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.)
14 long ABB[186], ATAB[331], ATLOC[186],
16 KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
17 PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
19 signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
21 long ACTVERB[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
22 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
23 CLAM, CLSMAX = 12, CLSSES,
24 COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC,
25 DOOR, DPRSSN, DRAGON, DWARF, EGGS,
26 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOD,
27 GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
28 HNTSIZ = 20, I, INVENT, IGO, J, JADE, K, K2, KEY[186], KEYS, KK,
29 KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL,
30 LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
31 MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
32 MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ, OBJSND[101],
33 OBJTXT[101], ODLOC[7], OGRE, OIL, OYSTER,
34 PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
35 RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAY,
36 SCORE, SECT, SIGN, SNAKE, STEPS, STEXT[186], STICK,
37 STREAM, TABNDX, THROW, TK[21], TRAVEL[886], TRIDNT,
38 TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
39 TRVSIZ = 885, TTEXT[6], URN, V1, V2, VASE, VEND, VERB,
40 VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
41 struct game_t game = {.blklin = true};
43 bool oldstyle = false;
45 extern void initialise();
46 extern void score(long);
47 extern int action(FILE *, long);
53 static void 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",
85 * game.closed says whether we're all the way closed
86 * game.closng says whether it's closing time yet
87 * game.clshint says whether he's read the clue in the endgame
88 * game.lmwarn says whether he's been warned about lamp going dim
89 * game.novice says whether he asked for instructions at start-up
90 * game.panic says whether he's found out he's trapped in the cave
91 * game.wzdark says whether the loc he's leaving was dark */
95 /* Read the database if we have not yet done so */
97 LINES = (long *)calloc(LINSIZ+1,sizeof(long));
99 printf("Not enough memory!\n");
104 if(!game.setup)initialise();
105 if(game.setup > 0) goto L1;
107 /* Unlike earlier versions, adventure is no longer restartable. (This
108 * lets us get away with modifying things such as OBJSND(BIRD) without
109 * having to be able to undo the changes later.) If a "used" copy is
110 * rerun, we come here and tell the player to run a fresh copy. */
115 /* Start-up, dwarf stuff */
119 game.zzword=RNDVOC(3,0)+MESH*2;
120 game.novice=YES(stdin, 65,1,0);
124 if(game.novice)game.limit=1000;
131 static void do_command(FILE *cmdin) {
133 /* Can't leave cave once it's closing (except by main office). */
135 L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
138 if(!game.panic)game.clock2=15;
141 /* See if a dwarf has seen him and has come from where he wants to go. If so,
142 * the dwarf's blocking his way. If coming from place forbidden to pirate
143 * (dwarves rooted in place) let him get out (and attacked). */
145 L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
146 /* 73 */ for (I=1; I<=5; I++) {
147 if(ODLOC[I] != game.newloc || !game.dseen[I]) goto L73;
153 L74: LOC=game.newloc;
155 /* Dwarf stuff. See earlier comments for description of variables. Remember
156 * sixth dwarf is pirate and is thus very different except for motion rules. */
158 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
159 * the whole mess the first time he gets as far as the hall of mists (loc 15).
