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)
158 /* Come here if he's been long enough at required loc(s) for some
159 * unused hint. hint number is in variable "hint". Branch to
160 * quick test for additional conditions, then come back to do
161 * neat stuff. Goto 40010 if conditions are met and we want to
162 * offer the hint. Goto 40020 to clear game.hintlc back to zero,
163 * 40030 to take no action yet. */
178 /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
184 if(!YES(cmdin,HINTS[hint][3],0,54)) return;
185 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
187 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
188 if(game.hinted[hint] && game.limit > 30)
189 game.limit=game.limit+30*HINTS[hint][2];
190 L40020: game.hintlc[hint]=0;
193 /* Now for the quick tests. See database description for one-line notes. */
195 L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS))
199 L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
202 L40300: if(HERE(SNAKE) && !HERE(BIRD))
206 L40400: if(game.atloc[game.loc] == 0 &&
207 game.atloc[game.oldloc] == 0 &&
208 game.atloc[game.oldlc2] == 0 &&
213 L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
219 L40700: if(game.dflag == 0)
223 L40800: if(game.atloc[game.loc] == 0 &&
224 game.atloc[game.oldloc] == 0 &&
225 game.atloc[game.oldlc2] == 0)
229 L40900: I=ATDWRF(game.loc);
232 if(HERE(OGRE) && I == 0)
236 L41000: if(game.tally == 1 && game.prop[JADE] < 0)
242 static bool dwarfmove(void)
243 /* Dwarves move. Return true if player survives, false if he dies. */
245 int kk, stick, attack;
248 /* Dwarf stuff. See earlier comments for description of
249 * variables. Remember sixth dwarf is pirate and is thus
250 * very different except for motion rules. */
252 /* First off, don't let the dwarves follow him into a pit or
253 * a wall. Activate the whole mess the first time he gets as
254 * far as the hall of mists (loc 15). If game.newloc is
255 * forbidden to pirate (in particular, if it's beyond the
256 * troll bridge), bypass dwarf stuff. That way pirate can't
257 * steal return toll, and dwarves can't meet the bear. Also
258 * means dwarves won't follow him into dead end in maze, but
259 * c'est la vie. They'll wait for him outside the dead
261 if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
264 /* Dwarf activity level ratchets up */
265 if(game.dflag == 0) {
271 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
272 * the 5 dwarves. If any of the survivors is at loc,
273 * replace him with the alternate. */
274 if(game.dflag == 1) {
275 if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
278 for (I=1; I<=2; I++) {
279 J=1+randrange(NDWARVES-1);
283 for (I=1; I<=NDWARVES-1; I++) {
284 if(game.dloc[I] == game.loc)
286 game.odloc[I]=game.dloc[I];
293 /* Things are in full swing. Move each dwarf at random,
294 * except if he's seen us he sticks with us. Dwarves stay
295 * deep inside. If wandering at random, they don't back up
296 * unless there's no alternative. If they don't have to
297 * move, they attack. And, of course, dead dwarves don't do
298 * much of anything. */
302 for (I=1; I<=NDWARVES; I++) {
303 if(game.dloc[I] == 0)
305 /* Fill TK array with all the places this dwarf might go. */
307 kk=KEY[game.dloc[I]];
310 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
311 /* Have we avoided a dwarf enciounter? */
312 bool avoided = (game.newloc > 300 ||
313 !INDEEP(game.newloc) ||
314 game.newloc == game.odloc[I] ||
315 (J > 1 && game.newloc == TK[J-1]) ||
317 game.newloc == game.dloc[I] ||
318 FORCED(game.newloc) ||
319 (I == PIRATE && CNDBIT(game.newloc,3)) ||
320 labs(TRAVEL[kk])/1000000 == 100);
322 TK[J++] = game.newloc;
331 game.odloc[I]=game.dloc[I];
333 game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
334 if(!game.dseen[I]) continue;
335 game.dloc[I]=game.loc;
337 /* The pirate's spotted him. He leaves him alone once we've
338 * found chest. K counts if a treasure is here. If not, and
339 * tally=1 for an unseen chest, let the pirate be spotted.
