C ADVENTURES C CURRENT LIMITS: C 9650 WORDS OF MESSAGE TEXT (LINES, LINSIZ). C 750 TRAVEL OPTIONS (TRAVEL, TRVSIZ). C 300 VOCABULARY WORDS (KTAB, ATAB, TABSIZ). C 150 LOCATIONS (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSIZ). C 100 OBJECTS (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP). C 35 "ACTION" VERBS (ACTSPK, VRBSIZ). C 205 RANDOM MESSAGES (RTEXT, RTXSIZ). C 12 DIFFERENT PLAYER CLASSIFICATIONS (CTEXT, CVAL, CLSMAX). C 20 HINTS, LESS 3 (HINTLC, HINTED, HINTS, HNTSIZ). C 35 MAGIC MESSAGES (MTEXT, MAGSIZ). C THERE ARE ALSO LIMITS WHICH CANNOT BE EXCEEDED DUE TO THE STRUCTURE OF C THE DATABASE. (E.G., THE VOCABULARY USES N/1000 TO DETERMINE WORD TYPE, C SO THERE CAN'T BE MORE THAN 1000 WORDS.) THESE UPPER LIMITS ARE: C 1000 NON-SYNONYMOUS VOCABULARY WORDS C 300 LOCATIONS C 100 OBJECTS IMPLICIT INTEGER(A-Z) LOGICAL DSEEN,BLKLIN,HINTED,YES,START COMMON /TXTCOM/ RTEXT,LINES COMMON /BLKCOM/ BLKLIN COMMON /VOCCOM/ KTAB,ATAB,TABSIZ COMMON /PLACOM/ ATLOC,LINK,PLACE,FIXED,HOLDNG COMMON /MTXCOM/ MTEXT COMMON /PTXCOM/ PTEXT COMMON /ABBCOM/ ABB COMMON /WIZCOM/ WKDAY,WKEND,HOLID,HBEGIN,HEND,HNAME, 1 SHORT,MAGIC,MAGNM,LATNCY,SAVED,SAVET,SETUP DIMENSION LINES(9650) DIMENSION TRAVEL(750) DIMENSION KTAB(300),ATAB(300) DIMENSION LTEXT(150),STEXT(150),KEY(150),COND(150),ABB(150), 1 ATLOC(150) DIMENSION PLAC(100),PLACE(100),FIXD(100),FIXED(100),LINK(200), 1 PTEXT(100),PROP(100) DIMENSION ACTSPK(35) DIMENSION RTEXT(205) DIMENSION CTEXT(12),CVAL(12) DIMENSION HINTLC(20),HINTED(20),HINTS(20,4) DIMENSION MTEXT(35) DIMENSION TK(20),DSEEN(6),DLOC(6),ODLOC(6),HNAME(4) DATA LINSIZ/9650/,TRVSIZ/750/,TABSIZ/300/,LOCSIZ/150/, 1 VRBSIZ/35/,RTXSIZ/205/,CLSMAX/12/,HNTSIZ/20/,MAGSIZ/35/ DATA SETUP/0/,BLKLIN/.TRUE./ C STATEMENT FUNCTIONS C C C TOTING(OBJ) = TRUE IF THE OBJ IS BEING CARRIED C HERE(OBJ) = TRUE IF THE OBJ IS AT "LOC" (OR IS BEING CARRIED) C AT(OBJ) = TRUE IF ON EITHER SIDE OF TWO-PLACED OBJECT C LIQ(DUMMY) = OBJECT NUMBER OF LIQUID IN BOTTLE C LIQLOC(LOC) = OBJECT NUMBER OF LIQUID (IF ANY) AT LOC C BITSET(L,N) = TRUE IF COND(L) HAS BIT N SET (BIT 0 IS UNITS BIT) C FORCED(LOC) = TRUE IF LOC MOVES WITHOUT ASKING