/* * The author - Don Woods - apologises for the style of the code; it * is a result of running the original Fortran IV source through a * home-brew Fortran-to-C converter.) */ #include #include #include #include #include #include "main.h" #include "misc.h" long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG, DLOC[7], FIXED[101], HOLDNG, KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN, PARMS[26], PLACE[101], PTEXT[101], RTEXT[278], SETUP = 0, TABSIZ = 330; signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES, COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL, DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD, GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX, HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK, KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL, LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186], MAGZIN, MAXDIE, MAXTRS, MESH = 123456789, MESSAG, MIRROR, MXSCOR, NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101], OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM, RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY, SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK, STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT, TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS, TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB, VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X, WZDARK = false, ZZWORD; FILE *logfp; bool oldstyle = false; lcg_state lcgstate; extern void initialise(); extern void score(long); extern int action(FILE *, long); void sig_handler(int signo) { if (signo == SIGINT) if (logfp != NULL) fflush(logfp); exit(0); } /* * MAIN PROGRAM */ static bool do_command(FILE *); int main(int argc, char *argv[]) { int ch; /* Adventure (rev 2: 20 treasures) */ /* History: Original idea & 5-treasure version (adventures) by Willie Crowther * 15-treasure version (adventure) by Don Woods, April-June 1977 * 20-treasure version (rev 2) by Don Woods, August 1978 * Errata fixed: 78/12/25 */ /* Options. */ while ((ch = getopt(argc, argv, "l:o")) != EOF) { switch (ch) { case 'l': logfp = fopen(optarg, "w"); if (logfp == NULL) fprintf(stderr, "advent: can't open logfile %s for write\n", optarg); signal(SIGINT, sig_handler); break; case 'o': oldstyle = true; break; } } /* Logical variables: * * CLOSED says whether we're all the way closed * CLOSNG says whether it's closing time yet * CLSHNT says whether he's read the clue in the endgame * LMWARN says whether he's been warned about lamp going dim * NOVICE says whether he asked for instructions at start-up * PANIC says whether he's found out he's trapped in the cave * WZDARK says whether the loc he's leaving was dark */ #include "funcs.h" /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */ lcgstate.a = 1093; lcgstate.c = 221587; lcgstate.m = 1048576; long seedval = (long)time(NULL); set_seed(seedval); /* Read the database if we have not yet done so */ LINES = (long *)calloc(LINSIZ+1,sizeof(long)); if(!LINES){ printf("Not enough memory!\n"); exit(1); } MAP2[1] = 0; if(!SETUP)initialise(); if(SETUP > 0) goto L1; /* Unlike earlier versions, adventure is no longer restartable. (This * lets us get away with modifying things such as OBJSND(BIRD) without * having to be able to undo the changes later.) If a "used" copy is * rerun, we come here and tell the player to run a fresh copy. */ RSPEAK(201); exit(0); /* Start-up, dwarf stuff */ L1: SETUP= -1; I=0; ZZWORD=RNDVOC(3,0)+MESH*2; NOVICE=YES(stdin, 65,1,0); NEWLOC=1; LOC=1; LIMIT=330; if(NOVICE)LIMIT=1000; if (logfp) fprintf(logfp, "seed %ld\n", seedval); for (;;) { if (!do_command(stdin)) break; } score(1); } static bool fallback_handler(signed char *buf) /* fallback handler for commands not handled by FORTRANish parser */ { long sv; if (sscanf(buf, "seed %ld", &sv) == 1) { set_seed(sv); printf("Seed set to %ld\n", sv); // here we reconfigure any global game state that uses random numbers ZZWORD=RNDVOC(3,0)+MESH*2; return true; } return false; } static bool do_command(FILE *cmdin) { /* Can't leave cave once it's closing (except by main office). */ if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; RSPEAK(130); NEWLOC=LOC; if(!PANIC)CLOCK2=15; PANIC=true; /* See if a dwarf has seen him and has come from where he wants to go. If so, * the dwarf's blocking his way. If coming from place forbidden to pirate * (dwarves rooted