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];
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 */
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 void dohint(FILE *cmdin, int hint)
155 /* Come here if he's been long enough at required loc(s) for some
164 if (game.prop[GRATE] == 0 && !HERE(KEYS))
169 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
173 if (HERE(SNAKE) && !HERE(BIRD))
178 if (game.atloc[game.loc] == 0 &&
179 game.atloc[game.oldloc] == 0 &&
180 game.atloc[game.oldlc2] == 0 &&
186 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
198 if (game.atloc[game.loc] == 0 &&
199 game.atloc[game.oldloc] == 0 &&
200 game.atloc[game.oldlc2] == 0)
209 if (HERE(OGRE) && i == 0)
213 if (game.tally == 1 && game.prop[JADE] < 0)
222 /* Fall through to hint display */
224 if (!YES(cmdin,HINTS[hint][3],0,54))
226 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
228 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
229 if (game.hinted[hint] && game.limit > 30)
230 game.limit=game.limit+30*HINTS[hint][2];
233 static bool dwarfmove(void)
234 /* Dwarves move. Return true if player survives, false if he dies. */
236 int kk, stick, attack;
239 /* Dwarf stuff. See earlier comments for description of
240 * variables. Remember sixth dwarf is pirate and is thus
241 * very different except for motion rules. */
243 /* First off, don't let the dwarves follow him into a pit or
244 * a wall. Activate the whole mess the first time he gets as
245 * far as the hall of mists (loc 15). If game.newloc is
246 * forbidden to pirate (in particular, if it's beyond the
247 * troll bridge), bypass dwarf stuff. That way pirate can't
248 * steal return toll, and dwarves can't meet the bear. Also
249 * means dwarves won't follow him into dead end in maze, but
250 * c'est la vie. They'll wait for him outside the dead
252 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
255 /* Dwarf activity level ratchets up */
256 if (game.dflag == 0) {
257 if (INDEEP(game.loc))
262 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
263 * the 5 dwarves. If any of the survivors is at loc,
264 * replace him with the alternate. */
265 if (game.dflag == 1) {
266 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
269 for (int i=1; i<=2; i++) {
270 int j=1+randrange(NDWARVES-1);
274 for (int i=1; i<=NDWARVES-1; i++) {
275 if (game.dloc[i] == game.loc)
277 game.odloc[i]=game.dloc[i];
284 /* Things are in full swing. Move each dwarf at random,
285 * except if he's seen us he sticks with us. Dwarves stay
286 * deep inside. If wandering at random, they don't back up
287 * unless there's no alternative. If they don't have to
288 * move, they attack. And, of course, dead dwarves don't do
289 * much of anything. */
293 for (int i=1; i<=NDWARVES; i++) {
295 if (game.dloc[i] == 0)
297 /* Fill TK array with all the places this dwarf might go. */
299 kk=KEY[game.dloc[i]];
302 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
303 /* Have we avoided a dwarf enciounter? */
304 bool avoided = (game.newloc > 300 ||
305 !INDEEP(game.newloc) ||
306 game.newloc == game.odloc[i] ||
307 (j > 1 && game.newloc == TK[j-1]) ||
309 game.newloc == game.dloc[i] ||
310 FORCED(game.newloc) ||
311 (i == PIRATE && CNDBIT(game.newloc,3)) ||
312 labs(TRAVEL[kk])/1000000 == 100);
314 TK[j++] = game.newloc;
323 game.odloc[i]=game.dloc[i];
325 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
326 if (!game.dseen[i]) continue;
327 game.dloc[i]=game.loc;
329 /* The pirate's spotted him. He leaves him alone once we've
330 * found chest. K counts if a treasure is here. If not, and
331 * tally=1 for an unseen chest, let the pirate be spotted.
