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, 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, 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 dwarfmove(void)
155 /* Dwarves move. Return true if player survives, false if he dies. */
157 int kk, stick, attack;
160 /* Dwarf stuff. See earlier comments for description of
161 * variables. Remember sixth dwarf is pirate and is thus
162 * very different except for motion rules. */
164 /* First off, don't let the dwarves follow him into a pit or
165 * a wall. Activate the whole mess the first time he gets as
166 * far as the hall of mists (loc 15). If game.newloc is
167 * forbidden to pirate (in particular, if it's beyond the
168 * troll bridge), bypass dwarf stuff. That way pirate can't
169 * steal return toll, and dwarves can't meet the bear. Also
170 * means dwarves won't follow him into dead end in maze, but
171 * c'est la vie. They'll wait for him outside the dead
173 if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
176 /* Dwarf activity level ratchets up */
177 if(game.dflag == 0) {
183 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
184 * the 5 dwarves. If any of the survivors is at loc,
185 * replace him with the alternate. */
186 if(game.dflag == 1) {
187 if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
190 for (I=1; I<=2; I++) {
191 J=1+randrange(NDWARVES-1);
195 for (I=1; I<=NDWARVES-1; I++) {
196 if(game.dloc[I] == game.loc)
198 game.odloc[I]=game.dloc[I];
205 /* Things are in full swing. Move each dwarf at random,
206 * except if he's seen us he sticks with us. Dwarves stay
207 * deep inside. If wandering at random, they don't back up
208 * unless there's no alternative. If they don't have to
209 * move, they attack. And, of course, dead dwarves don't do
210 * much of anything. */
214 /* 6030 */ for (I=1; I<=NDWARVES; I++) {
215 if(game.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: game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
223 if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
224 game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
225 FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
226 labs(TRAVEL[kk])/1000000 == 100) goto L6014;}
231 if(TRAVEL[kk-1] >= 0)
237 game.odloc[I]=game.dloc[I];
239 game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
240 if(!game.dseen[I]) goto L6030;
241 game.dloc[I]=game.loc;
242 if(I != 6) goto L6027;
244 /* The pirate's spotted him. He leaves him alone once we've
245 * found chest. K counts if a treasure is here. If not, and
246 * tally=1 for an unseen chest, let the pirate be spotted.
247 * Note that game.place(CHEST)=0 might mean that he's thrown
248 * it to the troll, but in that case he's seen the chest
251 if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
253 /* 6020 */ for (J=50; J<=MAXTRS; J++) {
254 /* Pirate won't take pyramid from plover room or dark room (too easy!). */
255 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
256 if(TOTING(J)) goto L6021;
257 L6020: if(HERE(J))K=1;
259 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
261 if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
264 L6021: if(game.place[CHEST] != 0) goto L6022;
265 /* Install chest only once, to insure it is the last treasure in
267 MOVE(CHEST,game.chloc);
268 MOVE(MESSAG,game.chloc2);
270 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
271 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
272 if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
273 if(TOTING(J))DROP(J,game.chloc);
276 L6024: game.dloc[6]=game.chloc;
277 game.odloc[6]=game.chloc;
283 MOVE(CHEST,game.chloc);
284 MOVE(MESSAG,game.chloc2);
287 /* This threatening little dwarf is in the room with him! */
290 if(game.odloc[I] == game.dloc[I]) {
293 game.knfloc=game.loc;
294 if(randrange(1000) < 95*(game.dflag-2))
300 /* Now we know what's happening. Let's tell the poor sucker about it.
