open-adventure/main.c
2023-03-29 16:40:57 -04:00

925 lines
28 KiB
C

/*
* 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 <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <getopt.h>
#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;
int debug;
lcg_state lcgstate;
extern void initialise();
extern void score(long);
extern int action(FILE *, long);
/*
* MAIN PROGRAM
*/
static void 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, "dl:o")) != EOF) {
switch (ch) {
case 'd':
debug += 1;
break;
case 'l':
logfp = fopen(optarg, "w+");
if (logfp == NULL)
fprintf(stderr,
"advent: can't open logfile %s for write\n",
optarg);
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 (;;) {
do_command(stdin);
}
}
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("\nSeed set to %ld\n", sv);
// autogenerated, so don't charge user time for it.
--TURNS;
// here we reconfigure any global game state that uses random numbers
ZZWORD=RNDVOC(3,0)+MESH*2;
return true;
}
return false;
}
static void do_command(FILE *cmdin) {
/* Can't leave cave once it's closing (except by main office). */
L2: 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;
GETIN(cmdin, WD1,WD1X,WD2,WD2X);
/* 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;
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;
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;
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;
if(NEWLOC <= 500) goto L30000;
RSPEAK(NEWLOC-500);
NEWLOC=LOC;
return;
/* 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;
NEWLOC=LOC;
RSPEAK(117);
return;
/* 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;
L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
if(PROP[TROLL] == 0)PROP[TROLL]=1;
if(!TOTING(BEAR)) return;
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;
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;
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;
/* Cave. Different messages depending on whether above ground. */
L40: K=58;
if(OUTSID(LOC) && LOC != 8)K=57;
RSPEAK(K);
return;
/* 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;
/* "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;
/* 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);
}