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[26];
18 char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
20 long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
21 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
22 CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
23 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
24 GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
25 KNIFE, KQ, L, LAMP, LOC, LOCK, LOOK,
26 MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
27 NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
28 PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
29 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
30 STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
31 URN, V1, V2, VASE, VEND, VERB,
32 VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
34 bool oldstyle = false;
37 extern void initialise();
38 extern void score(long);
39 extern int action(FILE *, long);
41 void sig_handler(int signo)
53 static bool do_command(FILE *);
55 int main(int argc, char *argv[]) {
58 /* Adventure (rev 2: 20 treasures) */
60 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
61 * 15-treasure version (adventure) by Don Woods, April-June 1977
62 * 20-treasure version (rev 2) by Don Woods, August 1978
63 * Errata fixed: 78/12/25 */
68 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
71 logfp = fopen(optarg, "w");
74 "advent: can't open logfile %s for write\n",
76 signal(SIGINT, sig_handler);
86 * game.closed says whether we're all the way closed
87 * game.closng says whether it's closing time yet
88 * game.clshnt says whether he's read the clue in the endgame
89 * game.lmwarn says whether he's been warned about lamp going dim
90 * game.novice says whether he asked for instructions at start-up
91 * game.panic says whether he's found out he's trapped in the cave
92 * game.wzdark says whether the loc he's leaving was dark */
96 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
100 lcgstate.m = 1048576;
102 long seedval = (long)rand();
105 /* Read the database if we have not yet done so */
108 if (!game.setup)initialise();
109 if(game.setup > 0) goto L1;
111 /* Unlike earlier versions, adventure is no longer restartable. (This
112 * lets us get away with modifying things such as OBJSND(BIRD) without
113 * having to be able to undo the changes later.) If a "used" copy is
114 * rerun, we come here and tell the player to run a fresh copy. */
119 /* Start-up, dwarf stuff */
123 game.zzword=RNDVOC(3,0);
124 game.novice=YES(stdin, 65,1,0);
128 if(game.novice)game.limit=1000;
131 fprintf(logfp, "seed %ld\n", seedval);
134 if (!do_command(stdin))
140 static bool fallback_handler(char *buf)
141 /* fallback handler for commands not handled by FORTRANish parser */
144 if (sscanf(buf, "seed %ld", &sv) == 1) {
146 printf("Seed set to %ld\n", sv);
147 // autogenerated, so don't charge user time for it.
149 // here we reconfigure any global game state that uses random numbers
150 game.zzword=RNDVOC(3,0);
156 static bool do_command(FILE *cmdin) {
159 /* Can't leave cave once it's closing (except by main office). */
161 if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
164 if(!game.panic)game.clock2=15;
167 /* See if a dwarf has seen him and has come from where he wants to go. If so,
168 * the dwarf's blocking his way. If coming from place forbidden to pirate
169 * (dwarves rooted in place) let him get out (and attacked). */
171 L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
172 /* 73 */ for (I=1; I<=NDWARVES-1; I++) {
173 if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
179 L74: LOC=game.newloc;
181 /* Dwarf stuff. See earlier comments for description of variables. Remember
182 * sixth dwarf is pirate and is thus very different except for motion rules. */
184 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
185 * the whole mess the first time he gets as far as the hall of mists (loc 15).
