2 * The author - Don Woods - apologises for the style of the code; it
3 * is a result of running the original Fortran IV source through a
4 * home-brew Fortran-to-C converter.)
17 long ATLOC[186], FIXED[NOBJECTS+1],
18 LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
19 PARMS[26], PLACE[NOBJECTS+1],
21 char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
23 long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
24 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
25 CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
26 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
27 GRATE, HINT, HINTED[21], HINTLC[21],
28 I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
29 KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
30 MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
31 NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
32 PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
33 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
34 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
35 STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
36 URN, V1, V2, VASE, VEND, VERB,
37 VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
39 bool oldstyle = false;
42 extern void initialise();
43 extern void score(long);
44 extern int action(FILE *, long);
46 void sig_handler(int signo)
58 static bool do_command(FILE *);
60 int main(int argc, char *argv[]) {
63 /* Adventure (rev 2: 20 treasures) */
65 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
66 * 15-treasure version (adventure) by Don Woods, April-June 1977
67 * 20-treasure version (rev 2) by Don Woods, August 1978
68 * Errata fixed: 78/12/25 */
73 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
76 logfp = fopen(optarg, "w");
79 "advent: can't open logfile %s for write\n",
81 signal(SIGINT, sig_handler);
91 * game.closed says whether we're all the way closed
92 * game.closng says whether it's closing time yet
93 * game.clshnt says whether he's read the clue in the endgame
94 * game.lmwarn says whether he's been warned about lamp going dim
95 * game.novice says whether he asked for instructions at start-up
96 * game.panic says whether he's found out he's trapped in the cave
97 * game.wzdark says whether the loc he's leaving was dark */
101 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
105 lcgstate.m = 1048576;
107 long seedval = (long)rand();
110 /* Read the database if we have not yet done so */
113 if(!SETUP)initialise();
114 if(SETUP > 0) goto L1;
116 /* Unlike earlier versions, adventure is no longer restartable. (This
117 * lets us get away with modifying things such as OBJSND(BIRD) without
118 * having to be able to undo the changes later.) If a "used" copy is
119 * rerun, we come here and tell the player to run a fresh copy. */
124 /* Start-up, dwarf stuff */
128 game.zzword=RNDVOC(3,0);
129 game.novice=YES(stdin, 65,1,0);
133 if(game.novice)game.limit=1000;
136 fprintf(logfp, "seed %ld\n", seedval);
139 if (!do_command(stdin))
145 static bool fallback_handler(char *buf)
146 /* fallback handler for commands not handled by FORTRANish parser */
149 if (sscanf(buf, "seed %ld", &sv) == 1) {
151 printf("Seed set to %ld\n", sv);
152 // autogenerated, so don't charge user time for it.
154 // here we reconfigure any global game state that uses random numbers
155 game.zzword=RNDVOC(3,0);
161 static bool do_command(FILE *cmdin) {
163 /* Can't leave cave once it's closing (except by main office). */
165 if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
168 if(!game.panic)game.clock2=15;
171 /* See if a dwarf has seen him and has come from where he wants to go. If so,
172 * the dwarf's blocking his way. If coming from place forbidden to pirate
173 * (dwarves rooted in place) let him get out (and attacked). */
175 L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
176 /* 73 */ for (I=1; I<=NDWARVES-1; I++) {
177 if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
183 L74: LOC=game.newloc;
185 /* Dwarf stuff. See earlier comments for description of variables. Remember
186 * sixth dwarf is pirate and is thus very different except for motion rules. */
188 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
189 * the whole mess the first time he gets as far as the hall of mists (loc 15).