160 * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
161 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
162 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
163 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
165 if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
166 if(game.dflag != 0) goto L6000;
167 if(INDEEP(LOC))game.dflag=1;
170 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
171 * any of the survivors is at loc, replace him with the alternate. */
173 L6000: if(game.dflag != 1) goto L6010;
174 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
176 for (I=1; I<=2; I++) {
178 if(PCT(50))DLOC[J]=0;
180 for (I=1; I<=5; I++) {
181 if(DLOC[I] == LOC)DLOC[I]=DALTLC;
188 /* Things are in full swing. Move each dwarf at random, except if he's seen us
189 * he sticks with us. Dwarves stay deep inside. If wandering at random,
190 * they don't back up unless there's no alternative. If they don't have to
191 * move, they attack. And, of course, dead dwarves don't do much of anything. */
193 L6010: game.dtotal=0;
196 /* 6030 */ for (I=1; I<=6; I++) {
197 if(DLOC[I] == 0) goto L6030;
198 /* Fill TK array with all the places this dwarf might go. */
202 if(KK == 0) goto L6016;
203 L6012: game.newloc=MOD(IABS(TRAVEL[KK])/1000,1000);
205 if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == ODLOC[I] || (J > 1 &&
206 game.newloc == TK[x]) || J >= 20 || game.newloc == DLOC[I] ||
207 FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
208 IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
212 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
213 L6016: TK[J]=ODLOC[I];
218 game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
219 if(!game.dseen[I]) goto L6030;
221 if(I != 6) goto L6027;
223 /* The pirate's spotted him. He leaves him alone once we've found chest. K
224 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
225 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
226 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
228 if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
230 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
231 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
232 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
233 if(TOTING(J)) goto L6021;
234 L6020: if(HERE(J))K=1;
236 if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
238 if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
241 L6021: if(PLACE[CHEST] != 0) goto L6022;
242 /* Install chest only once, to insure it is the last treasure in the list. */
246 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
247 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
248 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
249 if(TOTING(J))DROP(J,CHLOC);
252 L6024: DLOC[6]=CHLOC;
262 /* This threatening little dwarf is in the room with him! */
264 L6027: game.dtotal=game.dtotal+1;
265 if(ODLOC[I] != DLOC[I]) goto L6030;
267 if(game.knfloc >= 0)game.knfloc=LOC;
268 if(RAN(1000) < 95*(game.dflag-2))STICK=STICK+1;
272 /* Now we know what's happening. Let's tell the poor sucker about it.
273 * Note that various of the "knife" messages must have specific relative
274 * positions in the RSPEAK database. */
276 if(game.dtotal == 0) goto L2000;
277 SETPRM(1,game.dtotal,0);
278 RSPEAK(4+1/game.dtotal);
279 if(ATTACK == 0) goto L2000;
280 if(game.dflag == 2)game.dflag=3;
286 RSPEAK(K+1+2/(1+STICK));
287 if(STICK == 0) goto L2000;
296 /* Describe the current location and (maybe) get next command. */
298 /* Print text for current loc. */
300 L2000: if(LOC == 0) goto L99;
302 if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
303 if(FORCED(LOC) || !DARK(0)) goto L2001;
304 if(game.wzdark && PCT(35)) goto L90;
306 L2001: if(TOTING(BEAR))RSPEAK(141);
309 if(FORCED(LOC)) goto L8;
310 if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
312 /* Print out descriptions of objects at this location. If not closing and
313 * property value is negative, tally off another treasure. Rug is special
314 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
315 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
316 * are because PROP=0 is needed to get full score. */
318 if(DARK(0)) goto L2012;
321 L2004: if(I == 0) goto L2012;
323 if(OBJ > 100)OBJ=OBJ-100;
324 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
325 if(PROP[OBJ] >= 0) goto L2006;
326 if(game.closed) goto L2008;
328 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
329 game.tally=game.tally-1;
330 /* Note: There used to be a test here to see whether the player had blown it
331 * so badly that he could never ever see the remaining treasures, and if so
332 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
333 * things like killing the bird before the snake was gone (can never see
334 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
335 * bridge several times, using up all available treasures, breaking vase,
336 * using coins to buy batteries, etc., and eventually never be able to get
337 * across again. If bottle were left on far side, could then never get eggs
338 * or trident, and the effects propagate. So the whole thing was flushed.