186 * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
187 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
188 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
189 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
191 if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
192 if(game.dflag != 0) goto L6000;
193 if(INDEEP(LOC))game.dflag=1;
196 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
197 * any of the survivors is at loc, replace him with the alternate. */
199 L6000: if(game.dflag != 1) goto L6010;
200 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
202 for (I=1; I<=2; I++) {
203 J=1+randrange(NDWARVES-1);
204 if(PCT(50))game.dloc[J]=0;
206 for (I=1; I<=NDWARVES-1; I++) {
207 if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
208 game.odloc[I]=game.dloc[I];
214 /* Things are in full swing. Move each dwarf at random, except if he's seen us
215 * he sticks with us. Dwarves stay deep inside. If wandering at random,
216 * they don't back up unless there's no alternative. If they don't have to
217 * move, they attack. And, of course, dead dwarves don't do much of anything. */
219 L6010: game.dtotal=0;
222 /* 6030 */ for (I=1; I<=NDWARVES; I++) {
223 if(game.dloc[I] == 0) goto L6030;
224 /* Fill TK array with all the places this dwarf might go. */
228 if(KK == 0) goto L6016;
229 L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
231 if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
232 game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
233 FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
234 labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
238 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
239 L6016: TK[J]=game.odloc[I];
242 game.odloc[I]=game.dloc[I];
244 game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
245 if(!game.dseen[I]) goto L6030;
247 if(I != 6) goto L6027;
249 /* The pirate's spotted him. He leaves him alone once we've found chest. K
250 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
251 * the pirate be spotted. Note that game.place(CHEST)=0 might mean that he's
252 * thrown it to the troll, but in that case he's seen the chest (game.prop=0). */
254 if(LOC == game.chloc || game.prop[CHEST] >= 0) goto L6030;
256 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
257 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
258 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
259 if(TOTING(J)) goto L6021;
260 L6020: if(HERE(J))K=1;
262 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
264 if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
267 L6021: if(game.place[CHEST] != 0) goto L6022;
268 /* Install chest only once, to insure it is the last treasure in the list. */
269 MOVE(CHEST,game.chloc);
270 MOVE(MESSAG,game.chloc2);
272 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
273 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
274 if(AT(J) && game.fixed[J] == 0)CARRY(J,LOC);
275 if(TOTING(J))DROP(J,game.chloc);
278 L6024: game.dloc[6]=game.chloc;
279 game.odloc[6]=game.chloc;
284 MOVE(CHEST,game.chloc);
285 MOVE(MESSAG,game.chloc2);
288 /* This threatening little dwarf is in the room with him! */
290 L6027: game.dtotal=game.dtotal+1;
291 if(game.odloc[I] != game.dloc[I]) goto L6030;
293 if(game.knfloc >= 0)game.knfloc=LOC;
294 if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
298 /* Now we know what's happening. Let's tell the poor sucker about it.
299 * Note that various of the "knife" messages must have specific relative
300 * positions in the RSPEAK database. */
302 if(game.dtotal == 0) goto L2000;
303 SETPRM(1,game.dtotal,0);
304 RSPEAK(4+1/game.dtotal);
305 if(ATTACK == 0) goto L2000;
306 if(game.dflag == 2)game.dflag=3;
312 RSPEAK(K+1+2/(1+STICK));
313 if(STICK == 0) goto L2000;
317 /* Describe the current location and (maybe) get next command. */
319 /* Print text for current loc. */
321 L2000: if(LOC == 0) goto L99;
323 if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
324 if(FORCED(LOC) || !DARK(0)) goto L2001;
325 if(game.wzdark && PCT(35)) goto L90;
327 L2001: if(TOTING(BEAR))RSPEAK(141);
330 if(FORCED(LOC)) goto L8;
331 if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
333 /* Print out descriptions of objects at this location. If not closing and
334 * property value is negative, tally off another treasure. Rug is special
335 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
336 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
337 * are because game.prop=0 is needed to get full score. */
339 if(DARK(0)) goto L2012;
340 game.abbrev[LOC]=game.abbrev[LOC]+1;
342 L2004: if(I == 0) goto L2012;
344 if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
345 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
346 if(game.prop[OBJ] >= 0) goto L2006;
347 if(game.closed) goto L2008;
349 if(OBJ == RUG || OBJ == CHAIN)game.prop[OBJ]=1;
350 game.tally=game.tally-1;
351 /* Note: There used to be a test here to see whether the player had blown it
352 * so badly that he could never ever see the remaining treasures, and if so
353 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
354 * things like killing the bird before the snake was gone (can never see
355 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
356 * bridge several times, using up all available treasures, breaking vase,
357 * using coins to buy batteries, etc., and eventually never be able to get
358 * across again. If bottle were left on far side, could then never get eggs
359 * or trident, and the effects propagate. So the whole thing was flushed.
