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++) {
296 if(game.dloc[i] == 0)
298 /* Fill TK array with all the places this dwarf might go. */
300 kk=KEY[game.dloc[i]];
303 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
304 /* Have we avoided a dwarf enciounter? */
305 bool avoided = (game.newloc > 300 ||
306 !INDEEP(game.newloc) ||
307 game.newloc == game.odloc[i] ||
308 (j > 1 && game.newloc == TK[j-1]) ||
310 game.newloc == game.dloc[i] ||
311 FORCED(game.newloc) ||
312 (i == PIRATE && CNDBIT(game.newloc,3)) ||
313 labs(TRAVEL[kk])/1000000 == 100);
315 TK[j++] = game.newloc;
324 game.odloc[i]=game.dloc[i];
326 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
327 if(!game.dseen[i]) continue;
328 game.dloc[i]=game.loc;
330 /* The pirate's spotted him. He leaves him alone once we've
331 * found chest. K counts if a treasure is here. If not, and
332 * tally=1 for an unseen chest, let the pirate be spotted.
333 * Note that game.place(CHEST)=0 might mean that he's thrown
334 * it to the troll, but in that case he's seen the chest
336 if(game.loc == game.chloc || game.prop[CHEST] >= 0)
339 for (int j=MINTRS; j<=MAXTRS; j++) {
340 /* Pirate won't take pyramid from plover room or dark
341 * room (too easy!). */
342 if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
353 /* Force chest placement before player finds last treasure */
354 if(game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
356 MOVE(CHEST,game.chloc);
357 MOVE(MESSAG,game.chloc2);
358 game.dloc[PIRATE]=game.chloc;
359 game.odloc[PIRATE]=game.chloc;
360 game.dseen[PIRATE]=false;
363 if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
368 if(game.place[CHEST] == 0) {
369 /* Install chest only once, to insure it is the last treasure in
371 MOVE(CHEST,game.chloc);
372 MOVE(MESSAG,game.chloc2);
375 for (int j=MINTRS; j<=MAXTRS; j++) {
376 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
377 if(AT(j) && game.fixed[j] == 0)
383 game.dloc[PIRATE]=game.chloc;
384 game.odloc[PIRATE]=game.chloc;
385 game.dseen[PIRATE]=false;
389 /* This threatening little dwarf is in the room with him! */
391 if(game.odloc[i] == game.dloc[i]) {
394 game.knfloc=game.loc;
395 if(randrange(1000) < 95*(game.dflag-2))
400 /* Now we know what's happening. Let's tell the poor sucker about it.
401 * Note that various of the "knife" messages must have specific relative
402 * positions in the RSPEAK database. */
405 SETPRM(1,game.dtotal,0);
406 RSPEAK(4+1/game.dtotal);
409 if(game.dflag == 2)game.dflag=3;
415 RSPEAK(K+1+2/(1+stick));
418 game.oldlc2=game.loc;
422 static void croak(FILE *cmdin)
423 /* Okay, he's dead. Let's get on with it. */
426 /* He died during closing time. No resurrection. Tally up a
433 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
435 if(game.numdie == MAXDIE)
441 for (int j=1; j<=NOBJECTS; j++) {
442 int i=NOBJECTS + 1 - j;
451 game.oldloc=game.loc;
455 static bool do_command(FILE *cmdin) {
456 long LL, KQ, VERB, KK, K2, V1, V2;
460 /* Can't leave cave once it's closing (except by main office). */
461 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
463 game.newloc=game.loc;
464 if(!game.panic)game.clock2=15;
468 /* See if a dwarf has seen him and has come from where he
469 * wants to go. If so, the dwarf's blocking his way. If
470 * coming from place forbidden to pirate (dwarves rooted in
471 * place) let him get out (and attacked). */
472 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
473 for (i=1; i<=NDWARVES-1; i++) {
474 if(game.odloc[i] == game.newloc && game.dseen[i]) {
475 game.newloc=game.loc;
481 game.loc=game.newloc;
486 /* Describe the current location and (maybe) get next command. */
488 /* Print text for current loc. */
490 L2000: if(game.loc == 0)
493 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
494 if(FORCED(game.loc) || !DARK(0)) goto L2001;
495 if(game.wzdark && PCT(35)) goto L90;
497 L2001: if(TOTING(BEAR))RSPEAK(141);
500 if(FORCED(game.loc)) goto L8;
501 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
503 /* Print out descriptions of objects at this location. If not closing and
504 * property value is negative, tally off another treasure. Rug is special
505 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
506 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
507 * are because game.prop=0 is needed to get full score. */
509 if(DARK(0)) goto L2012;
510 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
511 i=game.atloc[game.loc];
512 L2004: if(i == 0) goto L2012;
514 if(obj > NOBJECTS)obj=obj-NOBJECTS;
515 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
516 if(game.prop[obj] >= 0) goto L2006;
517 if(game.closed) goto L2008;
519 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
520 game.tally=game.tally-1;
521 /* Note: There used to be a test here to see whether the player had blown it
522 * so badly that he could never ever see the remaining treasures, and if so
523 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
524 * things like killing the bird before the snake was gone (can never see
525 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
526 * bridge several times, using up all available treasures, breaking vase,
527 * using coins to buy batteries, etc., and eventually never be able to get
528 * across again. If bottle were left on far side, could then never get eggs
529 * or trident, and the effects propagate. So the whole thing was flushed.
