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, ATTACK, 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, I, INVENT, J, JADE, K, KEYS,
25 KNIFE, L, 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, SECT, SIGN, SNAKE, SPK,
29 STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
31 VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
33 bool oldstyle = false;
36 extern void initialise();
37 extern void score(long);
38 extern int action(FILE *, long, long, long);
40 void sig_handler(int signo)
51 * Adventure (rev 2: 20 treasures)
53 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
54 * 15-treasure version (adventure) by Don Woods, April-June 1977
55 * 20-treasure version (rev 2) by Don Woods, August 1978
56 * Errata fixed: 78/12/25
57 * Revived 2017 as Open Advebture.
60 static bool do_command(FILE *);
62 int main(int argc, char *argv[])
68 while ((ch = getopt(argc, argv, "l:o")) != EOF) {
71 logfp = fopen(optarg, "w");
74 "advent: can't open logfile %s for write\n",
76 signal(SIGINT, sig_handler);
86 * game.closed says whether we're all the way closed
87 * game.closng says whether it's closing time yet
88 * game.clshnt says whether he's read the clue in the endgame
89 * game.lmwarn says whether he's been warned about lamp going dim
90 * game.novice says whether he asked for instructions at start-up
91 * game.panic says whether he's found out he's trapped in the cave
92 * game.wzdark says whether the loc he's leaving was dark */
94 /* Initialize our LCG PRNG with parameters tested against
95 * Knuth vol. 2. by the original authors */
100 long seedval = (long)rand();
103 /* Initialize game variables */
108 /* Unlike earlier versions, adventure is no longer restartable. (This
109 * lets us get away with modifying things such as OBJSND(BIRD) without
110 * having to be able to undo the changes later.) If a "used" copy is
111 * rerun, we come here and tell the player to run a fresh copy. */
112 if(game.setup <= 0) {
117 /* Start-up, dwarf stuff */
119 game.zzword=RNDVOC(3,0);
120 game.novice=YES(stdin, 65,1,0);
124 if(game.novice)game.limit=1000;
127 fprintf(logfp, "seed %ld\n", seedval);
129 /* interpret commands ubtil EOF or interrupt */
131 if (!do_command(stdin))
134 /* show score and exit */
138 static bool fallback_handler(char *buf)
139 /* fallback handler for commands not handled by FORTRANish parser */
142 if (sscanf(buf, "seed %ld", &sv) == 1) {
144 printf("Seed set to %ld\n", sv);
145 // autogenerated, so don't charge user time for it.
147 // here we reconfigure any global game state that uses random numbers
148 game.zzword=RNDVOC(3,0);
154 static bool do_command(FILE *cmdin) {
155 long LL, KQ, VERB, KK, K2, V1, V2;
160 /* Can't leave cave once it's closing (except by main office). */
161 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
163 game.newloc=game.loc;
164 if(!game.panic)game.clock2=15;
168 /* See if a dwarf has seen him and has come from where he
169 * wants to go. If so, the dwarf's blocking his way. If
170 * coming from place forbidden to pirate (dwarves rooted in
171 * place) let him get out (and attacked). */
172 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
173 for (i=1; i<=NDWARVES-1; i++) {
174 if(game.odloc[i] == game.newloc && game.dseen[i]) {
175 game.newloc=game.loc;
181 game.loc=game.newloc;
183 /* Dwarf stuff. See earlier comments for description of
184 * variables. Remember sixth dwarf is pirate and is thus
185 * very different except for motion rules. */
187 /* First off, don't let the dwarves follow him into a pit or
188 * a wall. Activate the whole mess the first time he gets as
189 * far as the hall of mists (loc 15). If game.newloc is
190 * forbidden to pirate (in particular, if it's beyond the
191 * troll bridge), bypass dwarf stuff. That way pirate can't
192 * steal return toll, and dwarves can't meet the bear. Also
193 * means dwarves won't follow him into dead end in maze, but
194 * c'est la vie. They'll wait for him outside the dead
196 if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
204 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
205 * the 5 dwarves. If any of the survivors is at loc,
206 * replace him with the alternate. */
207 L6000: if(game.dflag != 1)
209 if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
212 for (I=1; I<=2; I++) {
213 J=1+randrange(NDWARVES-1);
217 for (I=1; I<=NDWARVES-1; I++) {
218 if(game.dloc[I] == game.loc)
220 game.odloc[I]=game.dloc[I];
226 /* Things are in full swing. Move each dwarf at random,
227 * except if he's seen us he sticks with us. Dwarves stay
228 * deep inside. If wandering at random, they don't back up
229 * unless there's no alternative. If they don't have to
