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.)
16 long ABB[186], ATLOC[186], BLKLIN = true, DFLAG,
17 DLOC[7], FIXED[101], HOLDNG,
18 LINK[201], LNLENG, LNPOSN,
19 PARMS[26], PLACE[101],
21 signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
23 long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
24 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
25 CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT,
26 COINS, CONDS, DALTLC, DETAIL,
27 DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, 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 ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
37 PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[101], 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,
44 WZDARK = false, ZZWORD;
46 bool oldstyle = false;
49 extern void initialise();
50 extern void score(long);
51 extern int action(FILE *, long);
53 void sig_handler(int signo)
65 static bool do_command(FILE *);
67 int main(int argc, char *argv[]) {
70 /* Adventure (rev 2: 20 treasures) */
72 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
73 * 15-treasure version (adventure) by Don Woods, April-June 1977
74 * 20-treasure version (rev 2) by Don Woods, August 1978
75 * Errata fixed: 78/12/25 */
80 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
83 logfp = fopen(optarg, "w");
86 "advent: can't open logfile %s for write\n",
88 signal(SIGINT, sig_handler);
98 * CLOSED says whether we're all the way closed
99 * CLOSNG says whether it's closing time yet
100 * CLSHNT says whether he's read the clue in the endgame
101 * LMWARN says whether he's been warned about lamp going dim
102 * NOVICE says whether he asked for instructions at start-up
103 * PANIC says whether he's found out he's trapped in the cave
104 * WZDARK says whether the loc he's leaving was dark */
108 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
112 lcgstate.m = 1048576;
114 long seedval = (long)rand();
117 /* Read the database if we have not yet done so */
120 if(!SETUP)initialise();
121 if(SETUP > 0) goto L1;
123 /* Unlike earlier versions, adventure is no longer restartable. (This
124 * lets us get away with modifying things such as OBJSND(BIRD) without
125 * having to be able to undo the changes later.) If a "used" copy is
126 * rerun, we come here and tell the player to run a fresh copy. */
131 /* Start-up, dwarf stuff */
136 NOVICE=YES(stdin, 65,1,0);
140 if(NOVICE)LIMIT=1000;
143 fprintf(logfp, "seed %ld\n", seedval);
146 if (!do_command(stdin))
152 static bool fallback_handler(signed char *buf)
153 /* fallback handler for commands not handled by FORTRANish parser */
156 if (sscanf(buf, "seed %ld", &sv) == 1) {
158 printf("Seed set to %ld\n", sv);
159 // autogenerated, so don't charge user time for it.
161 // here we reconfigure any global game state that uses random numbers
168 static bool do_command(FILE *cmdin) {
170 /* Can't leave cave once it's closing (except by main office). */
172 if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
178 /* See if a dwarf has seen him and has come from where he wants to go. If so,
179 * the dwarf's blocking his way. If coming from place forbidden to pirate
180 * (dwarves rooted in place) let him get out (and attacked). */
182 L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
183 /* 73 */ for (I=1; I<=5; I++) {
184 if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
192 /* Dwarf stuff. See earlier comments for description of variables. Remember
193 * sixth dwarf is pirate and is thus very different except for motion rules. */
195 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
196 * the whole mess the first time he gets as far as the hall of mists (loc 15).
197 * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
198 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
199 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
200 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
202 if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
203 if(DFLAG != 0) goto L6000;
204 if(INDEEP(LOC))DFLAG=1;
207 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
208 * any of the survivors is at loc, replace him with the alternate. */
210 L6000: if(DFLAG != 1) goto L6010;
211 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
213 for (I=1; I<=2; I++) {
215 if(PCT(50))DLOC[J]=0;
217 for (I=1; I<=5; I++) {
218 if(DLOC[I] == LOC)DLOC[I]=DALTLC;
225 /* Things are in full swing. Move each dwarf at random, except if he's seen us
226 * he sticks with us. Dwarves stay deep inside. If wandering at random,
227 * they don't back up unless there's no alternative. If they don't have to
228 * move, they attack. And, of course, dead dwarves don't do much of anything. */
233 /* 6030 */ for (I=1; I<=6; I++) {
234 if(DLOC[I] == 0) goto L6030;
235 /* Fill TK array with all the places this dwarf might go. */
239 if(KK == 0) goto L6016;
240 L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
242 if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
243 NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
244 FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
245 IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
249 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
250 L6016: TK[J]=ODLOC[I];
255 DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
256 if(!DSEEN[I]) goto L6030;
258 if(I != 6) goto L6027;
260 /* The pirate's spotted him. He leaves him alone once we've found chest. K
261 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
262 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
263 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
265 if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
267 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
268 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
269 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
270 if(TOTING(J)) goto L6021;
271 L6020: if(HERE(J))K=1;
273 if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
275 if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
278 L6021: if(PLACE[CHEST] != 0) goto L6022;
279 /* Install chest only once, to insure it is the last treasure in the list. */
283 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
284 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
285 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
286 if(TOTING(J))DROP(J,CHLOC);
289 L6024: DLOC[6]=CHLOC;
299 /* This threatening little dwarf is in the room with him! */
301 L6027: DTOTAL=DTOTAL+1;
302 if(ODLOC[I] != DLOC[I]) goto L6030;
304 if(KNFLOC >= 0)KNFLOC=LOC;
305 if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1;
309 /* Now we know what's happening. Let's tell the poor sucker about it.