FOR INPUT (COND=2) C DARK(DUMMY) = TRUE IF LOCATION "LOC" IS DARK C PCT(N) = TRUE N% OF THE TIME (N INTEGER FROM 0 TO 100) C C WZDARK SAYS WHETHER THE LOC HE'S LEAVING WAS DARK C LMWARN SAYS WHETHER HE'S BEEN WARNED ABOUT LAMP GOING DIM C CLOSNG SAYS WHETHER ITS CLOSING TIME YET C PANIC SAYS WHETHER HE'S FOUND OUT HE'S TRAPPED IN THE CAVE C CLOSED SAYS WHETHER WE'RE ALL THE WAY CLOSED C GAVEUP SAYS WHETHER HE EXITED VIA "QUIT" C SCORNG INDICATES TO THE SCORE ROUTINE WHETHER WE'RE DOING A "SCORE" COMMAND C DEMO IS TRUE IF THIS IS A PRIME-TIME DEMONSTRATION GAME C YEA IS RANDOM YES/NO REPLY LOGICAL TOTING,HERE,AT,BITSET,FORCED,DARK,PCT,WZDARK,LMWARN, 1 CLOSNG,PANIC,CLOSED,GAVEUP,SCORNG,DEMO,YEA TOTING(OBJ)=PLACE(OBJ).EQ.-1 HERE(OBJ)=PLACE(OBJ).EQ.LOC.OR.TOTING(OBJ) AT(OBJ)=PLACE(OBJ).EQ.LOC.OR.FIXED(OBJ).EQ.LOC LIQ2(PBOTL)=(1-PBOTL)*WATER+(PBOTL/2)*(WATER+OIL) LIQ(DUMMY)=LIQ2(MAX0(PROP(BOTTLE),-1-PROP(BOTTLE))) LIQLOC(LOC)=LIQ2((MOD(COND(LOC)/2*2,8)-5)*MOD(COND(LOC)/4,2)+1) BITSET(L,N)=(COND(L).AND.SHIFT(1,N)).NE.0 FORCED(LOC)=COND(LOC).EQ.2 DARK(DUMMY)=MOD(COND(LOC),2).EQ.0.AND.(PROP(LAMP).EQ.0.OR. 1 .NOT.HERE(LAMP)) PCT(N)=RAN(100).LT.N C DESCRIPTION OF THE DATABASE FORMAT C C C THE DATA FILE CONTAINS SEVERAL SECTIONS. EACH BEGINS WITH A LINE CONTAINING C A NUMBER IDENTIFYING THE SECTION, AND ENDS WITH A LINE CONTAINING "-1". C C SECTION 1: LONG FORM DESCRIPTIONS. EACH LINE CONTAINS A LOCATION NUMBER, C A TAB, AND A LINE OF TEXT. THE SET OF (NECESSARILY ADJACENT) LINES C WHOSE NUMBERS ARE X FORM THE LONG DESCRIPTION OF LOCATION X. C SECTION 2: SHORT FORM DESCRIPTIONS. SAME FORMAT AS LONG FORM. NOT ALL C PLACES HAVE SHORT DESCRIPTIONS. C SECTION 3: TRAVEL TABLE. EACH LINE CONTAINS A LOCATION NUMBER (X), A SECOND C LOCATION NUMBER (Y), AND A LIST OF MOTION NUMBERS (SEE SECTION 4). C EACH MOTION REPRESENTS A VERB WHICH WILL GO TO Y IF CURRENTLY AT X. C Y, IN TURN, IS INTERPRETED AS FOLLOWS. LET M=Y/1000, N=Y MOD 1000. C IF N<=300 IT IS THE LOCATION TO GO TO. C IF 300500 MESSAGE N-500 FROM SECTION 6 IS PRINTED, C AND HE STAYS WHEREVER HE IS. C MEANWHILE, M SPECIFIES THE CONDITIONS ON THE MOTION. C IF M=0 IT'S