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], BLKLIN = true, DFLAG,
15 DLOC[7], FIXED[101], HOLDNG,
16 KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
17 PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
18 SETUP = 0, TABSIZ = 330;
19 signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
21 long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
22 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
23 CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
24 COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
25 DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
26 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
27 GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
28 HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
29 KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
30 LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
31 MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
32 MESSAG, MIRROR, MXSCOR,
33 NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
34 OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
35 PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
36 RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
37 SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
38 STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
39 TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
40 TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
41 VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
42 WZDARK = false, ZZWORD;
44 bool oldstyle = false;
47 extern void initialise();
48 extern void score(long);
49 extern int action(FILE *, long);
55 static bool do_command(FILE *);
57 int main(int argc, char *argv[]) {
60 /* Adventure (rev 2: 20 treasures) */
62 /* History: Original idea & 5-treasure version (adventures) by Willie Crowther
63 * 15-treasure version (adventure) by Don Woods, April-June 1977
64 * 20-treasure version (rev 2) by Don Woods, August 1978
65 * Errata fixed: 78/12/25 */
70 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
73 logfp = fopen(optarg, "w");
76 "advent: can't open logfile %s for write\n",
87 * CLOSED says whether we're all the way closed
88 * CLOSNG says whether it's closing time yet
89 * CLSHNT says whether he's read the clue in the endgame
90 * LMWARN says whether he's been warned about lamp going dim
91 * NOVICE says whether he asked for instructions at start-up
92 * PANIC says whether he's found out he's trapped in the cave
93 * WZDARK says whether the loc he's leaving was dark */
97 /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
101 lcgstate.m = 1048576;
102 set_seed((long)time(NULL));
104 /* Read the database if we have not yet done so */
106 LINES = (long *)calloc(LINSIZ+1,sizeof(long));
108 printf("Not enough memory!\n");
113 if(!SETUP)initialise();
114 if(SETUP > 0) goto L1;
116 /* Unlike earlier versions, adventure is no longer restartable. (This
117 * lets us get away with modifying things such as OBJSND(BIRD) without
118 * having to be able to undo the changes later.) If a "used" copy is
119 * rerun, we come here and tell the player to run a fresh copy. */
124 /* Start-up, dwarf stuff */
128 ZZWORD=RNDVOC(3,0)+MESH*2;
129 NOVICE=YES(stdin, 65,1,0);
133 if(NOVICE)LIMIT=1000;
136 if (!do_command(stdin))
142 static bool fallback_handler(signed char *buf)
143 /* fallback handler for commands not handled by FORTRANish parser */
145 printf("Fallback handler sees: %s\n", buf);
149 static bool do_command(FILE *cmdin) {
151 /* Can't leave cave once it's closing (except by main office). */
153 if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
159 /* See if a dwarf has seen him and has come from where he wants to go. If so,
160 * the dwarf's blocking his way. If coming from place forbidden to pirate
161 * (dwarves rooted in place) let him get out (and attacked). */
163 L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
164 /* 73 */ for (I=1; I<=5; I++) {
165 if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
173 /* Dwarf stuff. See earlier comments for description of variables. Remember
174 * sixth dwarf is pirate and is thus very different except for motion rules. */
176 /* First off, don't let the dwarves follow him into a pit or a wall. Activate
177 * the whole mess the first time he gets as far as the hall of mists (loc 15).
