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], MAP1[129], MAP2[129];
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 */
109 /* Unlike earlier versions, adventure is no longer restartable. (This
110 * lets us get away with modifying things such as OBJSND(BIRD) without
111 * having to be able to undo the changes later.) If a "used" copy is
112 * rerun, we come here and tell the player to run a fresh copy. */
113 if(game.setup <= 0) {
118 /* Start-up, dwarf stuff */
120 game.zzword=RNDVOC(3,0);
121 game.novice=YES(stdin, 65,1,0);
125 if(game.novice)game.limit=1000;
128 fprintf(logfp, "seed %ld\n", seedval);
130 /* interpret commands ubtil EOF or interrupt */
132 if (!do_command(stdin))
135 /* show score and exit */
139 static bool fallback_handler(char *buf)
140 /* fallback handler for commands not handled by FORTRANish parser */
143 if (sscanf(buf, "seed %ld", &sv) == 1) {
145 printf("Seed set to %ld\n", sv);
146 // autogenerated, so don't charge user time for it.
148 // here we reconfigure any global game state that uses random numbers
149 game.zzword=RNDVOC(3,0);
155 static void dohint(FILE *cmdin, int hint)
156 /* Come here if he's been long enough at required loc(s) for some
165 if(game.prop[GRATE] == 0 && !HERE(KEYS))
170 if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
174 if(HERE(SNAKE) && !HERE(BIRD))
179 if(game.atloc[game.loc] == 0 &&
180 game.atloc[game.oldloc] == 0 &&
181 game.atloc[game.oldlc2] == 0 &&
187 if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
199 if(game.atloc[game.loc] == 0 &&
200 game.atloc[game.oldloc] == 0 &&
201 game.atloc[game.oldlc2] == 0)
210 if(HERE(OGRE) && i == 0)
214 if(game.tally == 1 && game.prop[JADE] < 0)
223 /* Fall through to hint display */
225 if(!YES(cmdin,HINTS[hint][3],0,54))
227 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
229 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
230 if(game.hinted[hint] && game.limit > 30)
231 game.limit=game.limit+30*HINTS[hint][2];
234 static bool dwarfmove(void)
235 /* Dwarves move. Return true if player survives, false if he dies. */
237 int kk, stick, attack;
240 /* Dwarf stuff. See earlier comments for description of
241 * variables. Remember sixth dwarf is pirate and is thus
242 * very different except for motion rules. */
244 /* First off, don't let the dwarves follow him into a pit or
245 * a wall. Activate the whole mess the first time he gets as
246 * far as the hall of mists (loc 15). If game.newloc is
247 * forbidden to pirate (in particular, if it's beyond the
248 * troll bridge), bypass dwarf stuff. That way pirate can't
249 * steal return toll, and dwarves can't meet the bear. Also
250 * means dwarves won't follow him into dead end in maze, but
251 * c'est la vie. They'll wait for him outside the dead
253 if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
256 /* Dwarf activity level ratchets up */
257 if(game.dflag == 0) {
263 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
264 * the 5 dwarves. If any of the survivors is at loc,
265 * replace him with the alternate. */
266 if(game.dflag == 1) {
267 if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
270 for (int i=1; i<=2; i++) {
271 int j=1+randrange(NDWARVES-1);
275 for (int i=1; i<=NDWARVES-1; i++) {
276 if(game.dloc[i] == game.loc)
278 game.odloc[i]=game.dloc[i];
285 /* Things are in full swing. Move each dwarf at random,
286 * except if he's seen us he sticks with us. Dwarves stay
287 * deep inside. If wandering at random, they don't back up
288 * unless there's no alternative. If they don't have to
289 * move, they attack. And, of course, dead dwarves don't do
290 * much of anything. */
294 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]))
350 /* Force chest placement before player finds last treasure */
351 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
