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 void dohint(FILE *cmdin, int hint)
155 /* Come here if he's been long enough at required loc(s) for some
164 if(game.prop[GRATE] == 0 && !HERE(KEYS))
169 if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
173 if(HERE(SNAKE) && !HERE(BIRD))
178 if(game.atloc[game.loc] == 0 &&
179 game.atloc[game.oldloc] == 0 &&
180 game.atloc[game.oldlc2] == 0 &&
186 if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
198 if(game.atloc[game.loc] == 0 &&
199 game.atloc[game.oldloc] == 0 &&
200 game.atloc[game.oldlc2] == 0)
209 if(HERE(OGRE) && i == 0)
213 if(game.tally == 1 && game.prop[JADE] < 0)
222 /* Fall through to hint display */
224 if(!YES(cmdin,HINTS[hint][3],0,54))
226 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
228 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
229 if(game.hinted[hint] && game.limit > 30)
230 game.limit=game.limit+30*HINTS[hint][2];
233 static bool dwarfmove(void)
234 /* Dwarves move. Return true if player survives, false if he dies. */
236 int kk, stick, attack;
239 /* Dwarf stuff. See earlier comments for description of
240 * variables. Remember sixth dwarf is pirate and is thus
241 * very different except for motion rules. */
243 /* First off, don't let the dwarves follow him into a pit or
244 * a wall. Activate the whole mess the first time he gets as
245 * far as the hall of mists (loc 15). If game.newloc is
246 * forbidden to pirate (in particular, if it's beyond the
247 * troll bridge), bypass dwarf stuff. That way pirate can't
248 * steal return toll, and dwarves can't meet the bear. Also
249 * means dwarves won't follow him into dead end in maze, but
250 * c'est la vie. They'll wait for him outside the dead
252 if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
255 /* Dwarf activity level ratchets up */
256 if(game.dflag == 0) {
262 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
263 * the 5 dwarves. If any of the survivors is at loc,
264 * replace him with the alternate. */
265 if(game.dflag == 1) {
266 if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
269 for (I=1; I<=2; I++) {
270 J=1+randrange(NDWARVES-1);
274 for (I=1; I<=NDWARVES-1; I++) {
275 if(game.dloc[I] == game.loc)
277 game.odloc[I]=game.dloc[I];
284 /* Things are in full swing. Move each dwarf at random,
285 * except if he's seen us he sticks with us. Dwarves stay
286 * deep inside. If wandering at random, they don't back up
287 * unless there's no alternative. If they don't have to
288 * move, they attack. And, of course, dead dwarves don't do
289 * much of anything. */
293 for (I=1; I<=NDWARVES; I++) {
294 if(game.dloc[I] == 0)
296 /* Fill TK array with all the places this dwarf might go. */
298 kk=KEY[game.dloc[I]];
301 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
302 /* Have we avoided a dwarf enciounter? */
303 bool avoided = (game.newloc > 300 ||
304 !INDEEP(game.newloc) ||
305 game.newloc == game.odloc[I] ||
306 (J > 1 && game.newloc == TK[J-1]) ||
308 game.newloc == game.dloc[I] ||
309 FORCED(game.newloc) ||
310 (I == PIRATE && CNDBIT(game.newloc,3)) ||
311 labs(TRAVEL[kk])/1000000 == 100);
313 TK[J++] = game.newloc;
322 game.odloc[I]=game.dloc[I];
324 game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
325 if(!game.dseen[I]) continue;
326 game.dloc[I]=game.loc;
328 /* The pirate's spotted him. He leaves him alone once we've
329 * found chest. K counts if a treasure is here. If not, and
330 * tally=1 for an unseen chest, let the pirate be spotted.
