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, INVENT, JADE, KEYS,
25 KNIFE, 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, SIGN, SNAKE,
29 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
30 URN, VASE, VEND, VOLCAN, WATER;
31 long K, SPK, WD1, WD1X, WD2, WD2X;
34 bool oldstyle = false;
37 extern void initialise();
38 extern void score(long);
39 extern int action(FILE *, long, long, long);
41 void sig_handler(int signo)
52 * Adventure (rev 2: 20 treasures)
54 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
55 * 15-treasure version (adventure) by Don Woods, April-June 1977
56 * 20-treasure version (rev 2) by Don Woods, August 1978
57 * Errata fixed: 78/12/25
58 * Revived 2017 as Open Advebture.
61 static bool do_command(FILE *);
63 int main(int argc, char *argv[])
69 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
72 logfp = fopen(optarg, "w");
75 "advent: can't open logfile %s for write\n",
77 signal(SIGINT, sig_handler);
87 * game.closed says whether we're all the way closed
88 * game.closng says whether it's closing time yet
89 * game.clshnt says whether he's read the clue in the endgame
90 * game.lmwarn says whether he's been warned about lamp going dim
91 * game.novice says whether he asked for instructions at start-up
92 * game.panic says whether he's found out he's trapped in the cave
93 * game.wzdark says whether the loc he's leaving was dark */
95 /* Initialize our LCG PRNG with parameters tested against
96 * Knuth vol. 2. by the original authors */
101 long seedval = (long)rand();
104 /* Initialize game variables */
109 /* Unlike earlier versions, adventure is no longer restartable. (This
110 * lets us get away with modifying things such as OBJSND(BIRD) without
111 * having to be able to undo the changes later.) If a "used" copy is
112 * rerun, we come here and tell the player to run a fresh copy. */
113 if(game.setup <= 0) {
118 /* Start-up, dwarf stuff */
120 game.zzword=RNDVOC(3,0);
121 game.novice=YES(stdin, 65,1,0);
125 if(game.novice)game.limit=1000;
128 fprintf(logfp, "seed %ld\n", seedval);
130 /* interpret commands ubtil EOF or interrupt */
132 if (!do_command(stdin))
135 /* show score and exit */
139 static bool fallback_handler(char *buf)
140 /* fallback handler for commands not handled by FORTRANish parser */
143 if (sscanf(buf, "seed %ld", &sv) == 1) {
145 printf("Seed set to %ld\n", sv);
146 // autogenerated, so don't charge user time for it.
148 // here we reconfigure any global game state that uses random numbers
149 game.zzword=RNDVOC(3,0);
155 static void dohint(FILE *cmdin, int hint)
156 /* Come here if he's been long enough at required loc(s) for some
165 if(game.prop[GRATE] == 0 && !HERE(KEYS))
170 if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
174 if(HERE(SNAKE) && !HERE(BIRD))
179 if(game.atloc[game.loc] == 0 &&
180 game.atloc[game.oldloc] == 0 &&
181 game.atloc[game.oldlc2] == 0 &&
187 if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
199 if(game.atloc[game.loc] == 0 &&
200 game.atloc[game.oldloc] == 0 &&
201 game.atloc[game.oldlc2] == 0)
210 if(HERE(OGRE) && i == 0)
214 if(game.tally == 1 && game.prop[JADE] < 0)
223 /* Fall through to hint display */
225 if(!YES(cmdin,HINTS[hint][3],0,54))
227 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
229 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
230 if(game.hinted[hint] && game.limit > 30)
231 game.limit=game.limit+30*HINTS[hint][2];
234 static bool dwarfmove(void)
235 /* Dwarves move. Return true if player survives, false if he dies. */
237 int kk, stick, attack;
240 /* Dwarf stuff. See earlier comments for description of
241 * variables. Remember sixth dwarf is pirate and is thus