353 MOVE(CHEST,game.chloc);
354 MOVE(MESSAG,game.chloc2);
355 game.dloc[PIRATE]=game.chloc;
356 game.odloc[PIRATE]=game.chloc;
357 game.dseen[PIRATE]=false;
360 if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
365 if(game.place[CHEST] == 0) {
366 /* Install chest only once, to insure it is the last treasure in
368 MOVE(CHEST,game.chloc);
369 MOVE(MESSAG,game.chloc2);
372 for (int j=MINTRS; j<=MAXTRS; j++) {
373 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
374 if(AT(j) && game.fixed[j] == 0)
380 game.dloc[PIRATE]=game.chloc;
381 game.odloc[PIRATE]=game.chloc;
382 game.dseen[PIRATE]=false;
386 /* This threatening little dwarf is in the room with him! */
388 if(game.odloc[i] == game.dloc[i]) {
391 game.knfloc=game.loc;
392 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. */
402 SETPRM(1,game.dtotal,0);
403 RSPEAK(4+1/game.dtotal);
406 if(game.dflag == 2)game.dflag=3;
412 RSPEAK(K+1+2/(1+stick));
415 game.oldlc2=game.loc;
419 static void croak(FILE *cmdin)
420 /* Okay, he's dead. Let's get on with it. */
423 /* He died during closing time. No resurrection. Tally up a
430 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
432 if(game.numdie == MAXDIE)
438 for (int j=1; j<=NOBJECTS; j++) {
439 int i=NOBJECTS + 1 - j;
448 game.oldloc=game.loc;
452 static bool do_command(FILE *cmdin) {
453 long LL, KQ, VERB, KK, K2, V1, V2;
457 /* Can't leave cave once it's closing (except by main office). */
458 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
460 game.newloc=game.loc;
461 if(!game.panic)game.clock2=15;
465 /* See if a dwarf has seen him and has come from where he
466 * wants to go. If so, the dwarf's blocking his way. If
467 * coming from place forbidden to pirate (dwarves rooted in
468 * place) let him get out (and attacked). */
469 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
470 for (i=1; i<=NDWARVES-1; i++) {
471 if(game.odloc[i] == game.newloc && game.dseen[i]) {
472 game.newloc=game.loc;
478 game.loc=game.newloc;
483 /* Describe the current location and (maybe) get next command. */
485 /* Print text for current loc. */
487 L2000: if(game.loc == 0)
490 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
491 if(FORCED(game.loc) || !DARK(0)) goto L2001;
492 if(game.wzdark && PCT(35)) goto L90;
494 L2001: if(TOTING(BEAR))RSPEAK(141);
497 if(FORCED(game.loc)) goto L8;
498 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
500 /* Print out descriptions of objects at this location. If not closing and
501 * property value is negative, tally off another treasure. Rug is special
502 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
503 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
504 * are because game.prop=0 is needed to get full score. */
506 if(DARK(0)) goto L2012;
507 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
508 i=game.atloc[game.loc];
509 L2004: if(i == 0) goto L2012;
511 if(obj > NOBJECTS)obj=obj-NOBJECTS;
512 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
513 if(game.prop[obj] >= 0) goto L2006;
514 if(game.closed) goto L2008;
516 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
517 game.tally=game.tally-1;
518 /* Note: There used to be a test here to see whether the player had blown it
519 * so badly that he could never ever see the remaining treasures, and if so
520 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
521 * things like killing the bird before the snake was gone (can never see
522 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
523 * bridge several times, using up all available treasures, breaking vase,
524 * using coins to buy batteries, etc., and eventually never be able to get
525 * across again. If bottle were left on far side, could then never get eggs
526 * or trident, and the effects propagate. So the whole thing was flushed.