331 * Note that game.place(CHEST)=0 might mean that he's thrown
332 * it to the troll, but in that case he's seen the chest
334 if(game.loc == game.chloc || game.prop[CHEST] >= 0)
337 for (J=MINTRS; J<=MAXTRS; J++) {
338 /* Pirate won't take pyramid from plover room or dark
339 * room (too easy!). */
340 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
349 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
351 MOVE(CHEST,game.chloc);
352 MOVE(MESSAG,game.chloc2);
355 if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
360 if(game.place[CHEST] == 0) {
361 /* Install chest only once, to insure it is the last treasure in
363 MOVE(CHEST,game.chloc);
364 MOVE(MESSAG,game.chloc2);
367 for (J=MINTRS; J<=MAXTRS; J++) {
368 if (!(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
369 if(AT(J) && game.fixed[J] == 0)
376 game.dloc[PIRATE]=game.chloc;
377 game.odloc[PIRATE]=game.chloc;
378 game.dseen[PIRATE]=false;
382 /* This threatening little dwarf is in the room with him! */
384 if(game.odloc[I] == game.dloc[I]) {
387 game.knfloc=game.loc;
388 if(randrange(1000) < 95*(game.dflag-2))
393 /* Now we know what's happening. Let's tell the poor sucker about it.
394 * Note that various of the "knife" messages must have specific relative
395 * positions in the RSPEAK database. */
398 SETPRM(1,game.dtotal,0);
399 RSPEAK(4+1/game.dtotal);
402 if(game.dflag == 2)game.dflag=3;
408 RSPEAK(K+1+2/(1+stick));
411 game.oldlc2=game.loc;
415 static bool do_command(FILE *cmdin) {
416 long LL, KQ, VERB, KK, K2, V1, V2;
420 /* Can't leave cave once it's closing (except by main office). */
421 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
423 game.newloc=game.loc;
424 if(!game.panic)game.clock2=15;
428 /* See if a dwarf has seen him and has come from where he
429 * wants to go. If so, the dwarf's blocking his way. If
430 * coming from place forbidden to pirate (dwarves rooted in
431 * place) let him get out (and attacked). */
432 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
433 for (i=1; i<=NDWARVES-1; i++) {
434 if(game.odloc[i] == game.newloc && game.dseen[i]) {
435 game.newloc=game.loc;
441 game.loc=game.newloc;
446 /* Describe the current location and (maybe) get next command. */
448 /* Print text for current loc. */
450 L2000: if(game.loc == 0) goto L99;
452 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
453 if(FORCED(game.loc) || !DARK(0)) goto L2001;
454 if(game.wzdark && PCT(35)) goto L90;
456 L2001: if(TOTING(BEAR))RSPEAK(141);
459 if(FORCED(game.loc)) goto L8;
460 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
462 /* Print out descriptions of objects at this location. If not closing and
463 * property value is negative, tally off another treasure. Rug is special
464 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
465 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
466 * are because game.prop=0 is needed to get full score. */
468 if(DARK(0)) goto L2012;
469 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
470 I=game.atloc[game.loc];
471 L2004: if(I == 0) goto L2012;
473 if(obj > NOBJECTS)obj=obj-NOBJECTS;
474 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
475 if(game.prop[obj] >= 0) goto L2006;
476 if(game.closed) goto L2008;
478 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
479 game.tally=game.tally-1;
480 /* Note: There used to be a test here to see whether the player had blown it
481 * so badly that he could never ever see the remaining treasures, and if so
482 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
483 * things like killing the bird before the snake was gone (can never see
484 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
485 * bridge several times, using up all available treasures, breaking vase,
486 * using coins to buy batteries, etc., and eventually never be able to get
487 * across again. If bottle were left on far side, could then never get eggs
488 * or trident, and the effects propagate. So the whole thing was flushed.