190 * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
191 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
192 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
193 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
195 if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
196 if(game.dflag != 0) goto L6000;
197 if(INDEEP(LOC))game.dflag=1;
200 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
201 * any of the survivors is at loc, replace him with the alternate. */
203 L6000: if(game.dflag != 1) goto L6010;
204 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
206 for (I=1; I<=2; I++) {
207 J=1+randrange(NDWARVES-1);
208 if(PCT(50))game.dloc[J]=0;
210 for (I=1; I<=NDWARVES-1; I++) {
211 if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
212 game.odloc[I]=game.dloc[I];
218 /* Things are in full swing. Move each dwarf at random, except if he's seen us
219 * he sticks with us. Dwarves stay deep inside. If wandering at random,
220 * they don't back up unless there's no alternative. If they don't have to
221 * move, they attack. And, of course, dead dwarves don't do much of anything. */
223 L6010: game.dtotal=0;
226 /* 6030 */ for (I=1; I<=NDWARVES; I++) {
227 if(game.dloc[I] == 0) goto L6030;
228 /* Fill TK array with all the places this dwarf might go. */
232 if(KK == 0) goto L6016;
233 L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
235 if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
236 game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
237 FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
238 labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
242 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
243 L6016: TK[J]=game.odloc[I];
246 game.odloc[I]=game.dloc[I];
248 game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
249 if(!game.dseen[I]) goto L6030;
251 if(I != 6) goto L6027;
253 /* The pirate's spotted him. He leaves him alone once we've found chest. K
254 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
255 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
256 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
258 if(LOC == game.chloc || PROP[CHEST] >= 0) goto L6030;
260 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
261 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
262 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
263 if(TOTING(J)) goto L6021;
264 L6020: if(HERE(J))K=1;
266 if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
268 if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
271 L6021: if(PLACE[CHEST] != 0) goto L6022;
272 /* Install chest only once, to insure it is the last treasure in the list. */
273 MOVE(CHEST,game.chloc);
274 MOVE(MESSAG,game.chloc2);
276 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
277 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
278 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
279 if(TOTING(J))DROP(J,game.chloc);
282 L6024: game.dloc[6]=game.chloc;
283 game.odloc[6]=game.chloc;
288 MOVE(CHEST,game.chloc);
289 MOVE(MESSAG,game.chloc2);
292 /* This threatening little dwarf is in the room with him! */
294 L6027: game.dtotal=game.dtotal+1;
295 if(game.odloc[I] != game.dloc[I]) goto L6030;
297 if(game.knfloc >= 0)game.knfloc=LOC;
298 if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
302 /* Now we know what's happening. Let's tell the poor sucker about it.
303 * Note that various of the "knife" messages must have specific relative
304 * positions in the RSPEAK database. */
306 if(game.dtotal == 0) goto L2000;
307 SETPRM(1,game.dtotal,0);
308 RSPEAK(4+1/game.dtotal);
309 if(ATTACK == 0) goto L2000;
310 if(game.dflag == 2)game.dflag=3;
316 RSPEAK(K+1+2/(1+STICK));
317 if(STICK == 0) goto L2000;
326 /* Describe the current location and (maybe) get next command. */
328 /* Print text for current loc. */
330 L2000: if(LOC == 0) goto L99;
332 if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
333 if(FORCED(LOC) || !DARK(0)) goto L2001;
334 if(game.wzdark && PCT(35)) goto L90;
336 L2001: if(TOTING(BEAR))RSPEAK(141);
339 if(FORCED(LOC)) goto L8;
340 if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
342 /* Print out descriptions of objects at this location. If not closing and
343 * property value is negative, tally off another treasure. Rug is special
344 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
345 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
346 * are because PROP=0 is needed to get full score. */
348 if(DARK(0)) goto L2012;
349 game.abbrev[LOC]=game.abbrev[LOC]+1;
351 L2004: if(I == 0) goto L2012;
353 if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
354 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
355 if(PROP[OBJ] >= 0) goto L2006;
356 if(game.closed) goto L2008;
358 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
359 game.tally=game.tally-1;
360 /* Note: There used to be a test here to see whether the player had blown it
361 * so badly that he could never ever see the remaining treasures, and if so
362 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
363 * things like killing the bird before the snake was gone (can never see
364 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
365 * bridge several times, using up all available treasures, breaking vase,
366 * using coins to buy batteries, etc., and eventually never be able to get
367 * across again. If bottle were left on far side, could then never get eggs
368 * or trident, and the effects propagate. So the whole thing was flushed.