530 * anyone who makes such a gross blunder isn't likely to find everything
531 * else anyway (so goes the rationalisation). */
532 L2006: KK=game.prop[obj];
533 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
535 L2008: i=game.link[i];
546 /* Check if this loc is eligible for any hints. If been here long enough,
547 * branch to help section (on later page). Hints all come back here eventually
548 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
550 L2600: if(COND[game.loc] >= game.conds) {
551 for (int hint=1; hint<=HNTMAX; hint++) {
552 if(game.hinted[hint])
554 if(!CNDBIT(game.loc,hint+10))
555 game.hintlc[hint]= -1;
556 game.hintlc[hint] = game.hintlc[hint]+1;
557 if(game.hintlc[hint] >= HINTS[hint][1])
562 /* If closing time, check for any objects being toted with
563 * game.prop < 0 and set the prop to -1-game.prop. This way
564 * objects won't be described until they've been picked up
565 * and put down separate from their respective piles. Don't
566 * tick game.clock1 unless well into cave (and not at Y2). */
567 L2603: if(game.closed) {
568 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
570 for (i=1; i<=NOBJECTS; i++) {
571 if(TOTING(i) && game.prop[i] < 0)
572 game.prop[i] = -1-game.prop[i];
576 if(game.knfloc > 0 && game.knfloc != game.loc)
579 /* This is where we get a new command from the user */
580 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
583 /* Every input, check "game.foobar" flag. If zero, nothing's
584 * going on. If pos, make neg. If neg, he skipped a word,
585 * so make it zero. */
586 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
587 game.turns=game.turns+1;
588 if(game.turns == game.thresh) {
589 SPEAK(TTEXT[game.trndex]);
590 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
591 game.trndex=game.trndex+1;
593 if(game.trndex <= TRNVLS)
594 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
596 if(VERB == SAY && WD2 > 0)VERB=0;
597 if(VERB == SAY) goto L4090;
598 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
599 if(game.clock1 == 0) goto L10000;
600 if(game.clock1 < 0)game.clock2=game.clock2-1;
601 if(game.clock2 == 0) goto L11000;
602 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
603 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
605 if(game.limit == 0) goto L12400;
606 if(game.limit <= 30) goto L12200;
608 if(LIQLOC(game.loc) == WATER)K=70;
611 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
612 if(V1 == ENTER && WD2 > 0) goto L2800;
613 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
614 1000+DOOR)) goto L2610;
615 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
616 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
617 WD1=MAKEWD(301200308);
618 L2620: if(WD1 == MAKEWD(23051920)) {
619 game.iwest=game.iwest+1;
620 if(game.iwest == 10)RSPEAK(17);
622 if(WD1 == MAKEWD( 715) && WD2 != 0) {
632 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
633 case 3: goto L2010; }
636 /* Get second word for analysis. */
643 /* Gee, I don't understand. */
645 L3000: SETPRM(1,WD1,WD1X);
646 if (fallback_handler(rawbuf))
651 /* Verb and object analysis moved to separate module. */
653 L4000: i=4000; VERB=K; goto Laction;
654 L4090: i=4090; goto Laction;
655 L5000: i=5000; obj = K;
657 switch (action(cmdin, i, VERB, obj)) {
660 case 2000: goto L2000;
661 case 2009: goto L2009;
662 case 2010: goto L2010;
663 case 2011: goto L2011;
664 case 2012: goto L2012;
665 case 2600: goto L2600;
666 case 2607: goto L2607;
667 case 2630: goto L2630;
668 case 2800: goto L2800;
669 case 8000: goto L8000;
670 case 18999: goto L18999;
671 case 19000: goto L19000;
675 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
678 L8000: SETPRM(1,WD1,WD1X);
683 /* Figure out the new location
685 * Given the current location in "game.loc", and a motion verb number in
686 * "K", put the new location in "game.newloc". The current loc is saved
687 * in "game.oldloc" in case he wants to retreat. The current
688 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
689 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
690 * him, so we need game.oldlc2, which is the last place he was
693 L8: KK=KEY[game.loc];
694 game.newloc=game.loc;
700 /* Handle "go back". Look for verb which goes from game.loc to