340 * Note that game.place(CHEST)=0 might mean that he's thrown
341 * it to the troll, but in that case he's seen the chest
343 if(game.loc == game.chloc || game.prop[CHEST] >= 0)
346 for (J=MINTRS; J<=MAXTRS; J++) {
347 /* Pirate won't take pyramid from plover room or dark
348 * room (too easy!). */
349 if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
358 if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
360 MOVE(CHEST,game.chloc);
361 MOVE(MESSAG,game.chloc2);
364 if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
369 if(game.place[CHEST] == 0) {
370 /* Install chest only once, to insure it is the last treasure in
372 MOVE(CHEST,game.chloc);
373 MOVE(MESSAG,game.chloc2);
376 for (J=MINTRS; J<=MAXTRS; J++) {
377 if (!(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
378 if(AT(J) && game.fixed[J] == 0)
385 game.dloc[PIRATE]=game.chloc;
386 game.odloc[PIRATE]=game.chloc;
387 game.dseen[PIRATE]=false;
391 /* This threatening little dwarf is in the room with him! */
393 if(game.odloc[I] == game.dloc[I]) {
396 game.knfloc=game.loc;
397 if(randrange(1000) < 95*(game.dflag-2))
402 /* Now we know what's happening. Let's tell the poor sucker about it.
403 * Note that various of the "knife" messages must have specific relative
404 * positions in the RSPEAK database. */
407 SETPRM(1,game.dtotal,0);
408 RSPEAK(4+1/game.dtotal);
411 if(game.dflag == 2)game.dflag=3;
417 RSPEAK(K+1+2/(1+stick));
420 game.oldlc2=game.loc;
424 static bool do_command(FILE *cmdin) {
425 long LL, KQ, VERB, KK, K2, V1, V2;
429 /* Can't leave cave once it's closing (except by main office). */
430 if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
432 game.newloc=game.loc;
433 if(!game.panic)game.clock2=15;
437 /* See if a dwarf has seen him and has come from where he
438 * wants to go. If so, the dwarf's blocking his way. If
439 * coming from place forbidden to pirate (dwarves rooted in
440 * place) let him get out (and attacked). */
441 if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
442 for (i=1; i<=NDWARVES-1; i++) {
443 if(game.odloc[i] == game.newloc && game.dseen[i]) {
444 game.newloc=game.loc;
450 game.loc=game.newloc;
455 /* Describe the current location and (maybe) get next command. */
457 /* Print text for current loc. */
459 L2000: if(game.loc == 0) goto L99;
461 if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
462 if(FORCED(game.loc) || !DARK(0)) goto L2001;
463 if(game.wzdark && PCT(35)) goto L90;
465 L2001: if(TOTING(BEAR))RSPEAK(141);
468 if(FORCED(game.loc)) goto L8;
469 if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
471 /* Print out descriptions of objects at this location. If not closing and
472 * property value is negative, tally off another treasure. Rug is special
473 * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
474 * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
475 * are because game.prop=0 is needed to get full score. */
477 if(DARK(0)) goto L2012;
478 game.abbrev[game.loc]=game.abbrev[game.loc]+1;
479 I=game.atloc[game.loc];
480 L2004: if(I == 0) goto L2012;
482 if(obj > NOBJECTS)obj=obj-NOBJECTS;
483 if(obj == STEPS && TOTING(NUGGET)) goto L2008;
484 if(game.prop[obj] >= 0) goto L2006;
485 if(game.closed) goto L2008;
487 if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
488 game.tally=game.tally-1;
489 /* Note: There used to be a test here to see whether the player had blown it
490 * so badly that he could never ever see the remaining treasures, and if so
491 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
492 * things like killing the bird before the snake was gone (can never see
493 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
494 * bridge several times, using up all available treasures, breaking vase,
495 * using coins to buy batteries, etc., and eventually never be able to get
496 * across again. If bottle were left on far side, could then never get eggs
497 * or trident, and the effects propagate. So the whole thing was flushed.