242 * very different except for motion rules. */
244 /* First off, don't let the dwarves follow him into a pit or
245 * a wall. Activate the whole mess the first time he gets as
246 * far as the hall of mists (loc 15). If game.newloc is
247 * forbidden to pirate (in particular, if it's beyond the
248 * troll bridge), bypass dwarf stuff. That way pirate can't
249 * steal return toll, and dwarves can't meet the bear. Also
250 * means dwarves won't follow him into dead end in maze, but
251 * c'est la vie. They'll wait for him outside the dead
253 if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
256 /* Dwarf activity level ratchets up */
257 if(game.dflag == 0) {
263 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
264 * the 5 dwarves. If any of the survivors is at loc,
265 * replace him with the alternate. */
266 if(game.dflag == 1) {
267 if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
270 for (int i=1; i<=2; i++) {
271 int j=1+randrange(NDWARVES-1);
275 for (int i=1; i<=NDWARVES-1; i++) {
276 if(game.dloc[i] == game.loc)
278 game.odloc[i]=game.dloc[i];
285 /* Things are in full swing. Move each dwarf at random,
286 * except if he's seen us he sticks with us. Dwarves stay
287 * deep inside. If wandering at random, they don't back up
288 * unless there's no alternative. If they don't have to
289 * move, they attack. And, of course, dead dwarves don't do
290 * much of anything. */
294 for (int i=1; i<=NDWARVES; i++) {
296 if(game.dloc[i] == 0)
298 /* Fill TK array with all the places this dwarf might go. */
300 kk=KEY[game.dloc[i]];
303 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
304 /* Have we avoided a dwarf enciounter? */
305 bool avoided = (game.newloc > 300 ||
306 !INDEEP(game.newloc) ||
307 game.newloc == game.odloc[i] ||
308 (j > 1 && game.newloc == TK[j-1]) ||
310 game.newloc == game.dloc[i] ||
311 FORCED(game.newloc) ||
312 (i == PIRATE && CNDBIT(game.newloc,3)) ||
313 labs(TRAVEL[kk])/1000000 == 100);
315 TK[j++] = game.newloc;
324 game.odloc[i]=game.dloc[i];
326 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
327 if(!game.dseen[i]) continue;
328 game.dloc[i]=game.loc;
330 /* The pirate's spotted him. He leaves him alone once we've
331 * found chest. K counts if a treasure is here. If not, and
332 * tally=1 for an unseen chest, let the pirate be spotted.
333 * Note that game.place(CHEST)=0 might mean that he's thrown
334 * it to the troll, but in that case he's seen the chest
336 if(game.loc == game.chloc || game.prop[CHEST] >= 0)
339 for (int j=MINTRS; j<=MAXTRS; j++) {
340 /* Pirate won't take pyramid from plover room or dark
341 * room (too easy!). */
342 if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
348 if(game.place[CHEST] == 0) {
349 /* Install chest only once, to insure it is
350 * the last treasure in the list. */
351 MOVE(CHEST,game.chloc);
352 MOVE(MESSAG,game.chloc2);
355 for (int j=MINTRS; j<=MAXTRS; j++) {
356 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
357 if(AT(j) && game.fixed[j] == 0)
363 game.dloc[PIRATE]=game.chloc;
364 game.odloc[PIRATE]=game.chloc;
365 game.dseen[PIRATE]=false;
371 /* Force chest placement before player finds last treasure */
372 if(game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
374 MOVE(CHEST,game.chloc);
375 MOVE(MESSAG,game.chloc2);
376 game.dloc[PIRATE]=game.chloc;
377 game.odloc[PIRATE]=game.chloc;
378 game.dseen[PIRATE]=false;
381 if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
386 /* This threatening little dwarf is in the room with him! */
388 if(game.odloc[i] == game.dloc[i]) {
391 game.knfloc=game.loc;
392 if(randrange(1000) < 95*(game.dflag-2))
398 /* Now we know what's happening. Let's tell the poor sucker about it.