701 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
702 * K2 saves entry -> forced loc -> previous loc. */
704 if(FORCED(K))K=game.oldlc2;
705 game.oldlc2=game.oldloc;
706 game.oldloc=game.loc;
708 if(K == game.loc)K2=91;
709 if(CNDBIT(game.loc,4))K2=274;
710 if(K2 == 0) goto L21;
715 /* Look. Can't give more detail. Pretend it wasn't dark
716 * (though it may "now" be dark) so he won't fall into a
717 * pit while staring into the gloom. */
718 if(game.detail < 3)RSPEAK(15);
719 game.detail=game.detail+1;
721 game.abbrev[game.loc]=0;
725 /* Cave. Different messages depending on whether above ground. */
726 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
729 game.oldlc2=game.oldloc;
730 game.oldloc=game.loc;
732 L9: LL=labs(TRAVEL[KK]);
733 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
734 if(TRAVEL[KK] < 0) goto L50;
739 L11: game.newloc=LL/1000;
740 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
741 if(game.newloc <= 300) goto L13;
742 if(game.prop[K] != game.newloc/100-3) goto L16;
743 L12: if(TRAVEL[KK] < 0)BUG(25);
745 game.newloc=labs(TRAVEL[KK])/1000;
746 if(game.newloc == LL) goto L12;
750 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
751 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
754 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
755 L16: game.newloc=MOD(LL,1000);
756 if(game.newloc <= 300) return true;
757 if(game.newloc <= 500) goto L30000;
758 RSPEAK(game.newloc-500);
759 game.newloc=game.loc;
762 /* Special motions come here. Labelling convention: statement numbers NNNXX
763 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
765 L30000: game.newloc=game.newloc-300;
766 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
770 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
771 * table must include "useless" entries going through passage, which can never
772 * be used for actual motion, but can be spotted by "go back". */
774 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
775 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
776 game.newloc=game.loc;
780 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
781 * toting it), so he's forced to use the plover-passage to get it out. Having
782 * dropped it, go back and pretend he wasn't carrying it after all. */
784 L30200: DROP(EMRALD,game.loc);
787 /* Travel 303. Troll bridge. Must be done only as special motion so that
788 * dwarves won't wander across and encounter the bear. (They won't follow the
789 * player there because that region is forbidden to the pirate.) If
790 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
791 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
793 L30300: if(game.prop[TROLL] != 1) goto L30310;
797 MOVE(TROLL2+NOBJECTS,0);
798 MOVE(TROLL,PLAC[TROLL]);
799 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
801 game.newloc=game.loc;
804 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
805 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
806 if(!TOTING(BEAR)) return true;
810 DROP(BEAR,game.newloc);
811 game.fixed[BEAR]= -1;
813 game.oldlc2=game.newloc;
817 /* End of specials. */
819 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
822 if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
837 K=MOD(labs(TRAVEL[KK]),1000);
842 /* Non-applicable motion. Various messages depending on word given. */
845 if(K >= 43 && K <= 50)SPK=52;
846 if(K == 29 || K == 30)SPK=52;
847 if(K == 7 || K == 36 || K == 37)SPK=10;
848 if(K == 11 || K == 19)SPK=11;
849 if(VERB == FIND || VERB == INVENT)SPK=59;
850 if(K == 62 || K == 65)SPK=42;
855 /* "You're dead, Jim."
857 * If the current loc is zero, it means the clown got himself killed. We'll
858 * allow this maxdie times. MAXDIE is automatically set based on the number of
859 * snide messages available. Each death results in a message (81, 83, etc.)
860 * which offers reincarnation; if accepted, this results in message 82, 84,
861 * etc. The last time, if he wants another chance, he gets a snide remark as
862 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
863 * (presumably the last place prior to being killed) without change of props.
864 * the loop runs backwards to assure that the bird is dropped before the cage.
