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 /* Have we avoided a dwarf enciounter? */
224 bool avoided = (game.newloc > 300 ||
225 !INDEEP(game.newloc) ||
226 game.newloc == game.odloc[I] ||
227 (J > 1 && game.newloc == TK[J-1]) ||
229 game.newloc == game.dloc[I] ||
230 FORCED(game.newloc) ||
231 (I == 6 && CNDBIT(game.newloc,3)) ||
232 labs(TRAVEL[kk])/1000000 == 100);
234 TK[J++] = game.newloc;
242 game.odloc[I]=game.dloc[I];
244 game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
245 if(!game.dseen[I]) continue;
246 game.dloc[I]=game.loc;
248 /* The pirate's spotted him. He leaves him alone once we've
249 * found chest. K counts if a treasure is here. If not, and
250 * tally=1 for an unseen chest, let the pirate be spotted.
251 * Note that game.place(CHEST)=0 might mean that he's thrown
252 * it to the troll, but in that case he's seen the chest
254 if(game.loc == game.chloc || game.prop[CHEST] >= 0) continue;
256 for (J=MINTRS; J<=MAXTRS; J++) {
257 /* Pirate won't take pyramid from plover room or dark
258 * room (too easy!). */
259 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
266 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1)
268 if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
272 L6021: if(game.place[CHEST] != 0) goto L6022;
273 /* Install chest only once, to insure it is the last treasure in
275 MOVE(CHEST,game.chloc);
276 MOVE(MESSAG,game.chloc2);
278 /* 6023 */ for (J=50; J<=MAXTRS; J++) {
279 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
280 if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
281 if(TOTING(J))DROP(J,game.chloc);
285 game.dloc[PIRATE]=game.chloc;
286 game.odloc[PIRATE]=game.chloc;
287 game.dseen[PIRATE]=false;
292 MOVE(CHEST,game.chloc);
293 MOVE(MESSAG,game.chloc2);
298 /* This threatening little dwarf is in the room with him! */
300 if(game.odloc[I] == game.dloc[I]) {
303 game.knfloc=game.loc;
304 if(randrange(1000) < 95*(game.dflag-2))
309 /* Now we know what's happening. Let's tell the poor sucker about it.
310 * Note that various of the "knife" messages must have specific relative
311 * positions in the RSPEAK database. */
314 SETPRM(1,game.dtotal,0);
315 RSPEAK(4+1/game.dtotal);
318 if(game.dflag == 2)game.dflag=3;
324 RSPEAK(K+1+2/(1+stick));
327 game.oldlc2=game.loc;
331 static bool do_command(FILE *cmdin) {
332 long LL, KQ, VERB, KK, K2, V1, V2;
336 /* Can't leave cave once it's closing (except by main office). */
337 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
339 game.newloc=game.loc;
340 if(!game.panic)game.clock2=15;
344 /* See if a dwarf has seen him and has come from where he
345 * wants to go. If so, the dwarf's blocking his way. If
346 * coming from place forbidden to pirate (dwarves rooted in
347 * place) let him get out (and attacked). */
348 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
349 for (i=1; i<=NDWARVES-1; i++) {
350 if(game.odloc[i] == game.newloc && game.dseen[i]) {
351 game.newloc=game.loc;
357 game.loc=game.newloc;
362 /* Describe the current location and (maybe) get next command. */
364 /* Print text for current loc. */
366 L2000: if(game.loc == 0) goto L99;
368 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
369 if(FORCED(game.loc) || !DARK(0)) goto L2001;
370 if(game.wzdark && PCT(35)) goto L90;
372 L2001: if(TOTING(BEAR))RSPEAK(141);
375 if(FORCED(game.loc)) goto L8;
376 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
378 /* Print out descriptions of objects at this location. If not closing and
379 * property value is negative, tally off another treasure. Rug is special
380 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
381 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
382 * are because game.prop=0 is needed to get full score. */
384 if(DARK(0)) goto L2012;
385 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
386 I=game.atloc[game.loc];
387 L2004: if(I == 0) goto L2012;
389 if(obj > NOBJECTS)obj=obj-NOBJECTS;
390 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
391 if(game.prop[obj] >= 0) goto L2006;
392 if(game.closed) goto L2008;
394 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
395 game.tally=game.tally-1;
396 /* Note: There used to be a test here to see whether the player had blown it
397 * so badly that he could never ever see the remaining treasures, and if so
398 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
399 * things like killing the bird before the snake was gone (can never see
400 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
401 * bridge several times, using up all available treasures, breaking vase,
402 * using coins to buy batteries, etc., and eventually never be able to get
403 * across again. If bottle were left on far side, could then never get eggs
404 * or trident, and the effects propagate. So the whole thing was flushed.