230 * move, they attack. And, of course, dead dwarves don't do
231 * much of anything. */
232 L6010: game.dtotal=0;
235 /* 6030 */ for (I=1; I<=NDWARVES; I++) {
236 if(game.dloc[I] == 0) goto L6030;
237 /* Fill TK array with all the places this dwarf might go. */
241 if(KK == 0) goto L6016;
242 L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
244 if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
245 game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
246 FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
247 labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
251 {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
252 L6016: TK[J]=game.odloc[I];
255 game.odloc[I]=game.dloc[I];
257 game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
258 if(!game.dseen[I]) goto L6030;
259 game.dloc[I]=game.loc;
260 if(I != 6) goto L6027;
262 /* The pirate's spotted him. He leaves him alone once we've found chest. K
263 * counts if a treasure is here. If not, and tally=1 for an unseen chest, let
264 * the pirate be spotted. Note that game.place(CHEST)=0 might mean that he's
265 * thrown it to the troll, but in that case he's seen the chest (game.prop=0). */
267 if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
269 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
270 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
271 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
272 if(TOTING(J)) goto L6021;
273 L6020: if(HERE(J))K=1;
275 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
277 if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
280 L6021: if(game.place[CHEST] != 0) goto L6022;
281 /* Install chest only once, to insure it is the last treasure in the list. */
282 MOVE(CHEST,game.chloc);
283 MOVE(MESSAG,game.chloc2);
285 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
286 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
287 if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
288 if(TOTING(J))DROP(J,game.chloc);
291 L6024: game.dloc[6]=game.chloc;
292 game.odloc[6]=game.chloc;
297 MOVE(CHEST,game.chloc);
298 MOVE(MESSAG,game.chloc2);
301 /* This threatening little dwarf is in the room with him! */
303 L6027: game.dtotal=game.dtotal+1;
304 if(game.odloc[I] != game.dloc[I]) goto L6030;
306 if(game.knfloc >= 0)game.knfloc=game.loc;
307 if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
311 /* Now we know what's happening. Let's tell the poor sucker about it.
312 * Note that various of the "knife" messages must have specific relative
313 * positions in the RSPEAK database. */
315 if(game.dtotal == 0) goto L2000;
316 SETPRM(1,game.dtotal,0);
317 RSPEAK(4+1/game.dtotal);
318 if(ATTACK == 0) goto L2000;
319 if(game.dflag == 2)game.dflag=3;
325 RSPEAK(K+1+2/(1+STICK));
326 if(STICK == 0) goto L2000;
327 game.oldlc2=game.loc;
330 /* Describe the current location and (maybe) get next command. */
332 /* Print text for current loc. */
334 L2000: if(game.loc == 0) goto L99;
336 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
337 if(FORCED(game.loc) || !DARK(0)) goto L2001;
338 if(game.wzdark && PCT(35)) goto L90;
340 L2001: if(TOTING(BEAR))RSPEAK(141);
343 if(FORCED(game.loc)) goto L8;
344 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
346 /* Print out descriptions of objects at this location. If not closing and
347 * property value is negative, tally off another treasure. Rug is special
348 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
349 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
350 * are because game.prop=0 is needed to get full score. */
352 if(DARK(0)) goto L2012;
353 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
354 I=game.atloc[game.loc];
355 L2004: if(I == 0) goto L2012;
357 if(obj > NOBJECTS)obj=obj-NOBJECTS;
358 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
359 if(game.prop[obj] >= 0) goto L2006;
360 if(game.closed) goto L2008;
362 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
363 game.tally=game.tally-1;
364 /* Note: There used to be a test here to see whether the player had blown it
365 * so badly that he could never ever see the remaining treasures, and if so
366 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
367 * things like killing the bird before the snake was gone (can never see
368 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
369 * bridge several times, using up all available treasures, breaking vase,
370 * using coins to buy batteries, etc., and eventually never be able to get
371 * across again. If bottle were left on far side, could then never get eggs
372 * or trident, and the effects propagate. So the whole thing was flushed.
