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 for (I=1; I<=NDWARVES; I++) {
215 if(game.dloc[I] == 0)
217 /* Fill TK array with all the places this dwarf might go. */
219 kk=KEY[game.dloc[I]];
222 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
223 if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 && game.newloc == TK[J-1]) || J >= 20 || game.newloc == game.dloc[I] ||
224 FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
225 labs(TRAVEL[kk])/1000000 == 100)
236 game.odloc[I]=game.dloc[I];
238 game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
239 if(!game.dseen[I]) continue;
240 game.dloc[I]=game.loc;
242 /* The pirate's spotted him. He leaves him alone once we've
243 * found chest. K counts if a treasure is here. If not, and
244 * tally=1 for an unseen chest, let the pirate be spotted.
245 * Note that game.place(CHEST)=0 might mean that he's thrown
246 * it to the troll, but in that case he's seen the chest
248 if(game.loc == game.chloc || game.prop[CHEST] >= 0) continue;
250 for (J=50; J<=MAXTRS; J++) {
251 /* Pirate won't take pyramid from plover room or dark
252 * room (too easy!). */
253 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
260 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1)
262 if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
266 L6021: if(game.place[CHEST] != 0) goto L6022;
267 /* Install chest only once, to insure it is the last treasure in
269 MOVE(CHEST,game.chloc);
270 MOVE(MESSAG,game.chloc2);
272 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
273 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
274 if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
275 if(TOTING(J))DROP(J,game.chloc);
279 game.dloc[PIRATE]=game.chloc;
280 game.odloc[PIRATE]=game.chloc;
281 game.dseen[PIRATE]=false;
286 MOVE(CHEST,game.chloc);
287 MOVE(MESSAG,game.chloc2);
292 /* This threatening little dwarf is in the room with him! */
294 if(game.odloc[I] == game.dloc[I]) {
297 game.knfloc=game.loc;
298 if(randrange(1000) < 95*(game.dflag-2))
303 /* Now we know what's happening. Let's tell the poor sucker about it.
304 * Note that various of the "knife" messages must have specific relative
305 * positions in the RSPEAK database. */
308 SETPRM(1,game.dtotal,0);
309 RSPEAK(4+1/game.dtotal);
312 if(game.dflag == 2)game.dflag=3;
318 RSPEAK(K+1+2/(1+stick));
321 game.oldlc2=game.loc;
325 static bool do_command(FILE *cmdin) {
326 long LL, KQ, VERB, KK, K2, V1, V2;
330 /* Can't leave cave once it's closing (except by main office). */
331 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
333 game.newloc=game.loc;
334 if(!game.panic)game.clock2=15;
338 /* See if a dwarf has seen him and has come from where he
339 * wants to go. If so, the dwarf's blocking his way. If
340 * coming from place forbidden to pirate (dwarves rooted in
341 * place) let him get out (and attacked). */
342 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
343 for (i=1; i<=NDWARVES-1; i++) {
344 if(game.odloc[i] == game.newloc && game.dseen[i]) {
345 game.newloc=game.loc;
351 game.loc=game.newloc;
356 /* Describe the current location and (maybe) get next command. */
358 /* Print text for current loc. */
360 L2000: if(game.loc == 0) goto L99;
362 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
363 if(FORCED(game.loc) || !DARK(0)) goto L2001;
364 if(game.wzdark && PCT(35)) goto L90;
366 L2001: if(TOTING(BEAR))RSPEAK(141);
369 if(FORCED(game.loc)) goto L8;
370 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
372 /* Print out descriptions of objects at this location. If not closing and
373 * property value is negative, tally off another treasure. Rug is special
374 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
375 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
376 * are because game.prop=0 is needed to get full score. */
378 if(DARK(0)) goto L2012;
379 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
380 I=game.atloc[game.loc];
381 L2004: if(I == 0) goto L2012;
383 if(obj > NOBJECTS)obj=obj-NOBJECTS;
384 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
385 if(game.prop[obj] >= 0) goto L2006;
386 if(game.closed) goto L2008;
388 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
389 game.tally=game.tally-1;
390 /* Note: There used to be a test here to see whether the player had blown it
391 * so badly that he could never ever see the remaining treasures, and if so
392 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
393 * things like killing the bird before the snake was gone (can never see
394 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
395 * bridge several times, using up all available treasures, breaking vase,
396 * using coins to buy batteries, etc., and eventually never be able to get
397 * across again. If bottle were left on far side, could then never get eggs
398 * or trident, and the effects propagate. So the whole thing was flushed.