in place) let him get out (and attacked). */ L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; /* 73 */ for (I=1; I<=5; I++) { if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73; NEWLOC=LOC; RSPEAK(2); goto L74; L73: /*etc*/ ; } /* end loop */ L74: LOC=NEWLOC; /* Dwarf stuff. See earlier comments for description of variables. Remember * sixth dwarf is pirate and is thus very different except for motion rules. */ /* First off, don't let the dwarves follow him into a pit or a wall. Activate * the whole mess the first time he gets as far as the hall of mists (loc 15). * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and * dwarves can't meet the bear. Also means dwarves won't follow him into dead * end in maze, but c'est la vie. They'll wait for him outside the dead end. */ if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000; if(DFLAG != 0) goto L6000; if(INDEEP(LOC))DFLAG=1; goto L2000; /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If * any of the survivors is at loc, replace him with the alternate. */ L6000: if(DFLAG != 1) goto L6010; if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; DFLAG=2; for (I=1; I<=2; I++) { J=1+randrange(5); if(PCT(50))DLOC[J]=0; } /* end loop */ for (I=1; I<=5; I++) { if(DLOC[I] == LOC)DLOC[I]=DALTLC; ODLOC[I]=DLOC[I]; } /* end loop */ RSPEAK(3); DROP(AXE,LOC); goto L2000; /* Things are in full swing. Move each dwarf at random, except if he's seen us * he sticks with us. Dwarves stay deep inside. If wandering at random, * they don't back up unless there's no alternative. If they don't have to * move, they attack. And, of course, dead dwarves don't do much of anything. */ L6010: DTOTAL=0; ATTACK=0; STICK=0; /* 6030 */ for (I=1; I<=6; I++) { if(DLOC[I] == 0) goto L6030; /* Fill TK array with all the places this dwarf might go. */ J=1; KK=DLOC[I]; KK=KEY[KK]; if(KK == 0) goto L6016; L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000); {long x = J-1; if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 && NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] || FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) || IABS(TRAVEL[KK])/1000000 == 100) goto L6014;} TK[J]=NEWLOC; J=J+1; L6014: KK=KK+1; {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} L6016: TK[J]=ODLOC[I]; if(J >= 2)J=J-1; J=1+randrange(J); ODLOC[I]=DLOC[I]; DLOC[I]=TK[J]; DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); if(!DSEEN[I]) goto L6030; DLOC[I]=LOC; if(I != 6) goto L6027; /* The pirate's spotted him. He leaves him alone once we've found chest. K * counts if a treasure is here. If not, and tally=1 for an unseen chest, let * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's * thrown it to the troll, but in that case he's seen the chest (PROP=0). */ if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030; K=0; /* 6020 */ for (J=50; J<=MAXTRS; J++) { /* Pirate won't take pyramid from plover room or dark room (too easy!). */ if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020; if(TOTING(J)) goto L6021; L6020: if(HERE(J))K=1; } /* end loop */ if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP] == 1) goto L6025; if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127); goto L6030; L6021: if(PLACE[CHEST] != 0) goto L6022; /* Install chest only once, to insure it is the last treasure in the list. */ MOVE(CHEST,CHLOC); MOVE(MESSAG,CHLOC2); L6022: RSPEAK(128); /* 6023 */ for (J=50; J<=MAXTRS; J++) { if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023; if(AT(J) && FIXED[J] == 0)CARRY(J,LOC); if(TOTING(J))DROP(J,CHLOC); L6023: /*etc*/ ; } /* end loop */ L6024: DLOC[6]=CHLOC; ODLOC[6]=CHLOC; DSEEN[6]=false; goto L6030; L6025: RSPEAK(186); MOVE(CHEST,CHLOC); MOVE(MESSAG,CHLOC2); goto L6024; /* This threatening little dwarf is in the room with him! */ L6027: DTOTAL=DTOTAL+1; if(ODLOC[I] != DLOC[I]) goto L6030; ATTACK=ATTACK+1; if(KNFLOC >= 0)KNFLOC=LOC; if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1; L6030: /*etc*/ ; } /* end loop */ /* Now we know what's happening. Let's tell the poor sucker about it. * Note that various of the "knife" messages must have specific relative * positions in the RSPEAK database. */ if(DTOTAL == 0) goto L2000; SETPRM(1,DTOTAL,0); RSPEAK(4+1/DTOTAL); if(ATTACK == 0) goto L2000; if(DFLAG == 2)DFLAG=3; SETPRM(1,ATTACK,0); K=6; if(ATTACK > 1)K=250; RSPEAK(K); SETPRM(1,STICK,0); RSPEAK(K+1+2/(1+STICK)); if(STICK == 0) goto L2000; OLDLC2=LOC; goto L99; /* Describe the current location and (maybe) get next command. */ /* Print text for current loc. */ L2000: if(LOC == 0) goto L99; KK=STEXT[LOC]; if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC]; if(FORCED(LOC) || !DARK(0)) goto L2001; if(WZDARK && PCT(35)) goto L90; KK=RTEXT[16]; L2001: if(TOTING(BEAR))RSPEAK(141); SPEAK(KK); K=1; if(FORCED(LOC)) goto L8; if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7); /* Print out descriptions of objects at this location. If not closing and * property value is negative, tally off another treasure. Rug is special * case; once seen, its PROP is 1 (dragon on it) till dragon is killed. * Similarly for chain; PROP is initially 1 (locked to bear). These hacks * are because PROP=0 is needed to get full score. */ if(DARK(0)) goto L2012; ABB[LOC]=ABB[LOC]+1; I=ATLOC[LOC]; L2004: if(I == 0) goto L2012; OBJ=I; if(OBJ > 100)OBJ=OBJ-100; if(OBJ == STEPS && TOTING(NUGGET)) goto L2008; if(PROP[OBJ] >= 0) goto L2006; if(CLOSED) goto L2008; PROP[OBJ]=0; if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; TALLY=TALLY-1; /* Note: There used to be a test here to see whether the player had blown it * so badly that he could never ever see the remaining treasures, and if so * the lamp was zapped to 35 turns. But the tests were too simple-minded; * things like killing the bird before the snake was gone (can never see * jewelry), and doing it "right" was hopeless. E.G., could cross troll * bridge several times, using up all available treasures, breaking vase, * using coins to buy batteries, etc., and eventually never be able to get * across again. If bottle were left on far side, could then never get eggs * or trident, and the effects propagate. So the whole thing was flushed. * anyone who makes such a gross blunder isn't likely to find everything * else anyway (so goes the rationalisation). */ L2006: KK=PROP[OBJ]; if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1; PSPEAK(OBJ,KK); L2008: I=LINK[I]; goto L2004; L2009: K=54; L2010: SPK=K; L2011: RSPEAK(SPK); L2012: VERB=0; OLDOBJ=OBJ; OBJ=0; /* Check if this loc is eligible for any hints. If been here long enough, * branch to help section (on later page). Hints all come back here eventually * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes). */ L2600: if(COND[LOC] < CONDS) goto L2603; /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) { if(HINTED[HINT]) goto L2602; if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1; HINTLC[HINT]=HINTLC[HINT]+1; if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000; L2602: /*etc*/ ; } /* end loop */ /* Kick the random number generator just to add variety to the chase. Also, * if closing time, check for any objects being toted with PROP < 0 and set * the prop to -1-PROP. This way objects won't be described until they've * been picked up and put down separate from their respective piles. Don't * tick CLOCK1 unless well into cave (and not at Y2). */ L2603: if(!CLOSED) goto L2605; if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); for (I=1; I<=100; I++) { if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; } /* end loop */ L2605: WZDARK=DARK(0); if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0; I=0; if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) return false; /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos, * make neg. If neg, he skipped a word, so make it zero. */ L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0); TURNS=TURNS+1; if(TURNS != THRESH) goto L2608; SPEAK(TTEXT[TRNDEX]); TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000; TRNDEX=TRNDEX+1; THRESH= -1; if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1; L2608: if(VERB == SAY && WD2 > 0)VERB=0; if(VERB == SAY) goto L4090; if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1; if(CLOCK1 == 0) goto L10000; if(CLOCK1 < 0)CLOCK2=CLOCK2-1; if(CLOCK2 == 0) goto L11000; if(PROP[LAMP] == 1)LIMIT=LIMIT-1; if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto L12000; if(LIMIT == 0) goto L12400; if(LIMIT <= 30) goto L12200; L19999: K=43; if(LIQLOC(LOC) == WATER)K=70; V1=VOCAB(WD1,-1); V2=VOCAB(WD2,-1); if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010; if(V1 == ENTER && WD2 > 0) goto L2800; if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 != 1000+DOOR)) goto