
139 fprintf(logfp, "seed %ld\n", seedval);
141 /* interpret commands ubtil EOF or interrupt */
143 if (!do_command(stdin))
146 /* show score and exit */
150 static bool fallback_handler(char *buf)
151 /* fallback handler for commands not handled by FORTRANish parser */
154 if (sscanf(buf, "seed %ld", &sv) == 1) {
156 printf("Seed set to %ld\n", sv);
157 // autogenerated, so don't charge user time for it.
159 // here we reconfigure any global game state that uses random numbers
160 game.zzword=RNDVOC(3,0);
166 static void dohint(FILE *cmdin, int hint)
167 /* Come here if he's been long enough at required loc(s) for some
176 if (game.prop[GRATE] == 0 && !HERE(KEYS))
181 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
185 if (HERE(SNAKE) && !HERE(BIRD))
190 if (game.atloc[game.loc] == 0 &&
191 game.atloc[game.oldloc] == 0 &&
192 game.atloc[game.oldlc2] == 0 &&
198 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
210 if (game.atloc[game.loc] == 0 &&
211 game.atloc[game.oldloc] == 0 &&
212 game.atloc[game.oldlc2] == 0)
221 if (HERE(OGRE) && i == 0)
225 if (game.tally == 1 && game.prop[JADE] < 0)
234 /* Fall through to hint display */
236 if (!YES(cmdin,HINTS[hint][3],0,54))
238 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
240 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
241 if (game.hinted[hint] && game.limit > 30)
242 game.limit=game.limit+30*HINTS[hint][2];
245 static bool dwarfmove(void)
246 /* Dwarves move. Return true if player survives, false if he dies. */
248 int kk, stick, attack;
251 /* Dwarf stuff. See earlier comments for description of
252 * variables. Remember sixth dwarf is pirate and is thus
253 * very different except for motion rules. */
255 /* First off, don't let the dwarves follow him into a pit or
256 * a wall. Activate the whole mess the first time he gets as
257 * far as the hall of mists (loc 15). If game.newloc is
258 * forbidden to pirate (in particular, if it's beyond the
259 * troll bridge), bypass dwarf stuff. That way pirate can't
260 * steal return toll, and dwarves can't meet the bear. Also
261 * means dwarves won't follow him into dead end in maze, but
262 * c'est la vie. They'll wait for him outside the dead
264 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
267 /* Dwarf activity level ratchets up */
268 if (game.dflag == 0) {
269 if (INDEEP(game.loc))
274 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
275 * the 5 dwarves. If any of the survivors is at loc,
276 * replace him with the alternate. */
277 if (game.dflag == 1) {
278 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
281 for (int i=1; i<=2; i++) {
282 int j=1+randrange(NDWARVES-1);
286 for (int i=1; i<=NDWARVES-1; i++) {
287 if (game.dloc[i] == game.loc)
289 game.odloc[i]=game.dloc[i];
296 /* Things are in full swing. Move each dwarf at random,
297 * except if he's seen us he sticks with us. Dwarves stay
298 * deep inside. If wandering at random, they don't back up
299 * unless there's no alternative. If they don't have to
300 * move, they attack. And, of course, dead dwarves don't do
301 * much of anything. */
305 for (int i=1; i<=NDWARVES; i++) {
307 if (game.dloc[i] == 0)
309 /* Fill TK array with all the places this dwarf might go. */
311 kk=KEY[game.dloc[i]];
314 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
315 /* Have we avoided a dwarf enciounter? */
316 bool avoided = (game.newloc > 300 ||
317 !INDEEP(game.newloc) ||
318 game.newloc == game.odloc[i] ||
319 (j > 1 && game.newloc == TK[j-1]) ||
321 game.newloc == game.dloc[i] ||
322 FORCED(game.newloc) ||
323 (i == PIRATE && CNDBIT(game.newloc,3)) ||
324 labs(TRAVEL[kk])/1000000 == 100);
326 TK[j++] = game.newloc;
335 game.odloc[i]=game.dloc[i];
337 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
338 if (!game.dseen[i]) continue;
339 game.dloc[i]=game.loc;
341 /* The pirate's spotted him. He leaves him alone once we've
342 * found chest. K counts if a treasure is here. If not, and
343 * tally=1 for an unseen chest, let the pirate be spotted.