339 * anyone who makes such a gross blunder isn't likely to find everything
340 * else anyway (so goes the rationalisation). */
342 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
349 L2011: RSPEAK(game.spk);
355 /* Check if this loc is eligible for any hints. If been here long enough,
356 * branch to help section (on later page). Hints all come back here eventually
357 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
360 L2600: if(COND[LOC] < CONDS) goto L2603;
361 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
362 if(HINTED[HINT]) goto L2602;
363 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
364 HINTLC[HINT]=HINTLC[HINT]+1;
365 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
369 /* Kick the random number generator just to add variety to the chase. Also,
370 * if closing time, check for any objects being toted with PROP < 0 and set
371 * the prop to -1-PROP. This way objects won't be described until they've
372 * been picked up and put down separate from their respective piles. Don't
373 * tick game.clock1 unless well into cave (and not at Y2). */
375 L2603: if(!game.closed) goto L2605;
376 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
377 for (I=1; I<=100; I++) {
378 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
380 L2605: game.wzdark=DARK(0);
381 if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
383 GETIN(cmdin, WD1,WD1X,WD2,WD2X);
385 /* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
386 * make neg. If neg, he skipped a word, so make it zero. */
388 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
389 game.turns=game.turns+1;
390 if(game.turns != game.thresh) goto L2608;
391 SPEAK(TTEXT[game.trndex]);
392 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
393 game.trndex=game.trndex+1;
395 if(game.trndex <= TRNVLS)game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
396 L2608: if(VERB == SAY && WD2 > 0)VERB=0;
397 if(VERB == SAY) goto L4090;
398 if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
399 if(game.clock1 == 0) goto L10000;
400 if(game.clock1 < 0)game.clock2=game.clock2-1;
401 if(game.clock2 == 0) goto L11000;
402 if(PROP[LAMP] == 1)game.limit=game.limit-1;
403 if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
405 if(game.limit == 0) goto L12400;
406 if(game.limit <= 30) goto L12200;
408 if(LIQLOC(LOC) == WATER)K=70;
411 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
412 if(V1 == ENTER && WD2 > 0) goto L2800;
413 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
414 1000+DOOR)) goto L2610;
415 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
416 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
417 HERE(BIRD))WD1=MAKEWD(301200308);
418 L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
419 game.iwest=game.iwest+1;
420 if(game.iwest == 10)RSPEAK(17);
421 L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
423 if(IGO == 10)RSPEAK(276);
424 L2630: I=VOCAB(WD1,-1);
425 if(I == -1) goto L3000;
428 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
429 case 3: goto L2010; }
432 /* Get second word for analysis. */
439 /* Gee, I don't understand. */
441 L3000: SETPRM(1,WD1,WD1X);
445 /* Verb and object analysis moved to separate module. */
447 L4000: I=4000; goto Laction;
448 L4090: I=4090; goto Laction;
451 switch (action(cmdin, I)) {
454 case 2000: goto L2000;
455 case 2009: goto L2009;
456 case 2010: goto L2010;
457 case 2011: goto L2011;
458 case 2012: goto L2012;
459 case 2600: goto L2600;
460 case 2607: goto L2607;
461 case 2630: goto L2630;
462 case 2800: goto L2800;
463 case 8000: goto L8000;
464 case 18999: goto L18999;
465 case 19000: goto L19000;
469 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
472 L8000: SETPRM(1,WD1,WD1X);
477 /* Figure out the new location
479 * Given the current location in "LOC", and a motion verb number in
480 * "K", put the new location in "game.newloc". The current loc is
481 * saved in "game.oldloc" in case he wants to retreat. The current
482 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
483 * does, game.newloc will be limbo, and game.oldloc will be what
484 * killed him, so we need game.oldlc2, which is the last place he was
491 if(K == BACK) goto L20;
492 if(K == LOOK) goto L30;
493 if(K == CAVE) goto L40;
494 game.oldlc2=game.oldloc;
497 L9: LL=IABS(TRAVEL[KK]);
498 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
499 if(TRAVEL[KK] < 0) goto L50;
504 L11: game.newloc=LL/1000;
505 K=MOD(game.newloc,100);
506 if(game.newloc <= 300) goto L13;
507 if(PROP[K] != game.newloc/100-3) goto L16;
508 L12: if(TRAVEL[KK] < 0)BUG(25);
510 game.newloc=IABS(TRAVEL[KK])/1000;