360 * anyone who makes such a gross blunder isn't likely to find everything
361 * else anyway (so goes the rationalisation). */
362 L2006: KK=game.prop[OBJ];
363 if(OBJ == STEPS && LOC == game.fixed[STEPS])KK=1;
365 L2008: I=game.link[I];
376 /* Check if this loc is eligible for any hints. If been here long enough,
377 * branch to help section (on later page). Hints all come back here eventually
378 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
381 L2600: if(COND[LOC] < game.conds) goto L2603;
382 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
383 if(game.hinted[HINT]) goto L2602;
384 if(!CNDBIT(LOC,HINT+10))game.hintlc[HINT]= -1;
385 game.hintlc[HINT]=game.hintlc[HINT]+1;
386 if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
390 /* If closing time, check for any objects being toted with game.prop < 0 and set
391 * the prop to -1-game.prop. This way objects won't be described until they've
392 * been picked up and put down separate from their respective piles. Don't
393 * tick game.clock1 unless well into cave (and not at Y2). */
395 L2603: if(!game.closed) goto L2605;
396 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
397 for (I=1; I<=NOBJECTS; I++) {
398 if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I];
400 L2605: game.wzdark=DARK(0);
401 if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
403 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
406 /* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
407 * make neg. If neg, he skipped a word, so make it zero. */
409 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
410 game.turns=game.turns+1;
411 if(game.turns == game.thresh) {
412 SPEAK(TTEXT[game.trndex]);
413 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
414 game.trndex=game.trndex+1;
416 if(game.trndex <= TRNVLS)
417 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
419 if(VERB == SAY && WD2 > 0)VERB=0;
420 if(VERB == SAY) goto L4090;
421 if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
422 if(game.clock1 == 0) goto L10000;
423 if(game.clock1 < 0)game.clock2=game.clock2-1;
424 if(game.clock2 == 0) goto L11000;
425 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
426 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
428 if(game.limit == 0) goto L12400;
429 if(game.limit <= 30) goto L12200;
431 if(LIQLOC(LOC) == WATER)K=70;
434 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
435 if(V1 == ENTER && WD2 > 0) goto L2800;
436 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
437 1000+DOOR)) goto L2610;
438 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
439 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
440 WD1=MAKEWD(301200308);
441 L2620: if(WD1 == MAKEWD(23051920)) {
442 game.iwest=game.iwest+1;
443 if(game.iwest == 10)RSPEAK(17);
445 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
447 if(IGO == 10)RSPEAK(276);
448 L2630: I=VOCAB(WD1,-1);
449 if(I == -1) goto L3000;
452 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
453 case 3: goto L2010; }
456 /* Get second word for analysis. */
463 /* Gee, I don't understand. */
465 L3000: SETPRM(1,WD1,WD1X);
466 if (fallback_handler(rawbuf))
471 /* Verb and object analysis moved to separate module. */
473 L4000: I=4000; goto Laction;
474 L4090: I=4090; goto Laction;
477 switch (action(cmdin, I)) {
480 case 2000: goto L2000;
481 case 2009: goto L2009;
482 case 2010: goto L2010;
483 case 2011: goto L2011;
484 case 2012: goto L2012;
485 case 2600: goto L2600;
486 case 2607: goto L2607;
487 case 2630: goto L2630;
488 case 2800: goto L2800;
489 case 8000: goto L8000;
490 case 18999: goto L18999;
491 case 19000: goto L19000;
495 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
498 L8000: SETPRM(1,WD1,WD1X);
503 /* Figure out the new location
505 * Given the current location in "LOC", and a motion verb number in
506 * "K", put the new location in "game.newloc". The current loc is saved
507 * in "game.oldloc" in case he wants to retreat. The current
508 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
509 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
510 * him, so we need game.oldlc2, which is the last place he was
516 if(K == NUL) return true;
517 if(K == BACK) goto L20;
518 if(K == LOOK) goto L30;
519 if(K == CAVE) goto L40;
520 game.oldlc2=game.oldloc;
523 L9: LL=labs(TRAVEL[KK]);
524 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
525 if(TRAVEL[KK] < 0) goto L50;
530 L11: game.newloc=LL/1000;
531 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
532 if(game.newloc <= 300) goto L13;
533 if(game.prop[K] != game.newloc/100-3) goto L16;
534 L12: if(TRAVEL[KK] < 0)BUG(25);