301 * Note that various of the "knife" messages must have specific relative
302 * positions in the RSPEAK database. */
305 SETPRM(1,game.dtotal,0);
306 RSPEAK(4+1/game.dtotal);
309 if(game.dflag == 2)game.dflag=3;
315 RSPEAK(K+1+2/(1+stick));
318 game.oldlc2=game.loc;
322 static bool do_command(FILE *cmdin) {
323 long LL, KQ, VERB, KK, K2, V1, V2;
327 /* Can't leave cave once it's closing (except by main office). */
328 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
330 game.newloc=game.loc;
331 if(!game.panic)game.clock2=15;
335 /* See if a dwarf has seen him and has come from where he
336 * wants to go. If so, the dwarf's blocking his way. If
337 * coming from place forbidden to pirate (dwarves rooted in
338 * place) let him get out (and attacked). */
339 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
340 for (i=1; i<=NDWARVES-1; i++) {
341 if(game.odloc[i] == game.newloc && game.dseen[i]) {
342 game.newloc=game.loc;
348 game.loc=game.newloc;
353 /* Describe the current location and (maybe) get next command. */
355 /* Print text for current loc. */
357 L2000: if(game.loc == 0) goto L99;
359 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
360 if(FORCED(game.loc) || !DARK(0)) goto L2001;
361 if(game.wzdark && PCT(35)) goto L90;
363 L2001: if(TOTING(BEAR))RSPEAK(141);
366 if(FORCED(game.loc)) goto L8;
367 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
369 /* Print out descriptions of objects at this location. If not closing and
370 * property value is negative, tally off another treasure. Rug is special
371 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
372 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
373 * are because game.prop=0 is needed to get full score. */
375 if(DARK(0)) goto L2012;
376 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
377 I=game.atloc[game.loc];
378 L2004: if(I == 0) goto L2012;
380 if(obj > NOBJECTS)obj=obj-NOBJECTS;
381 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
382 if(game.prop[obj] >= 0) goto L2006;
383 if(game.closed) goto L2008;
385 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
386 game.tally=game.tally-1;
387 /* Note: There used to be a test here to see whether the player had blown it
388 * so badly that he could never ever see the remaining treasures, and if so
389 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
390 * things like killing the bird before the snake was gone (can never see
391 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
392 * bridge several times, using up all available treasures, breaking vase,
393 * using coins to buy batteries, etc., and eventually never be able to get
394 * across again. If bottle were left on far side, could then never get eggs
395 * or trident, and the effects propagate. So the whole thing was flushed.
396 * anyone who makes such a gross blunder isn't likely to find everything
397 * else anyway (so goes the rationalisation). */
398 L2006: KK=game.prop[obj];
399 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
401 L2008: I=game.link[I];
412 /* Check if this loc is eligible for any hints. If been here long enough,
413 * branch to help section (on later page). Hints all come back here eventually
414 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
416 L2600: if(COND[game.loc] < game.conds) goto L2603;
417 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
418 if(game.hinted[HINT]) goto L2602;
419 if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
420 game.hintlc[HINT]=game.hintlc[HINT]+1;
421 if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
425 /* If closing time, check for any objects being toted with
426 * game.prop < 0 and set the prop to -1-game.prop. This way
427 * objects won't be described until they've been picked up
428 * and put down separate from their respective piles. Don't
429 * tick game.clock1 unless well into cave (and not at Y2). */
430 L2603: if(game.closed) {
431 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
433 for (i=1; i<=NOBJECTS; i++) {
434 if(TOTING(i) && game.prop[i] < 0)
435 game.prop[i] = -1-game.prop[i];
439 if(game.knfloc > 0 && game.knfloc != game.loc)
442 /* This is where we get a new command from the user */
443 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
446 /* Every input, check "game.foobar" flag. If zero, nothing's
447 * going on. If pos, make neg. If neg, he skipped a word,
448 * so make it zero. */
449 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
450 game.turns=game.turns+1;
451 if(game.turns == game.thresh) {
452 SPEAK(TTEXT[game.trndex]);
453 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
454 game.trndex=game.trndex+1;
456 if(game.trndex <= TRNVLS)
457 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
459 if(VERB == SAY && WD2 > 0)VERB=0;
460 if(VERB == SAY) goto L4090;
461 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
462 if(game.clock1 == 0) goto L10000;
463 if(game.clock1 < 0)game.clock2=game.clock2-1;
464 if(game.clock2 == 0) goto L11000;
465 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
466 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