399 * Note that various of the "knife" messages must have specific relative
400 * positions in the RSPEAK database. */
403 SETPRM(1,game.dtotal,0);
404 RSPEAK(4+1/game.dtotal);
407 if(game.dflag == 2)game.dflag=3;
413 RSPEAK(K+1+2/(1+stick));
416 game.oldlc2=game.loc;
420 static void croak(FILE *cmdin)
421 /* Okay, he's dead. Let's get on with it. */
424 /* He died during closing time. No resurrection. Tally up a
431 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
433 if(game.numdie == MAXDIE)
439 for (int j=1; j<=NOBJECTS; j++) {
440 int i=NOBJECTS + 1 - j;
449 game.oldloc=game.loc;
453 static bool do_command(FILE *cmdin) {
454 long LL, KQ, VERB, KK, K2, V1, V2;
458 /* Can't leave cave once it's closing (except by main office). */
459 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
461 game.newloc=game.loc;
462 if(!game.panic)game.clock2=15;
466 /* See if a dwarf has seen him and has come from where he
467 * wants to go. If so, the dwarf's blocking his way. If
468 * coming from place forbidden to pirate (dwarves rooted in
469 * place) let him get out (and attacked). */
470 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
471 for (i=1; i<=NDWARVES-1; i++) {
472 if(game.odloc[i] == game.newloc && game.dseen[i]) {
473 game.newloc=game.loc;
479 game.loc=game.newloc;
484 /* Describe the current location and (maybe) get next command. */
486 /* Print text for current loc. */
488 L2000: if(game.loc == 0)
491 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
492 if(FORCED(game.loc) || !DARK(0)) goto L2001;
493 if(game.wzdark && PCT(35)) goto L90;
495 L2001: if(TOTING(BEAR))RSPEAK(141);
498 if(FORCED(game.loc)) goto L8;
499 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
501 /* Print out descriptions of objects at this location. If not closing and
502 * property value is negative, tally off another treasure. Rug is special
503 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
504 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
505 * are because game.prop=0 is needed to get full score. */
507 if(DARK(0)) goto L2012;
508 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
509 i=game.atloc[game.loc];
510 L2004: if(i == 0) goto L2012;
512 if(obj > NOBJECTS)obj=obj-NOBJECTS;
513 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
514 if(game.prop[obj] >= 0) goto L2006;
515 if(game.closed) goto L2008;
517 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
518 game.tally=game.tally-1;
519 /* Note: There used to be a test here to see whether the player had blown it
520 * so badly that he could never ever see the remaining treasures, and if so
521 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
522 * things like killing the bird before the snake was gone (can never see
523 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
524 * bridge several times, using up all available treasures, breaking vase,
525 * using coins to buy batteries, etc., and eventually never be able to get
526 * across again. If bottle were left on far side, could then never get eggs
527 * or trident, and the effects propagate. So the whole thing was flushed.