511 if(game.newloc == LL) goto L12;
515 L13: if(game.newloc <= 100) goto L14;
516 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
519 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
520 L16: game.newloc=MOD(LL,1000);
521 if(game.newloc <= 300) return;
522 if(game.newloc <= 500) goto L30000;
523 RSPEAK(game.newloc-500);
527 /* Special motions come here. Labelling convention: statement numbers NNNXX
528 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
530 L30000: game.newloc=game.newloc-300;
531 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
535 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
536 * table must include "useless" entries going through passage, which can never
537 * be used for actual motion, but can be spotted by "go back". */
539 L30100: game.newloc=99+100-LOC;
540 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return;
545 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
546 * toting it), so he's forced to use the plover-passage to get it out. Having
547 * dropped it, go back and pretend he wasn't carrying it after all. */
549 L30200: DROP(EMRALD,LOC);
552 /* Travel 303. Troll bridge. Must be done only as special motion so that
553 * dwarves won't wander across and encounter the bear. (They won't follow the
554 * player there because that region is forbidden to the pirate.) If
555 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
556 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
558 L30300: if(PROP[TROLL] != 1) goto L30310;
563 MOVE(TROLL,PLAC[TROLL]);
564 MOVE(TROLL+100,FIXD[TROLL]);
569 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
570 if(PROP[TROLL] == 0)PROP[TROLL]=1;
571 if(!TOTING(BEAR)) return;
575 DROP(BEAR,game.newloc);
578 game.oldlc2=game.newloc;
581 /* End of specials. */
583 /* Handle "go back". Look for verb which goes from LOC to
584 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
585 * K2 saves entry -> forced loc -> previous loc. */
588 if(FORCED(K))K=game.oldlc2;
589 game.oldlc2=game.oldloc;
593 if(CNDBIT(LOC,4))K2=274;
594 if(K2 == 0) goto L21;
598 L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
599 if(LL == K) goto L25;
600 if(LL > 300) goto L22;
602 if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
603 L22: if(TRAVEL[KK] < 0) goto L23;
608 if(KK != 0) goto L25;
612 L25: K=MOD(IABS(TRAVEL[KK]),1000);
616 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
617 * be dark) so he won't fall into a pit while staring into the gloom. */
619 L30: if(game.detail < 3)RSPEAK(15);
620 game.detail=game.detail+1;
625 /* Cave. Different messages depending on whether above ground. */
628 if(OUTSID(LOC) && LOC != 8)K=57;
632 /* Non-applicable motion. Various messages depending on word given. */
635 if(K >= 43 && K <= 50)game.spk=52;
636 if(K == 29 || K == 30)game.spk=52;
637 if(K == 7 || K == 36 || K == 37)game.spk=10;
638 if(K == 11 || K == 19)game.spk=11;
639 if(VERB == FIND || VERB == INVENT)game.spk=59;
640 if(K == 62 || K == 65)game.spk=42;
641 if(K == 17)game.spk=80;
649 /* "You're dead, Jim."
651 * If the current loc is zero, it means the clown got himself killed. We'll
652 * allow this maxdie times. MAXDIE is automatically set based on the number of
653 * snide messages available. Each death results in a message (81, 83, etc.)
654 * which offers reincarnation; if accepted, this results in message 82, 84,
655 * etc. The last time, if he wants another chance, he gets a snide remark as
656 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
657 * (presumably the last place prior to being killed) without change of props.
658 * the loop runs backwards to assure that the bird is dropped before the cage.
659 * (this kluge could be changed once we're sure all references to bird and cage
660 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
661 * it in the cave). It is turned off and left outside the building (only if he
662 * was carrying it, of course). He himself is left inside the building (and
663 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
664 * game.oldloc is zapped so he can't just "retreat". */
666 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
671 /* Okay, he's dead. Let's get on with it. */
673 L99: if(game.closng) goto L95;
674 game.numdie=game.numdie+1;
675 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
676 if(game.numdie == MAXDIE) score(0);
679 if(TOTING(LAMP))PROP[LAMP]=0;
680 /* 98 */ for (J=1; J<=100; J++) {
682 if(!TOTING(I)) goto L98;
692 /* He died during closing time. No resurrection. Tally up a death and exit. */
695 game.numdie=game.numdie+1;
703 /* Come here if he's been long enough at required loc(s) for some unused hint.