369 * anyone who makes such a gross blunder isn't likely to find everything
370 * else anyway (so goes the rationalisation). */
372 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
385 /* Check if this loc is eligible for any hints. If been here long enough,
386 * branch to help section (on later page). Hints all come back here eventually
387 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
390 L2600: if(COND[LOC] < game.conds) goto L2603;
391 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
392 if(HINTED[HINT]) goto L2602;
393 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
394 HINTLC[HINT]=HINTLC[HINT]+1;
395 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
399 /* If closing time, check for any objects being toted with PROP < 0 and set
400 * the prop to -1-PROP. This way objects won't be described until they've
401 * been picked up and put down separate from their respective piles. Don't
402 * tick game.clock1 unless well into cave (and not at Y2). */
404 L2603: if(!game.closed) goto L2605;
405 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
406 for (I=1; I<=NOBJECTS; I++) {
407 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
409 L2605: game.wzdark=DARK(0);
410 if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
412 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
415 /* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
416 * make neg. If neg, he skipped a word, so make it zero. */
418 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
419 game.turns=game.turns+1;
420 if(game.turns == game.thresh) {
421 SPEAK(TTEXT[game.trndex]);
422 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
423 game.trndex=game.trndex+1;
425 if(game.trndex <= TRNVLS)
426 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
428 if(VERB == SAY && WD2 > 0)VERB=0;
429 if(VERB == SAY) goto L4090;
430 if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
431 if(game.clock1 == 0) goto L10000;
432 if(game.clock1 < 0)game.clock2=game.clock2-1;
433 if(game.clock2 == 0) goto L11000;
434 if(PROP[LAMP] == 1)game.limit=game.limit-1;
435 if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
437 if(game.limit == 0) goto L12400;
438 if(game.limit <= 30) goto L12200;
440 if(LIQLOC(LOC) == WATER)K=70;
443 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
444 if(V1 == ENTER && WD2 > 0) goto L2800;
445 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
446 1000+DOOR)) goto L2610;
447 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
448 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
449 WD1=MAKEWD(301200308);
450 L2620: if(WD1 == MAKEWD(23051920)) {
451 game.iwest=game.iwest+1;
452 if(game.iwest == 10)RSPEAK(17);
454 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
456 if(IGO == 10)RSPEAK(276);
457 L2630: I=VOCAB(WD1,-1);
458 if(I == -1) goto L3000;
461 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
462 case 3: goto L2010; }
465 /* Get second word for analysis. */
472 /* Gee, I don't understand. */
474 L3000: SETPRM(1,WD1,WD1X);
475 if (fallback_handler(rawbuf))
480 /* Verb and object analysis moved to separate module. */
482 L4000: I=4000; goto Laction;
483 L4090: I=4090; goto Laction;
486 switch (action(cmdin, I)) {
489 case 2000: goto L2000;
490 case 2009: goto L2009;
491 case 2010: goto L2010;
492 case 2011: goto L2011;
493 case 2012: goto L2012;
494 case 2600: goto L2600;
495 case 2607: goto L2607;
496 case 2630: goto L2630;
497 case 2800: goto L2800;
498 case 8000: goto L8000;
499 case 18999: goto L18999;
500 case 19000: goto L19000;
504 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
507 L8000: SETPRM(1,WD1,WD1X);
512 /* Figure out the new location
514 * Given the current location in "LOC", and a motion verb number in
515 * "K", put the new location in "game.newloc". The current loc is saved
516 * in "game.olddloc" in case he wants to retreat. The current
517 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
518 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
519 * him, so we need game.oldlc2, which is the last place he was
525 if(K == NUL) return true;
526 if(K == BACK) goto L20;
527 if(K == LOOK) goto L30;
528 if(K == CAVE) goto L40;
529 game.oldlc2=game.oldloc;
532 L9: LL=labs(TRAVEL[KK]);
533 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
534 if(TRAVEL[KK] < 0) goto L50;
539 L11: game.newloc=LL/1000;
540 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
541 if(game.newloc <= 300) goto L13;
542 if(PROP[K] != game.newloc/100-3) goto L16;
543 L12: if(TRAVEL[KK] < 0)BUG(25);
545 game.newloc=labs(TRAVEL[KK])/1000;