373 * anyone who makes such a gross blunder isn't likely to find everything
374 * else anyway (so goes the rationalisation). */
375 L2006: KK=game.prop[obj];
376 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
378 L2008: I=game.link[I];
389 /* Check if this loc is eligible for any hints. If been here long enough,
390 * branch to help section (on later page). Hints all come back here eventually
391 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
393 L2600: if(COND[game.loc] < game.conds) goto L2603;
394 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
395 if(game.hinted[HINT]) goto L2602;
396 if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
397 game.hintlc[HINT]=game.hintlc[HINT]+1;
398 if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
402 /* If closing time, check for any objects being toted with
403 * game.prop < 0 and set the prop to -1-game.prop. This way
404 * objects won't be described until they've been picked up
405 * and put down separate from their respective piles. Don't
406 * tick game.clock1 unless well into cave (and not at Y2). */
407 L2603: if(game.closed) {
408 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
410 for (i=1; i<=NOBJECTS; i++) {
411 if(TOTING(i) && game.prop[i] < 0)
412 game.prop[i] = -1-game.prop[i];
416 if(game.knfloc > 0 && game.knfloc != game.loc)
419 /* This is where we get a new command from the user */
420 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
423 /* Every input, check "game.foobar" flag. If zero, nothing's
424 * going on. If pos, make neg. If neg, he skipped a word,
425 * so make it zero. */
426 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
427 game.turns=game.turns+1;
428 if(game.turns == game.thresh) {
429 SPEAK(TTEXT[game.trndex]);
430 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
431 game.trndex=game.trndex+1;
433 if(game.trndex <= TRNVLS)
434 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
436 if(VERB == SAY && WD2 > 0)VERB=0;
437 if(VERB == SAY) goto L4090;
438 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
439 if(game.clock1 == 0) goto L10000;
440 if(game.clock1 < 0)game.clock2=game.clock2-1;
441 if(game.clock2 == 0) goto L11000;
442 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
443 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
445 if(game.limit == 0) goto L12400;
446 if(game.limit <= 30) goto L12200;
448 if(LIQLOC(game.loc) == WATER)K=70;
451 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
452 if(V1 == ENTER && WD2 > 0) goto L2800;
453 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
454 1000+DOOR)) goto L2610;
455 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
456 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
457 WD1=MAKEWD(301200308);
458 L2620: if(WD1 == MAKEWD(23051920)) {
459 game.iwest=game.iwest+1;
460 if(game.iwest == 10)RSPEAK(17);
462 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
464 if(IGO == 10)RSPEAK(276);
465 L2630: I=VOCAB(WD1,-1);
466 if(I == -1) goto L3000;
469 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
470 case 3: goto L2010; }
473 /* Get second word for analysis. */
480 /* Gee, I don't understand. */
482 L3000: SETPRM(1,WD1,WD1X);
483 if (fallback_handler(rawbuf))
488 /* Verb and object analysis moved to separate module. */
490 L4000: I=4000; VERB=K; goto Laction;
491 L4090: I=4090; goto Laction;
494 switch (action(cmdin, I, VERB, obj)) {
497 case 2000: goto L2000;
498 case 2009: goto L2009;
499 case 2010: goto L2010;
500 case 2011: goto L2011;
501 case 2012: goto L2012;
502 case 2600: goto L2600;
503 case 2607: goto L2607;
504 case 2630: goto L2630;
505 case 2800: goto L2800;
506 case 8000: goto L8000;
507 case 18999: goto L18999;
508 case 19000: goto L19000;
512 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
515 L8000: SETPRM(1,WD1,WD1X);
520 /* Figure out the new location
522 * Given the current location in "game.loc", and a motion verb number in
523 * "K", put the new location in "game.newloc". The current loc is saved
524 * in "game.oldloc" in case he wants to retreat. The current
525 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
526 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
527 * him, so we need game.oldlc2, which is the last place he was
530 L8: KK=KEY[game.loc];
531 game.newloc=game.loc;
533 if(K == NUL) return true;
534 if(K == BACK) goto L20;
535 if(K == LOOK) goto L30;
536 if(K == CAVE) goto L40;
537 game.oldlc2=game.oldloc;
538 game.oldloc=game.loc;
540 L9: LL=labs(TRAVEL[KK]);
541 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
542 if(TRAVEL[KK] < 0) goto L50;
547 L11: game.newloc=LL/1000;
548 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
549 if(game.newloc <= 300) goto L13;
550 if(game.prop[K] != game.newloc/100-3) goto L16;