704 * hint number is in variable "hint". Branch to quick test for additional
705 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
706 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
707 * 40030 to take no action yet. */
709 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
710 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
711 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
712 L40900; case 9: goto L41000; }
713 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
717 L40010: HINTLC[HINT]=0;
718 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
719 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
721 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
722 if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
723 L40020: HINTLC[HINT]=0;
726 /* Now for the quick tests. See database description for one-line notes. */
728 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
731 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
734 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
737 L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng >
741 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
746 L40700: if(game.dflag == 0) goto L40010;
749 L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
753 L40900: I=ATDWRF(LOC);
754 if(I < 0) goto L40020;
755 if(HERE(OGRE) && I == 0) goto L40010;
758 L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
765 /* Cave closing and scoring */
768 /* These sections handle the closing of the cave. The cave closes "clock1"
769 * turns after the last treasure has been located (including the pirate's
770 * chest, which may of course never show up). Note that the treasures need not
771 * have been taken yet, just located. Hence clock1 must be large enough to get
772 * out of the cave (it only ticks while inside the cave). When it hits zero,
773 * we branch to 10000 to start closing the cave, and then sit back and wait for
774 * him to try to get out. If he doesn't within clock2 turns, we close the
775 * cave; if he does try, we assume he panics, and give him a few additional
776 * turns to get frantic before we close. When clock2 hits zero, we branch to
777 * 11000 to transport him into the final puzzle. Note that the puzzle depends
778 * upon all sorts of random things. For instance, there must be no water or
779 * oil, since there are beanstalks which we don't want to be able to water,
780 * since the code can't handle it. Also, we can have no keys, since there is a
781 * grate (having moved the fixed object!) there separating him from all the
782 * treasures. Most of these problems arise from the use of negative prop
783 * numbers to suppress the object descriptions until he's actually moved the
786 /* When the first warning comes, we lock the grate, destroy the bridge, kill
787 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
788 * and set "closng" to true. Leave the dragon; too much trouble to move it.
789 * from now until clock2 runs out, he cannot unlock the grate, move to any
790 * location outside the cave, or create the bridge. Nor can he be
791 * resurrected if he dies. Note that the snake is already gone, since he got
792 * to the treasure accessible only via the hall of the mountain king. Also, he's
793 * been in giant room (to get eggs), so we can refer to it. Also also, he's
794 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
795 * must have been activated, since we've found chest. */
797 L10000: PROP[GRATE]=0;
799 for (I=1; I<=6; I++) {
805 MOVE(TROLL2,PLAC[TROLL]);
806 MOVE(TROLL2+100,FIXD[TROLL]);
808 if(PROP[BEAR] != 3)DSTROY(BEAR);
818 /* Once he's panicked, and clock2 has run out, we come here to set up the
819 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
820 * At the ne end, we place empty bottles, a nursery of plants, a bed of
821 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
822 * the sw end we place grate over treasures, snake pit, covey of caged birds,
823 * more rods, and pillows. A mirror stretches across one wall. Many of the
824 * objects come from known locations and/or states (e.g. the snake is known to
825 * have been destroyed and needn't be carried away from its old "place"),
826 * making the various objects be handled differently. We also drop all other
827 * objects he might be carrying (lest he have some which could cause trouble,
828 * such as the keys). We describe the flash of light and trundle back. */
830 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
831 PROP[PLANT]=PUT(PLANT,115,0);
832 PROP[OYSTER]=PUT(OYSTER,115,0);
834 PROP[LAMP]=PUT(LAMP,115,0);
835 PROP[ROD]=PUT(ROD,115,0);
836 PROP[DWARF]=PUT(DWARF,115,0);
841 /* Leave the grate with normal (non-negative) property. Reuse sign. */
845 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
846 PROP[SNAKE]=PUT(SNAKE,116,1);
847 PROP[BIRD]=PUT(BIRD,116,1);
848 PROP[CAGE]=PUT(CAGE,116,0);
849 PROP[ROD2]=PUT(ROD2,116,0);
850 PROP[PILLOW]=PUT(PILLOW,116,0);
852 PROP[MIRROR]=PUT(MIRROR,115,0);
855 for (I=1; I<=100; I++) {
856 if(TOTING(I))DSTROY(I);
863 /* Another way we can force an end to things is by having the lamp give out.
864 * When it gets close, we come here to warn him. We go to 12000 if the lamp
865 * and fresh batteries are here, in which case we replace the batteries and
866 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
867 * out. Even then, he can explore outside for a while if desired. */
871 if(TOTING(BATTER))DROP(BATTER,LOC);
872 game.limit=game.limit+2500;
876 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
879 if(PLACE[BATTER] == 0)game.spk=183;
880 if(PROP[BATTER] == 1)game.spk=189;
884 L12400: game.limit= -1;
886 if(HERE(LAMP))RSPEAK(184);
889 /* Oh dear, he's disturbed the dwarves. */
891 L18999: RSPEAK(game.spk);