468 if(game.limit == 0) goto L12400;
469 if(game.limit <= 30) goto L12200;
471 if(LIQLOC(game.loc) == WATER)K=70;
474 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
475 if(V1 == ENTER && WD2 > 0) goto L2800;
476 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
477 1000+DOOR)) goto L2610;
478 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
479 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
480 WD1=MAKEWD(301200308);
481 L2620: if(WD1 == MAKEWD(23051920)) {
482 game.iwest=game.iwest+1;
483 if(game.iwest == 10)RSPEAK(17);
485 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
487 if(IGO == 10)RSPEAK(276);
488 L2630: I=VOCAB(WD1,-1);
489 if(I == -1) goto L3000;
492 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
493 case 3: goto L2010; }
496 /* Get second word for analysis. */
503 /* Gee, I don't understand. */
505 L3000: SETPRM(1,WD1,WD1X);
506 if (fallback_handler(rawbuf))
511 /* Verb and object analysis moved to separate module. */
513 L4000: I=4000; VERB=K; goto Laction;
514 L4090: I=4090; goto Laction;
517 switch (action(cmdin, I, VERB, obj)) {
520 case 2000: goto L2000;
521 case 2009: goto L2009;
522 case 2010: goto L2010;
523 case 2011: goto L2011;
524 case 2012: goto L2012;
525 case 2600: goto L2600;
526 case 2607: goto L2607;
527 case 2630: goto L2630;
528 case 2800: goto L2800;
529 case 8000: goto L8000;
530 case 18999: goto L18999;
531 case 19000: goto L19000;
535 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
538 L8000: SETPRM(1,WD1,WD1X);
543 /* Figure out the new location
545 * Given the current location in "game.loc", and a motion verb number in
546 * "K", put the new location in "game.newloc". The current loc is saved
547 * in "game.oldloc" in case he wants to retreat. The current
548 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
549 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
550 * him, so we need game.oldlc2, which is the last place he was
553 L8: KK=KEY[game.loc];
554 game.newloc=game.loc;
556 if(K == NUL) return true;
557 if(K == BACK) goto L20;
558 if(K == LOOK) goto L30;
559 if(K == CAVE) goto L40;
560 game.oldlc2=game.oldloc;
561 game.oldloc=game.loc;
563 L9: LL=labs(TRAVEL[KK]);
564 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
565 if(TRAVEL[KK] < 0) goto L50;
570 L11: game.newloc=LL/1000;
571 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
572 if(game.newloc <= 300) goto L13;
573 if(game.prop[K] != game.newloc/100-3) goto L16;
574 L12: if(TRAVEL[KK] < 0)BUG(25);
576 game.newloc=labs(TRAVEL[KK])/1000;
577 if(game.newloc == LL) goto L12;
581 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
582 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
585 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
586 L16: game.newloc=MOD(LL,1000);
587 if(game.newloc <= 300) return true;
588 if(game.newloc <= 500) goto L30000;
589 RSPEAK(game.newloc-500);
590 game.newloc=game.loc;
593 /* Special motions come here. Labelling convention: statement numbers NNNXX
594 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
596 L30000: game.newloc=game.newloc-300;
597 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
601 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
602 * table must include "useless" entries going through passage, which can never
603 * be used for actual motion, but can be spotted by "go back". */
605 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
606 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
607 game.newloc=game.loc;
611 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
612 * toting it), so he's forced to use the plover-passage to get it out. Having
613 * dropped it, go back and pretend he wasn't carrying it after all. */
615 L30200: DROP(EMRALD,game.loc);
618 /* Travel 303. Troll bridge. Must be done only as special motion so that
619 * dwarves won't wander across and encounter the bear. (They won't follow the
620 * player there because that region is forbidden to the pirate.) If
621 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
622 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
624 L30300: if(game.prop[TROLL] != 1) goto L30310;
628 MOVE(TROLL2+NOBJECTS,0);
629 MOVE(TROLL,PLAC[TROLL]);
630 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
632 game.newloc=game.loc;
635 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
636 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
637 if(!TOTING(BEAR)) return true;
641 DROP(BEAR,game.newloc);
642 game.fixed[BEAR]= -1;
644 game.oldlc2=game.newloc;
647 /* End of specials. */
649 /* Handle "go back". Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2
650 * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
653 if(FORCED(K))K=game.oldlc2;
654 game.oldlc2=game.oldloc;
655 game.oldloc=game.loc;
657 if(K == game.loc)K2=91;
658 if(CNDBIT(game.loc,4))K2=274;
659 if(K2 == 0) goto L21;
663 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
667 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
670 if(TRAVEL[KK] < 0) goto L23;
681 K=MOD(labs(TRAVEL[KK]),1000);
685 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