UNCONDITIONAL. C IF 0$<". C SECTION 6: ARBITRARY MESSAGES. SAME FORMAT AS SECTIONS 1, 2, AND 5, EXCEPT C THE NUMBERS BEAR NO RELATION TO ANYTHING (EXCEPT FOR SPECIAL VERBS C IN SECTION 4). C SECTION 7: OBJECT LOCATIONS. EACH LINE CONTAINS AN OBJECT NUMBER AND ITS C INITIAL LOCATION (ZERO (OR OMITTED) IF NONE). IF THE OBJECT IS C IMMOVABLE, THE LOCATION IS FOLLOWED BY A "-1". IF IT HAS TWO LOCATIONS C (E.G. THE GRATE) THE FIRST LOCATION IS FOLLOWED WITH THE SECOND, AND C THE OBJECT IS ASSUMED TO BE IMMOVABLE. C SECTION 8: ACTION DEFAULTS. EACH LINE CONTAINS AN "ACTION-VERB" NUMBER AND C THE INDEX (IN SECTION 6) OF THE DEFAULT MESSAGE FOR THE VERB. C SECTION 9: LIQUID ASSETS, ETC. EACH LINE CONTAINS A NUMBER (N) AND UP TO 20 C LOCATION NUMBERS. BIT N (WHERE 0 IS THE UNITS BIT) IS SET IN COND(LOC) C FOR EACH LOC GIVEN. THE COND BITS CURRENTLY ASSIGNED ARE: C 0 LIGHT C 1 IF BIT 2 IS ON: ON FOR OIL, OFF FOR WATER C 2 LIQUID ASSET, SEE BIT 1 C 3 PIRATE DOESN'T GO HERE UNLESS FOLLOWING PLAYER C OTHER BITS ARE USED TO INDICATE AREAS OF INTEREST TO "HINT" ROUTINES: C 4 TRYING TO GET INTO CAVE C 5 TRYING TO CATCH BIRD C 6 TRYING TO DEAL WITH SNAKE C 7 LOST IN MAZE C 8 PONDERING DARK ROOM C 9 AT WITT'S END C COND(LOC) IS SET TO 2, OVERRIDING ALL OTHER BITS, IF LOC HAS FORCED C MOTION. C SECTION 10: CLASS MESSAGES. EACH LINE CONTAINS A NUMBER (N), A TAB, AND A C MESSAGE DESCRIBING A CLASSIFICATION OF PLAYER. THE SCORING SECTION C SELECTS THE APPROPRIATE MESSAGE, WHERE EACH MESSAGE IS CONSIDERED TO C APPLY TO PLAYERS WHOSE SCORES ARE HIGHER THAN THE PREVIOUS N BUT NOT C HIGHER THAN THIS N. NOTE THAT THESE SCORES PROBABLY CHANGE WITH EVERY C MODIFICATION (AND PARTICULARLY EXPANSION) OF THE PROGRAM. C SECTION 11: HINTS. EACH LINE CONTAINS A HINT NUMBER (CORRESPONDING TO A C COND BIT, SEE SECTION 9), THE NUMBER OF TURNS HE MUST BE AT THE RIGHT C LOC(S) BEFORE TRIGGERING THE HINT, THE POINTS DEDUCTED FOR TAKING THE C HINT, THE MESSAGE NUMBER (SECTION 6) OF THE QUESTION, AND THE MESSAGE C NUMBER OF THE HINT. THESE VALUES ARE STASHED IN THE "HINTS" ARRAY. C HNTMAX IS SET TO THE MAX HINT NUMBER (<= HNTSIZ). NUMBERS 1-3 ARE C UNUSABLE