310 * Note that various of the "knife" messages must have specific relative
311 * positions in the RSPEAK database. */
313 if(DTOTAL == 0) goto L2000;
316 if(ATTACK == 0) goto L2000;
317 if(DFLAG == 2)DFLAG=3;
323 RSPEAK(K+1+2/(1+STICK));
324 if(STICK == 0) goto L2000;
333 /* Describe the current location and (maybe) get next command. */
335 /* Print text for current loc. */
337 L2000: if(LOC == 0) goto L99;
339 if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
340 if(FORCED(LOC) || !DARK(0)) goto L2001;
341 if(WZDARK && PCT(35)) goto L90;
343 L2001: if(TOTING(BEAR))RSPEAK(141);
346 if(FORCED(LOC)) goto L8;
347 if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
349 /* Print out descriptions of objects at this location. If not closing and
350 * property value is negative, tally off another treasure. Rug is special
351 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
352 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
353 * are because PROP=0 is needed to get full score. */
355 if(DARK(0)) goto L2012;
358 L2004: if(I == 0) goto L2012;
360 if(OBJ > 100)OBJ=OBJ-100;
361 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
362 if(PROP[OBJ] >= 0) goto L2006;
363 if(CLOSED) goto L2008;
365 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
367 /* Note: There used to be a test here to see whether the player had blown it
368 * so badly that he could never ever see the remaining treasures, and if so
369 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
370 * things like killing the bird before the snake was gone (can never see
371 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
372 * bridge several times, using up all available treasures, breaking vase,
373 * using coins to buy batteries, etc., and eventually never be able to get
374 * across again. If bottle were left on far side, could then never get eggs
375 * or trident, and the effects propagate. So the whole thing was flushed.
376 * anyone who makes such a gross blunder isn't likely to find everything
377 * else anyway (so goes the rationalisation). */
379 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
392 /* Check if this loc is eligible for any hints. If been here long enough,
393 * branch to help section (on later page). Hints all come back here eventually
394 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
397 L2600: if(COND[LOC] < CONDS) goto L2603;
398 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
399 if(HINTED[HINT]) goto L2602;
400 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
401 HINTLC[HINT]=HINTLC[HINT]+1;
402 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
406 /* Kick the random number generator just to add variety to the chase. Also,
407 * if closing time, check for any objects being toted with PROP < 0 and set
408 * the prop to -1-PROP. This way objects won't be described until they've
409 * been picked up and put down separate from their respective piles. Don't
410 * tick CLOCK1 unless well into cave (and not at Y2). */
412 L2603: if(!CLOSED) goto L2605;
413 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
414 for (I=1; I<=100; I++) {
415 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
417 L2605: WZDARK=DARK(0);
418 if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
420 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
423 /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
424 * make neg. If neg, he skipped a word, so make it zero. */
426 L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
428 if(TURNS != THRESH) goto L2608;
429 SPEAK(TTEXT[TRNDEX]);
430 TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
433 if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
434 L2608: if(VERB == SAY && WD2 > 0)VERB=0;
435 if(VERB == SAY) goto L4090;
436 if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
437 if(CLOCK1 == 0) goto L10000;
438 if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
439 if(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) &&
455 HERE(BIRD))WD1=MAKEWD(301200308);
456 L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
458 if(IWEST == 10)RSPEAK(17);
459 L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
461 if(IGO == 10)RSPEAK(276);
462 L2630: I=VOCAB(WD1,-1);
463 if(I == -1) goto L3000;
466 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
467 case 3: goto L2010; }
470 /* Get second word for analysis. */
477 /* Gee, I don't understand. */
479 L3000: SETPRM(1,WD1,WD1X);
480 if (fallback_handler(rawbuf))
485 /* Verb and object analysis moved to separate module. */
487 L4000: I=4000; goto Laction;
488 L4090: I=4090; goto Laction;
491 switch (action(cmdin, I)) {
494 case 2000: goto L2000;
495 case 2009: goto L2009;
496 case 2010: goto L2010;
497 case 2011: goto L2011;
498 case 2012: goto L2012;
499 case 2600: goto L2600;
500 case 2607: goto L2607;
501 case 2630: goto L2630;
502 case 2800: goto L2800;
503 case 8000: goto L8000;
504 case 18999: goto L18999;
505 case 19000: goto L19000;
509 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
512 L8000: SETPRM(1,WD1,WD1X);