546 if(game.newloc == LL) goto L12;
550 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
551 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
554 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
555 L16: game.newloc=MOD(LL,1000);
556 if(game.newloc <= 300) return true;
557 if(game.newloc <= 500) goto L30000;
558 RSPEAK(game.newloc-500);
562 /* Special motions come here. Labelling convention: statement numbers NNNXX
563 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
565 L30000: game.newloc=game.newloc-300;
566 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
570 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
571 * table must include "useless" entries going through passage, which can never
572 * be used for actual motion, but can be spotted by "go back". */
574 L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
575 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
580 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
581 * toting it), so he's forced to use the plover-passage to get it out. Having
582 * dropped it, go back and pretend he wasn't carrying it after all. */
584 L30200: DROP(EMRALD,LOC);
587 /* Travel 303. Troll bridge. Must be done only as special motion so that
588 * dwarves won't wander across and encounter the bear. (They won't follow the
589 * player there because that region is forbidden to the pirate.) If
590 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
591 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
593 L30300: if(PROP[TROLL] != 1) goto L30310;
597 MOVE(TROLL2+NOBJECTS,0);
598 MOVE(TROLL,PLAC[TROLL]);
599 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
604 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
605 if(PROP[TROLL] == 0)PROP[TROLL]=1;
606 if(!TOTING(BEAR)) return true;
610 DROP(BEAR,game.newloc);
613 game.oldlc2=game.newloc;
616 /* End of specials. */
618 /* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
619 * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
622 if(FORCED(K))K=game.oldlc2;
623 game.oldlc2=game.oldloc;
627 if(CNDBIT(LOC,4))K2=274;
628 if(K2 == 0) goto L21;
632 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
636 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
639 if(TRAVEL[KK] < 0) goto L23;
650 K=MOD(labs(TRAVEL[KK]),1000);
654 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
655 * be dark) so he won't fall into a pit while staring into the gloom. */
657 L30: if(game.detail < 3)RSPEAK(15);
658 game.detail=game.detail+1;
663 /* Cave. Different messages depending on whether above ground. */
666 if(OUTSID(LOC) && LOC != 8)K=57;
670 /* Non-applicable motion. Various messages depending on word given. */
673 if(K >= 43 && K <= 50)SPK=52;
674 if(K == 29 || K == 30)SPK=52;
675 if(K == 7 || K == 36 || K == 37)SPK=10;
676 if(K == 11 || K == 19)SPK=11;
677 if(VERB == FIND || VERB == INVENT)SPK=59;
678 if(K == 62 || K == 65)SPK=42;
683 /* "You're dead, Jim."
685 * If the current loc is zero, it means the clown got himself killed. We'll
686 * allow this maxdie times. MAXDIE is automatically set based on the number of
687 * snide messages available. Each death results in a message (81, 83, etc.)
688 * which offers reincarnation; if accepted, this results in message 82, 84,
689 * etc. The last time, if he wants another chance, he gets a snide remark as
690 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
691 * (presumably the last place prior to being killed) without change of props.
692 * the loop runs backwards to assure that the bird is dropped before the cage.
693 * (this kluge could be changed once we're sure all references to bird and cage
694 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
695 * it in the cave). It is turned off and left outside the building (only if he
696 * was carrying it, of course). He himself is left inside the building (and
697 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
698 * game.oldloc is zapped so he can't just "retreat". */
700 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
705 /* Okay, he's dead. Let's get on with it. */
707 L99: if(game.closng) goto L95;
708 game.numdie=game.numdie+1;
709 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
710 if(game.numdie == MAXDIE) score(0);
713 if(TOTING(LAMP))PROP[LAMP]=0;
714 /* 98 */ for (J=1; J<=NOBJECTS; J++) {
716 if(!TOTING(I)) goto L98;
726 /* He died during closing time. No resurrection. Tally up a death and exit. */
729 game.numdie=game.numdie+1;
737 /* Come here if he's been long enough at required loc(s) for some unused hint.