527 * anyone who makes such a gross blunder isn't likely to find everything
528 * else anyway (so goes the rationalisation). */
529 L2006: KK=game.prop[obj];
530 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
532 L2008: i=game.link[i];
543 /* Check if this loc is eligible for any hints. If been here long enough,
544 * branch to help section (on later page). Hints all come back here eventually
545 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
547 L2600: if(COND[game.loc] >= game.conds) {
548 for (int hint=1; hint<=HNTMAX; hint++) {
549 if(game.hinted[hint])
551 if(!CNDBIT(game.loc,hint+10))
552 game.hintlc[hint]= -1;
553 game.hintlc[hint] = game.hintlc[hint]+1;
554 if(game.hintlc[hint] >= HINTS[hint][1])
559 /* If closing time, check for any objects being toted with
560 * game.prop < 0 and set the prop to -1-game.prop. This way
561 * objects won't be described until they've been picked up
562 * and put down separate from their respective piles. Don't
563 * tick game.clock1 unless well into cave (and not at Y2). */
564 L2603: if(game.closed) {
565 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
567 for (i=1; i<=NOBJECTS; i++) {
568 if(TOTING(i) && game.prop[i] < 0)
569 game.prop[i] = -1-game.prop[i];
573 if(game.knfloc > 0 && game.knfloc != game.loc)
576 /* This is where we get a new command from the user */
577 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
580 /* Every input, check "game.foobar" flag. If zero, nothing's
581 * going on. If pos, make neg. If neg, he skipped a word,
582 * so make it zero. */
583 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
584 game.turns=game.turns+1;
585 if(game.turns == game.thresh) {
586 SPEAK(TTEXT[game.trndex]);
587 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
588 game.trndex=game.trndex+1;
590 if(game.trndex <= TRNVLS)
591 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
593 if(VERB == SAY && WD2 > 0)VERB=0;
594 if(VERB == SAY) goto L4090;
595 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
596 if(game.clock1 == 0) goto L10000;
597 if(game.clock1 < 0)game.clock2=game.clock2-1;
598 if(game.clock2 == 0) goto L11000;
599 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
600 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
602 if(game.limit == 0) goto L12400;
603 if(game.limit <= 30) goto L12200;
605 if(LIQLOC(game.loc) == WATER)K=70;
608 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
609 if(V1 == ENTER && WD2 > 0) goto L2800;
610 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
611 1000+DOOR)) goto L2610;
612 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
613 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
614 WD1=MAKEWD(301200308);
615 L2620: if(WD1 == MAKEWD(23051920)) {
616 game.iwest=game.iwest+1;
617 if(game.iwest == 10)RSPEAK(17);
619 if(WD1 == MAKEWD( 715) && WD2 != 0) {
629 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
630 case 3: goto L2010; }
633 /* Get second word for analysis. */
640 /* Gee, I don't understand. */
642 L3000: SETPRM(1,WD1,WD1X);
643 if (fallback_handler(rawbuf))
648 /* Verb and object analysis moved to separate module. */
650 L4000: i=4000; VERB=K; goto Laction;
651 L4090: i=4090; goto Laction;
652 L5000: i=5000; obj = K;
654 switch (action(cmdin, i, VERB, obj)) {
657 case 2000: goto L2000;
658 case 2009: goto L2009;
659 case 2010: goto L2010;
660 case 2011: goto L2011;
661 case 2012: goto L2012;
662 case 2600: goto L2600;
663 case 2607: goto L2607;
664 case 2630: goto L2630;
665 case 2800: goto L2800;
666 case 8000: goto L8000;
667 case 18999: goto L18999;
668 case 19000: goto L19000;
672 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
675 L8000: SETPRM(1,WD1,WD1X);
680 /* Figure out the new location
682 * Given the current location in "game.loc", and a motion verb number in
683 * "K", put the new location in "game.newloc". The current loc is saved
684 * in "game.oldloc" in case he wants to retreat. The current
685 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
686 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
687 * him, so we need game.oldlc2, which is the last place he was
690 L8: KK=KEY[game.loc];
691 game.newloc=game.loc;
697 /* Handle "go back". Look for verb which goes from game.loc to
