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 ABB[186], ATLOC[186], DFLAG,
18 FIXED[NOBJECTS+1], HOLDNG,
19 LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
20 PARMS[26], PLACE[NOBJECTS+1],
22 char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
24 long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
25 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
26 CLAM, CLSHNT, COINS, DALTLC,
27 DOOR, DPRSSN, DRAGON, DWARF, EGGS,
28 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD,
29 GRATE, HINT, HINTED[21], HINTLC[21],
30 I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
31 KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL,
32 LMWARN, LOC, LOCK, LOOK,
33 MAGZIN, MAXDIE, MAXTRS,
34 MESSAG, MIRROR, MXSCOR,
35 NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
36 OGRE, OIL, OLDOBJ, OYSTER,
37 PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
38 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
39 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
40 STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
41 TRNDEX, TRNLUZ, TROLL, TROLL2,
42 TURNS, URN, V1, V2, VASE, VEND, VERB,
43 VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
45 bool oldstyle = false;
48 extern void initialise();
49 extern void score(long);
50 extern int action(FILE *, long);
52 void sig_handler(int signo)
64 static bool do_command(FILE *);
66 int main(int argc, char *argv[]) {
69 /* Adventure (rev 2: 20 treasures) */
71 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
72 * 15-treasure version (adventure) by Don Woods, April-June 1977
73 * 20-treasure version (rev 2) by Don Woods, August 1978
74 * Errata fixed: 78/12/25 */
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);
97 * game.closed says whether we're all the way closed
98 * game.closng says whether it's closing time yet
99 * CLSHNT says whether he's read the clue in the endgame
100 * LMWARN says whether he's been warned about lamp going dim
101 * NOVICE says whether he asked for instructions at start-up
102 * PANIC says whether he's found out he's trapped in the cave
103 * game.wzdark says whether the loc he's leaving was dark */
107 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
111 lcgstate.m = 1048576;
113 long seedval = (long)rand();
116 /* Read the database if we have not yet done so */
119 if(!SETUP)initialise();
120 if(SETUP > 0) goto L1;
122 /* Unlike earlier versions, adventure is no longer restartable. (This
123 * lets us get away with modifying things such as OBJSND(BIRD) without
124 * having to be able to undo the changes later.) If a "used" copy is
125 * rerun, we come here and tell the player to run a fresh copy. */
130 /* Start-up, dwarf stuff */
134 game.zzword=RNDVOC(3,0);
135 NOVICE=YES(stdin, 65,1,0);
139 if(NOVICE)LIMIT=1000;
142 fprintf(logfp, "seed %ld\n", seedval);
145 if (!do_command(stdin))
151 static bool fallback_handler(char *buf)
152 /* fallback handler for commands not handled by FORTRANish parser */
155 if (sscanf(buf, "seed %ld", &sv) == 1) {
157 printf("Seed set to %ld\n", sv);
158 // autogenerated, so don't charge user time for it.
160 // here we reconfigure any global game state that uses random numbers
161 game.zzword=RNDVOC(3,0);
167 static bool do_command(FILE *cmdin) {
169 /* Can't leave cave once it's closing (except by main office). */
171 if(!OUTSID(NEWLOC) || NEWLOC == 0 || !game.closng) goto L71;
174 if(!PANIC)game.clock2=15;
177 /* See if a dwarf has seen him and has come from where he wants to go. If so,
178 * the dwarf's blocking his way. If coming from place forbidden to pirate
179 * (dwarves rooted in place) let him get out (and attacked). */
181 L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
182 /* 73 */ for (I=1; I<=NDWARVES-1; I++) {
183 if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73;
191 /* Dwarf stuff. See earlier comments for description of variables. Remember
192 * sixth dwarf is pirate and is thus very different except for motion rules. */
194 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
195 * the whole mess the first time he gets as far as the hall of mists (loc 15).