399 * anyone who makes such a gross blunder isn't likely to find everything
400 * else anyway (so goes the rationalisation). */
401 L2006: KK=game.prop[obj];
402 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
404 L2008: I=game.link[I];
415 /* Check if this loc is eligible for any hints. If been here long enough,
416 * branch to help section (on later page). Hints all come back here eventually
417 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
419 L2600: if(COND[game.loc] < game.conds) goto L2603;
420 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
421 if(game.hinted[HINT]) goto L2602;
422 if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
423 game.hintlc[HINT]=game.hintlc[HINT]+1;
424 if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
428 /* If closing time, check for any objects being toted with
429 * game.prop < 0 and set the prop to -1-game.prop. This way
430 * objects won't be described until they've been picked up
431 * and put down separate from their respective piles. Don't
432 * tick game.clock1 unless well into cave (and not at Y2). */
433 L2603: if(game.closed) {
434 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
436 for (i=1; i<=NOBJECTS; i++) {
437 if(TOTING(i) && game.prop[i] < 0)
438 game.prop[i] = -1-game.prop[i];
442 if(game.knfloc > 0 && game.knfloc != game.loc)
445 /* This is where we get a new command from the user */
446 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
449 /* Every input, check "game.foobar" flag. If zero, nothing's
450 * going on. If pos, make neg. If neg, he skipped a word,
451 * so make it zero. */
452 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
453 game.turns=game.turns+1;
454 if(game.turns == game.thresh) {
455 SPEAK(TTEXT[game.trndex]);
456 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
457 game.trndex=game.trndex+1;
459 if(game.trndex <= TRNVLS)
460 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
462 if(VERB == SAY && WD2 > 0)VERB=0;
463 if(VERB == SAY) goto L4090;
464 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
465 if(game.clock1 == 0) goto L10000;
466 if(game.clock1 < 0)game.clock2=game.clock2-1;
467 if(game.clock2 == 0) goto L11000;
468 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
469 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
471 if(game.limit == 0) goto L12400;
472 if(game.limit <= 30) goto L12200;
474 if(LIQLOC(game.loc) == WATER)K=70;
477 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
478 if(V1 == ENTER && WD2 > 0) goto L2800;
479 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
480 1000+DOOR)) goto L2610;
481 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
482 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
483 WD1=MAKEWD(301200308);
484 L2620: if(WD1 == MAKEWD(23051920)) {
485 game.iwest=game.iwest+1;
486 if(game.iwest == 10)RSPEAK(17);
488 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
490 if(IGO == 10)RSPEAK(276);
491 L2630: I=VOCAB(WD1,-1);
492 if(I == -1) goto L3000;
495 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
496 case 3: goto L2010; }
499 /* Get second word for analysis. */
506 /* Gee, I don't understand. */
508 L3000: SETPRM(1,WD1,WD1X);
509 if (fallback_handler(rawbuf))
514 /* Verb and object analysis moved to separate module. */
516 L4000: I=4000; VERB=K; goto Laction;
517 L4090: I=4090; goto Laction;
520 switch (action(cmdin, I, VERB, obj)) {
523 case 2000: goto L2000;
524 case 2009: goto L2009;
525 case 2010: goto L2010;
526 case 2011: goto L2011;
527 case 2012: goto L2012;
528 case 2600: goto L2600;
529 case 2607: goto L2607;
530 case 2630: goto L2630;
531 case 2800: goto L2800;
532 case 8000: goto L8000;
533 case 18999: goto L18999;
534 case 19000: goto L19000;
538 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
541 L8000: SETPRM(1,WD1,WD1X);
546 /* Figure out the new location
548 * Given the current location in "game.loc", and a motion verb number in
549 * "K", put the new location in "game.newloc". The current loc is saved
550 * in "game.oldloc" in case he wants to retreat. The current
551 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
552 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
553 * him, so we need game.oldlc2, which is the last place he was
556 L8: KK=KEY[game.loc];
557 game.newloc=game.loc;
559 if(K == NUL) return true;
560 if(K == BACK) goto L20;
561 if(K == LOOK) goto L30;
562 if(K == CAVE) goto L40;
563 game.oldlc2=game.oldloc;
564 game.oldloc=game.loc;
566 L9: LL=labs(TRAVEL[KK]);
567 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
568 if(TRAVEL[KK] < 0) goto L50;
573 L11: game.newloc=LL/1000;
574 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
575 if(game.newloc <= 300) goto L13;
576 if(game.prop[K] != game.newloc/100-3) goto L16;