332 * Note that game.place(CHEST)=0 might mean that he's thrown
333 * it to the troll, but in that case he's seen the chest
335 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
338 for (int j=MINTRS; j<=MAXTRS; j++) {
339 /* Pirate won't take pyramid from plover room or dark
340 * room (too easy!). */
341 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
347 if (game.place[CHEST] == 0) {
348 /* Install chest only once, to insure it is
349 * the last treasure in the list. */
350 MOVE(CHEST,game.chloc);
351 MOVE(MESSAG,game.chloc2);
354 for (int j=MINTRS; j<=MAXTRS; j++) {
355 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
356 if (AT(j) && game.fixed[j] == 0)
362 game.dloc[PIRATE]=game.chloc;
363 game.odloc[PIRATE]=game.chloc;
364 game.dseen[PIRATE]=false;
370 /* Force chest placement before player finds last treasure */
371 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
373 MOVE(CHEST,game.chloc);
374 MOVE(MESSAG,game.chloc2);
375 game.dloc[PIRATE]=game.chloc;
376 game.odloc[PIRATE]=game.chloc;
377 game.dseen[PIRATE]=false;
380 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
385 /* This threatening little dwarf is in the room with him! */
387 if (game.odloc[i] == game.dloc[i]) {
389 if (game.knfloc >= 0)
390 game.knfloc=game.loc;
391 if (randrange(1000) < 95*(game.dflag-2))
397 /* Now we know what's happening. Let's tell the poor sucker about it.
398 * Note that various of the "knife" messages must have specific relative
399 * positions in the RSPEAK database. */
400 if (game.dtotal == 0)
402 SETPRM(1,game.dtotal,0);
403 RSPEAK(4+1/game.dtotal);
406 if (game.dflag == 2)game.dflag=3;
409 if (attack > 1)K=250;
412 RSPEAK(K+1+2/(1+stick));
415 game.oldlc2=game.loc;
419 /* "You're dead, Jim."
421 * If the current loc is zero, it means the clown got himself killed.
422 * We'll allow this maxdie times. MAXDIE is automatically set based
423 * on the number of snide messages available. Each death results in
424 * a message (81, 83, etc.) which offers reincarnation; if accepted,
425 * this results in message 82, 84, etc. The last time, if he wants
426 * another chance, he gets a snide remark as we exit. When
427 * reincarnated, all objects being carried get dropped at game.oldlc2
428 * (presumably the last place prior to being killed) without change
429 * of props. the loop runs backwards to assure that the bird is
430 * dropped before the cage. (this kluge could be changed once we're
431 * sure all references to bird and cage are done by keywords.) The
432 * lamp is a special case (it wouldn't do to leave it in the cave).
433 * It is turned off and left outside the building (only if he was
434 * carrying it, of course). He himself is left inside the building
435 * (and heaven help him if he tries to xyzzy back into the cave
436 * without the lamp!). game.oldloc is zapped so he can't just
439 static void croak(FILE *cmdin)
440 /* Okay, he's dead. Let's get on with it. */
443 /* He died during closing time. No resurrection. Tally up a
450 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
452 if (game.numdie == MAXDIE)
458 for (int j=1; j<=NOBJECTS; j++) {
459 int i=NOBJECTS + 1 - j;
468 game.oldloc=game.loc;
472 /* Given the current location in "game.loc", and a motion verb number in
473 * "K", put the new location in "game.newloc". The current loc is saved
474 * in "game.oldloc" in case he wants to retreat. The current
475 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
476 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
477 * him, so we need game.oldlc2, which is the last place he was
480 static bool playermove(FILE *cmdin, token_t verb)
482 int LL, K2, KK=KEY[game.loc];
483 game.newloc=game.loc;
489 /* Handle "go back". Look for verb which goes from game.loc to
490 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
491 * K2 saves entry -> forced loc -> previous loc. */
495 game.oldlc2=game.oldloc;
496 game.oldloc=game.loc;
498 if (K == game.loc)K2=91;
499 if (CNDBIT(game.loc,4))K2=274;
502 LL=MOD((labs(TRAVEL[KK])/1000),1000);
505 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
508 if (TRAVEL[KK] >= 0) {
519 K=MOD(labs(TRAVEL[KK]),1000);
527 /* Look. Can't give more detail. Pretend it wasn't dark
528 * (though it may "now" be dark) so he won't fall into a
529 * pit while staring into the gloom. */
530 if (game.detail < 3)RSPEAK(15);
531 game.detail=game.detail+1;
533 game.abbrev[game.loc]=0;
537 /* Cave. Different messages depending on whether above ground. */
538 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
541 game.oldlc2=game.oldloc;
542 game.oldloc=game.loc;
547 if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
549 if (TRAVEL[KK] < 0) {
550 /* Non-applicable motion. Various messages depending on