517 /* Figure out the new location
519 * Given the current location in "LOC", and a motion verb number in "K", put
520 * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
521 * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
522 * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
523 * him, so we need OLDLC2, which is the last place he was safe.) */
528 if(K == NUL) return true;
529 if(K == BACK) goto L20;
530 if(K == LOOK) goto L30;
531 if(K == CAVE) goto L40;
535 L9: LL=IABS(TRAVEL[KK]);
536 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
537 if(TRAVEL[KK] < 0) goto L50;
544 if(NEWLOC <= 300) goto L13;
545 if(PROP[K] != NEWLOC/100-3) goto L16;
546 L12: if(TRAVEL[KK] < 0)BUG(25);
548 NEWLOC=IABS(TRAVEL[KK])/1000;
549 if(NEWLOC == LL) goto L12;
553 L13: if(NEWLOC <= 100) goto L14;
554 if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
557 L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
558 L16: NEWLOC=MOD(LL,1000);
559 if(NEWLOC <= 300) return true;
560 if(NEWLOC <= 500) goto L30000;
565 /* Special motions come here. Labelling convention: statement numbers NNNXX
566 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
568 L30000: NEWLOC=NEWLOC-300;
569 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
573 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
574 * table must include "useless" entries going through passage, which can never
575 * be used for actual motion, but can be spotted by "go back". */
577 L30100: NEWLOC=99+100-LOC;
578 if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true;
583 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
584 * toting it), so he's forced to use the plover-passage to get it out. Having
585 * dropped it, go back and pretend he wasn't carrying it after all. */
587 L30200: DROP(EMRALD,LOC);
590 /* Travel 303. Troll bridge. Must be done only as special motion so that
591 * dwarves won't wander across and encounter the bear. (They won't follow the
592 * player there because that region is forbidden to the pirate.) If
593 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
594 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
596 L30300: if(PROP[TROLL] != 1) goto L30310;
601 MOVE(TROLL,PLAC[TROLL]);
602 MOVE(TROLL+100,FIXD[TROLL]);
607 L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
608 if(PROP[TROLL] == 0)PROP[TROLL]=1;
609 if(!TOTING(BEAR)) return true;
619 /* End of specials. */
621 /* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
622 * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
625 if(FORCED(K))K=OLDLC2;
630 if(CNDBIT(LOC,4))K2=274;
631 if(K2 == 0) goto L21;
635 L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
636 if(LL == K) goto L25;
637 if(LL > 300) goto L22;
639 if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
640 L22: if(TRAVEL[KK] < 0) goto L23;
645 if(KK != 0) goto L25;
649 L25: K=MOD(IABS(TRAVEL[KK]),1000);
653 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
654 * be dark) so he won't fall into a pit while staring into the gloom. */
656 L30: if(DETAIL < 3)RSPEAK(15);
662 /* Cave. Different messages depending on whether above ground. */
665 if(OUTSID(LOC) && LOC != 8)K=57;
669 /* Non-applicable motion. Various messages depending on word given. */
672 if(K >= 43 && K <= 50)SPK=52;
673 if(K == 29 || K == 30)SPK=52;
674 if(K == 7 || K == 36 || K == 37)SPK=10;
675 if(K == 11 || K == 19)SPK=11;
676 if(VERB == FIND || VERB == INVENT)SPK=59;
677 if(K == 62 || K == 65)SPK=42;
682 /* "You're dead, Jim."
684 * If the current loc is zero, it means the clown got himself killed. We'll
685 * allow this maxdie times. MAXDIE is automatically set based on the number of
686 * snide messages available. Each death results in a message (81, 83, etc.)
687 * which offers reincarnation; if accepted, this results in message 82, 84,
688 * etc. The last time, if he wants another chance, he gets a snide remark as
689 * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
690 * (presumably the last place prior to being killed) without change of props.
691 * the loop runs backwards to assure that the bird is dropped before the cage.
692 * (this kluge could be changed once we're sure all references to bird and cage
693 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
694 * it in the cave). It is turned off and left outside the building (only if he
695 * was carrying it, of course). He himself is left inside the building (and
696 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
697 * OLDLOC is zapped so he can't just "retreat". */
699 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
704 /* Okay, he's dead. Let's get on with it. */
706 L99: if(CLOSNG) goto L95;
708 if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
709 if(NUMDIE == MAXDIE) score(0);
712 if(TOTING(LAMP))PROP[LAMP]=0;
713 /* 98 */ for (J=1; J<=100; J++) {
715 if(!TOTING(I)) goto L98;
725 /* He died during closing time. No resurrection. Tally up a death and exit. */
736 /* Come here if he's been long enough at required loc(s) for some unused hint.