686 * be dark) so he won't fall into a pit while staring into the gloom. */
688 L30: if(game.detail < 3)RSPEAK(15);
689 game.detail=game.detail+1;
691 game.abbrev[game.loc]=0;
694 /* Cave. Different messages depending on whether above ground. */
697 if(OUTSID(game.loc) && game.loc != 8)K=57;
701 /* Non-applicable motion. Various messages depending on word given. */
704 if(K >= 43 && K <= 50)SPK=52;
705 if(K == 29 || K == 30)SPK=52;
706 if(K == 7 || K == 36 || K == 37)SPK=10;
707 if(K == 11 || K == 19)SPK=11;
708 if(VERB == FIND || VERB == INVENT)SPK=59;
709 if(K == 62 || K == 65)SPK=42;
714 /* "You're dead, Jim."
716 * If the current loc is zero, it means the clown got himself killed. We'll
717 * allow this maxdie times. MAXDIE is automatically set based on the number of
718 * snide messages available. Each death results in a message (81, 83, etc.)
719 * which offers reincarnation; if accepted, this results in message 82, 84,
720 * etc. The last time, if he wants another chance, he gets a snide remark as
721 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
722 * (presumably the last place prior to being killed) without change of props.
723 * the loop runs backwards to assure that the bird is dropped before the cage.
724 * (this kluge could be changed once we're sure all references to bird and cage
725 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
726 * it in the cave). It is turned off and left outside the building (only if he
727 * was carrying it, of course). He himself is left inside the building (and
728 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
729 * game.oldloc is zapped so he can't just "retreat". */
731 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
734 game.oldlc2=game.loc;
736 /* Okay, he's dead. Let's get on with it. */
738 L99: if(game.closng) {
739 /* He died during closing time. No resurrection. Tally up a
746 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
748 if(game.numdie == MAXDIE)
754 for (J=1; J<=NOBJECTS; J++) {
764 game.oldloc=game.loc;
770 /* Come here if he's been long enough at required loc(s) for some unused hint.
771 * hint number is in variable "hint". Branch to quick test for additional
772 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
773 * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero,
774 * 40030 to take no action yet. */
776 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
777 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
778 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
779 L40900; case 9: goto L41000; }
780 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
784 L40010: game.hintlc[HINT]=0;
785 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
786 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
788 game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
789 if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
790 L40020: game.hintlc[HINT]=0;
793 /* Now for the quick tests. See database description for one-line notes. */
795 L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
798 L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
801 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
804 L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
808 L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
813 L40700: if(game.dflag == 0) goto L40010;
816 L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
820 L40900: I=ATDWRF(game.loc);
821 if(I < 0) goto L40020;
822 if(HERE(OGRE) && I == 0) goto L40010;
825 L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
832 /* Cave closing and scoring */
835 /* These sections handle the closing of the cave. The cave closes "clock1"
836 * turns after the last treasure has been located (including the pirate's
837 * chest, which may of course never show up). Note that the treasures need not
838 * have been taken yet, just located. Hence clock1 must be large enough to get
839 * out of the cave (it only ticks while inside the cave). When it hits zero,
840 * we branch to 10000 to start closing the cave, and then sit back and wait for
841 * him to try to get out. If he doesn't within clock2 turns, we close the
842 * cave; if he does try, we assume he panics, and give him a few additional
843 * turns to get frantic before we close. When clock2 hits zero, we branch to
844 * 11000 to transport him into the final puzzle. Note that the puzzle depends
845 * upon all sorts of random things. For instance, there must be no water or
846 * oil, since there are beanstalks which we don't want to be able to water,
847 * since the code can't handle it. Also, we can have no keys, since there is a
848 * grate (having moved the fixed object!) there separating him from all the
849 * treasures. Most of these problems arise from the use of negative prop
850 * numbers to suppress the object descriptions until he's actually moved the
853 /* When the first warning comes, we lock the grate, destroy the bridge, kill
854 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
855 * and set "closng" to true. Leave the dragon; too much trouble to move it.