698 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
699 * K2 saves entry -> forced loc -> previous loc. */
701 if(FORCED(K))K=game.oldlc2;
702 game.oldlc2=game.oldloc;
703 game.oldloc=game.loc;
705 if(K == game.loc)K2=91;
706 if(CNDBIT(game.loc,4))K2=274;
707 if(K2 == 0) goto L21;
712 /* Look. Can't give more detail. Pretend it wasn't dark
713 * (though it may "now" be dark) so he won't fall into a
714 * pit while staring into the gloom. */
715 if(game.detail < 3)RSPEAK(15);
716 game.detail=game.detail+1;
718 game.abbrev[game.loc]=0;
722 /* Cave. Different messages depending on whether above ground. */
723 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
726 game.oldlc2=game.oldloc;
727 game.oldloc=game.loc;
729 L9: LL=labs(TRAVEL[KK]);
730 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
731 if(TRAVEL[KK] < 0) goto L50;
736 L11: game.newloc=LL/1000;
737 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
738 if(game.newloc <= 300) goto L13;
739 if(game.prop[K] != game.newloc/100-3) goto L16;
740 L12: if(TRAVEL[KK] < 0)BUG(25);
742 game.newloc=labs(TRAVEL[KK])/1000;
743 if(game.newloc == LL) goto L12;
747 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
748 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
751 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
752 L16: game.newloc=MOD(LL,1000);
753 if(game.newloc <= 300) return true;
754 if(game.newloc <= 500) goto L30000;
755 RSPEAK(game.newloc-500);
756 game.newloc=game.loc;
759 /* Special motions come here. Labelling convention: statement numbers NNNXX
760 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
762 L30000: game.newloc=game.newloc-300;
763 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
767 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
768 * table must include "useless" entries going through passage, which can never
769 * be used for actual motion, but can be spotted by "go back". */
771 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
772 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
773 game.newloc=game.loc;
777 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
778 * toting it), so he's forced to use the plover-passage to get it out. Having
779 * dropped it, go back and pretend he wasn't carrying it after all. */
781 L30200: DROP(EMRALD,game.loc);
784 /* Travel 303. Troll bridge. Must be done only as special motion so that
785 * dwarves won't wander across and encounter the bear. (They won't follow the
786 * player there because that region is forbidden to the pirate.) If
787 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
788 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
790 L30300: if(game.prop[TROLL] != 1) goto L30310;
794 MOVE(TROLL2+NOBJECTS,0);
795 MOVE(TROLL,PLAC[TROLL]);
796 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
798 game.newloc=game.loc;
801 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
802 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
803 if(!TOTING(BEAR)) return true;
807 DROP(BEAR,game.newloc);
808 game.fixed[BEAR]= -1;
810 game.oldlc2=game.newloc;
814 /* End of specials. */
816 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
819 if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
834 K=MOD(labs(TRAVEL[KK]),1000);
839 /* Non-applicable motion. Various messages depending on word given. */
842 if(K >= 43 && K <= 50)SPK=52;
843 if(K == 29 || K == 30)SPK=52;
844 if(K == 7 || K == 36 || K == 37)SPK=10;
845 if(K == 11 || K == 19)SPK=11;
846 if(VERB == FIND || VERB == INVENT)SPK=59;
847 if(K == 62 || K == 65)SPK=42;
852 /* "You're dead, Jim."
854 * If the current loc is zero, it means the clown got himself killed. We'll
855 * allow this maxdie times. MAXDIE is automatically set based on the number of
856 * snide messages available. Each death results in a message (81, 83, etc.)
857 * which offers reincarnation; if accepted, this results in message 82, 84,
858 * etc. The last time, if he wants another chance, he gets a snide remark as
859 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
860 * (presumably the last place prior to being killed) without change of props.
861 * the loop runs backwards to assure that the bird is dropped before the cage.