553 if (K >= 43 && K <= 50)SPK=52;
554 if (K == 29 || K == 30)SPK=52;
555 if (K == 7 || K == 36 || K == 37)SPK=10;
556 if (K == 11 || K == 19)SPK=11;
557 if (verb == FIND || verb == INVENT)SPK=59;
558 if (K == 62 || K == 65)SPK=42;
569 K=MOD(game.newloc,100);
570 if (game.newloc <= 300) {
571 if (game.newloc <= 100)
573 if (TOTING(K) || (game.newloc > 200 && AT(K)))
577 if (game.prop[K] != game.newloc/100-3)
581 if (TRAVEL[KK] < 0)BUG(25);
583 game.newloc=labs(TRAVEL[KK])/1000;
590 if (game.newloc != 0 && !PCT(game.newloc))
593 game.newloc=MOD(LL,1000);
594 if (game.newloc <= 300) return true;
595 if (game.newloc <= 500) {
596 game.newloc=game.newloc-300;
600 /* Travel 301. Plover-alcove passage. Can carry only
601 * emerald. Note: travel table must include "useless"
602 * entries going through passage, which can never be used for
603 * actual motion, but can be spotted by "go back". */
604 game.newloc=99+100-game.loc;
605 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
607 game.newloc=game.loc;
611 /* Travel 302. Plover transport. Drop the emerald (only use
612 * special travel if toting it), so he's forced to use the
613 * plover-passage to get it out. Having dropped it, go back and
614 * pretend he wasn't carrying it after all. */
615 DROP(EMRALD,game.loc);
618 /* Travel 303. Troll bridge. Must be done only as special
619 * motion so that dwarves won't wander across and encounter
620 * the bear. (They won't follow the player there because
621 * that region is forbidden to the pirate.) If
622 * game.prop(TROLL)=1, he's crossed since paying, so step out
623 * and block him. (standard travel entries check for
624 * game.prop(TROLL)=0.) Special stuff for bear. */
625 if (game.prop[TROLL] == 1) {
629 MOVE(TROLL2+NOBJECTS,0);
630 MOVE(TROLL,PLAC[TROLL]);
631 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
633 game.newloc=game.loc;
636 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
637 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
638 if (!TOTING(BEAR)) return true;
642 DROP(BEAR,game.newloc);
643 game.fixed[BEAR]= -1;
645 game.oldlc2=game.newloc;
652 RSPEAK(game.newloc-500);
653 game.newloc=game.loc;
657 static bool do_command(FILE *cmdin)
659 long KQ, VERB, KK, V1, V2;
663 /* Can't leave cave once it's closing (except by main office). */
664 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
666 game.newloc=game.loc;
667 if (!game.panic)game.clock2=15;
671 /* See if a dwarf has seen him and has come from where he
672 * wants to go. If so, the dwarf's blocking his way. If
673 * coming from place forbidden to pirate (dwarves rooted in
674 * place) let him get out (and attacked). */
675 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
676 for (i=1; i<=NDWARVES-1; i++) {
677 if (game.odloc[i] == game.newloc && game.dseen[i]) {
678 game.newloc=game.loc;
684 game.loc=game.newloc;
689 /* Describe the current location and (maybe) get next command. */
691 /* Print text for current loc. */
693 L2000: if (game.loc == 0)
696 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
698 if (!FORCED(game.loc) && DARK(0)) {
699 /* The easiest way to get killed is to fall into a pit in
701 if (game.wzdark && PCT(35)) {
703 game.oldlc2 = game.loc;
709 if (TOTING(BEAR))RSPEAK(141);
712 if (FORCED(game.loc))
714 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
716 /* Print out descriptions of objects at this location. If
717 * not closing and property value is negative, tally off
718 * another treasure. Rug is special case; once seen, its
719 * game.prop is 1 (dragon on it) till dragon is killed.
720 * Similarly for chain; game.prop is initially 1 (locked to
721 * bear). These hacks are because game.prop=0 is needed to
724 if (DARK(0)) goto L2012;
725 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
726 i=game.atloc[game.loc];
727 L2004: if (i == 0) goto L2012;
729 if (obj > NOBJECTS)obj=obj-NOBJECTS;
730 if (obj == STEPS && TOTING(NUGGET)) goto L2008;
731 if (game.prop[obj] >= 0) goto L2006;
732 if (game.closed) goto L2008;
734 if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
735 game.tally=game.tally-1;
736 /* Note: There used to be a test here to see whether the player had blown it
737 * so badly that he could never ever see the remaining treasures, and if so
738 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
739 * things like killing the bird before the snake was gone (can never see
740 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
741 * bridge several times, using up all available treasures, breaking vase,
742 * using coins to buy batteries, etc., and eventually never be able to get
743 * across again. If bottle were left on far side, could then never get eggs
744 * or trident, and the effects propagate. So the whole thing was flushed.