SINCE COND BITS ARE OTHERWISE ASSIGNED, SO 2 IS USED TO C REMEMBER IF HE'S READ THE CLUE IN THE REPOSITORY, AND 3 IS USED TO C REMEMBER WHETHER HE ASKED FOR INSTRUCTIONS (GETS MORE TURNS, BUT LOSES C POINTS). C SECTION 12: MAGIC MESSAGES. IDENTICAL TO SECTION 6 EXCEPT PUT IN A SEPARATE C SECTION FOR EASIER REFERENCE. MAGIC MESSAGES ARE USED BY THE STARTUP, C MAINTENANCE MODE, AND RELATED ROUTINES. C SECTION 0: END OF DATABASE. C READ THE DATABASE IF WE HAVE NOT YET DONE SO IF(SETUP.NE.0)GOTO 1100 TYPE 1000 1000 FORMAT(' INITIALISING...') C CLEAR OUT THE VARIOUS TEXT-POINTER ARRAYS. ALL TEXT IS STORED IN ARRAY C LINES; EACH LINE IS PRECEDED BY A WORD POINTING TO THE NEXT POINTER (I.E. C THE WORD FOLLOWING THE END OF THE LINE). THE POINTER IS NEGATIVE IF THIS IS C FIRST LINE OF A MESSAGE. THE TEXT-POINTER ARRAYS CONTAIN INDICES OF C POINTER-WORDS IN LINES. STEXT(N) IS SHORT DESCRIPTION OF LOCATION N. C LTEXT(N) IS LONG DESCRIPTION. PTEXT(N) POINTS TO MESSAGE FOR PROP(N)=0. C SUCCESSIVE PROP MESSAGES ARE FOUND BY CHASING POINTERS. RTEXT CONTAINS C SECTION 6'S STUFF. CTEXT(N) POINTS TO A PLAYER-CLASS MESSAGE. MTEXT IS FOR C SECTION 12. WE ALSO CLEAR COND. SEE DESCRIPTION OF SECTION 9 FOR DETAILS. DO 1001 I=1,300 IF(I.LE.100)PTEXT(I)=0 IF(I.LE.RTXSIZ)RTEXT(I)=0 IF(I.LE.CLSMAX)CTEXT(I)=0 IF(I.LE.MAGSIZ)MTEXT(I)=0 IF(I.GT.LOCSIZ)GOTO 1001 STEXT(I)=0 LTEXT(I)=0 COND(I)=0 KEY(I)=0 1001 CONTINUE CALL IFILE(1,'TEXT') SETUP=1 LINUSE=1 TRVS=1 CLSSES=1 C START NEW DATA SECTION. SECT IS THE SECTION NUMBER. 1002 READ(1,1003)SECT 1003 FORMAT(G) OLDLOC=-1 GOTO(1100,1004,1004,1030,1040,1004,1004,1050,1060,1070,1004, 1 1080,1004) (SECT+1) C (0) (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) C (11) (12) CALL BUG(9) C SECTIONS 1, 2, 5, 6, 10, 12. READ MESSAGES AND SET UP POINTERS. 1004 READ(1,1005)LOC,(LINES(J),J=LINUSE+1,LINUSE+14),KK 1005 FORMAT(1G,15A5) IF(KK.NE.' ')CALL BUG(0) IF(LOC.EQ.