498 * anyone who makes such a gross blunder isn't likely to find everything
499 * else anyway (so goes the rationalisation). */
500 L2006: KK=game.prop[obj];
501 if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
503 L2008: I=game.link[I];
514 /* Check if this loc is eligible for any hints. If been here long enough,
515 * branch to help section (on later page). Hints all come back here eventually
516 * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
518 L2600: if(COND[game.loc] >= game.conds) {
519 for (int hint=1; hint<=HNTMAX; hint++) {
520 if(game.hinted[hint])
522 if(!CNDBIT(game.loc,hint+10))
523 game.hintlc[hint]= -1;
524 game.hintlc[hint] = game.hintlc[hint]+1;
525 if(game.hintlc[hint] >= HINTS[hint][1])
530 /* If closing time, check for any objects being toted with
531 * game.prop < 0 and set the prop to -1-game.prop. This way
532 * objects won't be described until they've been picked up
533 * and put down separate from their respective piles. Don't
534 * tick game.clock1 unless well into cave (and not at Y2). */
535 L2603: if(game.closed) {
536 if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
538 for (i=1; i<=NOBJECTS; i++) {
539 if(TOTING(i) && game.prop[i] < 0)
540 game.prop[i] = -1-game.prop[i];
544 if(game.knfloc > 0 && game.knfloc != game.loc)
547 /* This is where we get a new command from the user */
548 if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
551 /* Every input, check "game.foobar" flag. If zero, nothing's
552 * going on. If pos, make neg. If neg, he skipped a word,
553 * so make it zero. */
554 L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
555 game.turns=game.turns+1;
556 if(game.turns == game.thresh) {
557 SPEAK(TTEXT[game.trndex]);
558 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
559 game.trndex=game.trndex+1;
561 if(game.trndex <= TRNVLS)
562 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
564 if(VERB == SAY && WD2 > 0)VERB=0;
565 if(VERB == SAY) goto L4090;
566 if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
567 if(game.clock1 == 0) goto L10000;
568 if(game.clock1 < 0)game.clock2=game.clock2-1;
569 if(game.clock2 == 0) goto L11000;
570 if(game.prop[LAMP] == 1)game.limit=game.limit-1;
571 if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
573 if(game.limit == 0) goto L12400;
574 if(game.limit <= 30) goto L12200;
576 if(LIQLOC(game.loc) == WATER)K=70;
579 if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
580 if(V1 == ENTER && WD2 > 0) goto L2800;
581 if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
582 1000+DOOR)) goto L2610;
583 {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
584 L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
585 WD1=MAKEWD(301200308);
586 L2620: if(WD1 == MAKEWD(23051920)) {
587 game.iwest=game.iwest+1;
588 if(game.iwest == 10)RSPEAK(17);
590 if(WD1 == MAKEWD( 715) && WD2 != 0) {
600 switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
601 case 3: goto L2010; }
604 /* Get second word for analysis. */
611 /* Gee, I don't understand. */
613 L3000: SETPRM(1,WD1,WD1X);
614 if (fallback_handler(rawbuf))
619 /* Verb and object analysis moved to separate module. */
621 L4000: I=4000; VERB=K; goto Laction;
622 L4090: I=4090; goto Laction;
625 switch (action(cmdin, I, VERB, obj)) {
628 case 2000: goto L2000;
629 case 2009: goto L2009;
630 case 2010: goto L2010;
631 case 2011: goto L2011;
632 case 2012: goto L2012;
633 case 2600: goto L2600;
634 case 2607: goto L2607;
635 case 2630: goto L2630;
636 case 2800: goto L2800;
637 case 8000: goto L8000;
638 case 18999: goto L18999;
639 case 19000: goto L19000;
643 /* Random intransitive verbs come here. Clear obj just in case (see "attack").
646 L8000: SETPRM(1,WD1,WD1X);
651 /* Figure out the new location
653 * Given the current location in "game.loc", and a motion verb number in
654 * "K", put the new location in "game.newloc". The current loc is saved
655 * in "game.oldloc" in case he wants to retreat. The current
656 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
657 * does, game.newloc will be limbo, and OLgame.dloc will be what killed
658 * him, so we need game.oldlc2, which is the last place he was
661 L8: KK=KEY[game.loc];
662 game.newloc=game.loc;
664 if(K == NUL) return true;
665 if(K == BACK) goto L20;
666 if(K == LOOK) goto L30;
667 if(K == CAVE) goto L40;
668 game.oldlc2=game.oldloc;
669 game.oldloc=game.loc;
671 L9: LL=labs(TRAVEL[KK]);
672 if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
673 if(TRAVEL[KK] < 0) goto L50;
678 L11: game.newloc=LL/1000;