405 * anyone who makes such a gross blunder isn't likely to find everything
406 * else anyway (so goes the rationalisation). */
407 L2006: KK=game.prop[obj];
408 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
410 L2008: I=game.link[I];
421 /* Check if this loc is eligible for any hints. If been here long enough,
422 * branch to help section (on later page). Hints all come back here eventually
423 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
425 L2600: if(COND[game.loc] < game.conds) goto L2603;
426 /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
427 if(game.hinted[HINT]) goto L2602;
428 if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
429 game.hintlc[HINT]=game.hintlc[HINT]+1;
430 if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
434 /* If closing time, check for any objects being toted with
435 * game.prop < 0 and set the prop to -1-game.prop. This way
436 * objects won't be described until they've been picked up
437 * and put down separate from their respective piles. Don't
438 * tick game.clock1 unless well into cave (and not at Y2). */
439 L2603: if(game.closed) {
440 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
442 for (i=1; i<=NOBJECTS; i++) {
443 if(TOTING(i) && game.prop[i] < 0)
444 game.prop[i] = -1-game.prop[i];
448 if(game.knfloc > 0 && game.knfloc != game.loc)
451 /* This is where we get a new command from the user */
452 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
455 /* Every input, check "game.foobar" flag. If zero, nothing's
456 * going on. If pos, make neg. If neg, he skipped a word,
457 * so make it zero. */
458 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
459 game.turns=game.turns+1;
460 if(game.turns == game.thresh) {
461 SPEAK(TTEXT[game.trndex]);
462 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
463 game.trndex=game.trndex+1;
465 if(game.trndex <= TRNVLS)
466 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
468 if(VERB == SAY && WD2 > 0)VERB=0;
469 if(VERB == SAY) goto L4090;
470 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
471 if(game.clock1 == 0) goto L10000;
472 if(game.clock1 < 0)game.clock2=game.clock2-1;
473 if(game.clock2 == 0) goto L11000;
474 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
475 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
477 if(game.limit == 0) goto L12400;
478 if(game.limit <= 30) goto L12200;
480 if(LIQLOC(game.loc) == WATER)K=70;
483 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
484 if(V1 == ENTER && WD2 > 0) goto L2800;
485 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
486 1000+DOOR)) goto L2610;
487 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
488 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
489 WD1=MAKEWD(301200308);
490 L2620: if(WD1 == MAKEWD(23051920)) {
491 game.iwest=game.iwest+1;
492 if(game.iwest == 10)RSPEAK(17);
494 if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
496 if(IGO == 10)RSPEAK(276);
497 L2630: I=VOCAB(WD1,-1);
498 if(I == -1) goto L3000;
501 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
502 case 3: goto L2010; }
505 /* Get second word for analysis. */
512 /* Gee, I don't understand. */
514 L3000: SETPRM(1,WD1,WD1X);
515 if (fallback_handler(rawbuf))
520 /* Verb and object analysis moved to separate module. */
522 L4000: I=4000; VERB=K; goto Laction;
523 L4090: I=4090; goto Laction;
526 switch (action(cmdin, I, VERB, obj)) {
529 case 2000: goto L2000;
530 case 2009: goto L2009;
531 case 2010: goto L2010;
532 case 2011: goto L2011;
533 case 2012: goto L2012;
534 case 2600: goto L2600;
535 case 2607: goto L2607;
536 case 2630: goto L2630;
537 case 2800: goto L2800;
538 case 8000: goto L8000;
539 case 18999: goto L18999;
540 case 19000: goto L19000;
544 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
547 L8000: SETPRM(1,WD1,WD1X);
552 /* Figure out the new location
554 * Given the current location in "game.loc", and a motion verb number in
555 * "K", put the new location in "game.newloc". The current loc is saved
556 * in "game.oldloc" in case he wants to retreat. The current
557 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
558 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
559 * him, so we need game.oldlc2, which is the last place he was
562 L8: KK=KEY[game.loc];
563 game.newloc=game.loc;
565 if(K == NUL) return true;
566 if(K == BACK) goto L20;
567 if(K == LOOK) goto L30;
568 if(K == CAVE) goto L40;
569 game.oldlc2=game.oldloc;
570 game.oldloc=game.loc;
572 L9: LL=labs(TRAVEL[KK]);
573 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
574 if(TRAVEL[KK] < 0) goto L50;
579 L11: game.newloc=LL/1000;
580 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