489 * anyone who makes such a gross blunder isn't likely to find everything
490 * else anyway (so goes the rationalisation). */
491 L2006: KK=game.prop[obj];
492 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
494 L2008: I=game.link[I];
505 /* Check if this loc is eligible for any hints. If been here long enough,
506 * branch to help section (on later page). Hints all come back here eventually
507 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
509 L2600: if(COND[game.loc] >= game.conds) {
510 for (int hint=1; hint<=HNTMAX; hint++) {
511 if(game.hinted[hint])
513 if(!CNDBIT(game.loc,hint+10))
514 game.hintlc[hint]= -1;
515 game.hintlc[hint] = game.hintlc[hint]+1;
516 if(game.hintlc[hint] >= HINTS[hint][1])
521 /* If closing time, check for any objects being toted with
522 * game.prop < 0 and set the prop to -1-game.prop. This way
523 * objects won't be described until they've been picked up
524 * and put down separate from their respective piles. Don't
525 * tick game.clock1 unless well into cave (and not at Y2). */
526 L2603: if(game.closed) {
527 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
529 for (i=1; i<=NOBJECTS; i++) {
530 if(TOTING(i) && game.prop[i] < 0)
531 game.prop[i] = -1-game.prop[i];
535 if(game.knfloc > 0 && game.knfloc != game.loc)
538 /* This is where we get a new command from the user */
539 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
542 /* Every input, check "game.foobar" flag. If zero, nothing's
543 * going on. If pos, make neg. If neg, he skipped a word,
544 * so make it zero. */
545 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
546 game.turns=game.turns+1;
547 if(game.turns == game.thresh) {
548 SPEAK(TTEXT[game.trndex]);
549 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
550 game.trndex=game.trndex+1;
552 if(game.trndex <= TRNVLS)
553 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
555 if(VERB == SAY && WD2 > 0)VERB=0;
556 if(VERB == SAY) goto L4090;
557 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
558 if(game.clock1 == 0) goto L10000;
559 if(game.clock1 < 0)game.clock2=game.clock2-1;
560 if(game.clock2 == 0) goto L11000;
561 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
562 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
564 if(game.limit == 0) goto L12400;
565 if(game.limit <= 30) goto L12200;
567 if(LIQLOC(game.loc) == WATER)K=70;
570 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
571 if(V1 == ENTER && WD2 > 0) goto L2800;
572 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
573 1000+DOOR)) goto L2610;
574 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
575 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
576 WD1=MAKEWD(301200308);
577 L2620: if(WD1 == MAKEWD(23051920)) {
578 game.iwest=game.iwest+1;
579 if(game.iwest == 10)RSPEAK(17);
581 if(WD1 == MAKEWD( 715) && WD2 != 0) {
591 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
592 case 3: goto L2010; }
595 /* Get second word for analysis. */
602 /* Gee, I don't understand. */
604 L3000: SETPRM(1,WD1,WD1X);
605 if (fallback_handler(rawbuf))
610 /* Verb and object analysis moved to separate module. */
612 L4000: I=4000; VERB=K; goto Laction;
613 L4090: I=4090; goto Laction;
616 switch (action(cmdin, I, VERB, obj)) {
619 case 2000: goto L2000;
620 case 2009: goto L2009;
621 case 2010: goto L2010;
622 case 2011: goto L2011;
623 case 2012: goto L2012;
624 case 2600: goto L2600;
625 case 2607: goto L2607;
626 case 2630: goto L2630;
627 case 2800: goto L2800;
628 case 8000: goto L8000;
629 case 18999: goto L18999;
630 case 19000: goto L19000;
634 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
637 L8000: SETPRM(1,WD1,WD1X);
642 /* Figure out the new location
644 * Given the current location in "game.loc", and a motion verb number in
645 * "K", put the new location in "game.newloc". The current loc is saved
646 * in "game.oldloc" in case he wants to retreat. The current
647 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
648 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
649 * him, so we need game.oldlc2, which is the last place he was
652 L8: KK=KEY[game.loc];
653 game.newloc=game.loc;
659 /* Handle "go back". Look for verb which goes from game.loc to