679 K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
680 if(game.newloc <= 300) goto L13;
681 if(game.prop[K] != game.newloc/100-3) goto L16;
682 L12: if(TRAVEL[KK] < 0)BUG(25);
684 game.newloc=labs(TRAVEL[KK])/1000;
685 if(game.newloc == LL) goto L12;
689 L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
690 if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
693 L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
694 L16: game.newloc=MOD(LL,1000);
695 if(game.newloc <= 300) return true;
696 if(game.newloc <= 500) goto L30000;
697 RSPEAK(game.newloc-500);
698 game.newloc=game.loc;
701 /* Special motions come here. Labelling convention: statement numbers NNNXX
702 * (XX=00-99) are used for special case number NNN (NNN=301-500). */
704 L30000: game.newloc=game.newloc-300;
705 switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
709 /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
710 * table must include "useless" entries going through passage, which can never
711 * be used for actual motion, but can be spotted by "go back". */
713 L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
714 if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
715 game.newloc=game.loc;
719 /* Travel 302. Plover transport. Drop the emerald (only use special travel if
720 * toting it), so he's forced to use the plover-passage to get it out. Having
721 * dropped it, go back and pretend he wasn't carrying it after all. */
723 L30200: DROP(EMRALD,game.loc);
726 /* Travel 303. Troll bridge. Must be done only as special motion so that
727 * dwarves won't wander across and encounter the bear. (They won't follow the
728 * player there because that region is forbidden to the pirate.) If
729 * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
730 * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
732 L30300: if(game.prop[TROLL] != 1) goto L30310;
736 MOVE(TROLL2+NOBJECTS,0);
737 MOVE(TROLL,PLAC[TROLL]);
738 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
740 game.newloc=game.loc;
743 L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
744 if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
745 if(!TOTING(BEAR)) return true;
749 DROP(BEAR,game.newloc);
750 game.fixed[BEAR]= -1;
752 game.oldlc2=game.newloc;
755 /* End of specials. */
757 /* Handle "go back". Look for verb which goes from game.loc to
758 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
759 * K2 saves entry -> forced loc -> previous loc. */
762 if(FORCED(K))K=game.oldlc2;
763 game.oldlc2=game.oldloc;
764 game.oldloc=game.loc;
766 if(K == game.loc)K2=91;
767 if(CNDBIT(game.loc,4))K2=274;
768 if(K2 == 0) goto L21;
772 L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
776 if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
779 if(TRAVEL[KK] < 0) goto L23;
790 K=MOD(labs(TRAVEL[KK]),1000);
794 /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
795 * be dark) so he won't fall into a pit while staring into the gloom. */
797 L30: if(game.detail < 3)RSPEAK(15);
798 game.detail=game.detail+1;
800 game.abbrev[game.loc]=0;
803 /* Cave. Different messages depending on whether above ground. */
806 if(OUTSID(game.loc) && game.loc != 8)K=57;
810 /* Non-applicable motion. Various messages depending on word given. */
813 if(K >= 43 && K <= 50)SPK=52;
814 if(K == 29 || K == 30)SPK=52;
815 if(K == 7 || K == 36 || K == 37)SPK=10;
816 if(K == 11 || K == 19)SPK=11;
817 if(VERB == FIND || VERB == INVENT)SPK=59;
818 if(K == 62 || K == 65)SPK=42;
823 /* "You're dead, Jim."
825 * If the current loc is zero, it means the clown got himself killed. We'll
826 * allow this maxdie times. MAXDIE is automatically set based on the number of
827 * snide messages available. Each death results in a message (81, 83, etc.)
828 * which offers reincarnation; if accepted, this results in message 82, 84,
829 * etc. The last time, if he wants another chance, he gets a snide remark as
830 * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
831 * (presumably the last place prior to being killed) without change of props.
832 * the loop runs backwards to assure that the bird is dropped before the cage.
833 * (this kluge could be changed once we're sure all references to bird and cage
834 * are done by keywords.) The lamp is a special case (it wouldn't do to leave
835 * it in the cave). It is turned off and left outside the building (only if he
836 * was carrying it, of course). He himself is left inside the building (and
837 * heaven help him if he tries to xyzzy back into the cave without the lamp!).