178 * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
179 * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
180 * dwarves can't meet the bear. Also means dwarves won't follow him into dead
181 * end in maze, but c'est la vie. They'll wait for him outside the dead end. */
183 if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
184 if(DFLAG != 0) goto L6000;
185 if(INDEEP(LOC))DFLAG=1;
188 /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
189 * any of the survivors is at loc, replace him with the alternate. */
191 L6000: if(DFLAG != 1) goto L6010;
192 if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
194 for (I=1; I<=2; I++) {
196 if(PCT(50))DLOC[J]=0;
198 for (I=1; I<=5; I++) {
199 if(DLOC[I] == LOC)DLOC[I]=DALTLC;
206 /* Things are in full swing. Move each dwarf at random, except if he's seen us
207 * he sticks with us. Dwarves stay deep inside. If wandering at random,
208 * they don't back up unless there's no alternative. If they don't have to
209 * move, they attack. And, of course, dead dwarves don't do much of anything. */
214 /* 6030 */ for (I=1; I<=6; I++) {
215 if(DLOC[I] == 0) goto L6030;
216 /* Fill TK array with all the places this dwarf might go. */
220 if(KK == 0) goto L6016;
221 L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
223 if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
224 NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
225 FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
226 IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
230 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
231 L6016: TK[J]=ODLOC[I];
236 DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
237 if(!DSEEN[I]) goto L6030;
239 if(I != 6) goto L6027;
241 /* The pirate's spotted him. He leaves him alone once we've found chest. K
242 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
243 * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
244 * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
246 if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
248 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
249 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
250 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
251 if(TOTING(J)) goto L6021;
252 L6020: if(HERE(J))K=1;
254 if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
256 if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
259 L6021: if(PLACE[CHEST] != 0) goto L6022;
260 /* Install chest only once, to insure it is the last treasure in the list. */
264 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
265 if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
266 if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
267 if(TOTING(J))DROP(J,CHLOC);
270 L6024: DLOC[6]=CHLOC;
280 /* This threatening little dwarf is in the room with him! */
282 L6027: DTOTAL=DTOTAL+1;
283 if(ODLOC[I] != DLOC[I]) goto L6030;
285 if(KNFLOC >= 0)KNFLOC=LOC;
286 if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1;
290 /* Now we know what's happening. Let's tell the poor sucker about it.
291 * Note that various of the "knife" messages must have specific relative
292 * positions in the RSPEAK database. */
294 if(DTOTAL == 0) goto L2000;
297 if(ATTACK == 0) goto L2000;
298 if(DFLAG == 2)DFLAG=3;
304 RSPEAK(K+1+2/(1+STICK));
305 if(STICK == 0) goto L2000;
314 /* Describe the current location and (maybe) get next command. */
316 /* Print text for current loc. */
318 L2000: if(LOC == 0) goto L99;
320 if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
321 if(FORCED(LOC) || !DARK(0)) goto L2001;
322 if(WZDARK && PCT(35)) goto L90;
324 L2001: if(TOTING(BEAR))RSPEAK(141);
327 if(FORCED(LOC)) goto L8;
328 if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
330 /* Print out descriptions of objects at this location. If not closing and
331 * property value is negative, tally off another treasure. Rug is special
332 * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
333 * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
334 * are because PROP=0 is needed to get full score. */
336 if(DARK(0)) goto L2012;
339 L2004: if(I == 0) goto L2012;
341 if(OBJ > 100)OBJ=OBJ-100;
342 if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
343 if(PROP[OBJ] >= 0) goto L2006;
344 if(CLOSED) goto L2008;
346 if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
348 /* Note: There used to be a test here to see whether the player had blown it
349 * so badly that he could never ever see the remaining treasures, and if so
350 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
351 * things like killing the bird before the snake was gone (can never see
352 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
353 * bridge several times, using up all available treasures, breaking vase,
354 * using coins to buy batteries, etc., and eventually never be able to get
355 * across again. If bottle were left on far side, could then never get eggs
356 * or trident, and the effects propagate. So the whole thing was flushed.