196 * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
197 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
198 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
199 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
201 if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
202 if(DFLAG != 0) goto L6000;
203 if(INDEEP(LOC))DFLAG=1;
206 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
207 * any of the survivors is at loc, replace him with the alternate. */
209 L6000: if(DFLAG != 1) goto L6010;
210 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
212 for (I=1; I<=2; I++) {
213 J=1+randrange(NDWARVES-1);
214 if(PCT(50))game.dloc[J]=0;
216 for (I=1; I<=NDWARVES-1; I++) {
217 if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
218 game.odloc[I]=game.dloc[I];
224 /* Things are in full swing. Move each dwarf at random, except if he's seen us
225 * he sticks with us. Dwarves stay deep inside. If wandering at random,
226 * they don't back up unless there's no alternative. If they don't have to
227 * move, they attack. And, of course, dead dwarves don't do much of anything. */
229 L6010: game.dtotal=0;
232 /* 6030 */ for (I=1; I<=NDWARVES; I++) {
233 if(game.dloc[I] == 0) goto L6030;
234 /* Fill TK array with all the places this dwarf might go. */
238 if(KK == 0) goto L6016;
239 L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000);
241 if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == game.odloc[I] || (J > 1 &&
242 NEWLOC == TK[x]) || J >= 20 || NEWLOC == game.dloc[I] ||
243 FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
244 labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
248 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
249 L6016: TK[J]=game.odloc[I];
252 game.odloc[I]=game.dloc[I];
254 game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
255 if(!game.dseen[I]) goto L6030;
257 if(I != 6) goto L6027;
259 /* The pirate's spotted him. He leaves him alone once we've found chest. K
260 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
261 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
262 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
264 if(LOC == game.chloc || PROP[CHEST] >= 0) goto L6030;
266 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
267 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
268 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
269 if(TOTING(J)) goto L6021;
270 L6020: if(HERE(J))K=1;
272 if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
274 if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
277 L6021: if(PLACE[CHEST] != 0) goto L6022;
278 /* Install chest only once, to insure it is the last treasure in the list. */
279 MOVE(CHEST,game.chloc);
280 MOVE(MESSAG,game.chloc2);
282 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
283 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
284 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
285 if(TOTING(J))DROP(J,game.chloc);
288 L6024: game.dloc[6]=game.chloc;
289 game.odloc[6]=game.chloc;
294 MOVE(CHEST,game.chloc);
295 MOVE(MESSAG,game.chloc2);
298 /* This threatening little dwarf is in the room with him! */
300 L6027: game.dtotal=game.dtotal+1;
301 if(game.odloc[I] != game.dloc[I]) goto L6030;
303 if(KNFLOC >= 0)KNFLOC=LOC;
304 if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1;
308 /* Now we know what's happening. Let's tell the poor sucker about it.
309 * Note that various of the "knife" messages must have specific relative
310 * positions in the RSPEAK database. */
312 if(game.dtotal == 0) goto L2000;
313 SETPRM(1,game.dtotal,0);
314 RSPEAK(4+1/game.dtotal);
315 if(ATTACK == 0) goto L2000;
316 if(DFLAG == 2)DFLAG=3;
322 RSPEAK(K+1+2/(1+STICK));
323 if(STICK == 0) goto L2000;
332 /* Describe the current location and (maybe) get next command. */
334 /* Print text for current loc. */
336 L2000: if(LOC == 0) goto L99;
338 if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
339 if(FORCED(LOC) || !DARK(0)) goto L2001;
340 if(game.wzdark && PCT(35)) goto L90;
342 L2001: if(TOTING(BEAR))RSPEAK(141);
345 if(FORCED(LOC)) goto L8;
346 if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
348 /* Print out descriptions of objects at this location. If not closing and
349 * property value is negative, tally off another treasure. Rug is special
350 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
351 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
352 * are because PROP=0 is needed to get full score. */
354 if(DARK(0)) goto L2012;
357 L2004: if(I == 0) goto L2012;
359 if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
360 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
361 if(PROP[OBJ] >= 0) goto L2006;
362 if(game.closed) goto L2008;
364 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
366 /* Note: There used to be a test here to see whether the player had blown it
367 * so badly that he could never ever see the remaining treasures, and if so
368 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
369 * things like killing the bird before the snake was gone (can never see
370 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
371 * bridge several times, using up all available treasures, breaking vase,
372 * using coins to buy batteries, etc., and eventually never be able to get
373 * across again. If bottle were left on far side, could then never get eggs
374 * or trident, and the effects propagate. So the whole thing was flushed.