536 game.newloc=labs(TRAVEL[KK])/1000;
537 if(game.newloc == LL) goto L12;
541 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
542 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
545 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
546 L16: game.newloc=MOD(LL,1000);
547 if(game.newloc <= 300) return true;
548 if(game.newloc <= 500) goto L30000;
549 RSPEAK(game.newloc-500);
553 /* Special motions come here. Labelling convention: statement numbers NNNXX
554 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
556 L30000: game.newloc=game.newloc-300;
557 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
561 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
562 * table must include "useless" entries going through passage, which can never
563 * be used for actual motion, but can be spotted by "go back". */
565 L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
566 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
571 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
572 * toting it), so he's forced to use the plover-passage to get it out. Having
573 * dropped it, go back and pretend he wasn't carrying it after all. */
575 L30200: DROP(EMRALD,LOC);
578 /* Travel 303. Troll bridge. Must be done only as special motion so that
579 * dwarves won't wander across and encounter the bear. (They won't follow the
580 * player there because that region is forbidden to the pirate.) If
581 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
582 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
584 L30300: if(game.prop[TROLL] != 1) goto L30310;
588 MOVE(TROLL2+NOBJECTS,0);
589 MOVE(TROLL,PLAC[TROLL]);
590 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
595 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
596 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
597 if(!TOTING(BEAR)) return true;
601 DROP(BEAR,game.newloc);
602 game.fixed[BEAR]= -1;
604 game.oldlc2=game.newloc;
607 /* End of specials. */
609 /* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
610 * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
613 if(FORCED(K))K=game.oldlc2;
614 game.oldlc2=game.oldloc;
618 if(CNDBIT(LOC,4))K2=274;
619 if(K2 == 0) goto L21;
623 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
627 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
630 if(TRAVEL[KK] < 0) goto L23;
641 K=MOD(labs(TRAVEL[KK]),1000);
645 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
646 * be dark) so he won't fall into a pit while staring into the gloom. */
648 L30: if(game.detail < 3)RSPEAK(15);
649 game.detail=game.detail+1;
654 /* Cave. Different messages depending on whether above ground. */
657 if(OUTSID(LOC) && LOC != 8)K=57;
661 /* Non-applicable motion. Various messages depending on word given. */
664 if(K >= 43 && K <= 50)SPK=52;
665 if(K == 29 || K == 30)SPK=52;
666 if(K == 7 || K == 36 || K == 37)SPK=10;
667 if(K == 11 || K == 19)SPK=11;
668 if(VERB == FIND || VERB == INVENT)SPK=59;
669 if(K == 62 || K == 65)SPK=42;
674 /* "You're dead, Jim."
676 * If the current loc is zero, it means the clown got himself killed. We'll
677 * allow this maxdie times. MAXDIE is automatically set based on the number of
678 * snide messages available. Each death results in a message (81, 83, etc.)
679 * which offers reincarnation; if accepted, this results in message 82, 84,
680 * etc. The last time, if he wants another chance, he gets a snide remark as
681 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
682 * (presumably the last place prior to being killed) without change of props.
683 * the loop runs backwards to assure that the bird is dropped before the cage.
684 * (this kluge could be changed once we're sure all references to bird and cage
685 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
686 * it in the cave). It is turned off and left outside the building (only if he
687 * was carrying it, of course). He himself is left inside the building (and
688 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
689 * game.oldloc is zapped so he can't just "retreat". */
691 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
696 /* Okay, he's dead. Let's get on with it. */
698 L99: if(game.closng) goto L95;
699 game.numdie=game.numdie+1;
700 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
701 if(game.numdie == MAXDIE) score(0);
704 if(TOTING(LAMP))game.prop[LAMP]=0;
705 /* 98 */ for (J=1; J<=NOBJECTS; J++) {
707 if(!TOTING(I)) goto L98;
717 /* He died during closing time. No resurrection. Tally up a death and exit. */
720 game.numdie=game.numdie+1;
728 /* Come here if he's been long enough at required loc(s) for some unused hint.