344 * Note that game.place(CHEST)=0 might mean that he's thrown
345 * it to the troll, but in that case he's seen the chest
347 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
350 for (int j=MINTRS; j<=MAXTRS; j++) {
351 /* Pirate won't take pyramid from plover room or dark
352 * room (too easy!). */
353 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
359 if (game.place[CHEST] == 0) {
360 /* Install chest only once, to insure it is
361 * the last treasure in the list. */
362 MOVE(CHEST,game.chloc);
363 MOVE(MESSAG,game.chloc2);
366 for (int j=MINTRS; j<=MAXTRS; j++) {
367 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
368 if (AT(j) && game.fixed[j] == 0)
374 game.dloc[PIRATE]=game.chloc;
375 game.odloc[PIRATE]=game.chloc;
376 game.dseen[PIRATE]=false;
382 /* Force chest placement before player finds last treasure */
383 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
385 MOVE(CHEST,game.chloc);
386 MOVE(MESSAG,game.chloc2);
387 game.dloc[PIRATE]=game.chloc;
388 game.odloc[PIRATE]=game.chloc;
389 game.dseen[PIRATE]=false;
392 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
397 /* This threatening little dwarf is in the room with him! */
399 if (game.odloc[i] == game.dloc[i]) {
401 if (game.knfloc >= 0)
402 game.knfloc=game.loc;
403 if (randrange(1000) < 95*(game.dflag-2))
409 /* Now we know what's happening. Let's tell the poor sucker about it.
410 * Note that various of the "knife" messages must have specific relative
411 * positions in the RSPEAK database. */
412 if (game.dtotal == 0)
414 SETPRM(1,game.dtotal,0);
415 RSPEAK(4+1/game.dtotal);
418 if (game.dflag == 2)game.dflag=3;
421 if (attack > 1)K=250;
424 RSPEAK(K+1+2/(1+stick));
427 game.oldlc2=game.loc;
431 /* "You're dead, Jim."
433 * If the current loc is zero, it means the clown got himself killed.
434 * We'll allow this maxdie times. MAXDIE is automatically set based
435 * on the number of snide messages available. Each death results in
436 * a message (81, 83, etc.) which offers reincarnation; if accepted,
437 * this results in message 82, 84, etc. The last time, if he wants
438 * another chance, he gets a snide remark as we exit. When
439 * reincarnated, all objects being carried get dropped at game.oldlc2
440 * (presumably the last place prior to being killed) without change
441 * of props. the loop runs backwards to assure that the bird is
442 * dropped before the cage. (this kluge could be changed once we're
443 * sure all references to bird and cage are done by keywords.) The
444 * lamp is a special case (it wouldn't do to leave it in the cave).
445 * It is turned off and left outside the building (only if he was
446 * carrying it, of course). He himself is left inside the building
447 * (and heaven help him if he tries to xyzzy back into the cave
448 * without the lamp!). game.oldloc is zapped so he can't just
451 static void croak(FILE *cmdin)
452 /* Okay, he's dead. Let's get on with it. */
455 /* He died during closing time. No resurrection. Tally up a
462 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
464 if (game.numdie == MAXDIE)
470 for (int j=1; j<=NOBJECTS; j++) {
471 int i=NOBJECTS + 1 - j;
480 game.oldloc=game.loc;
484 /* Given the current location in "game.loc", and a motion verb number in
485 * "K", put the new location in "game.newloc". The current loc is saved
486 * in "game.oldloc" in case he wants to retreat. The current
487 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
488 * does, game.newloc will be limbo, and game.oldloc will be what killed
489 * him, so we need game.oldlc2, which is the last place he was
492 static bool playermove(FILE *cmdin, token_t verb)
494 int LL, K2, KK=KEY[game.loc];
495 game.newloc=game.loc;
500 else if (K == BACK) {
501 /* Handle "go back". Look for verb which goes from game.loc to
502 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
503 * K2 saves entry -> forced loc -> previous loc. */
507 game.oldlc2=game.oldloc;
508 game.oldloc=game.loc;
510 if (K == game.loc)K2=91;
511 if (CNDBIT(game.loc,4))K2=274;
514 LL=MOD((labs(TRAVEL[KK])/1000),1000);
517 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
520 if (TRAVEL[KK] >= 0) {
531 K=MOD(labs(TRAVEL[KK]),1000);
533 break; /* fall through to ordinary travel */