737 * hint number is in variable "hint". Branch to quick test for additional
738 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
739 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
740 * 40030 to take no action yet. */
742 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
743 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
744 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
745 L40900; case 9: goto L41000; }
746 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
750 L40010: HINTLC[HINT]=0;
751 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
752 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
754 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
755 if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
756 L40020: HINTLC[HINT]=0;
759 /* Now for the quick tests. See database description for one-line notes. */
761 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
764 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
767 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
770 L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
774 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
779 L40700: if(DFLAG == 0) goto L40010;
782 L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
786 L40900: I=ATDWRF(LOC);
787 if(I < 0) goto L40020;
788 if(HERE(OGRE) && I == 0) goto L40010;
791 L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
798 /* Cave closing and scoring */
801 /* These sections handle the closing of the cave. The cave closes "clock1"
802 * turns after the last treasure has been located (including the pirate's
803 * chest, which may of course never show up). Note that the treasures need not
804 * have been taken yet, just located. Hence clock1 must be large enough to get
805 * out of the cave (it only ticks while inside the cave). When it hits zero,
806 * we branch to 10000 to start closing the cave, and then sit back and wait for
807 * him to try to get out. If he doesn't within clock2 turns, we close the
808 * cave; if he does try, we assume he panics, and give him a few additional
809 * turns to get frantic before we close. When clock2 hits zero, we branch to
810 * 11000 to transport him into the final puzzle. Note that the puzzle depends
811 * upon all sorts of random things. For instance, there must be no water or
812 * oil, since there are beanstalks which we don't want to be able to water,
813 * since the code can't handle it. Also, we can have no keys, since there is a
814 * grate (having moved the fixed object!) there separating him from all the
815 * treasures. Most of these problems arise from the use of negative prop
816 * numbers to suppress the object descriptions until he's actually moved the
819 /* When the first warning comes, we lock the grate, destroy the bridge, kill
820 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
821 * and set "closng" to true. Leave the dragon; too much trouble to move it.
822 * from now until clock2 runs out, he cannot unlock the grate, move to any
823 * location outside the cave, or create the bridge. Nor can he be
824 * resurrected if he dies. Note that the snake is already gone, since he got
825 * to the treasure accessible only via the hall of the mountain king. Also, he's
826 * been in giant room (to get eggs), so we can refer to it. Also also, he's
827 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
828 * must have been activated, since we've found chest. */
830 L10000: PROP[GRATE]=0;
832 for (I=1; I<=6; I++) {
838 MOVE(TROLL2,PLAC[TROLL]);
839 MOVE(TROLL2+100,FIXD[TROLL]);
841 if(PROP[BEAR] != 3)DSTROY(BEAR);
851 /* Once he's panicked, and clock2 has run out, we come here to set up the
852 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
853 * At the ne end, we place empty bottles, a nursery of plants, a bed of
854 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
855 * the sw end we place grate over treasures, snake pit, covey of caged birds,
856 * more rods, and pillows. A mirror stretches across one wall. Many of the
857 * objects come from known locations and/or states (e.g. the snake is known to
858 * have been destroyed and needn't be carried away from its old "place"),
859 * making the various objects be handled differently. We also drop all other
860 * objects he might be carrying (lest he have some which could cause trouble,
861 * such as the keys). We describe the flash of light and trundle back. */
863 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
864 PROP[PLANT]=PUT(PLANT,115,0);
865 PROP[OYSTER]=PUT(OYSTER,115,0);
867 PROP[LAMP]=PUT(LAMP,115,0);
868 PROP[ROD]=PUT(ROD,115,0);
869 PROP[DWARF]=PUT(DWARF,115,0);
874 /* Leave the grate with normal (non-negative) property. Reuse sign. */
878 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
879 PROP[SNAKE]=PUT(SNAKE,116,1);
880 PROP[BIRD]=PUT(BIRD,116,1);
881 PROP[CAGE]=PUT(CAGE,116,0);
882 PROP[ROD2]=PUT(ROD2,116,0);
883 PROP[PILLOW]=PUT(PILLOW,116,0);
885 PROP[MIRROR]=PUT(MIRROR,115,0);
888 for (I=1; I<=100; I++) {
889 if(TOTING(I))DSTROY(I);
896 /* Another way we can force an end to things is by having the lamp give out.
897 * When it gets close, we come here to warn him. We go to 12000 if the lamp
898 * and fresh batteries are here, in which case we replace the batteries and
899 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
900 * out. Even then, he can explore outside for a while if desired. */
904 if(TOTING(BATTER))DROP(BATTER,LOC);
909 L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
912 if(PLACE[BATTER] == 0)SPK=183;
913 if(PROP[BATTER] == 1)SPK=189;
919 if(HERE(LAMP))RSPEAK(184);
922 /* Oh dear, he's disturbed the dwarves. */