581 if(game.newloc <= 300) goto L13;
582 if(game.prop[K] != game.newloc/100-3) goto L16;
583 L12: if(TRAVEL[KK] < 0)BUG(25);
585 game.newloc=labs(TRAVEL[KK])/1000;
586 if(game.newloc == LL) goto L12;
590 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
591 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
594 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
595 L16: game.newloc=MOD(LL,1000);
596 if(game.newloc <= 300) return true;
597 if(game.newloc <= 500) goto L30000;
598 RSPEAK(game.newloc-500);
599 game.newloc=game.loc;
602 /* Special motions come here. Labelling convention: statement numbers NNNXX
603 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
605 L30000: game.newloc=game.newloc-300;
606 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
610 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
611 * table must include "useless" entries going through passage, which can never
612 * be used for actual motion, but can be spotted by "go back". */
614 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
615 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
616 game.newloc=game.loc;
620 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
621 * toting it), so he's forced to use the plover-passage to get it out. Having
622 * dropped it, go back and pretend he wasn't carrying it after all. */
624 L30200: DROP(EMRALD,game.loc);
627 /* Travel 303. Troll bridge. Must be done only as special motion so that
628 * dwarves won't wander across and encounter the bear. (They won't follow the
629 * player there because that region is forbidden to the pirate.) If
630 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
631 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
633 L30300: if(game.prop[TROLL] != 1) goto L30310;
637 MOVE(TROLL2+NOBJECTS,0);
638 MOVE(TROLL,PLAC[TROLL]);
639 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
641 game.newloc=game.loc;
644 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
645 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
646 if(!TOTING(BEAR)) return true;
650 DROP(BEAR,game.newloc);
651 game.fixed[BEAR]= -1;
653 game.oldlc2=game.newloc;
656 /* End of specials. */
658 /* Handle "go back". Look for verb which goes from game.loc to
659 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
660 * 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;
673 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
677 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
680 if(TRAVEL[KK] < 0) goto L23;
691 K=MOD(labs(TRAVEL[KK]),1000);
695 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
696 * be dark) so he won't fall into a pit while staring into the gloom. */
698 L30: if(game.detail < 3)RSPEAK(15);
699 game.detail=game.detail+1;
701 game.abbrev[game.loc]=0;
704 /* Cave. Different messages depending on whether above ground. */
707 if(OUTSID(game.loc) && game.loc != 8)K=57;
711 /* Non-applicable motion. Various messages depending on word given. */
714 if(K >= 43 && K <= 50)SPK=52;
715 if(K == 29 || K == 30)SPK=52;
716 if(K == 7 || K == 36 || K == 37)SPK=10;
717 if(K == 11 || K == 19)SPK=11;
718 if(VERB == FIND || VERB == INVENT)SPK=59;
719 if(K == 62 || K == 65)SPK=42;
724 /* "You're dead, Jim."
726 * If the current loc is zero, it means the clown got himself killed. We'll
727 * allow this maxdie times. MAXDIE is automatically set based on the number of
728 * snide messages available. Each death results in a message (81, 83, etc.)
729 * which offers reincarnation; if accepted, this results in message 82, 84,
730 * etc. The last time, if he wants another chance, he gets a snide remark as
731 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
732 * (presumably the last place prior to being killed) without change of props.
733 * the loop runs backwards to assure that the bird is dropped before the cage.
734 * (this kluge could be changed once we're sure all references to bird and cage
735 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
736 * it in the cave). It is turned off and left outside the building (only if he
737 * was carrying it, of course). He himself is left inside the building (and
738 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
739 * game.oldloc is zapped so he can't just "retreat". */
741 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
744 game.oldlc2=game.loc;
746 /* Okay, he's dead. Let's get on with it. */
748 L99: if(game.closng) {
749 /* He died during closing time. No resurrection. Tally up a
756 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
758 if(game.numdie == MAXDIE)
764 for (J=1; J<=NOBJECTS; J++) {
774 game.oldloc=game.loc;
780 /* Come here if he's been long enough at required loc(s) for some unused hint.