540 else if (K == LOOK) {
541 /* Look. Can't give more detail. Pretend it wasn't dark
542 * (though it may "now" be dark) so he won't fall into a
543 * pit while staring into the gloom. */
544 if (game.detail < 3)RSPEAK(15);
547 game.abbrev[game.loc]=0;
550 else if (K == CAVE) {
551 /* Cave. Different messages depending on whether above ground. */
552 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
556 /* none of the specials */
557 game.oldlc2=game.oldloc;
558 game.oldloc=game.loc;
561 /* ordinary travel */
564 if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
566 if (TRAVEL[KK] < 0) {
567 /* Non-applicable motion. Various messages depending on
570 if (K >= 43 && K <= 50)SPK=52;
571 if (K == 29 || K == 30)SPK=52;
572 if (K == 7 || K == 36 || K == 37)SPK=10;
573 if (K == 11 || K == 19)SPK=11;
574 if (verb == FIND || verb == INVENT)SPK=59;
575 if (K == 62 || K == 65)SPK=42;
586 K=MOD(game.newloc,100);
587 if (game.newloc <= 300) {
588 if (game.newloc <= 100)
590 if (TOTING(K) || (game.newloc > 200 && AT(K)))
594 if (game.prop[K] != game.newloc/100-3)
598 if (TRAVEL[KK] < 0)BUG(25);
600 game.newloc=labs(TRAVEL[KK])/1000;
607 if (game.newloc != 0 && !PCT(game.newloc))
610 game.newloc=MOD(LL,1000);
611 if (game.newloc <= 300) return true;
612 if (game.newloc <= 500) {
613 game.newloc=game.newloc-300;
617 /* Travel 301. Plover-alcove passage. Can carry only
618 * emerald. Note: travel table must include "useless"
619 * entries going through passage, which can never be used for
620 * actual motion, but can be spotted by "go back". */
621 game.newloc=99+100-game.loc;
622 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
624 game.newloc=game.loc;
628 /* Travel 302. Plover transport. Drop the emerald (only use
629 * special travel if toting it), so he's forced to use the
630 * plover-passage to get it out. Having dropped it, go back and
631 * pretend he wasn't carrying it after all. */
632 DROP(EMRALD,game.loc);
635 /* Travel 303. Troll bridge. Must be done only as special
636 * motion so that dwarves won't wander across and encounter
637 * the bear. (They won't follow the player there because
638 * that region is forbidden to the pirate.) If
639 * game.prop(TROLL)=1, he's crossed since paying, so step out
640 * and block him. (standard travel entries check for
641 * game.prop(TROLL)=0.) Special stuff for bear. */
642 if (game.prop[TROLL] == 1) {
646 MOVE(TROLL2+NOBJECTS,0);
647 MOVE(TROLL,PLAC[TROLL]);
648 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
650 game.newloc=game.loc;
653 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
654 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
655 if (!TOTING(BEAR)) return true;
659 DROP(BEAR,game.newloc);
660 game.fixed[BEAR]= -1;
662 game.oldlc2=game.newloc;
669 RSPEAK(game.newloc-500);
670 game.newloc=game.loc;
674 static bool do_command(FILE *cmdin)
676 long KQ, VERB, KK, V1, V2;
679 enum speechpart part;
681 /* Can't leave cave once it's closing (except by main office). */
682 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
684 game.newloc=game.loc;
685 if (!game.panic)game.clock2=15;
689 /* See if a dwarf has seen him and has come from where he
690 * wants to go. If so, the dwarf's blocking his way. If
691 * coming from place forbidden to pirate (dwarves rooted in
692 * place) let him get out (and attacked). */
693 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
694 for (i=1; i<=NDWARVES-1; i++) {
695 if (game.odloc[i] == game.newloc && game.dseen[i]) {
696 game.newloc=game.loc;
702 game.loc=game.newloc;
707 /* Describe the current location and (maybe) get next command. */
709 /* Print text for current loc. */
711 L2000: if (game.loc == 0)
714 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
716 if (!FORCED(game.loc) && DARK(0)) {
717 /* The easiest way to get killed is to fall into a pit in
719 if (game.wzdark && PCT(35)) {
721 game.oldlc2 = game.loc;
727 if (TOTING(BEAR))RSPEAK(141);
730 if (FORCED(game.loc))
732 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
734 /* Print out descriptions of objects at this location. If
735 * not closing and property value is negative, tally off
736 * another treasure. Rug is special case; once seen, its
737 * game.prop is 1 (dragon on it) till dragon is killed.