375 * anyone who makes such a gross blunder isn't likely to find everything
376 * else anyway (so goes the rationalisation). */
378 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
391 /* Check if this loc is eligible for any hints. If been here long enough,
392 * branch to help section (on later page). Hints all come back here eventually
393 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
396 L2600: if(COND[LOC] < game.conds) goto L2603;
397 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
398 if(HINTED[HINT]) goto L2602;
399 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
400 HINTLC[HINT]=HINTLC[HINT]+1;
401 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
405 /* If closing time, check for any objects being toted with PROP < 0 and set
406 * the prop to -1-PROP. This way objects won't be described until they've
407 * been picked up and put down separate from their respective piles. Don't
408 * tick game.clock1 unless well into cave (and not at Y2). */
410 L2603: if(!game.closed) goto L2605;
411 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
412 for (I=1; I<=NOBJECTS; I++) {
413 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
415 L2605: game.wzdark=DARK(0);
416 if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
418 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
421 /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
422 * make neg. If neg, he skipped a word, so make it zero. */
424 L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
426 if(TURNS == THRESH) {
427 SPEAK(TTEXT[TRNDEX]);
428 TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
432 THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
434 if(VERB == SAY && WD2 > 0)VERB=0;
435 if(VERB == SAY) goto L4090;
436 if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
437 if(game.clock1 == 0) goto L10000;
438 if(game.clock1 < 0)game.clock2=game.clock2-1;
439 if(game.clock2 == 0) goto L11000;
440 if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
441 if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
443 if(LIMIT == 0) goto L12400;
444 if(LIMIT <= 30) goto L12200;
446 if(LIQLOC(LOC) == WATER)K=70;
449 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
450 if(V1 == ENTER && WD2 > 0) goto L2800;
451 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
452 1000+DOOR)) goto L2610;
453 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
454 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
455 WD1=MAKEWD(301200308);
456 L2620: if(WD1 == MAKEWD(23051920)) {
458 if(IWEST == 10)RSPEAK(17);
460 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
462 if(IGO == 10)RSPEAK(276);
463 L2630: I=VOCAB(WD1,-1);
464 if(I == -1) goto L3000;
467 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
468 case 3: goto L2010; }
471 /* Get second word for analysis. */
478 /* Gee, I don't understand. */
480 L3000: SETPRM(1,WD1,WD1X);
481 if (fallback_handler(rawbuf))
486 /* Verb and object analysis moved to separate module. */
488 L4000: I=4000; goto Laction;
489 L4090: I=4090; goto Laction;
492 switch (action(cmdin, I)) {
495 case 2000: goto L2000;
496 case 2009: goto L2009;
497 case 2010: goto L2010;
498 case 2011: goto L2011;
499 case 2012: goto L2012;
500 case 2600: goto L2600;
501 case 2607: goto L2607;
502 case 2630: goto L2630;
503 case 2800: goto L2800;
504 case 8000: goto L8000;
505 case 18999: goto L18999;
506 case 19000: goto L19000;
510 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
513 L8000: SETPRM(1,WD1,WD1X);
518 /* Figure out the new location
520 * Given the current location in "LOC", and a motion verb number in
521 * "K", put the new location in "NEWLOC". The current loc is saved
522 * in "game.olddloc" in case he wants to retreat. The current
523 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
524 * does, NEWLOC will be limbo, and OLgame.dloc will be what killed
525 * him, so we need game.oldlc2, which is the last place he was
531 if(K == NUL) return true;
532 if(K == BACK) goto L20;
533 if(K == LOOK) goto L30;
534 if(K == CAVE) goto L40;
535 game.oldlc2=game.oldloc;
538 L9: LL=labs(TRAVEL[KK]);
539 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
540 if(TRAVEL[KK] < 0) goto L50;
546 K=MOD(NEWLOC,100); /* ESR: an instance of NOBJECTS? */
547 if(NEWLOC <= 300) goto L13;
548 if(PROP[K] != NEWLOC/100-3) goto L16;
549 L12: if(TRAVEL[KK] < 0)BUG(25);
551 NEWLOC=labs(TRAVEL[KK])/1000;