745 * anyone who makes such a gross blunder isn't likely to find everything
746 * else anyway (so goes the rationalisation). */
747 L2006: KK=game.prop[obj];
748 if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
750 L2008: i=game.link[i];
761 /* Check if this loc is eligible for any hints. If been here long enough,
762 * branch to help section (on later page). Hints all come back here eventually
763 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
765 L2600: if (COND[game.loc] >= game.conds) {
766 for (int hint=1; hint<=HNTMAX; hint++) {
767 if (game.hinted[hint])
769 if (!CNDBIT(game.loc,hint+10))
770 game.hintlc[hint]= -1;
771 game.hintlc[hint] = game.hintlc[hint]+1;
772 if (game.hintlc[hint] >= HINTS[hint][1])
777 /* If closing time, check for any objects being toted with
778 * game.prop < 0 and set the prop to -1-game.prop. This way
779 * objects won't be described until they've been picked up
780 * and put down separate from their respective piles. Don't
781 * tick game.clock1 unless well into cave (and not at Y2). */
782 L2603: if (game.closed) {
783 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
785 for (i=1; i<=NOBJECTS; i++) {
786 if (TOTING(i) && game.prop[i] < 0)
787 game.prop[i] = -1-game.prop[i];
791 if (game.knfloc > 0 && game.knfloc != game.loc)
794 /* This is where we get a new command from the user */
795 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
798 /* Every input, check "game.foobar" flag. If zero, nothing's
799 * going on. If pos, make neg. If neg, he skipped a word,
800 * so make it zero. */
801 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
802 game.turns=game.turns+1;
803 if (game.turns == game.thresh) {
804 SPEAK(TTEXT[game.trndex]);
805 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
806 game.trndex=game.trndex+1;
808 if (game.trndex <= TRNVLS)
809 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
811 if (VERB == SAY && WD2 > 0)VERB=0;
812 if (VERB == SAY) goto L4090;
813 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
814 if (game.clock1 == 0) goto L10000;
815 if (game.clock1 < 0)game.clock2=game.clock2-1;
816 if (game.clock2 == 0) goto L11000;
817 if (game.prop[LAMP] == 1)game.limit=game.limit-1;
818 if (game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
820 if (game.limit == 0) goto L12400;
821 if (game.limit <= 30) goto L12200;
823 if (LIQLOC(game.loc) == WATER)K=70;
826 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
827 if (V1 == ENTER && WD2 > 0) goto L2800;
828 if ((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
829 1000+DOOR)) goto L2610;
830 {long x = V2-1000; if (AT(x))WD2=MAKEWD(16152118);}
831 L2610: if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
832 WD1=MAKEWD(301200308);
833 L2620: if (WD1 == MAKEWD(23051920)) {
834 game.iwest=game.iwest+1;
835 if (game.iwest == 10)RSPEAK(17);
837 if (WD1 == MAKEWD( 715) && WD2 != 0) {
847 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
848 case 3: goto L2010; }
851 /* Get second word for analysis. */
858 /* Gee, I don't understand. */
860 L3000: SETPRM(1,WD1,WD1X);
861 if (fallback_handler(rawbuf))
866 /* Verb and object analysis moved to separate module. */
868 L4000: i=4000; VERB=K; goto Laction;
869 L4090: i=4090; goto Laction;
870 L5000: i=5000; obj = K;
872 switch (action(cmdin, i, VERB, obj)) {
875 case 2000: goto L2000;
876 case 2009: goto L2009;
877 case 2010: goto L2010;
878 case 2011: goto L2011;
879 case 2012: goto L2012;
880 case 2600: goto L2600;
881 case 2607: goto L2607;
882 case 2630: goto L2630;
883 case 2800: goto L2800;
884 case 8000: goto L8000;
885 case 18999: goto L18999;
886 case 19000: goto L19000;
890 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
893 L8000: SETPRM(1,WD1,WD1X);
898 /* Figure out the new location */
901 if (playermove(cmdin, VERB))
906 /* Cave closing and scoring */
908 /* These sections handle the closing of the cave. The cave closes "clock1"
909 * turns after the last treasure has been located (including the pirate's
910 * chest, which may of course never show up). Note that the treasures need not
911 * have been taken yet, just located. Hence clock1 must be large enough to get
912 * out of the cave (it only ticks while inside the cave). When it hits zero,
913 * we branch to 10000 to start closing the cave, and then sit back and wait for
914 * him to try to get out. If he doesn't within clock2 turns, we close the
915 * cave; if he does try, we assume he panics, and give him a few additional
916 * turns to get frantic before we close. When clock2 hits zero, we branch to
917 * 11000 to transport him into the final puzzle. Note that the puzzle depends
918 * upon all sorts of random things. For instance, there must be no water or
919 * oil, since there are beanstalks which we don't want to be able to water,
920 * since the code can't handle it. Also, we can have no keys, since there is a
921 * grate (having moved the fixed object!) there separating him from all the
922 * treasures. Most of these problems arise from the use of negative prop
923 * numbers to suppress the object descriptions until he's actually moved the
926 /* When the first warning comes, we lock the grate, destroy the bridge, kill
927 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
928 * and set "closng" to true. Leave the dragon; too much trouble to move it.