738 * Similarly for chain; game.prop is initially 1 (locked to
739 * bear). These hacks are because game.prop=0 is needed to
742 if (DARK(0)) goto L2012;
743 ++game.abbrev[game.loc];
744 i=game.atloc[game.loc];
745 L2004: if (i == 0) goto L2012;
747 if (obj > NOBJECTS)obj=obj-NOBJECTS;
748 if (obj == STEPS && TOTING(NUGGET)) goto L2008;
749 if (game.prop[obj] >= 0) goto L2006;
750 if (game.closed) goto L2008;
752 if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
754 /* Note: There used to be a test here to see whether the player had blown it
755 * so badly that he could never ever see the remaining treasures, and if so
756 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
757 * things like killing the bird before the snake was gone (can never see
758 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
759 * bridge several times, using up all available treasures, breaking vase,
760 * using coins to buy batteries, etc., and eventually never be able to get
761 * across again. If bottle were left on far side, could then never get eggs
762 * or trident, and the effects propagate. So the whole thing was flushed.
763 * anyone who makes such a gross blunder isn't likely to find everything
764 * else anyway (so goes the rationalisation). */
765 L2006: KK=game.prop[obj];
766 if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
768 L2008: i=game.link[i];
779 /* Check if this loc is eligible for any hints. If been here long enough,
780 * branch to help section (on later page). Hints all come back here eventually
781 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
783 L2600: if (COND[game.loc] >= game.conds) {
784 for (int hint=1; hint<=HNTMAX; hint++) {
785 if (game.hinted[hint])
787 if (!CNDBIT(game.loc,hint+10))
788 game.hintlc[hint]= -1;
790 if (game.hintlc[hint] >= HINTS[hint][1])
795 /* If closing time, check for any objects being toted with
796 * game.prop < 0 and set the prop to -1-game.prop. This way
797 * objects won't be described until they've been picked up
798 * and put down separate from their respective piles. Don't
799 * tick game.clock1 unless well into cave (and not at Y2). */
800 L2603: if (game.closed) {
801 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
803 for (i=1; i<=NOBJECTS; i++) {
804 if (TOTING(i) && game.prop[i] < 0)
805 game.prop[i] = -1-game.prop[i];
809 if (game.knfloc > 0 && game.knfloc != game.loc)
812 /* This is where we get a new command from the user */
813 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
816 /* Every input, check "game.foobar" flag. If zero, nothing's
817 * going on. If pos, make neg. If neg, he skipped a word,
818 * so make it zero. */
819 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
821 if (game.turns == game.thresh) {
822 SPEAK(TTEXT[game.trndex]);
823 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
826 if (game.trndex <= TRNVLS)
827 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
829 if (VERB == SAY && WD2 > 0)VERB=0;
830 if (VERB == SAY) goto L4090;
831 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
833 if (game.clock1 == 0) goto L10000;
836 if (game.clock2 == 0) goto L11000;
837 if (game.prop[LAMP] == 1)
840 /* Another way we can force an end to things is by having the
841 * lamp give out. When it gets close, we come here to warn
842 * him. First following ar, if the lamp and fresh batteries are
843 * here, in which case we replace the batteries and continue.
844 * Second is for other cases of lamp dying. 12400 is when it
845 * goes out. Even then, he can explore outside for a while
847 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
851 if (TOTING(BATTER))DROP(BATTER,game.loc);
852 game.limit=game.limit+2500;
854 } else if (game.limit == 0) {
857 if (HERE(LAMP))RSPEAK(184);
858 } else if (game.limit <= 30) {
859 if (game.lmwarn || !HERE(LAMP)) goto L19999;
862 if (game.place[BATTER] == 0)SPK=183;
863 if (game.prop[BATTER] == 1)SPK=189;
867 if (LIQLOC(game.loc) == WATER)K=70;
870 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER))
872 if (V1 == ENTER && WD2 > 0)
874 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
875 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
877 WD2=MAKEWD(16152118);
879 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
880 WD1=MAKEWD(301200308);
881 L2620: if (WD1 == MAKEWD(23051920)) {
883 if (game.iwest == 10)RSPEAK(17);
885 if (WD1 == MAKEWD( 715) && WD2 != 0) {
904 /* Get second word for analysis. */
910 /* Gee, I don't understand. */
911 L3000: SETPRM(1,WD1,WD1X);
912 if (fallback_handler(rawbuf))