552 if(NEWLOC == LL) goto L12;
556 L13: if(NEWLOC <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
557 if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
560 L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
561 L16: NEWLOC=MOD(LL,1000);
562 if(NEWLOC <= 300) return true;
563 if(NEWLOC <= 500) goto L30000;
568 /* Special motions come here. Labelling convention: statement numbers NNNXX
569 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
571 L30000: NEWLOC=NEWLOC-300;
572 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
576 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
577 * table must include "useless" entries going through passage, which can never
578 * be used for actual motion, but can be spotted by "go back". */
580 L30100: NEWLOC=99+100-LOC; /* ESR: an instance of NOBJECTS? */
581 if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true;
586 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
587 * toting it), so he's forced to use the plover-passage to get it out. Having
588 * dropped it, go back and pretend he wasn't carrying it after all. */
590 L30200: DROP(EMRALD,LOC);
593 /* Travel 303. Troll bridge. Must be done only as special motion so that
594 * dwarves won't wander across and encounter the bear. (They won't follow the
595 * player there because that region is forbidden to the pirate.) If
596 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
597 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
599 L30300: if(PROP[TROLL] != 1) goto L30310;
603 MOVE(TROLL2+NOBJECTS,0);
604 MOVE(TROLL,PLAC[TROLL]);
605 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
610 L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
611 if(PROP[TROLL] == 0)PROP[TROLL]=1;
612 if(!TOTING(BEAR)) return true;
622 /* End of specials. */
624 /* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
625 * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
628 if(FORCED(K))K=game.oldlc2;
629 game.oldlc2=game.oldloc;
633 if(CNDBIT(LOC,4))K2=274;
634 if(K2 == 0) goto L21;
638 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
642 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
645 if(TRAVEL[KK] < 0) goto L23;
656 K=MOD(labs(TRAVEL[KK]),1000);
660 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
661 * be dark) so he won't fall into a pit while staring into the gloom. */
663 L30: if(game.detail < 3)RSPEAK(15);
664 game.detail=game.detail+1;
669 /* Cave. Different messages depending on whether above ground. */
672 if(OUTSID(LOC) && LOC != 8)K=57;
676 /* Non-applicable motion. Various messages depending on word given. */
679 if(K >= 43 && K <= 50)SPK=52;
680 if(K == 29 || K == 30)SPK=52;
681 if(K == 7 || K == 36 || K == 37)SPK=10;
682 if(K == 11 || K == 19)SPK=11;
683 if(VERB == FIND || VERB == INVENT)SPK=59;
684 if(K == 62 || K == 65)SPK=42;
689 /* "You're dead, Jim."
691 * If the current loc is zero, it means the clown got himself killed. We'll
692 * allow this maxdie times. MAXDIE is automatically set based on the number of
693 * snide messages available. Each death results in a message (81, 83, etc.)
694 * which offers reincarnation; if accepted, this results in message 82, 84,
695 * etc. The last time, if he wants another chance, he gets a snide remark as
696 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
697 * (presumably the last place prior to being killed) without change of props.
698 * the loop runs backwards to assure that the bird is dropped before the cage.
699 * (this kluge could be changed once we're sure all references to bird and cage
700 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
701 * it in the cave). It is turned off and left outside the building (only if he
702 * was carrying it, of course). He himself is left inside the building (and
703 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
704 * game.oldloc is zapped so he can't just "retreat". */
706 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
711 /* Okay, he's dead. Let's get on with it. */
713 L99: if(game.closng) goto L95;
715 if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
716 if(NUMDIE == MAXDIE) score(0);
719 if(TOTING(LAMP))PROP[LAMP]=0;
720 /* 98 */ for (J=1; J<=NOBJECTS; J++) {
722 if(!TOTING(I)) goto L98;
732 /* He died during closing time. No resurrection. Tally up a death and exit. */
743 /* Come here if he's been long enough at required loc(s) for some unused hint.