551 L12: if(TRAVEL[KK] < 0)BUG(25);
553 game.newloc=labs(TRAVEL[KK])/1000;
554 if(game.newloc == LL) goto L12;
558 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
559 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
562 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
563 L16: game.newloc=MOD(LL,1000);
564 if(game.newloc <= 300) return true;
565 if(game.newloc <= 500) goto L30000;
566 RSPEAK(game.newloc-500);
567 game.newloc=game.loc;
570 /* Special motions come here. Labelling convention: statement numbers NNNXX
571 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
573 L30000: game.newloc=game.newloc-300;
574 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
578 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
579 * table must include "useless" entries going through passage, which can never
580 * be used for actual motion, but can be spotted by "go back". */
582 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
583 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
584 game.newloc=game.loc;
588 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
589 * toting it), so he's forced to use the plover-passage to get it out. Having
590 * dropped it, go back and pretend he wasn't carrying it after all. */
592 L30200: DROP(EMRALD,game.loc);
595 /* Travel 303. Troll bridge. Must be done only as special motion so that
596 * dwarves won't wander across and encounter the bear. (They won't follow the
597 * player there because that region is forbidden to the pirate.) If
598 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
599 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
601 L30300: if(game.prop[TROLL] != 1) goto L30310;
605 MOVE(TROLL2+NOBJECTS,0);
606 MOVE(TROLL,PLAC[TROLL]);
607 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
609 game.newloc=game.loc;
612 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
613 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
614 if(!TOTING(BEAR)) return true;
618 DROP(BEAR,game.newloc);
619 game.fixed[BEAR]= -1;
621 game.oldlc2=game.newloc;
624 /* End of specials. */
626 /* Handle "go back". Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2
627 * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
630 if(FORCED(K))K=game.oldlc2;
631 game.oldlc2=game.oldloc;
632 game.oldloc=game.loc;
634 if(K == game.loc)K2=91;
635 if(CNDBIT(game.loc,4))K2=274;
636 if(K2 == 0) goto L21;
640 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
644 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
647 if(TRAVEL[KK] < 0) goto L23;
658 K=MOD(labs(TRAVEL[KK]),1000);
662 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
663 * be dark) so he won't fall into a pit while staring into the gloom. */
665 L30: if(game.detail < 3)RSPEAK(15);
666 game.detail=game.detail+1;
668 game.abbrev[game.loc]=0;
671 /* Cave. Different messages depending on whether above ground. */
674 if(OUTSID(game.loc) && game.loc != 8)K=57;
678 /* Non-applicable motion. Various messages depending on word given. */
681 if(K >= 43 && K <= 50)SPK=52;
682 if(K == 29 || K == 30)SPK=52;
683 if(K == 7 || K == 36 || K == 37)SPK=10;
684 if(K == 11 || K == 19)SPK=11;
685 if(VERB == FIND || VERB == INVENT)SPK=59;
686 if(K == 62 || K == 65)SPK=42;
691 /* "You're dead, Jim."
693 * If the current loc is zero, it means the clown got himself killed. We'll
694 * allow this maxdie times. MAXDIE is automatically set based on the number of
695 * snide messages available. Each death results in a message (81, 83, etc.)
696 * which offers reincarnation; if accepted, this results in message 82, 84,
697 * etc. The last time, if he wants another chance, he gets a snide remark as
698 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
699 * (presumably the last place prior to being killed) without change of props.
700 * the loop runs backwards to assure that the bird is dropped before the cage.
701 * (this kluge could be changed once we're sure all references to bird and cage
702 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
703 * it in the cave). It is turned off and left outside the building (only if he
704 * was carrying it, of course). He himself is left inside the building (and
705 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
706 * game.oldloc is zapped so he can't just "retreat". */
708 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
711 game.oldlc2=game.loc;
713 /* Okay, he's dead. Let's get on with it. */
715 L99: if(game.closng) {
716 /* He died during closing time. No resurrection. Tally up a
723 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
725 if(game.numdie == MAXDIE)
731 for (J=1; J<=NOBJECTS; J++) {
741 game.oldloc=game.loc;
747 /* Come here if he's been long enough at required loc(s) for some unused hint.