577 L12: if(TRAVEL[KK] < 0)BUG(25);
579 game.newloc=labs(TRAVEL[KK])/1000;
580 if(game.newloc == LL) goto L12;
584 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
585 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
588 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
589 L16: game.newloc=MOD(LL,1000);
590 if(game.newloc <= 300) return true;
591 if(game.newloc <= 500) goto L30000;
592 RSPEAK(game.newloc-500);
593 game.newloc=game.loc;
596 /* Special motions come here. Labelling convention: statement numbers NNNXX
597 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
599 L30000: game.newloc=game.newloc-300;
600 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
604 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
605 * table must include "useless" entries going through passage, which can never
606 * be used for actual motion, but can be spotted by "go back". */
608 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
609 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
610 game.newloc=game.loc;
614 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
615 * toting it), so he's forced to use the plover-passage to get it out. Having
616 * dropped it, go back and pretend he wasn't carrying it after all. */
618 L30200: DROP(EMRALD,game.loc);
621 /* Travel 303. Troll bridge. Must be done only as special motion so that
622 * dwarves won't wander across and encounter the bear. (They won't follow the
623 * player there because that region is forbidden to the pirate.) If
624 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
625 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
627 L30300: if(game.prop[TROLL] != 1) goto L30310;
631 MOVE(TROLL2+NOBJECTS,0);
632 MOVE(TROLL,PLAC[TROLL]);
633 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
635 game.newloc=game.loc;
638 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
639 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
640 if(!TOTING(BEAR)) return true;
644 DROP(BEAR,game.newloc);
645 game.fixed[BEAR]= -1;
647 game.oldlc2=game.newloc;
650 /* End of specials. */
652 /* Handle "go back". Look for verb which goes from game.loc to
653 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
654 * K2 saves entry -> forced loc -> previous loc. */
657 if(FORCED(K))K=game.oldlc2;
658 game.oldlc2=game.oldloc;
659 game.oldloc=game.loc;
661 if(K == game.loc)K2=91;
662 if(CNDBIT(game.loc,4))K2=274;
663 if(K2 == 0) goto L21;
667 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
671 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
674 if(TRAVEL[KK] < 0) goto L23;
685 K=MOD(labs(TRAVEL[KK]),1000);
689 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
690 * be dark) so he won't fall into a pit while staring into the gloom. */
692 L30: if(game.detail < 3)RSPEAK(15);
693 game.detail=game.detail+1;
695 game.abbrev[game.loc]=0;
698 /* Cave. Different messages depending on whether above ground. */
701 if(OUTSID(game.loc) && game.loc != 8)K=57;
705 /* Non-applicable motion. Various messages depending on word given. */
708 if(K >= 43 && K <= 50)SPK=52;
709 if(K == 29 || K == 30)SPK=52;
710 if(K == 7 || K == 36 || K == 37)SPK=10;
711 if(K == 11 || K == 19)SPK=11;
712 if(VERB == FIND || VERB == INVENT)SPK=59;
713 if(K == 62 || K == 65)SPK=42;
718 /* "You're dead, Jim."
720 * If the current loc is zero, it means the clown got himself killed. We'll
721 * allow this maxdie times. MAXDIE is automatically set based on the number of
722 * snide messages available. Each death results in a message (81, 83, etc.)
723 * which offers reincarnation; if accepted, this results in message 82, 84,
724 * etc. The last time, if he wants another chance, he gets a snide remark as
725 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
726 * (presumably the last place prior to being killed) without change of props.
727 * the loop runs backwards to assure that the bird is dropped before the cage.
728 * (this kluge could be changed once we're sure all references to bird and cage
729 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
730 * it in the cave). It is turned off and left outside the building (only if he
731 * was carrying it, of course). He himself is left inside the building (and
732 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
733 * game.oldloc is zapped so he can't just "retreat". */
735 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
738 game.oldlc2=game.loc;
740 /* Okay, he's dead. Let's get on with it. */
742 L99: if(game.closng) {
743 /* He died during closing time. No resurrection. Tally up a
750 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
752 if(game.numdie == MAXDIE)
758 for (J=1; J<=NOBJECTS; J++) {
768 game.oldloc=game.loc;
774 /* Come here if he's been long enough at required loc(s) for some unused hint.