856 * from now until clock2 runs out, he cannot unlock the grate, move to any
857 * location outside the cave, or create the bridge. Nor can he be
858 * resurrected if he dies. Note that the snake is already gone, since he got
859 * to the treasure accessible only via the hall of the mountain king. Also, he's
860 * been in giant room (to get eggs), so we can refer to it. Also also, he's
861 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
862 * must have been activated, since we've found chest. */
864 L10000: game.prop[GRATE]=0;
866 for (I=1; I<=NDWARVES; I++) {
871 MOVE(TROLL+NOBJECTS,0);
872 MOVE(TROLL2,PLAC[TROLL]);
873 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
875 if(game.prop[BEAR] != 3)DSTROY(BEAR);
885 /* Once he's panicked, and clock2 has run out, we come here to set up the
886 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
887 * At the ne end, we place empty bottles, a nursery of plants, a bed of
888 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
889 * the sw end we place grate over treasures, snake pit, covey of caged birds,
890 * more rods, and pillows. A mirror stretches across one wall. Many of the
891 * objects come from known locations and/or states (e.g. the snake is known to
892 * have been destroyed and needn't be carried away from its old "place"),
893 * making the various objects be handled differently. We also drop all other
894 * objects he might be carrying (lest he have some which could cause trouble,
895 * such as the keys). We describe the flash of light and trundle back. */
897 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
898 game.prop[PLANT]=PUT(PLANT,115,0);
899 game.prop[OYSTER]=PUT(OYSTER,115,0);
901 game.prop[LAMP]=PUT(LAMP,115,0);
902 game.prop[ROD]=PUT(ROD,115,0);
903 game.prop[DWARF]=PUT(DWARF,115,0);
908 /* Leave the grate with normal (non-negative) property. Reuse sign. */
912 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
913 game.prop[SNAKE]=PUT(SNAKE,116,1);
914 game.prop[BIRD]=PUT(BIRD,116,1);
915 game.prop[CAGE]=PUT(CAGE,116,0);
916 game.prop[ROD2]=PUT(ROD2,116,0);
917 game.prop[PILLOW]=PUT(PILLOW,116,0);
919 game.prop[MIRROR]=PUT(MIRROR,115,0);
920 game.fixed[MIRROR]=116;
922 for (I=1; I<=NOBJECTS; I++) {
931 /* Another way we can force an end to things is by having the lamp give out.
932 * When it gets close, we come here to warn him. We go to 12000 if the lamp
933 * and fresh batteries are here, in which case we replace the batteries and
934 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
935 * out. Even then, he can explore outside for a while if desired. */
939 if(TOTING(BATTER))DROP(BATTER,game.loc);
940 game.limit=game.limit+2500;
944 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
947 if(game.place[BATTER] == 0)SPK=183;
948 if(game.prop[BATTER] == 1)SPK=189;
952 L12400: game.limit= -1;
954 if(HERE(LAMP))RSPEAK(184);
957 /* Oh dear, he's disturbed the dwarves. */