357 * anyone who makes such a gross blunder isn't likely to find everything
358 * else anyway (so goes the rationalisation). */
360 if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
373 /* Check if this loc is eligible for any hints. If been here long enough,
374 * branch to help section (on later page). Hints all come back here eventually
375 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
378 L2600: if(COND[LOC] < CONDS) goto L2603;
379 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
380 if(HINTED[HINT]) goto L2602;
381 if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
382 HINTLC[HINT]=HINTLC[HINT]+1;
383 if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
387 /* Kick the random number generator just to add variety to the chase. Also,
388 * if closing time, check for any objects being toted with PROP < 0 and set
389 * the prop to -1-PROP. This way objects won't be described until they've
390 * been picked up and put down separate from their respective piles. Don't
391 * tick CLOCK1 unless well into cave (and not at Y2). */
393 L2603: if(!CLOSED) goto L2605;
394 if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
395 for (I=1; I<=100; I++) {
396 if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
398 L2605: WZDARK=DARK(0);
399 if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
401 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
404 /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
405 * make neg. If neg, he skipped a word, so make it zero. */
407 L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
409 if(TURNS != THRESH) goto L2608;
410 SPEAK(TTEXT[TRNDEX]);
411 TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
414 if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
415 L2608: if(VERB == SAY && WD2 > 0)VERB=0;
416 if(VERB == SAY) goto L4090;
417 if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
418 if(CLOCK1 == 0) goto L10000;
419 if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
420 if(CLOCK2 == 0) goto L11000;
421 if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
422 if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
424 if(LIMIT == 0) goto L12400;
425 if(LIMIT <= 30) goto L12200;
427 if(LIQLOC(LOC) == WATER)K=70;
430 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
431 if(V1 == ENTER && WD2 > 0) goto L2800;
432 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
433 1000+DOOR)) goto L2610;
434 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
435 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
436 HERE(BIRD))WD1=MAKEWD(301200308);
437 L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
439 if(IWEST == 10)RSPEAK(17);
440 L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
442 if(IGO == 10)RSPEAK(276);
443 L2630: I=VOCAB(WD1,-1);
444 if(I == -1) goto L3000;
447 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
448 case 3: goto L2010; }
451 /* Get second word for analysis. */
458 /* Gee, I don't understand. */
460 L3000: SETPRM(1,WD1,WD1X);
461 if (fallback_handler(rawbuf))
466 /* Verb and object analysis moved to separate module. */
468 L4000: I=4000; goto Laction;
469 L4090: I=4090; goto Laction;
472 switch (action(cmdin, I)) {
475 case 2000: goto L2000;
476 case 2009: goto L2009;
477 case 2010: goto L2010;
478 case 2011: goto L2011;
479 case 2012: goto L2012;
480 case 2600: goto L2600;
481 case 2607: goto L2607;
482 case 2630: goto L2630;
483 case 2800: goto L2800;
484 case 8000: goto L8000;
485 case 18999: goto L18999;
486 case 19000: goto L19000;
490 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
493 L8000: SETPRM(1,WD1,WD1X);
498 /* Figure out the new location
500 * Given the current location in "LOC", and a motion verb number in "K", put
501 * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
502 * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
503 * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
504 * him, so we need OLDLC2, which is the last place he was safe.) */
509 if(K == NUL) return true;
510 if(K == BACK) goto L20;
511 if(K == LOOK) goto L30;
512 if(K == CAVE) goto L40;
516 L9: LL=IABS(TRAVEL[KK]);
517 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
518 if(TRAVEL[KK] < 0) goto L50;
525 if(NEWLOC <= 300) goto L13;
526 if(PROP[K] != NEWLOC/100-3) goto L16;
527 L12: if(TRAVEL[KK] < 0)BUG(25);