917 /* Verb and object analysis moved to separate module. */
919 L4000: part=intransitive; VERB=K; goto Laction;
920 L4090: part=transitive; goto Laction;
921 L5000: part=unknown; obj = K;
923 switch (action(cmdin, part, VERB, obj)) {
926 case 2000: goto L2000;
927 case 2009: goto L2009;
928 case 2010: goto L2010;
929 case 2011: goto L2011;
930 case 2012: goto L2012;
931 case 2600: goto L2600;
932 case 2607: goto L2607;
933 case 2630: goto L2630;
934 case 2800: goto L2800;
935 case 8000: goto L8000;
936 case 18999: goto L18999;
937 case 19000: goto L19000;
941 /* Random intransitive verbs come here. Clear obj just in case
943 L8000: SETPRM(1,WD1,WD1X);
949 /* Figure out the new location */
950 L8: if (playermove(cmdin, VERB))
955 /* Cave closing and scoring */
957 /* These sections handle the closing of the cave. The cave closes "clock1"
958 * turns after the last treasure has been located (including the pirate's
959 * chest, which may of course never show up). Note that the treasures need not
960 * have been taken yet, just located. Hence clock1 must be large enough to get
961 * out of the cave (it only ticks while inside the cave). When it hits zero,
962 * we branch to 10000 to start closing the cave, and then sit back and wait for
963 * him to try to get out. If he doesn't within clock2 turns, we close the
964 * cave; if he does try, we assume he panics, and give him a few additional
965 * turns to get frantic before we close. When clock2 hits zero, we branch to
966 * 11000 to transport him into the final puzzle. Note that the puzzle depends
967 * upon all sorts of random things. For instance, there must be no water or
968 * oil, since there are beanstalks which we don't want to be able to water,
969 * since the code can't handle it. Also, we can have no keys, since there is a
970 * grate (having moved the fixed object!) there separating him from all the
971 * treasures. Most of these problems arise from the use of negative prop
972 * numbers to suppress the object descriptions until he's actually moved the
975 /* When the first warning comes, we lock the grate, destroy the bridge, kill
976 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
977 * and set "closng" to true. Leave the dragon; too much trouble to move it.
978 * from now until clock2 runs out, he cannot unlock the grate, move to any
979 * location outside the cave, or create the bridge. Nor can he be
980 * resurrected if he dies. Note that the snake is already gone, since he got
981 * to the treasure accessible only via the hall of the mountain king. Also, he's
982 * been in giant room (to get eggs), so we can refer to it. Also also, he's
983 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
984 * must have been activated, since we've found chest. */
986 L10000: game.prop[GRATE]=0;
988 for (i=1; i<=NDWARVES; i++) {
993 MOVE(TROLL+NOBJECTS,0);
994 MOVE(TROLL2,PLAC[TROLL]);
995 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
997 if (game.prop[BEAR] != 3)DSTROY(BEAR);
1007 /* Once he's panicked, and clock2 has run out, we come here to set up the
1008 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
1009 * At the ne end, we place empty bottles, a nursery of plants, a bed of
1010 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
1011 * the sw end we place grate over treasures, snake pit, covey of caged birds,
1012 * more rods, and pillows. A mirror stretches across one wall. Many of the
1013 * objects come from known locations and/or states (e.g. the snake is known to
1014 * have been destroyed and needn't be carried away from its old "place"),
1015 * making the various objects be handled differently. We also drop all other
1016 * objects he might be carrying (lest he have some which could cause trouble,
1017 * such as the keys). We describe the flash of light and trundle back. */
1019 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
1020 game.prop[PLANT]=PUT(PLANT,115,0);
1021 game.prop[OYSTER]=PUT(OYSTER,115,0);
1023 game.prop[LAMP]=PUT(LAMP,115,0);
1024 game.prop[ROD]=PUT(ROD,115,0);
1025 game.prop[DWARF]=PUT(DWARF,115,0);
1030 /* Leave the grate with normal (non-negative) property. Reuse sign. */
1035 game.prop[SNAKE]=PUT(SNAKE,116,1);
1036 game.prop[BIRD]=PUT(BIRD,116,1);
1037 game.prop[CAGE]=PUT(CAGE,116,0);
1038 game.prop[ROD2]=PUT(ROD2,116,0);
1039 game.prop[PILLOW]=PUT(PILLOW,116,0);
1041 game.prop[MIRROR]=PUT(MIRROR,115,0);
1042 game.fixed[MIRROR]=116;
1044 for (int i=1; i<=NOBJECTS; i++) {
1053 /* Oh dear, he's disturbed the dwarves. */
1055 L18999: RSPEAK(SPK);
1056 L19000: RSPEAK(136);