-1)GOTO 1002 DO 1006 K=1,14 KK=LINUSE+15-K IF(LINES(KK).NE.' ')GOTO 1007 1006 CONTINUE IF(LOC.EQ.0)GOTO 1004 C ABOVE KLUGE IS TO AVOID F40 BUG IF CRLF BROKEN ACROSS RECORD BOUNDARY CALL BUG(1) 1007 LINES(LINUSE)=KK+1 IF(LOC.EQ.OLDLOC)GOTO 1020 LINES(LINUSE)=-LINES(LINUSE) IF(SECT.EQ.12)GOTO 1013 IF(SECT.EQ.10)GOTO 1012 IF(SECT.EQ.6)GOTO 1011 IF(SECT.EQ.5)GOTO 1010 IF(SECT.EQ.1)GOTO 1008 STEXT(LOC)=LINUSE GOTO 1020 1008 LTEXT(LOC)=LINUSE GOTO 1020 1010 IF(LOC.GT.0.AND.LOC.LE.100)PTEXT(LOC)=LINUSE GOTO 1020 1011 IF(LOC.GT.RTXSIZ)CALL BUG(6) RTEXT(LOC)=LINUSE GOTO 1020 1012 CTEXT(CLSSES)=LINUSE CVAL(CLSSES)=LOC CLSSES=CLSSES+1 GOTO 1020 1013 IF(LOC.GT.MAGSIZ)CALL BUG(6) MTEXT(LOC)=LINUSE 1020 LINUSE=KK+1 LINES(LINUSE)=-1 OLDLOC=LOC IF(LINUSE+14.GT.LINSIZ)CALL BUG(2) GOTO 1004 C THE STUFF FOR SECTION 3 IS ENCODED HERE. EACH "FROM-LOCATION" GETS A C CONTIGUOUS SECTION OF THE "TRAVEL" ARRAY. EACH ENTRY IN TRAVEL IS C NEWLOC*1000 + KEYWORD (FROM SECTION 4, MOTION VERBS), AND IS NEGATED IF C THIS IS THE LAST ENTRY FOR THIS LOCATION. KEY(N) IS THE INDEX IN TRAVEL C OF THE FIRST OPTION AT LOCATION N. 1030 READ(1,1031)LOC,NEWLOC,TK 1031 FORMAT(99G) IF(LOC.EQ.0)GOTO 1030 C ABOVE KLUGE IS TO AVOID AFOREMENTIONED F40 BUG IF(LOC.EQ.-1)GOTO 1002 IF(KEY(LOC).NE.0)GOTO 1033 KEY(LOC)=TRVS GOTO 1035 1033 TRAVEL(TRVS-1)=-TRAVEL(TRVS-1) 1035 DO 1037 L=1,20 IF(TK(L).EQ.0)GOTO 1039 TRAVEL(TRVS)=NEWLOC*1000+TK(L) TRVS=TRVS+1 IF(TRVS.EQ.TRVSIZ)CALL BUG(3) 1037 CONTINUE 1039 TRAVEL(TRVS-1)=-TRAVEL(TRVS-1) GOTO 1030 C HERE WE READ IN THE VOCABULARY. KTAB(N) IS THE WORD NUMBER, ATAB(N) IS C THE CORRESPONDING WORD. THE -1 AT THE END OF SECTION 4 IS LEFT IN KTAB C AS AN END-MARKER. THE WORDS ARE GIVEN A MINIMAL HASH TO MAKE READING THE C CORE-IMAGE HARDER. NOTE THAT '/7-08' HAD BETTER NOT BE IN THE LIST, SINCE C IT COULD HASH TO -1. 1040 DO 1042 TABNDX=1,TABSIZ 1043 READ(1,1041)KTAB(TABNDX),ATAB(TABNDX) 1041 FORMAT(G,A5) IF(KTAB(TABNDX).EQ.0)GOTO 1043 C ABOVE KLUGE IS TO AVOID AFOREMENTIONED F40 BUG IF(KTAB(TABNDX).EQ.-1)GOTO 1002 1042 ATAB(TABNDX)=ATAB(TABNDX).XOR.'PHROG' CALL BUG(4) C READ IN THE INITIAL LOCATIONS FOR EACH OBJECT. ALSO THE IMMOVABILITY INFO. C PLAC CONTAINS INITIAL LOCATIONS OF OBJECTS. FIXD IS -1 FOR IMMOVABLE C OBJECTS (INCLUDING THE SNAKE), OR = SECOND LOC FOR TWO-PLACED OBJECTS. 1050 READ(1,1031)OBJ,J,K IF(OBJ.EQ.