929 * from now until clock2 runs out, he cannot unlock the grate, move to any
930 * location outside the cave, or create the bridge. Nor can he be
931 * resurrected if he dies. Note that the snake is already gone, since he got
932 * to the treasure accessible only via the hall of the mountain king. Also, he's
933 * been in giant room (to get eggs), so we can refer to it. Also also, he's
934 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
935 * must have been activated, since we've found chest. */
937 L10000: game.prop[GRATE]=0;
939 for (i=1; i<=NDWARVES; i++) {
944 MOVE(TROLL+NOBJECTS,0);
945 MOVE(TROLL2,PLAC[TROLL]);
946 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
948 if (game.prop[BEAR] != 3)DSTROY(BEAR);
958 /* Once he's panicked, and clock2 has run out, we come here to set up the
959 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
960 * At the ne end, we place empty bottles, a nursery of plants, a bed of
961 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
962 * the sw end we place grate over treasures, snake pit, covey of caged birds,
963 * more rods, and pillows. A mirror stretches across one wall. Many of the
964 * objects come from known locations and/or states (e.g. the snake is known to
965 * have been destroyed and needn't be carried away from its old "place"),
966 * making the various objects be handled differently. We also drop all other
967 * objects he might be carrying (lest he have some which could cause trouble,
968 * such as the keys). We describe the flash of light and trundle back. */
970 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
971 game.prop[PLANT]=PUT(PLANT,115,0);
972 game.prop[OYSTER]=PUT(OYSTER,115,0);
974 game.prop[LAMP]=PUT(LAMP,115,0);
975 game.prop[ROD]=PUT(ROD,115,0);
976 game.prop[DWARF]=PUT(DWARF,115,0);
981 /* Leave the grate with normal (non-negative) property. Reuse sign. */
985 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
986 game.prop[SNAKE]=PUT(SNAKE,116,1);
987 game.prop[BIRD]=PUT(BIRD,116,1);
988 game.prop[CAGE]=PUT(CAGE,116,0);
989 game.prop[ROD2]=PUT(ROD2,116,0);
990 game.prop[PILLOW]=PUT(PILLOW,116,0);
992 game.prop[MIRROR]=PUT(MIRROR,115,0);
993 game.fixed[MIRROR]=116;
995 for (int i=1; i<=NOBJECTS; i++) {
1004 /* Another way we can force an end to things is by having the lamp give out.
1005 * When it gets close, we come here to warn him. We go to 12000 if the lamp
1006 * and fresh batteries are here, in which case we replace the batteries and
1007 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
1008 * out. Even then, he can explore outside for a while if desired. */
1010 L12000: RSPEAK(188);
1011 game.prop[BATTER]=1;
1012 if (TOTING(BATTER))DROP(BATTER,game.loc);
1013 game.limit=game.limit+2500;
1017 L12200: if (game.lmwarn || !HERE(LAMP)) goto L19999;
1020 if (game.place[BATTER] == 0)SPK=183;
1021 if (game.prop[BATTER] == 1)SPK=189;
1025 L12400: game.limit= -1;
1027 if (HERE(LAMP))RSPEAK(184);
1030 /* Oh dear, he's disturbed the dwarves. */
1032 L18999: RSPEAK(SPK);
1033 L19000: RSPEAK(136);