660 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
661 * K2 saves entry -> forced loc -> previous loc. */
663 if(FORCED(K))K=game.oldlc2;
664 game.oldlc2=game.oldloc;
665 game.oldloc=game.loc;
667 if(K == game.loc)K2=91;
668 if(CNDBIT(game.loc,4))K2=274;
669 if(K2 == 0) goto L21;
674 /* Look. Can't give more detail. Pretend it wasn't dark
675 * (though it may "now" be dark) so he won't fall into a
676 * pit while staring into the gloom. */
677 if(game.detail < 3)RSPEAK(15);
678 game.detail=game.detail+1;
680 game.abbrev[game.loc]=0;
684 /* Cave. Different messages depending on whether above ground. */
685 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
688 game.oldlc2=game.oldloc;
689 game.oldloc=game.loc;
691 L9: LL=labs(TRAVEL[KK]);
692 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
693 if(TRAVEL[KK] < 0) goto L50;
698 L11: game.newloc=LL/1000;
699 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
700 if(game.newloc <= 300) goto L13;
701 if(game.prop[K] != game.newloc/100-3) goto L16;
702 L12: if(TRAVEL[KK] < 0)BUG(25);
704 game.newloc=labs(TRAVEL[KK])/1000;
705 if(game.newloc == LL) goto L12;
709 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
710 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
713 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
714 L16: game.newloc=MOD(LL,1000);
715 if(game.newloc <= 300) return true;
716 if(game.newloc <= 500) goto L30000;
717 RSPEAK(game.newloc-500);
718 game.newloc=game.loc;
721 /* Special motions come here. Labelling convention: statement numbers NNNXX
722 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
724 L30000: game.newloc=game.newloc-300;
725 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
729 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
730 * table must include "useless" entries going through passage, which can never
731 * be used for actual motion, but can be spotted by "go back". */
733 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
734 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
735 game.newloc=game.loc;
739 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
740 * toting it), so he's forced to use the plover-passage to get it out. Having
741 * dropped it, go back and pretend he wasn't carrying it after all. */
743 L30200: DROP(EMRALD,game.loc);
746 /* Travel 303. Troll bridge. Must be done only as special motion so that
747 * dwarves won't wander across and encounter the bear. (They won't follow the
748 * player there because that region is forbidden to the pirate.) If
749 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
750 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
752 L30300: if(game.prop[TROLL] != 1) goto L30310;
756 MOVE(TROLL2+NOBJECTS,0);
757 MOVE(TROLL,PLAC[TROLL]);
758 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
760 game.newloc=game.loc;
763 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
764 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
765 if(!TOTING(BEAR)) return true;
769 DROP(BEAR,game.newloc);
770 game.fixed[BEAR]= -1;
772 game.oldlc2=game.newloc;
775 /* End of specials. */
778 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
782 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
797 K=MOD(labs(TRAVEL[KK]),1000);
802 /* Non-applicable motion. Various messages depending on word given. */
805 if(K >= 43 && K <= 50)SPK=52;
806 if(K == 29 || K == 30)SPK=52;
807 if(K == 7 || K == 36 || K == 37)SPK=10;
808 if(K == 11 || K == 19)SPK=11;
809 if(VERB == FIND || VERB == INVENT)SPK=59;
810 if(K == 62 || K == 65)SPK=42;
815 /* "You're dead, Jim."
817 * If the current loc is zero, it means the clown got himself killed. We'll
818 * allow this maxdie times. MAXDIE is automatically set based on the number of
819 * snide messages available. Each death results in a message (81, 83, etc.)
820 * which offers reincarnation; if accepted, this results in message 82, 84,
821 * etc. The last time, if he wants another chance, he gets a snide remark as
822 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
823 * (presumably the last place prior to being killed) without change of props.
824 * the loop runs backwards to assure that the bird is dropped before the cage.