748 * hint number is in variable "hint". Branch to quick test for additional
749 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
750 * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero,
751 * 40030 to take no action yet. */
753 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
754 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
755 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
756 L40900; case 9: goto L41000; }
757 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
761 L40010: game.hintlc[HINT]=0;
762 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
763 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
765 game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
766 if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
767 L40020: game.hintlc[HINT]=0;
770 /* Now for the quick tests. See database description for one-line notes. */
772 L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
775 L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
778 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
781 L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
785 L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
790 L40700: if(game.dflag == 0) goto L40010;
793 L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
797 L40900: I=ATDWRF(game.loc);
798 if(I < 0) goto L40020;
799 if(HERE(OGRE) && I == 0) goto L40010;
802 L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
809 /* Cave closing and scoring */
812 /* These sections handle the closing of the cave. The cave closes "clock1"
813 * turns after the last treasure has been located (including the pirate's
814 * chest, which may of course never show up). Note that the treasures need not
815 * have been taken yet, just located. Hence clock1 must be large enough to get
816 * out of the cave (it only ticks while inside the cave). When it hits zero,
817 * we branch to 10000 to start closing the cave, and then sit back and wait for
818 * him to try to get out. If he doesn't within clock2 turns, we close the
819 * cave; if he does try, we assume he panics, and give him a few additional
820 * turns to get frantic before we close. When clock2 hits zero, we branch to
821 * 11000 to transport him into the final puzzle. Note that the puzzle depends
822 * upon all sorts of random things. For instance, there must be no water or
823 * oil, since there are beanstalks which we don't want to be able to water,
824 * since the code can't handle it. Also, we can have no keys, since there is a
825 * grate (having moved the fixed object!) there separating him from all the
826 * treasures. Most of these problems arise from the use of negative prop
827 * numbers to suppress the object descriptions until he's actually moved the
830 /* When the first warning comes, we lock the grate, destroy the bridge, kill
831 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
832 * and set "closng" to true. Leave the dragon; too much trouble to move it.
833 * from now until clock2 runs out, he cannot unlock the grate, move to any
834 * location outside the cave, or create the bridge. Nor can he be
835 * resurrected if he dies. Note that the snake is already gone, since he got
836 * to the treasure accessible only via the hall of the mountain king. Also, he's
837 * been in giant room (to get eggs), so we can refer to it. Also also, he's
838 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
839 * must have been activated, since we've found chest. */
841 L10000: game.prop[GRATE]=0;
843 for (I=1; I<=NDWARVES; I++) {
848 MOVE(TROLL+NOBJECTS,0);
849 MOVE(TROLL2,PLAC[TROLL]);
850 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
852 if(game.prop[BEAR] != 3)DSTROY(BEAR);
862 /* Once he's panicked, and clock2 has run out, we come here to set up the
863 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
864 * At the ne end, we place empty bottles, a nursery of plants, a bed of
865 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
866 * the sw end we place grate over treasures, snake pit, covey of caged birds,
867 * more rods, and pillows. A mirror stretches across one wall. Many of the
868 * objects come from known locations and/or states (e.g. the snake is known to
869 * have been destroyed and needn't be carried away from its old "place"),
870 * making the various objects be handled differently. We also drop all other
871 * objects he might be carrying (lest he have some which could cause trouble,
872 * such as the keys). We describe the flash of light and trundle back. */
874 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
875 game.prop[PLANT]=PUT(PLANT,115,0);
876 game.prop[OYSTER]=PUT(OYSTER,115,0);
878 game.prop[LAMP]=PUT(LAMP,115,0);
879 game.prop[ROD]=PUT(ROD,115,0);
880 game.prop[DWARF]=PUT(DWARF,115,0);
885 /* Leave the grate with normal (non-negative) property. Reuse sign. */
889 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
890 game.prop[SNAKE]=PUT(SNAKE,116,1);
891 game.prop[BIRD]=PUT(BIRD,116,1);
892 game.prop[CAGE]=PUT(CAGE,116,0);
893 game.prop[ROD2]=PUT(ROD2,116,0);
894 game.prop[PILLOW]=PUT(PILLOW,116,0);
896 game.prop[MIRROR]=PUT(MIRROR,115,0);
897 game.fixed[MIRROR]=116;
899 for (I=1; I<=NOBJECTS; I++) {
908 /* Another way we can force an end to things is by having the lamp give out.
909 * When it gets close, we come here to warn him. We go to 12000 if the lamp
910 * and fresh batteries are here, in which case we replace the batteries and
911 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
912 * out. Even then, he can explore outside for a while if desired. */
916 if(TOTING(BATTER))DROP(BATTER,game.loc);
917 game.limit=game.limit+2500;
921 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
924 if(game.place[BATTER] == 0)SPK=183;
925 if(game.prop[BATTER] == 1)SPK=189;
929 L12400: game.limit= -1;
931 if(HERE(LAMP))RSPEAK(184);
934 /* Oh dear, he's disturbed the dwarves. */