529 NEWLOC=IABS(TRAVEL[KK])/1000;
530 if(NEWLOC == LL) goto L12;
534 L13: if(NEWLOC <= 100) goto L14;
535 if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
538 L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
539 L16: NEWLOC=MOD(LL,1000);
540 if(NEWLOC <= 300) return true;
541 if(NEWLOC <= 500) goto L30000;
546 /* Special motions come here. Labelling convention: statement numbers NNNXX
547 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
549 L30000: NEWLOC=NEWLOC-300;
550 switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
554 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
555 * table must include "useless" entries going through passage, which can never
556 * be used for actual motion, but can be spotted by "go back". */
558 L30100: NEWLOC=99+100-LOC;
559 if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true;
564 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
565 * toting it), so he's forced to use the plover-passage to get it out. Having
566 * dropped it, go back and pretend he wasn't carrying it after all. */
568 L30200: DROP(EMRALD,LOC);
571 /* Travel 303. Troll bridge. Must be done only as special motion so that
572 * dwarves won't wander across and encounter the bear. (They won't follow the
573 * player there because that region is forbidden to the pirate.) If
574 * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
575 * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
577 L30300: if(PROP[TROLL] != 1) goto L30310;
582 MOVE(TROLL,PLAC[TROLL]);
583 MOVE(TROLL+100,FIXD[TROLL]);
588 L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
589 if(PROP[TROLL] == 0)PROP[TROLL]=1;
590 if(!TOTING(BEAR)) return true;
600 /* End of specials. */
602 /* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
603 * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
606 if(FORCED(K))K=OLDLC2;
611 if(CNDBIT(LOC,4))K2=274;
612 if(K2 == 0) goto L21;
616 L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
617 if(LL == K) goto L25;
618 if(LL > 300) goto L22;
620 if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
621 L22: if(TRAVEL[KK] < 0) goto L23;
626 if(KK != 0) goto L25;
630 L25: K=MOD(IABS(TRAVEL[KK]),1000);
634 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
635 * be dark) so he won't fall into a pit while staring into the gloom. */
637 L30: if(DETAIL < 3)RSPEAK(15);
643 /* Cave. Different messages depending on whether above ground. */
646 if(OUTSID(LOC) && LOC != 8)K=57;
650 /* Non-applicable motion. Various messages depending on word given. */
653 if(K >= 43 && K <= 50)SPK=52;
654 if(K == 29 || K == 30)SPK=52;
655 if(K == 7 || K == 36 || K == 37)SPK=10;
656 if(K == 11 || K == 19)SPK=11;
657 if(VERB == FIND || VERB == INVENT)SPK=59;
658 if(K == 62 || K == 65)SPK=42;
663 /* "You're dead, Jim."
665 * If the current loc is zero, it means the clown got himself killed. We'll
666 * allow this maxdie times. MAXDIE is automatically set based on the number of
667 * snide messages available. Each death results in a message (81, 83, etc.)
668 * which offers reincarnation; if accepted, this results in message 82, 84,
669 * etc. The last time, if he wants another chance, he gets a snide remark as
670 * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
671 * (presumably the last place prior to being killed) without change of props.
672 * the loop runs backwards to assure that the bird is dropped before the cage.
673 * (this kluge could be changed once we're sure all references to bird and cage
674 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
675 * it in the cave). It is turned off and left outside the building (only if he
676 * was carrying it, of course). He himself is left inside the building (and
677 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
678 * OLDLOC is zapped so he can't just "retreat". */
680 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
685 /* Okay, he's dead. Let's get on with it. */
687 L99: if(CLOSNG) goto L95;
689 if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
690 if(NUMDIE == MAXDIE) score(0);
693 if(TOTING(LAMP))PROP[LAMP]=0;
694 /* 98 */ for (J=1; J<=100; J++) {
696 if(!TOTING(I)) goto L98;
706 /* He died during closing time. No resurrection. Tally up a death and exit. */
717 /* Come here if he's been long enough at required loc(s) for some unused hint.