L2610; {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);} L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))WD1=MAKEWD(301200308); L2620: if(WD1 != MAKEWD(23051920)) goto L2625; IWEST=IWEST+1; if(IWEST == 10)RSPEAK(17); L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630; IGO=IGO+1; if(IGO == 10)RSPEAK(276); L2630: I=VOCAB(WD1,-1); if(I == -1) goto L3000; K=MOD(I,1000); KQ=I/1000+1; switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000; case 3: goto L2010; } BUG(22); /* Get second word for analysis. */ L2800: WD1=WD2; WD1X=WD2X; WD2=0; goto L2620; /* Gee, I don't understand. */ L3000: SETPRM(1,WD1,WD1X); if (fallback_handler(rawbuf)) return true; RSPEAK(254); goto L2600; /* Verb and object analysis moved to separate module. */ L4000: I=4000; goto Laction; L4090: I=4090; goto Laction; L5000: I=5000; Laction: switch (action(cmdin, I)) { case 2: return true; case 8: goto L8; case 2000: goto L2000; case 2009: goto L2009; case 2010: goto L2010; case 2011: goto L2011; case 2012: goto L2012; case 2600: goto L2600; case 2607: goto L2607; case 2630: goto L2630; case 2800: goto L2800; case 8000: goto L8000; case 18999: goto L18999; case 19000: goto L19000; } BUG(99); /* Random intransitive verbs come here. Clear obj just in case (see "attack"). */ L8000: SETPRM(1,WD1,WD1X); RSPEAK(257); OBJ=0; goto L2600; /* Figure out the new location * * Given the current location in "LOC", and a motion verb number in "K", put * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed * him, so we need OLDLC2, which is the last place he was safe.) */ L8: KK=KEY[LOC]; NEWLOC=LOC; if(KK == 0)BUG(26); if(K == NUL) return true; if(K == BACK) goto L20; if(K == LOOK) goto L30; if(K == CAVE) goto L40; OLDLC2=OLDLOC; OLDLOC=LOC; L9: LL=IABS(TRAVEL[KK]); if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; if(TRAVEL[KK] < 0) goto L50; KK=KK+1; goto L9; L10: LL=LL/1000; L11: NEWLOC=LL/1000; K=MOD(NEWLOC,100); if(NEWLOC <= 300) goto L13; if(PROP[K] != NEWLOC/100-3) goto L16; L12: if(TRAVEL[KK] < 0)BUG(25); KK=KK+1; NEWLOC=IABS(TRAVEL[KK])/1000; if(NEWLOC == LL) goto L12; LL=NEWLOC; goto L11; L13: if(NEWLOC <= 100) goto L14; if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16; goto L12; L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12; L16: NEWLOC=MOD(LL,1000); if(NEWLOC <= 300) return true; if(NEWLOC <= 500) goto L30000; RSPEAK(NEWLOC-500); NEWLOC=LOC; return true; /* Special motions come here. Labelling convention: statement numbers NNNXX * (XX=00-99) are used for special case number NNN (NNN=301-500). */ L30000: NEWLOC=NEWLOC-300; switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto L30300; } BUG(20); /* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel * table must include "useless" entries going through passage, which can never * be used for actual motion, but can be spotted by "go back". */ L30100: NEWLOC=99+100-LOC; if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true; NEWLOC=LOC; RSPEAK(117); return true; /* Travel 302. Plover transport. Drop the emerald (only use special travel if * toting it), so he's forced to use the plover-passage to get it out. Having * dropped it, go back and pretend he wasn't carrying it after all. */ L30200: DROP(EMRALD,LOC); goto L12; /* Travel 303. Troll bridge. Must be done only as special motion so that * dwarves won't wander across and encounter the bear. (They won't follow the * player there because that region is forbidden to the pirate.) If * PROP(TROLL)=1, he's crossed since paying, so step out and block him. * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */ L30300: if(PROP[TROLL] != 1) goto L30310; PSPEAK(TROLL,1); PROP[TROLL]=0; MOVE(TROLL2,0); MOVE(TROLL2+100,0); MOVE(TROLL,PLAC[TROLL]); MOVE(TROLL+100,FIXD[TROLL]); JUGGLE(CHASM); NEWLOC=LOC; return true; L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; if(PROP[TROLL] == 0)PROP[TROLL]=1; if(!TOTING(BEAR)) return true; RSPEAK(162); PROP[CHASM]=1; PROP[TROLL]=2; DROP(BEAR,NEWLOC); FIXED[BEAR]= -1; PROP[BEAR]=3; OLDLC2=NEWLOC; goto L99; /* End of specials. */ /* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2 * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */ L20: K=OLDLOC; if(FORCED(K))K=OLDLC2; OLDLC2=OLDLOC; OLDLOC=LOC; K2=0; if(K == LOC)K2=91; if(CNDBIT(LOC,4))K2=274; if(K2 == 0) goto L21; RSPEAK(K2); return true; L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000); if(LL == K) goto L25; if(LL > 300) goto