862 * (this kluge could be changed once we're sure all references to bird and cage
863 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
864 * it in the cave). It is turned off and left outside the building (only if he
865 * was carrying it, of course). He himself is left inside the building (and
866 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
867 * game.oldloc is zapped so he can't just "retreat". */
869 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
872 game.oldlc2=game.loc;
876 /* Cave closing and scoring */
879 /* These sections handle the closing of the cave. The cave closes "clock1"
880 * turns after the last treasure has been located (including the pirate's
881 * chest, which may of course never show up). Note that the treasures need not
882 * have been taken yet, just located. Hence clock1 must be large enough to get
883 * out of the cave (it only ticks while inside the cave). When it hits zero,
884 * we branch to 10000 to start closing the cave, and then sit back and wait for
885 * him to try to get out. If he doesn't within clock2 turns, we close the
886 * cave; if he does try, we assume he panics, and give him a few additional
887 * turns to get frantic before we close. When clock2 hits zero, we branch to
888 * 11000 to transport him into the final puzzle. Note that the puzzle depends
889 * upon all sorts of random things. For instance, there must be no water or
890 * oil, since there are beanstalks which we don't want to be able to water,
891 * since the code can't handle it. Also, we can have no keys, since there is a
892 * grate (having moved the fixed object!) there separating him from all the
893 * treasures. Most of these problems arise from the use of negative prop
894 * numbers to suppress the object descriptions until he's actually moved the
897 /* When the first warning comes, we lock the grate, destroy the bridge, kill
898 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
899 * and set "closng" to true. Leave the dragon; too much trouble to move it.
900 * from now until clock2 runs out, he cannot unlock the grate, move to any
901 * location outside the cave, or create the bridge. Nor can he be
902 * resurrected if he dies. Note that the snake is already gone, since he got
903 * to the treasure accessible only via the hall of the mountain king. Also, he's
904 * been in giant room (to get eggs), so we can refer to it. Also also, he's
905 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
906 * must have been activated, since we've found chest. */
908 L10000: game.prop[GRATE]=0;
910 for (i=1; i<=NDWARVES; i++) {
915 MOVE(TROLL+NOBJECTS,0);
916 MOVE(TROLL2,PLAC[TROLL]);
917 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
919 if(game.prop[BEAR] != 3)DSTROY(BEAR);
929 /* Once he's panicked, and clock2 has run out, we come here to set up the
930 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
931 * At the ne end, we place empty bottles, a nursery of plants, a bed of
932 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
933 * the sw end we place grate over treasures, snake pit, covey of caged birds,
934 * more rods, and pillows. A mirror stretches across one wall. Many of the
935 * objects come from known locations and/or states (e.g. the snake is known to
936 * have been destroyed and needn't be carried away from its old "place"),
937 * making the various objects be handled differently. We also drop all other
938 * objects he might be carrying (lest he have some which could cause trouble,
939 * such as the keys). We describe the flash of light and trundle back. */
941 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
942 game.prop[PLANT]=PUT(PLANT,115,0);
943 game.prop[OYSTER]=PUT(OYSTER,115,0);
945 game.prop[LAMP]=PUT(LAMP,115,0);
946 game.prop[ROD]=PUT(ROD,115,0);
947 game.prop[DWARF]=PUT(DWARF,115,0);
952 /* Leave the grate with normal (non-negative) property. Reuse sign. */
956 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
957 game.prop[SNAKE]=PUT(SNAKE,116,1);
958 game.prop[BIRD]=PUT(BIRD,116,1);
959 game.prop[CAGE]=PUT(CAGE,116,0);
960 game.prop[ROD2]=PUT(ROD2,116,0);
961 game.prop[PILLOW]=PUT(PILLOW,116,0);
963 game.prop[MIRROR]=PUT(MIRROR,115,0);
964 game.fixed[MIRROR]=116;
966 for (int i=1; i<=NOBJECTS; i++) {
975 /* Another way we can force an end to things is by having the lamp give out.
976 * When it gets close, we come here to warn him. We go to 12000 if the lamp
977 * and fresh batteries are here, in which case we replace the batteries and
978 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
979 * out. Even then, he can explore outside for a while if desired. */
983 if(TOTING(BATTER))DROP(BATTER,game.loc);
984 game.limit=game.limit+2500;
988 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
991 if(game.place[BATTER] == 0)SPK=183;
992 if(game.prop[BATTER] == 1)SPK=189;
996 L12400: game.limit= -1;
998 if(HERE(LAMP))RSPEAK(184);
1001 /* Oh dear, he's disturbed the dwarves. */
1003 L18999: RSPEAK(SPK);
1004 L19000: RSPEAK(136);