865 * (this kluge could be changed once we're sure all references to bird and cage
866 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
867 * it in the cave). It is turned off and left outside the building (only if he
868 * was carrying it, of course). He himself is left inside the building (and
869 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
870 * game.oldloc is zapped so he can't just "retreat". */
872 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
875 game.oldlc2=game.loc;
879 /* Cave closing and scoring */
882 /* These sections handle the closing of the cave. The cave closes "clock1"
883 * turns after the last treasure has been located (including the pirate's
884 * chest, which may of course never show up). Note that the treasures need not
885 * have been taken yet, just located. Hence clock1 must be large enough to get
886 * out of the cave (it only ticks while inside the cave). When it hits zero,
887 * we branch to 10000 to start closing the cave, and then sit back and wait for
888 * him to try to get out. If he doesn't within clock2 turns, we close the
889 * cave; if he does try, we assume he panics, and give him a few additional
890 * turns to get frantic before we close. When clock2 hits zero, we branch to
891 * 11000 to transport him into the final puzzle. Note that the puzzle depends
892 * upon all sorts of random things. For instance, there must be no water or
893 * oil, since there are beanstalks which we don't want to be able to water,
894 * since the code can't handle it. Also, we can have no keys, since there is a
895 * grate (having moved the fixed object!) there separating him from all the
896 * treasures. Most of these problems arise from the use of negative prop
897 * numbers to suppress the object descriptions until he's actually moved the
900 /* When the first warning comes, we lock the grate, destroy the bridge, kill
901 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
902 * and set "closng" to true. Leave the dragon; too much trouble to move it.
903 * from now until clock2 runs out, he cannot unlock the grate, move to any
904 * location outside the cave, or create the bridge. Nor can he be
905 * resurrected if he dies. Note that the snake is already gone, since he got
906 * to the treasure accessible only via the hall of the mountain king. Also, he's
907 * been in giant room (to get eggs), so we can refer to it. Also also, he's
908 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
909 * must have been activated, since we've found chest. */
911 L10000: game.prop[GRATE]=0;
913 for (i=1; i<=NDWARVES; i++) {
918 MOVE(TROLL+NOBJECTS,0);
919 MOVE(TROLL2,PLAC[TROLL]);
920 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
922 if(game.prop[BEAR] != 3)DSTROY(BEAR);
932 /* Once he's panicked, and clock2 has run out, we come here to set up the
933 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
934 * At the ne end, we place empty bottles, a nursery of plants, a bed of
935 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
936 * the sw end we place grate over treasures, snake pit, covey of caged birds,
937 * more rods, and pillows. A mirror stretches across one wall. Many of the
938 * objects come from known locations and/or states (e.g. the snake is known to
939 * have been destroyed and needn't be carried away from its old "place"),
940 * making the various objects be handled differently. We also drop all other
941 * objects he might be carrying (lest he have some which could cause trouble,
942 * such as the keys). We describe the flash of light and trundle back. */
944 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
945 game.prop[PLANT]=PUT(PLANT,115,0);
946 game.prop[OYSTER]=PUT(OYSTER,115,0);
948 game.prop[LAMP]=PUT(LAMP,115,0);
949 game.prop[ROD]=PUT(ROD,115,0);
950 game.prop[DWARF]=PUT(DWARF,115,0);
955 /* Leave the grate with normal (non-negative) property. Reuse sign. */
959 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
960 game.prop[SNAKE]=PUT(SNAKE,116,1);
961 game.prop[BIRD]=PUT(BIRD,116,1);
962 game.prop[CAGE]=PUT(CAGE,116,0);
963 game.prop[ROD2]=PUT(ROD2,116,0);
964 game.prop[PILLOW]=PUT(PILLOW,116,0);
966 game.prop[MIRROR]=PUT(MIRROR,115,0);
967 game.fixed[MIRROR]=116;
969 for (int i=1; i<=NOBJECTS; i++) {
978 /* Another way we can force an end to things is by having the lamp give out.
979 * When it gets close, we come here to warn him. We go to 12000 if the lamp
980 * and fresh batteries are here, in which case we replace the batteries and
981 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
982 * out. Even then, he can explore outside for a while if desired. */
986 if(TOTING(BATTER))DROP(BATTER,game.loc);
987 game.limit=game.limit+2500;
991 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
994 if(game.place[BATTER] == 0)SPK=183;
995 if(game.prop[BATTER] == 1)SPK=189;
999 L12400: game.limit= -1;
1001 if(HERE(LAMP))RSPEAK(184);
1004 /* Oh dear, he's disturbed the dwarves. */
1006 L18999: RSPEAK(SPK);
1007 L19000: RSPEAK(136);