738 * hint number is in variable "hint". Branch to quick test for additional
739 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
740 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
741 * 40030 to take no action yet. */
743 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
744 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
745 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
746 L40900; case 9: goto L41000; }
747 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
751 L40010: HINTLC[HINT]=0;
752 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
753 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
755 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
756 if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
757 L40020: HINTLC[HINT]=0;
760 /* Now for the quick tests. See database description for one-line notes. */
762 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
765 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
768 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
771 L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng >
775 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
780 L40700: if(game.dflag == 0) goto L40010;
783 L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
787 L40900: I=ATDWRF(LOC);
788 if(I < 0) goto L40020;
789 if(HERE(OGRE) && I == 0) goto L40010;
792 L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
799 /* Cave closing and scoring */
802 /* These sections handle the closing of the cave. The cave closes "clock1"
803 * turns after the last treasure has been located (including the pirate's
804 * chest, which may of course never show up). Note that the treasures need not
805 * have been taken yet, just located. Hence clock1 must be large enough to get
806 * out of the cave (it only ticks while inside the cave). When it hits zero,
807 * we branch to 10000 to start closing the cave, and then sit back and wait for
808 * him to try to get out. If he doesn't within clock2 turns, we close the
809 * cave; if he does try, we assume he panics, and give him a few additional
810 * turns to get frantic before we close. When clock2 hits zero, we branch to
811 * 11000 to transport him into the final puzzle. Note that the puzzle depends
812 * upon all sorts of random things. For instance, there must be no water or
813 * oil, since there are beanstalks which we don't want to be able to water,
814 * since the code can't handle it. Also, we can have no keys, since there is a
815 * grate (having moved the fixed object!) there separating him from all the
816 * treasures. Most of these problems arise from the use of negative prop
817 * numbers to suppress the object descriptions until he's actually moved the
820 /* When the first warning comes, we lock the grate, destroy the bridge, kill
821 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
822 * and set "closng" to true. Leave the dragon; too much trouble to move it.
823 * from now until clock2 runs out, he cannot unlock the grate, move to any
824 * location outside the cave, or create the bridge. Nor can he be
825 * resurrected if he dies. Note that the snake is already gone, since he got
826 * to the treasure accessible only via the hall of the mountain king. Also, he's
827 * been in giant room (to get eggs), so we can refer to it. Also also, he's
828 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
829 * must have been activated, since we've found chest. */
831 L10000: PROP[GRATE]=0;
833 for (I=1; I<=NDWARVES; I++) {
838 MOVE(TROLL+NOBJECTS,0);
839 MOVE(TROLL2,PLAC[TROLL]);
840 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
842 if(PROP[BEAR] != 3)DSTROY(BEAR);
852 /* Once he's panicked, and clock2 has run out, we come here to set up the
853 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
854 * At the ne end, we place empty bottles, a nursery of plants, a bed of
855 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
856 * the sw end we place grate over treasures, snake pit, covey of caged birds,
857 * more rods, and pillows. A mirror stretches across one wall. Many of the
858 * objects come from known locations and/or states (e.g. the snake is known to
859 * have been destroyed and needn't be carried away from its old "place"),
860 * making the various objects be handled differently. We also drop all other
861 * objects he might be carrying (lest he have some which could cause trouble,
862 * such as the keys). We describe the flash of light and trundle back. */
864 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
865 PROP[PLANT]=PUT(PLANT,115,0);
866 PROP[OYSTER]=PUT(OYSTER,115,0);
868 PROP[LAMP]=PUT(LAMP,115,0);
869 PROP[ROD]=PUT(ROD,115,0);
870 PROP[DWARF]=PUT(DWARF,115,0);
875 /* Leave the grate with normal (non-negative) property. Reuse sign. */
879 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
880 PROP[SNAKE]=PUT(SNAKE,116,1);
881 PROP[BIRD]=PUT(BIRD,116,1);
882 PROP[CAGE]=PUT(CAGE,116,0);
883 PROP[ROD2]=PUT(ROD2,116,0);
884 PROP[PILLOW]=PUT(PILLOW,116,0);
886 PROP[MIRROR]=PUT(MIRROR,115,0);
889 for (I=1; I<=NOBJECTS; I++) {
898 /* Another way we can force an end to things is by having the lamp give out.
899 * When it gets close, we come here to warn him. We go to 12000 if the lamp
900 * and fresh batteries are here, in which case we replace the batteries and
901 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
902 * out. Even then, he can explore outside for a while if desired. */
906 if(TOTING(BATTER))DROP(BATTER,LOC);
907 game.limit=game.limit+2500;
911 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
914 if(PLACE[BATTER] == 0)SPK=183;
915 if(PROP[BATTER] == 1)SPK=189;
919 L12400: game.limit= -1;
921 if(HERE(LAMP))RSPEAK(184);
924 /* Oh dear, he's disturbed the dwarves. */