775 * hint number is in variable "hint". Branch to quick test for additional
776 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
777 * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero,
778 * 40030 to take no action yet. */
780 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
781 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
782 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
783 L40900; case 9: goto L41000; }
784 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
788 L40010: game.hintlc[HINT]=0;
789 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
790 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
792 game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
793 if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
794 L40020: game.hintlc[HINT]=0;
797 /* Now for the quick tests. See database description for one-line notes. */
799 L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
802 L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
805 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
808 L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
812 L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
817 L40700: if(game.dflag == 0) goto L40010;
820 L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
824 L40900: I=ATDWRF(game.loc);
825 if(I < 0) goto L40020;
826 if(HERE(OGRE) && I == 0) goto L40010;
829 L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
836 /* Cave closing and scoring */
839 /* These sections handle the closing of the cave. The cave closes "clock1"
840 * turns after the last treasure has been located (including the pirate's
841 * chest, which may of course never show up). Note that the treasures need not
842 * have been taken yet, just located. Hence clock1 must be large enough to get
843 * out of the cave (it only ticks while inside the cave). When it hits zero,
844 * we branch to 10000 to start closing the cave, and then sit back and wait for
845 * him to try to get out. If he doesn't within clock2 turns, we close the
846 * cave; if he does try, we assume he panics, and give him a few additional
847 * turns to get frantic before we close. When clock2 hits zero, we branch to
848 * 11000 to transport him into the final puzzle. Note that the puzzle depends
849 * upon all sorts of random things. For instance, there must be no water or
850 * oil, since there are beanstalks which we don't want to be able to water,
851 * since the code can't handle it. Also, we can have no keys, since there is a
852 * grate (having moved the fixed object!) there separating him from all the
853 * treasures. Most of these problems arise from the use of negative prop
854 * numbers to suppress the object descriptions until he's actually moved the
857 /* When the first warning comes, we lock the grate, destroy the bridge, kill
858 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
859 * and set "closng" to true. Leave the dragon; too much trouble to move it.
860 * from now until clock2 runs out, he cannot unlock the grate, move to any
861 * location outside the cave, or create the bridge. Nor can he be
862 * resurrected if he dies. Note that the snake is already gone, since he got
863 * to the treasure accessible only via the hall of the mountain king. Also, he's
864 * been in giant room (to get eggs), so we can refer to it. Also also, he's
865 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
866 * must have been activated, since we've found chest. */
868 L10000: game.prop[GRATE]=0;
870 for (I=1; I<=NDWARVES; I++) {
875 MOVE(TROLL+NOBJECTS,0);
876 MOVE(TROLL2,PLAC[TROLL]);
877 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
879 if(game.prop[BEAR] != 3)DSTROY(BEAR);
889 /* Once he's panicked, and clock2 has run out, we come here to set up the
890 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
891 * At the ne end, we place empty bottles, a nursery of plants, a bed of
892 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
893 * the sw end we place grate over treasures, snake pit, covey of caged birds,
894 * more rods, and pillows. A mirror stretches across one wall. Many of the
895 * objects come from known locations and/or states (e.g. the snake is known to
896 * have been destroyed and needn't be carried away from its old "place"),
897 * making the various objects be handled differently. We also drop all other
898 * objects he might be carrying (lest he have some which could cause trouble,
899 * such as the keys). We describe the flash of light and trundle back. */
901 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
902 game.prop[PLANT]=PUT(PLANT,115,0);
903 game.prop[OYSTER]=PUT(OYSTER,115,0);
905 game.prop[LAMP]=PUT(LAMP,115,0);
906 game.prop[ROD]=PUT(ROD,115,0);
907 game.prop[DWARF]=PUT(DWARF,115,0);
912 /* Leave the grate with normal (non-negative) property. Reuse sign. */
916 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
917 game.prop[SNAKE]=PUT(SNAKE,116,1);
918 game.prop[BIRD]=PUT(BIRD,116,1);
919 game.prop[CAGE]=PUT(CAGE,116,0);
920 game.prop[ROD2]=PUT(ROD2,116,0);
921 game.prop[PILLOW]=PUT(PILLOW,116,0);
923 game.prop[MIRROR]=PUT(MIRROR,115,0);
924 game.fixed[MIRROR]=116;
926 for (I=1; I<=NOBJECTS; I++) {
935 /* Another way we can force an end to things is by having the lamp give out.
936 * When it gets close, we come here to warn him. We go to 12000 if the lamp
937 * and fresh batteries are here, in which case we replace the batteries and
938 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
939 * out. Even then, he can explore outside for a while if desired. */
943 if(TOTING(BATTER))DROP(BATTER,game.loc);
944 game.limit=game.limit+2500;
948 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
951 if(game.place[BATTER] == 0)SPK=183;
952 if(game.prop[BATTER] == 1)SPK=189;
956 L12400: game.limit= -1;
958 if(HERE(LAMP))RSPEAK(184);
961 /* Oh dear, he's disturbed the dwarves. */