781 * hint number is in variable "hint". Branch to quick test for additional
782 * conditions, then come back to do neat stuff. Goto 40010 if conditions are
783 * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero,
784 * 40030 to take no action yet. */
786 L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
787 L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
788 L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
789 L40900; case 9: goto L41000; }
790 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
794 L40010: game.hintlc[HINT]=0;
795 if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
796 SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
798 game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
799 if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
800 L40020: game.hintlc[HINT]=0;
803 /* Now for the quick tests. See database description for one-line notes. */
805 L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
808 L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
811 L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
814 L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
818 L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
823 L40700: if(game.dflag == 0) goto L40010;
826 L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
830 L40900: I=ATDWRF(game.loc);
831 if(I < 0) goto L40020;
832 if(HERE(OGRE) && I == 0) goto L40010;
835 L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
842 /* Cave closing and scoring */
845 /* These sections handle the closing of the cave. The cave closes "clock1"
846 * turns after the last treasure has been located (including the pirate's
847 * chest, which may of course never show up). Note that the treasures need not
848 * have been taken yet, just located. Hence clock1 must be large enough to get
849 * out of the cave (it only ticks while inside the cave). When it hits zero,
850 * we branch to 10000 to start closing the cave, and then sit back and wait for
851 * him to try to get out. If he doesn't within clock2 turns, we close the
852 * cave; if he does try, we assume he panics, and give him a few additional
853 * turns to get frantic before we close. When clock2 hits zero, we branch to
854 * 11000 to transport him into the final puzzle. Note that the puzzle depends
855 * upon all sorts of random things. For instance, there must be no water or
856 * oil, since there are beanstalks which we don't want to be able to water,
857 * since the code can't handle it. Also, we can have no keys, since there is a
858 * grate (having moved the fixed object!) there separating him from all the
859 * treasures. Most of these problems arise from the use of negative prop
860 * numbers to suppress the object descriptions until he's actually moved the
863 /* When the first warning comes, we lock the grate, destroy the bridge, kill
864 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
865 * and set "closng" to true. Leave the dragon; too much trouble to move it.
866 * from now until clock2 runs out, he cannot unlock the grate, move to any
867 * location outside the cave, or create the bridge. Nor can he be
868 * resurrected if he dies. Note that the snake is already gone, since he got
869 * to the treasure accessible only via the hall of the mountain king. Also, he's
870 * been in giant room (to get eggs), so we can refer to it. Also also, he's
871 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
872 * must have been activated, since we've found chest. */
874 L10000: game.prop[GRATE]=0;
876 for (I=1; I<=NDWARVES; I++) {
881 MOVE(TROLL+NOBJECTS,0);
882 MOVE(TROLL2,PLAC[TROLL]);
883 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
885 if(game.prop[BEAR] != 3)DSTROY(BEAR);
895 /* Once he's panicked, and clock2 has run out, we come here to set up the
896 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
897 * At the ne end, we place empty bottles, a nursery of plants, a bed of
898 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
899 * the sw end we place grate over treasures, snake pit, covey of caged birds,
900 * more rods, and pillows. A mirror stretches across one wall. Many of the
901 * objects come from known locations and/or states (e.g. the snake is known to
902 * have been destroyed and needn't be carried away from its old "place"),
903 * making the various objects be handled differently. We also drop all other
904 * objects he might be carrying (lest he have some which could cause trouble,
905 * such as the keys). We describe the flash of light and trundle back. */
907 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
908 game.prop[PLANT]=PUT(PLANT,115,0);
909 game.prop[OYSTER]=PUT(OYSTER,115,0);
911 game.prop[LAMP]=PUT(LAMP,115,0);
912 game.prop[ROD]=PUT(ROD,115,0);
913 game.prop[DWARF]=PUT(DWARF,115,0);
918 /* Leave the grate with normal (non-negative) property. Reuse sign. */
922 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
923 game.prop[SNAKE]=PUT(SNAKE,116,1);
924 game.prop[BIRD]=PUT(BIRD,116,1);
925 game.prop[CAGE]=PUT(CAGE,116,0);
926 game.prop[ROD2]=PUT(ROD2,116,0);
927 game.prop[PILLOW]=PUT(PILLOW,116,0);
929 game.prop[MIRROR]=PUT(MIRROR,115,0);
930 game.fixed[MIRROR]=116;
932 for (I=1; I<=NOBJECTS; I++) {
941 /* Another way we can force an end to things is by having the lamp give out.
942 * When it gets close, we come here to warn him. We go to 12000 if the lamp
943 * and fresh batteries are here, in which case we replace the batteries and
944 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
945 * out. Even then, he can explore outside for a while if desired. */
949 if(TOTING(BATTER))DROP(BATTER,game.loc);
950 game.limit=game.limit+2500;
954 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
957 if(game.place[BATTER] == 0)SPK=183;
958 if(game.prop[BATTER] == 1)SPK=189;
962 L12400: game.limit= -1;
964 if(HERE(LAMP))RSPEAK(184);
967 /* Oh dear, he's disturbed the dwarves. */