528 * anyone who makes such a gross blunder isn't likely to find everything
529 * else anyway (so goes the rationalisation). */
530 L2006: KK=game.prop[obj];
531 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
533 L2008: i=game.link[i];
544 /* Check if this loc is eligible for any hints. If been here long enough,
545 * branch to help section (on later page). Hints all come back here eventually
546 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
548 L2600: if(COND[game.loc] >= game.conds) {
549 for (int hint=1; hint<=HNTMAX; hint++) {
550 if(game.hinted[hint])
552 if(!CNDBIT(game.loc,hint+10))
553 game.hintlc[hint]= -1;
554 game.hintlc[hint] = game.hintlc[hint]+1;
555 if(game.hintlc[hint] >= HINTS[hint][1])
560 /* If closing time, check for any objects being toted with
561 * game.prop < 0 and set the prop to -1-game.prop. This way
562 * objects won't be described until they've been picked up
563 * and put down separate from their respective piles. Don't
564 * tick game.clock1 unless well into cave (and not at Y2). */
565 L2603: if(game.closed) {
566 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
568 for (i=1; i<=NOBJECTS; i++) {
569 if(TOTING(i) && game.prop[i] < 0)
570 game.prop[i] = -1-game.prop[i];
574 if(game.knfloc > 0 && game.knfloc != game.loc)
577 /* This is where we get a new command from the user */
578 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
581 /* Every input, check "game.foobar" flag. If zero, nothing's
582 * going on. If pos, make neg. If neg, he skipped a word,
583 * so make it zero. */
584 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
585 game.turns=game.turns+1;
586 if(game.turns == game.thresh) {
587 SPEAK(TTEXT[game.trndex]);
588 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
589 game.trndex=game.trndex+1;
591 if(game.trndex <= TRNVLS)
592 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
594 if(VERB == SAY && WD2 > 0)VERB=0;
595 if(VERB == SAY) goto L4090;
596 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
597 if(game.clock1 == 0) goto L10000;
598 if(game.clock1 < 0)game.clock2=game.clock2-1;
599 if(game.clock2 == 0) goto L11000;
600 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
601 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
603 if(game.limit == 0) goto L12400;
604 if(game.limit <= 30) goto L12200;
606 if(LIQLOC(game.loc) == WATER)K=70;
609 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
610 if(V1 == ENTER && WD2 > 0) goto L2800;
611 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
612 1000+DOOR)) goto L2610;
613 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
614 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
615 WD1=MAKEWD(301200308);
616 L2620: if(WD1 == MAKEWD(23051920)) {
617 game.iwest=game.iwest+1;
618 if(game.iwest == 10)RSPEAK(17);
620 if(WD1 == MAKEWD( 715) && WD2 != 0) {
630 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
631 case 3: goto L2010; }
634 /* Get second word for analysis. */
641 /* Gee, I don't understand. */
643 L3000: SETPRM(1,WD1,WD1X);
644 if (fallback_handler(rawbuf))
649 /* Verb and object analysis moved to separate module. */
651 L4000: i=4000; VERB=K; goto Laction;
652 L4090: i=4090; goto Laction;
653 L5000: i=5000; obj = K;
655 switch (action(cmdin, i, VERB, obj)) {
658 case 2000: goto L2000;
659 case 2009: goto L2009;
660 case 2010: goto L2010;
661 case 2011: goto L2011;
662 case 2012: goto L2012;
663 case 2600: goto L2600;
664 case 2607: goto L2607;
665 case 2630: goto L2630;
666 case 2800: goto L2800;
667 case 8000: goto L8000;
668 case 18999: goto L18999;
669 case 19000: goto L19000;
673 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
676 L8000: SETPRM(1,WD1,WD1X);
681 /* Figure out the new location
683 * Given the current location in "game.loc", and a motion verb number in
684 * "K", put the new location in "game.newloc". The current loc is saved
685 * in "game.oldloc" in case he wants to retreat. The current
686 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
687 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
688 * him, so we need game.oldlc2, which is the last place he was
691 L8: KK=KEY[game.loc];
692 game.newloc=game.loc;
698 /* Handle "go back". Look for verb which goes from game.loc to