744 * hint number is in variable "hint". Branch to quick test for additional
745 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
746 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
747 * 40030 to take no action yet. */
749 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
750 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
751 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
752 L40900; case 9: goto L41000; }
753 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
757 L40010: HINTLC[HINT]=0;
758 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
759 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
761 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
762 if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
763 L40020: HINTLC[HINT]=0;
766 /* Now for the quick tests. See database description for one-line notes. */
768 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
771 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
774 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
777 L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && HOLDNG >
781 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
786 L40700: if(DFLAG == 0) goto L40010;
789 L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
793 L40900: I=ATDWRF(LOC);
794 if(I < 0) goto L40020;
795 if(HERE(OGRE) && I == 0) goto L40010;
798 L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
805 /* Cave closing and scoring */
808 /* These sections handle the closing of the cave. The cave closes "clock1"
809 * turns after the last treasure has been located (including the pirate's
810 * chest, which may of course never show up). Note that the treasures need not
811 * have been taken yet, just located. Hence clock1 must be large enough to get
812 * out of the cave (it only ticks while inside the cave). When it hits zero,
813 * we branch to 10000 to start closing the cave, and then sit back and wait for
814 * him to try to get out. If he doesn't within clock2 turns, we close the
815 * cave; if he does try, we assume he panics, and give him a few additional
816 * turns to get frantic before we close. When clock2 hits zero, we branch to
817 * 11000 to transport him into the final puzzle. Note that the puzzle depends
818 * upon all sorts of random things. For instance, there must be no water or
819 * oil, since there are beanstalks which we don't want to be able to water,
820 * since the code can't handle it. Also, we can have no keys, since there is a
821 * grate (having moved the fixed object!) there separating him from all the
822 * treasures. Most of these problems arise from the use of negative prop
823 * numbers to suppress the object descriptions until he's actually moved the
826 /* When the first warning comes, we lock the grate, destroy the bridge, kill
827 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
828 * and set "closng" to true. Leave the dragon; too much trouble to move it.
829 * from now until clock2 runs out, he cannot unlock the grate, move to any
830 * location outside the cave, or create the bridge. Nor can he be
831 * resurrected if he dies. Note that the snake is already gone, since he got
832 * to the treasure accessible only via the hall of the mountain king. Also, he's
833 * been in giant room (to get eggs), so we can refer to it. Also also, he's
834 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
835 * must have been activated, since we've found chest. */
837 L10000: PROP[GRATE]=0;
839 for (I=1; I<=NDWARVES; I++) {
844 MOVE(TROLL+NOBJECTS,0);
845 MOVE(TROLL2,PLAC[TROLL]);
846 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
848 if(PROP[BEAR] != 3)DSTROY(BEAR);
858 /* Once he's panicked, and clock2 has run out, we come here to set up the
859 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
860 * At the ne end, we place empty bottles, a nursery of plants, a bed of
861 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
862 * the sw end we place grate over treasures, snake pit, covey of caged birds,
863 * more rods, and pillows. A mirror stretches across one wall. Many of the
864 * objects come from known locations and/or states (e.g. the snake is known to
865 * have been destroyed and needn't be carried away from its old "place"),
866 * making the various objects be handled differently. We also drop all other
867 * objects he might be carrying (lest he have some which could cause trouble,
868 * such as the keys). We describe the flash of light and trundle back. */
870 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
871 PROP[PLANT]=PUT(PLANT,115,0);
872 PROP[OYSTER]=PUT(OYSTER,115,0);
874 PROP[LAMP]=PUT(LAMP,115,0);
875 PROP[ROD]=PUT(ROD,115,0);
876 PROP[DWARF]=PUT(DWARF,115,0);
881 /* Leave the grate with normal (non-negative) property. Reuse sign. */
885 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
886 PROP[SNAKE]=PUT(SNAKE,116,1);
887 PROP[BIRD]=PUT(BIRD,116,1);
888 PROP[CAGE]=PUT(CAGE,116,0);
889 PROP[ROD2]=PUT(ROD2,116,0);
890 PROP[PILLOW]=PUT(PILLOW,116,0);
892 PROP[MIRROR]=PUT(MIRROR,115,0);
895 for (I=1; I<=NOBJECTS; I++) {
904 /* Another way we can force an end to things is by having the lamp give out.
905 * When it gets close, we come here to warn him. We go to 12000 if the lamp
906 * and fresh batteries are here, in which case we replace the batteries and
907 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
908 * out. Even then, he can explore outside for a while if desired. */
912 if(TOTING(BATTER))DROP(BATTER,LOC);
917 L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
920 if(PLACE[BATTER] == 0)SPK=183;
921 if(PROP[BATTER] == 1)SPK=189;
927 if(HERE(LAMP))RSPEAK(184);
930 /* Oh dear, he's disturbed the dwarves. */