L22; J=KEY[LL]; if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK; L22: if(TRAVEL[KK] < 0) goto L23; KK=KK+1; goto L21; L23: KK=K2; if(KK != 0) goto L25; RSPEAK(140); return true; L25: K=MOD(IABS(TRAVEL[KK]),1000); KK=KEY[LOC]; goto L9; /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now" * be dark) so he won't fall into a pit while staring into the gloom. */ L30: if(DETAIL < 3)RSPEAK(15); DETAIL=DETAIL+1; WZDARK=false; ABB[LOC]=0; return true; /* Cave. Different messages depending on whether above ground. */ L40: K=58; if(OUTSID(LOC) && LOC != 8)K=57; RSPEAK(K); return true; /* Non-applicable motion. Various messages depending on word given. */ L50: SPK=12; if(K >= 43 && K <= 50)SPK=52; if(K == 29 || K == 30)SPK=52; if(K == 7 || K == 36 || K == 37)SPK=10; if(K == 11 || K == 19)SPK=11; if(VERB == FIND || VERB == INVENT)SPK=59; if(K == 62 || K == 65)SPK=42; if(K == 17)SPK=80; RSPEAK(SPK); return true; /* "You're dead, Jim." * * If the current loc is zero, it means the clown got himself killed. We'll * allow this maxdie times. MAXDIE is automatically set based on the number of * snide messages available. Each death results in a message (81, 83, etc.) * which offers reincarnation; if accepted, this results in message 82, 84, * etc. The last time, if he wants another chance, he gets a snide remark as * we exit. When reincarnated, all objects being carried get dropped at OLDLC2 * (presumably the last place prior to being killed) without change of props. * the loop runs backwards to assure that the bird is dropped before the cage. * (this kluge could be changed once we're sure all references to bird and cage * are done by keywords.) The lamp is a special case (it wouldn't do to leave * it in the cave). It is turned off and left outside the building (only if he * was carrying it, of course). He himself is left inside the building (and * heaven help him if he tries to xyzzy back into the cave without the lamp!). * OLDLOC is zapped so he can't just "retreat". */ /* The easiest way to get killed is to fall into a pit in pitch darkness. */ L90: RSPEAK(23); OLDLC2=LOC; /* Okay, he's dead. Let's get on with it. */ L99: if(CLOSNG) goto L95; NUMDIE=NUMDIE+1; if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0); if(NUMDIE == MAXDIE) score(0); PLACE[WATER]=0; PLACE[OIL]=0; if(TOTING(LAMP))PROP[LAMP]=0; /* 98 */ for (J=1; J<=100; J++) { I=101-J; if(!TOTING(I)) goto L98; K=OLDLC2; if(I == LAMP)K=1; DROP(I,K); L98: /*etc*/ ; } /* end loop */ LOC=3; OLDLOC=LOC; goto L2000; /* He died during closing time. No resurrection. Tally up a death and exit. */ L95: RSPEAK(131); NUMDIE=NUMDIE+1; score(0); /* Hints */ /* Come here if he's been long enough at required loc(s) for some unused hint. * hint number is in variable "hint". Branch to quick test for additional * conditions, then come back to do neat stuff. Goto 40010 if conditions are * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero, * 40030 to take no action yet. */ L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto L40900; case 9: goto L41000; } /* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE * JADE */ BUG(27); L40010: HINTLC[HINT]=0; if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602; SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); RSPEAK(261); HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54); if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2]; L40020: HINTLC[HINT]=0; L40030: goto L2602; /* Now for the quick tests. See database description for one-line notes. */ L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010; goto L40020; L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010; goto L40030; L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; goto L40020; L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG > 1) goto L40010; goto L40020; L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010; goto L40020; L40600: goto L40010; L40700: if(DFLAG == 0) goto L40010; goto L40020; L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto L40010; goto L40030; L40900: I=ATDWRF(LOC); if(I < 0) goto L40020; if(HERE(OGRE) && I == 0) goto L40010; goto L40030; L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; goto L40020; /* Cave closing and scoring */ /* These sections handle the closing of the cave. The cave closes "clock1" * turns after the last treasure has been located (including the pirate's * chest, which may of course