699 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
700 * K2 saves entry -> forced loc -> previous loc. */
702 if(FORCED(K))K=game.oldlc2;
703 game.oldlc2=game.oldloc;
704 game.oldloc=game.loc;
706 if(K == game.loc)K2=91;
707 if(CNDBIT(game.loc,4))K2=274;
708 if(K2 == 0) goto L21;
713 /* Look. Can't give more detail. Pretend it wasn't dark
714 * (though it may "now" be dark) so he won't fall into a
715 * pit while staring into the gloom. */
716 if(game.detail < 3)RSPEAK(15);
717 game.detail=game.detail+1;
719 game.abbrev[game.loc]=0;
723 /* Cave. Different messages depending on whether above ground. */
724 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
727 game.oldlc2=game.oldloc;
728 game.oldloc=game.loc;
730 L9: LL=labs(TRAVEL[KK]);
731 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
732 if(TRAVEL[KK] < 0) goto L50;
737 L11: game.newloc=LL/1000;
738 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
739 if(game.newloc <= 300) goto L13;
740 if(game.prop[K] != game.newloc/100-3) goto L16;
741 L12: if(TRAVEL[KK] < 0)BUG(25);
743 game.newloc=labs(TRAVEL[KK])/1000;
744 if(game.newloc == LL) goto L12;
748 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
749 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
752 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
753 L16: game.newloc=MOD(LL,1000);
754 if(game.newloc <= 300) return true;
755 if(game.newloc <= 500) goto L30000;
756 RSPEAK(game.newloc-500);
757 game.newloc=game.loc;
760 /* Special motions come here. Labelling convention: statement numbers NNNXX
761 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
763 L30000: game.newloc=game.newloc-300;
764 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
768 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
769 * table must include "useless" entries going through passage, which can never
770 * be used for actual motion, but can be spotted by "go back". */
772 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
773 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
774 game.newloc=game.loc;
778 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
779 * toting it), so he's forced to use the plover-passage to get it out. Having
780 * dropped it, go back and pretend he wasn't carrying it after all. */
782 L30200: DROP(EMRALD,game.loc);
785 /* Travel 303. Troll bridge. Must be done only as special motion so that
786 * dwarves won't wander across and encounter the bear. (They won't follow the
787 * player there because that region is forbidden to the pirate.) If
788 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
789 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
791 L30300: if(game.prop[TROLL] != 1) goto L30310;
795 MOVE(TROLL2+NOBJECTS,0);
796 MOVE(TROLL,PLAC[TROLL]);
797 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
799 game.newloc=game.loc;
802 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
803 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
804 if(!TOTING(BEAR)) return true;
808 DROP(BEAR,game.newloc);
809 game.fixed[BEAR]= -1;
811 game.oldlc2=game.newloc;
815 /* End of specials. */
817 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
820 if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
835 K=MOD(labs(TRAVEL[KK]),1000);
840 /* Non-applicable motion. Various messages depending on word given. */
843 if(K >= 43 && K <= 50)SPK=52;
844 if(K == 29 || K == 30)SPK=52;
845 if(K == 7 || K == 36 || K == 37)SPK=10;
846 if(K == 11 || K == 19)SPK=11;
847 if(VERB == FIND || VERB == INVENT)SPK=59;
848 if(K == 62 || K == 65)SPK=42;
853 /* "You're dead, Jim."
855 * If the current loc is zero, it means the clown got himself killed. We'll
856 * allow this maxdie times. MAXDIE is automatically set based on the number of
857 * snide messages available. Each death results in a message (81, 83, etc.)
858 * which offers reincarnation; if accepted, this results in message 82, 84,
859 * etc. The last time, if he wants another chance, he gets a snide remark as
860 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
861 * (presumably the last place prior to being killed) without change of props.
862 * the loop runs backwards to assure that the bird is dropped before the cage.