825 * (this kluge could be changed once we're sure all references to bird and cage
826 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
827 * it in the cave). It is turned off and left outside the building (only if he
828 * was carrying it, of course). He himself is left inside the building (and
829 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
830 * game.oldloc is zapped so he can't just "retreat". */
832 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
835 game.oldlc2=game.loc;
837 /* Okay, he's dead. Let's get on with it. */
839 L99: if(game.closng) {
840 /* He died during closing time. No resurrection. Tally up a
847 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
849 if(game.numdie == MAXDIE)
855 for (J=1; J<=NOBJECTS; J++) {
865 game.oldloc=game.loc;
869 /* Cave closing and scoring */
872 /* These sections handle the closing of the cave. The cave closes "clock1"
873 * turns after the last treasure has been located (including the pirate's
874 * chest, which may of course never show up). Note that the treasures need not
875 * have been taken yet, just located. Hence clock1 must be large enough to get
876 * out of the cave (it only ticks while inside the cave). When it hits zero,
877 * we branch to 10000 to start closing the cave, and then sit back and wait for
878 * him to try to get out. If he doesn't within clock2 turns, we close the
879 * cave; if he does try, we assume he panics, and give him a few additional
880 * turns to get frantic before we close. When clock2 hits zero, we branch to
881 * 11000 to transport him into the final puzzle. Note that the puzzle depends
882 * upon all sorts of random things. For instance, there must be no water or
883 * oil, since there are beanstalks which we don't want to be able to water,
884 * since the code can't handle it. Also, we can have no keys, since there is a
885 * grate (having moved the fixed object!) there separating him from all the
886 * treasures. Most of these problems arise from the use of negative prop
887 * numbers to suppress the object descriptions until he's actually moved the
890 /* When the first warning comes, we lock the grate, destroy the bridge, kill
891 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
892 * and set "closng" to true. Leave the dragon; too much trouble to move it.
893 * from now until clock2 runs out, he cannot unlock the grate, move to any
894 * location outside the cave, or create the bridge. Nor can he be
895 * resurrected if he dies. Note that the snake is already gone, since he got
896 * to the treasure accessible only via the hall of the mountain king. Also, he's
897 * been in giant room (to get eggs), so we can refer to it. Also also, he's
898 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
899 * must have been activated, since we've found chest. */
901 L10000: game.prop[GRATE]=0;
903 for (I=1; I<=NDWARVES; I++) {
908 MOVE(TROLL+NOBJECTS,0);
909 MOVE(TROLL2,PLAC[TROLL]);
910 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
912 if(game.prop[BEAR] != 3)DSTROY(BEAR);
922 /* Once he's panicked, and clock2 has run out, we come here to set up the
923 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
924 * At the ne end, we place empty bottles, a nursery of plants, a bed of
925 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
926 * the sw end we place grate over treasures, snake pit, covey of caged birds,
927 * more rods, and pillows. A mirror stretches across one wall. Many of the
928 * objects come from known locations and/or states (e.g. the snake is known to
929 * have been destroyed and needn't be carried away from its old "place"),
930 * making the various objects be handled differently. We also drop all other
931 * objects he might be carrying (lest he have some which could cause trouble,
932 * such as the keys). We describe the flash of light and trundle back. */
934 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
935 game.prop[PLANT]=PUT(PLANT,115,0);
936 game.prop[OYSTER]=PUT(OYSTER,115,0);
938 game.prop[LAMP]=PUT(LAMP,115,0);
939 game.prop[ROD]=PUT(ROD,115,0);
940 game.prop[DWARF]=PUT(DWARF,115,0);
945 /* Leave the grate with normal (non-negative) property. Reuse sign. */
949 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
950 game.prop[SNAKE]=PUT(SNAKE,116,1);
951 game.prop[BIRD]=PUT(BIRD,116,1);
952 game.prop[CAGE]=PUT(CAGE,116,0);
953 game.prop[ROD2]=PUT(ROD2,116,0);
954 game.prop[PILLOW]=PUT(PILLOW,116,0);
956 game.prop[MIRROR]=PUT(MIRROR,115,0);
957 game.fixed[MIRROR]=116;
959 for (I=1; I<=NOBJECTS; I++) {
968 /* Another way we can force an end to things is by having the lamp give out.
969 * When it gets close, we come here to warn him. We go to 12000 if the lamp
970 * and fresh batteries are here, in which case we replace the batteries and
971 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
972 * out. Even then, he can explore outside for a while if desired. */
976 if(TOTING(BATTER))DROP(BATTER,game.loc);
977 game.limit=game.limit+2500;
981 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
984 if(game.place[BATTER] == 0)SPK=183;
985 if(game.prop[BATTER] == 1)SPK=189;
989 L12400: game.limit= -1;
991 if(HERE(LAMP))RSPEAK(184);
994 /* Oh dear, he's disturbed the dwarves. */