never show up). Note that the treasures need not * have been taken yet, just located. Hence clock1 must be large enough to get * out of the cave (it only ticks while inside the cave). When it hits zero, * we branch to 10000 to start closing the cave, and then sit back and wait for * him to try to get out. If he doesn't within clock2 turns, we close the * cave; if he does try, we assume he panics, and give him a few additional * turns to get frantic before we close. When clock2 hits zero, we branch to * 11000 to transport him into the final puzzle. Note that the puzzle depends * upon all sorts of random things. For instance, there must be no water or * oil, since there are beanstalks which we don't want to be able to water, * since the code can't handle it. Also, we can have no keys, since there is a * grate (having moved the fixed object!) there separating him from all the * treasures. Most of these problems arise from the use of negative prop * numbers to suppress the object descriptions until he's actually moved the * objects. */ /* When the first warning comes, we lock the grate, destroy the bridge, kill * all the dwarves (and the pirate), remove the troll and bear (unless dead), * and set "closng" to true. Leave the dragon; too much trouble to move it. * from now until clock2 runs out, he cannot unlock the grate, move to any * location outside the cave, or create the bridge. Nor can he be * resurrected if he dies. Note that the snake is already gone, since he got * to the treasure accessible only via the hall of the mountain king. Also, he's * been in giant room (to get eggs), so we can refer to it. Also also, he's * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves * must have been activated, since we've found chest. */ L10000: PROP[GRATE]=0; PROP[FISSUR]=0; for (I=1; I<=6; I++) { DSEEN[I]=false; DLOC[I]=0; } /* end loop */ MOVE(TROLL,0); MOVE(TROLL+100,0); MOVE(TROLL2,PLAC[TROLL]); MOVE(TROLL2+100,FIXD[TROLL]); JUGGLE(CHASM); if(PROP[BEAR] != 3)DSTROY(BEAR); PROP[CHAIN]=0; FIXED[CHAIN]=0; PROP[AXE]=0; FIXED[AXE]=0; RSPEAK(129); CLOCK1= -1; CLOSNG=true; goto L19999; /* Once he's panicked, and clock2 has run out, we come here to set up the * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw). * At the ne end, we place empty bottles, a nursery of plants, a bed of * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At * the sw end we place grate over treasures, snake pit, covey of caged birds, * more rods, and pillows. A mirror stretches across one wall. Many of the * objects come from known locations and/or states (e.g. the snake is known to * have been destroyed and needn't be carried away from its old "place"), * making the various objects be handled differently. We also drop all other * objects he might be carrying (lest he have some which could cause trouble, * such as the keys). We describe the flash of light and trundle back. */ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[PLANT]=PUT(PLANT,115,0); PROP[OYSTER]=PUT(OYSTER,115,0); OBJTXT[OYSTER]=3; PROP[LAMP]=PUT(LAMP,115,0); PROP[ROD]=PUT(ROD,115,0); PROP[DWARF]=PUT(DWARF,115,0); LOC=115; OLDLOC=115; NEWLOC=115; /* Leave the grate with normal (non-negative) property. Reuse sign. */ I=PUT(GRATE,116,0); I=PUT(SIGN,116,0); OBJTXT[SIGN]=OBJTXT[SIGN]+1; PROP[SNAKE]=PUT(SNAKE,116,1); PROP[BIRD]=PUT(BIRD,116,1); PROP[CAGE]=PUT(CAGE,116,0); PROP[ROD2]=PUT(ROD2,116,0); PROP[PILLOW]=PUT(PILLOW,116,0); PROP[MIRROR]=PUT(MIRROR,115,0); FIXED[MIRROR]=116; for (I=1; I<=100; I++) { if(TOTING(I))DSTROY(I); } /* end loop */ RSPEAK(132); CLOSED=true; return true; /* Another way we can force an end to things is by having the lamp give out. * When it gets close, we come here to warn him. We go to 12000 if the lamp * and fresh batteries are here, in which case we replace the batteries and * continue. 12200 is for other cases of lamp dying. 12400 is when it goes * out. Even then, he can explore outside for a while if desired. */ L12000: RSPEAK(188); PROP[BATTER]=1; if(TOTING(BATTER))DROP(BATTER,LOC); LIMIT=LIMIT+2500; LMWARN=false; goto L19999; L12200: if(LMWARN || !HERE(LAMP)) goto L19999; LMWARN=true; SPK=187; if(PLACE[BATTER] == 0)SPK=183; if(PROP[BATTER] == 1)SPK=189; RSPEAK(SPK); goto L19999; L12400: LIMIT= -1; PROP[LAMP]=0; if(HERE(LAMP))RSPEAK(184); goto L19999; /* Oh dear, he's disturbed the dwarves. */ L18999: RSPEAK(SPK); L19000: RSPEAK(136); score(0); }