718 * hint number is in variable "hint". Branch to quick test for additional
719 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
720 * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
721 * 40030 to take no action yet. */
723 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
724 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
725 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
726 L40900; case 9: goto L41000; }
727 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
731 L40010: HINTLC[HINT]=0;
732 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
733 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
735 HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
736 if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
737 L40020: HINTLC[HINT]=0;
740 /* Now for the quick tests. See database description for one-line notes. */
742 L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
745 L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
748 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
751 L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
755 L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
760 L40700: if(DFLAG == 0) goto L40010;
763 L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
767 L40900: I=ATDWRF(LOC);
768 if(I < 0) goto L40020;
769 if(HERE(OGRE) && I == 0) goto L40010;
772 L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
779 /* Cave closing and scoring */
782 /* These sections handle the closing of the cave. The cave closes "clock1"
783 * turns after the last treasure has been located (including the pirate's
784 * chest, which may of course never show up). Note that the treasures need not
785 * have been taken yet, just located. Hence clock1 must be large enough to get
786 * out of the cave (it only ticks while inside the cave). When it hits zero,
787 * we branch to 10000 to start closing the cave, and then sit back and wait for
788 * him to try to get out. If he doesn't within clock2 turns, we close the
789 * cave; if he does try, we assume he panics, and give him a few additional
790 * turns to get frantic before we close. When clock2 hits zero, we branch to
791 * 11000 to transport him into the final puzzle. Note that the puzzle depends
792 * upon all sorts of random things. For instance, there must be no water or
793 * oil, since there are beanstalks which we don't want to be able to water,
794 * since the code can't handle it. Also, we can have no keys, since there is a
795 * grate (having moved the fixed object!) there separating him from all the
796 * treasures. Most of these problems arise from the use of negative prop
797 * numbers to suppress the object descriptions until he's actually moved the
800 /* When the first warning comes, we lock the grate, destroy the bridge, kill
801 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
802 * and set "closng" to true. Leave the dragon; too much trouble to move it.
803 * from now until clock2 runs out, he cannot unlock the grate, move to any
804 * location outside the cave, or create the bridge. Nor can he be
805 * resurrected if he dies. Note that the snake is already gone, since he got
806 * to the treasure accessible only via the hall of the mountain king. Also, he's
807 * been in giant room (to get eggs), so we can refer to it. Also also, he's
808 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
809 * must have been activated, since we've found chest. */
811 L10000: PROP[GRATE]=0;
813 for (I=1; I<=6; I++) {
819 MOVE(TROLL2,PLAC[TROLL]);
820 MOVE(TROLL2+100,FIXD[TROLL]);
822 if(PROP[BEAR] != 3)DSTROY(BEAR);
832 /* Once he's panicked, and clock2 has run out, we come here to set up the
833 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
834 * At the ne end, we place empty bottles, a nursery of plants, a bed of
835 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
836 * the sw end we place grate over treasures, snake pit, covey of caged birds,
837 * more rods, and pillows. A mirror stretches across one wall. Many of the
838 * objects come from known locations and/or states (e.g. the snake is known to
839 * have been destroyed and needn't be carried away from its old "place"),
840 * making the various objects be handled differently. We also drop all other
841 * objects he might be carrying (lest he have some which could cause trouble,
842 * such as the keys). We describe the flash of light and trundle back. */
844 L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
845 PROP[PLANT]=PUT(PLANT,115,0);
846 PROP[OYSTER]=PUT(OYSTER,115,0);
848 PROP[LAMP]=PUT(LAMP,115,0);
849 PROP[ROD]=PUT(ROD,115,0);
850 PROP[DWARF]=PUT(DWARF,115,0);
855 /* Leave the grate with normal (non-negative) property. Reuse sign. */
859 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
860 PROP[SNAKE]=PUT(SNAKE,116,1);
861 PROP[BIRD]=PUT(BIRD,116,1);
862 PROP[CAGE]=PUT(CAGE,116,0);
863 PROP[ROD2]=PUT(ROD2,116,0);
864 PROP[PILLOW]=PUT(PILLOW,116,0);
866 PROP[MIRROR]=PUT(MIRROR,115,0);
869 for (I=1; I<=100; I++) {
870 if(TOTING(I))DSTROY(I);
877 /* Another way we can force an end to things is by having the lamp give out.
878 * When it gets close, we come here to warn him. We go to 12000 if the lamp
879 * and fresh batteries are here, in which case we replace the batteries and
880 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
881 * out. Even then, he can explore outside for a while if desired. */
885 if(TOTING(BATTER))DROP(BATTER,LOC);
890 L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
893 if(PLACE[BATTER] == 0)SPK=183;
894 if(PROP[BATTER] == 1)SPK=189;
900 if(HERE(LAMP))RSPEAK(184);
903 /* Oh dear, he's disturbed the dwarves. */