729 * hint number is in variable "hint". Branch to quick test for additional
730 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
731 * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero,
732 * 40030 to take no action yet. */
734 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
735 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
736 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
737 L40900; case 9: goto L41000; }
738 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
742 L40010: game.hintlc[HINT]=0;
743 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
744 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
746 game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
747 if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
748 L40020: game.hintlc[HINT]=0;
751 /* Now for the quick tests. See database description for one-line notes. */
753 L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
756 L40200: if(game.place[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
759 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
762 L40400: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
766 L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
771 L40700: if(game.dflag == 0) goto L40010;
774 L40800: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
778 L40900: I=ATDWRF(LOC);
779 if(I < 0) goto L40020;
780 if(HERE(OGRE) && I == 0) goto L40010;
783 L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
790 /* Cave closing and scoring */
793 /* These sections handle the closing of the cave. The cave closes "clock1"
794 * turns after the last treasure has been located (including the pirate's
795 * chest, which may of course never show up). Note that the treasures need not
796 * have been taken yet, just located. Hence clock1 must be large enough to get
797 * out of the cave (it only ticks while inside the cave). When it hits zero,
798 * we branch to 10000 to start closing the cave, and then sit back and wait for
799 * him to try to get out. If he doesn't within clock2 turns, we close the
800 * cave; if he does try, we assume he panics, and give him a few additional
801 * turns to get frantic before we close. When clock2 hits zero, we branch to
802 * 11000 to transport him into the final puzzle. Note that the puzzle depends
803 * upon all sorts of random things. For instance, there must be no water or
804 * oil, since there are beanstalks which we don't want to be able to water,
805 * since the code can't handle it. Also, we can have no keys, since there is a
806 * grate (having moved the fixed object!) there separating him from all the
807 * treasures. Most of these problems arise from the use of negative prop
808 * numbers to suppress the object descriptions until he's actually moved the
811 /* When the first warning comes, we lock the grate, destroy the bridge, kill
812 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
813 * and set "closng" to true. Leave the dragon; too much trouble to move it.
814 * from now until clock2 runs out, he cannot unlock the grate, move to any
815 * location outside the cave, or create the bridge. Nor can he be
816 * resurrected if he dies. Note that the snake is already gone, since he got
817 * to the treasure accessible only via the hall of the mountain king. Also, he's
818 * been in giant room (to get eggs), so we can refer to it. Also also, he's
819 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
820 * must have been activated, since we've found chest. */
822 L10000: game.prop[GRATE]=0;
824 for (I=1; I<=NDWARVES; I++) {
829 MOVE(TROLL+NOBJECTS,0);
830 MOVE(TROLL2,PLAC[TROLL]);
831 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
833 if(game.prop[BEAR] != 3)DSTROY(BEAR);
843 /* Once he's panicked, and clock2 has run out, we come here to set up the
844 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
845 * At the ne end, we place empty bottles, a nursery of plants, a bed of
846 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
847 * the sw end we place grate over treasures, snake pit, covey of caged birds,
848 * more rods, and pillows. A mirror stretches across one wall. Many of the
849 * objects come from known locations and/or states (e.g. the snake is known to
850 * have been destroyed and needn't be carried away from its old "place"),
851 * making the various objects be handled differently. We also drop all other
852 * objects he might be carrying (lest he have some which could cause trouble,
853 * such as the keys). We describe the flash of light and trundle back. */
855 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
856 game.prop[PLANT]=PUT(PLANT,115,0);
857 game.prop[OYSTER]=PUT(OYSTER,115,0);
859 game.prop[LAMP]=PUT(LAMP,115,0);
860 game.prop[ROD]=PUT(ROD,115,0);
861 game.prop[DWARF]=PUT(DWARF,115,0);
866 /* Leave the grate with normal (non-negative) property. Reuse sign. */
870 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
871 game.prop[SNAKE]=PUT(SNAKE,116,1);
872 game.prop[BIRD]=PUT(BIRD,116,1);
873 game.prop[CAGE]=PUT(CAGE,116,0);
874 game.prop[ROD2]=PUT(ROD2,116,0);
875 game.prop[PILLOW]=PUT(PILLOW,116,0);
877 game.prop[MIRROR]=PUT(MIRROR,115,0);
878 game.fixed[MIRROR]=116;
880 for (I=1; I<=NOBJECTS; I++) {
889 /* Another way we can force an end to things is by having the lamp give out.
890 * When it gets close, we come here to warn him. We go to 12000 if the lamp
891 * and fresh batteries are here, in which case we replace the batteries and
892 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
893 * out. Even then, he can explore outside for a while if desired. */
897 if(TOTING(BATTER))DROP(BATTER,LOC);
898 game.limit=game.limit+2500;
902 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
905 if(game.place[BATTER] == 0)SPK=183;
906 if(game.prop[BATTER] == 1)SPK=189;
910 L12400: game.limit= -1;
912 if(HERE(LAMP))RSPEAK(184);
915 /* Oh dear, he's disturbed the dwarves. */