838 * game.oldloc is zapped so he can't just "retreat". */
840 /* The easiest way to get killed is to fall into a pit in pitch darkness. */
843 game.oldlc2=game.loc;
845 /* Okay, he's dead. Let's get on with it. */
847 L99: if(game.closng) {
848 /* He died during closing time. No resurrection. Tally up a
855 if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
857 if(game.numdie == MAXDIE)
863 for (J=1; J<=NOBJECTS; J++) {
873 game.oldloc=game.loc;
877 /* Cave closing and scoring */
880 /* These sections handle the closing of the cave. The cave closes "clock1"
881 * turns after the last treasure has been located (including the pirate's
882 * chest, which may of course never show up). Note that the treasures need not
883 * have been taken yet, just located. Hence clock1 must be large enough to get
884 * out of the cave (it only ticks while inside the cave). When it hits zero,
885 * we branch to 10000 to start closing the cave, and then sit back and wait for
886 * him to try to get out. If he doesn't within clock2 turns, we close the
887 * cave; if he does try, we assume he panics, and give him a few additional
888 * turns to get frantic before we close. When clock2 hits zero, we branch to
889 * 11000 to transport him into the final puzzle. Note that the puzzle depends
890 * upon all sorts of random things. For instance, there must be no water or
891 * oil, since there are beanstalks which we don't want to be able to water,
892 * since the code can't handle it. Also, we can have no keys, since there is a
893 * grate (having moved the fixed object!) there separating him from all the
894 * treasures. Most of these problems arise from the use of negative prop
895 * numbers to suppress the object descriptions until he's actually moved the
898 /* When the first warning comes, we lock the grate, destroy the bridge, kill
899 * all the dwarves (and the pirate), remove the troll and bear (unless dead),
900 * and set "closng" to true. Leave the dragon; too much trouble to move it.
901 * from now until clock2 runs out, he cannot unlock the grate, move to any
902 * location outside the cave, or create the bridge. Nor can he be
903 * resurrected if he dies. Note that the snake is already gone, since he got
904 * to the treasure accessible only via the hall of the mountain king. Also, he's
905 * been in giant room (to get eggs), so we can refer to it. Also also, he's
906 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
907 * must have been activated, since we've found chest. */
909 L10000: game.prop[GRATE]=0;
911 for (I=1; I<=NDWARVES; I++) {
916 MOVE(TROLL+NOBJECTS,0);
917 MOVE(TROLL2,PLAC[TROLL]);
918 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
920 if(game.prop[BEAR] != 3)DSTROY(BEAR);
930 /* Once he's panicked, and clock2 has run out, we come here to set up the
931 * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
932 * At the ne end, we place empty bottles, a nursery of plants, a bed of
933 * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
934 * the sw end we place grate over treasures, snake pit, covey of caged birds,
935 * more rods, and pillows. A mirror stretches across one wall. Many of the
936 * objects come from known locations and/or states (e.g. the snake is known to
937 * have been destroyed and needn't be carried away from its old "place"),
938 * making the various objects be handled differently. We also drop all other
939 * objects he might be carrying (lest he have some which could cause trouble,
940 * such as the keys). We describe the flash of light and trundle back. */
942 L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
943 game.prop[PLANT]=PUT(PLANT,115,0);
944 game.prop[OYSTER]=PUT(OYSTER,115,0);
946 game.prop[LAMP]=PUT(LAMP,115,0);
947 game.prop[ROD]=PUT(ROD,115,0);
948 game.prop[DWARF]=PUT(DWARF,115,0);
953 /* Leave the grate with normal (non-negative) property. Reuse sign. */
957 OBJTXT[SIGN]=OBJTXT[SIGN]+1;
958 game.prop[SNAKE]=PUT(SNAKE,116,1);
959 game.prop[BIRD]=PUT(BIRD,116,1);
960 game.prop[CAGE]=PUT(CAGE,116,0);
961 game.prop[ROD2]=PUT(ROD2,116,0);
962 game.prop[PILLOW]=PUT(PILLOW,116,0);
964 game.prop[MIRROR]=PUT(MIRROR,115,0);
965 game.fixed[MIRROR]=116;
967 for (I=1; I<=NOBJECTS; I++) {
976 /* Another way we can force an end to things is by having the lamp give out.
977 * When it gets close, we come here to warn him. We go to 12000 if the lamp
978 * and fresh batteries are here, in which case we replace the batteries and
979 * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
980 * out. Even then, he can explore outside for a while if desired. */
984 if(TOTING(BATTER))DROP(BATTER,game.loc);
985 game.limit=game.limit+2500;
989 L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
992 if(game.place[BATTER] == 0)SPK=183;
993 if(game.prop[BATTER] == 1)SPK=189;
997 L12400: game.limit= -1;
999 if(HERE(LAMP))RSPEAK(184);
1002 /* Oh dear, he's disturbed the dwarves. */
1004 L18999: RSPEAK(SPK);
1005 L19000: RSPEAK(136);