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main.c
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main.c
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#include <stdio.h>
#include <stdlib.h>
#include "misc.h"
#ifdef __MSDOS__
#include "alloc.h"
#endif
#define TRUE (0==0)
#define FALSE (0!=0)
#define MAKE_EASIER
long ABB[186], ATAB[335], ATLOC[186], BLKLIN = TRUE, DFLAG,
DLOC[7], FIXED[101], HOLDNG,
KTAB[335], *LINES, LINK[201], LNLENG, LNPOSN,
PARMS[26], PLACE[101], PTEXT[101], RTEXT[279],
SETUP = 0, TABSIZ = 335;
char INLINE[101], MAP1[129], MAP2[129];
long ABBNUM, ACTSPK[36], AGAIN_WD1=-1, AGAIN_WD1X, AGAIN_WD2, AGAIN_WD2X, ALL,
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, EASIER, 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, IT=-1, IT_WD1=-1, IWEST, J, JADE, K, K2,
KEY[186], KEYS, KK, KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12800,
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 = 279, 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,
VERBOSE=FALSE, VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2,
WD2X, WZDARK = FALSE, ZZWORD;
extern initialise();
extern void score(long);
extern action(long);
/*
* MAIN PROGRAM
*/
main() {
/* 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 */
/* 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"
/* 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(FALSE);
}
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(FALSE);
/* START-UP, DWARF STUFF */
L1: SETUP= -1;
I=RAN(-1);
ZZWORD=RNDVOC(3,0)+MESH*2;
NOVICE=YES(65,1,0);
NEWLOC=1;
LOC=1;
LIMIT=330;
#ifdef MAKE_EASIER
EASIER=1;
#else
EASIER=0;
#endif
if(NOVICE)LIMIT=1000;
if(EASIER)LIMIT=10000;
/* 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;
/* 6001 */ for (I=1; I<=2; I++) {
J=1+RAN(5);
L6001: if(PCT(50))DLOC[J]=0;
} /* end loop */
/* 6002 */ for (I=1; I<=5; I++) {
if(DLOC[I] == LOC)DLOC[I]=DALTLC;
L6002: 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+RAN(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(RAN(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);
/* 2604 */ for (I=1; I<=100; I++) {
L2604: 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=RAN(1);
GETIN(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);
/* AGAIN */
if (V1 == 2036) {
if (AGAIN_WD1 == -1) {
/* TODO */
RSPEAK(271);
goto L2600;
} else {
WD1 = AGAIN_WD1;
WD1X = AGAIN_WD1X;
WD2 = AGAIN_WD2;
WD2X = AGAIN_WD2X;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
}
} else {
AGAIN_WD1 = WD1;
AGAIN_WD1X = WD1X;
AGAIN_WD2 = WD2;
AGAIN_WD2X = WD2X;
}
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);
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(I)) {
case 2: goto L2;
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) goto L2;
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) goto L2;
if(NEWLOC <= 500) goto L30000;
RSPEAK(NEWLOC-500);
NEWLOC=LOC;
goto L2;
/* 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))) goto L2;
NEWLOC=LOC;
RSPEAK(117);
goto L2;
/* 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;
goto L2;
L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
if(PROP[TROLL] == 0)PROP[TROLL]=1;
if(!TOTING(BEAR)) goto L2;
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);
goto L2;
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);
goto L2;
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;
goto L2;
/* CAVE. DIFFERENT MESSAGES DEPENDING ON WHETHER ABOVE GROUND. */
L40: K=58;
if(OUTSID(LOC) && LOC != 8)K=57;
RSPEAK(K);
goto L2;
/* 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);
goto L2;
/* "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(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=3;
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(HINTS[HINT][3],0,54)) goto L2602;
SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
RSPEAK(261);
HINTED[HINT]=YES(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 MT. 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;
/* 10010 */ for (I=1; I<=6; I++) {
DSEEN[I]=FALSE;
L10010: 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;
/* 11010 */ for (I=1; I<=100; I++) {
L11010: if(TOTING(I))DSTROY(I);
} /* end loop */
RSPEAK(132);
CLOSED=TRUE;
goto L2;
/* 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);
}