863 * (this kluge could be changed once we're sure all references to bird and cage
864 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
865 * it in the cave). It is turned off and left outside the building (only if he
866 * was carrying it, of course). He himself is left inside the building (and
867 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
868 * game.oldloc is zapped so he can't just "retreat". */
870 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
873 game.oldlc2=game.loc;
877 /* Cave closing and scoring */
880 /* These sections handle the closing of the cave. The cave closes "clock1"
881 * turns after the last treasure has been located (including the pirate's
882 * chest, which may of course never show up). Note that the treasures need not
883 * have been taken yet, just located. Hence clock1 must be large enough to get
884 * out of the cave (it only ticks while inside the cave). When it hits zero,
885 * we branch to 10000 to start closing the cave, and then sit back and wait for
886 * him to try to get out. If he doesn't within clock2 turns, we close the
887 * cave; if he does try, we assume he panics, and give him a few additional
888 * turns to get frantic before we close. When clock2 hits zero, we branch to
889 * 11000 to transport him into the final puzzle. Note that the puzzle depends
890 * upon all sorts of random things. For instance, there must be no water or
891 * oil, since there are beanstalks which we don't want to be able to water,
892 * since the code can't handle it. Also, we can have no keys, since there is a
893 * grate (having moved the fixed object!) there separating him from all the
894 * treasures. Most of these problems arise from the use of negative prop
895 * numbers to suppress the object descriptions until he's actually moved the
898 /* When the first warning comes, we lock the grate, destroy the bridge, kill
899 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
900 * and set "closng" to true. Leave the dragon; too much trouble to move it.
901 * from now until clock2 runs out, he cannot unlock the grate, move to any
902 * location outside the cave, or create the bridge. Nor can he be
903 * resurrected if he dies. Note that the snake is already gone, since he got
904 * to the treasure accessible only via the hall of the mountain king. Also, he's
905 * been in giant room (to get eggs), so we can refer to it. Also also, he's
906 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
907 * must have been activated, since we've found chest. */
909 L10000: game.prop[GRATE]=0;
911 for (i=1; i<=NDWARVES; i++) {
916 MOVE(TROLL+NOBJECTS,0);
917 MOVE(TROLL2,PLAC[TROLL]);
918 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
920 if(game.prop[BEAR] != 3)DSTROY(BEAR);
930 /* Once he's panicked, and clock2 has run out, we come here to set up the
931 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
932 * At the ne end, we place empty bottles, a nursery of plants, a bed of
933 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
934 * the sw end we place grate over treasures, snake pit, covey of caged birds,
935 * more rods, and pillows. A mirror stretches across one wall. Many of the
936 * objects come from known locations and/or states (e.g. the snake is known to
937 * have been destroyed and needn't be carried away from its old "place"),
938 * making the various objects be handled differently. We also drop all other
939 * objects he might be carrying (lest he have some which could cause trouble,
940 * such as the keys). We describe the flash of light and trundle back. */
942 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
943 game.prop[PLANT]=PUT(PLANT,115,0);
944 game.prop[OYSTER]=PUT(OYSTER,115,0);
946 game.prop[LAMP]=PUT(LAMP,115,0);
947 game.prop[ROD]=PUT(ROD,115,0);
948 game.prop[DWARF]=PUT(DWARF,115,0);
953 /* Leave the grate with normal (non-negative) property. Reuse sign. */
957 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
958 game.prop[SNAKE]=PUT(SNAKE,116,1);
959 game.prop[BIRD]=PUT(BIRD,116,1);
960 game.prop[CAGE]=PUT(CAGE,116,0);
961 game.prop[ROD2]=PUT(ROD2,116,0);
962 game.prop[PILLOW]=PUT(PILLOW,116,0);
964 game.prop[MIRROR]=PUT(MIRROR,115,0);
965 game.fixed[MIRROR]=116;
967 for (int i=1; i<=NOBJECTS; i++) {
976 /* Another way we can force an end to things is by having the lamp give out.
977 * When it gets close, we come here to warn him. We go to 12000 if the lamp
978 * and fresh batteries are here, in which case we replace the batteries and
979 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
980 * out. Even then, he can explore outside for a while if desired. */
984 if(TOTING(BATTER))DROP(BATTER,game.loc);
985 game.limit=game.limit+2500;
989 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
992 if(game.place[BATTER] == 0)SPK=183;
993 if(game.prop[BATTER] == 1)SPK=189;
997 L12400: game.limit= -1;
999 if(HERE(LAMP))RSPEAK(184);
1002 /* Oh dear, he's disturbed the dwarves. */
1004 L18999: RSPEAK(SPK);
1005 L19000: RSPEAK(136);