-1)GOTO 1002 PLAC(OBJ)=J FIXD(OBJ)=K GOTO 1050 C READ DEFAULT MESSAGE NUMBERS FOR ACTION VERBS, STORE IN ACTSPK. 1060 READ(1,1031)VERB,J IF(VERB.EQ.-1)GOTO 1002 ACTSPK(VERB)=J GOTO 1060 C READ INFO ABOUT AVAILABLE LIQUIDS AND OTHER CONDITIONS, STORE IN COND. 1070 READ(1,1031)K,TK IF(K.EQ.-1)GOTO 1002 DO 1071 I=1,20 LOC=TK(I) IF(LOC.EQ.0)GOTO 1070 IF(BITSET(LOC,K))CALL BUG(8) 1071 COND(LOC)=COND(LOC)+SHIFT(1,K) GOTO 1070 C READ DATA FOR HINTS. 1080 HNTMAX=0 1081 READ(1,1031)K,TK IF(K.EQ.-1)GOTO 1002 IF(K.EQ.0)GOTO 1081 IF(K.LT.0.OR.K.GT.HNTSIZ)CALL BUG(7) DO 1083 I=1,4 1083 HINTS(K,I)=TK(I) HNTMAX=MAX0(HNTMAX,K) GOTO 1081 C FINISH CONSTRUCTING INTERNAL DATA FORMAT C IF SETUP=2 WE DON'T NEED TO DO THIS. IT'S ONLY NECESSARY IF WE HAVEN'T DONE C IT AT ALL OR IF THE PROGRAM HAS BEEN RUN SINCE THEN. 1100 IF(SETUP.EQ.2)GOTO 1 IF(SETUP.EQ.-1)GOTO 8305 C HAVING READ IN THE DATABASE, CERTAIN THINGS ARE NOW CONSTRUCTED. PROPS ARE C SET TO ZERO. WE FINISH SETTING UP COND BY CHECKING FOR FORCED-MOTION TRAVEL C ENTRIES. THE PLAC AND FIXD ARRAYS ARE USED TO SET UP ATLOC(N) AS THE FIRST C OBJECT AT LOCATION N, AND LINK(OBJ) AS THE NEXT OBJECT AT THE SAME LOCATION C AS OBJ. (OBJ>100 INDICATES THAT FIXED(OBJ-100)=LOC; LINK(OBJ) IS STILL THE C CORRECT LINK TO USE.) ABB IS ZEROED; IT CONTROLS WHETHER THE ABBREVIATED C DESCRIPTION IS PRINTED. COUNTS MOD 5 UNLESS "LOOK" IS USED. DO 1101 I=1,100 PLACE(I)=0 PROP(I)=0 LINK(I)=0 1101 LINK(I+100)=0 DO 1102 I=1,LOCSIZ ABB(I)=0 IF(LTEXT(I).EQ.0.OR.KEY(I).EQ.0)GOTO 1102 K=KEY(I) IF(MOD(IABS(TRAVEL(K)),1000).EQ.1)COND(I)=2 1102 ATLOC(I)=0 C SET UP THE ATLOC AND LINK ARRAYS AS DESCRIBED ABOVE. WE'LL USE THE DROP C SUBROUTINE, WHICH PREFACES NEW OBJECTS ON THE LISTS. SINCE WE WANT THINGS C IN THE OTHER ORDER, WE'LL RUN THE LOOP BACKWARDS. IF THE OBJECT IS IN TWO C LOCS, WE DROP IT TWICE. THIS ALSO SETS UP "PLACE" AND "FIXED" AS COPIES OF C "PLAC" AND "FIXD". ALSO, SINCE TWO-PLACED OBJECTS ARE TYPICALLY BEST C DESCRIBED LAST, WE'LL DROP THEM FIRST. DO 1106 I=1,100 K=101-I IF(FIXD(K).LE.0)GOTO 1106 CALL DROP(K+100,FIXD(K)) CALL DROP(K,PLAC(K)) 1106 CONTINUE DO 1107 I=1,100 K=101-I FIXED(K)=FIXD(K) 1107 IF(PLAC(K).NE.0.AND.FIXD(K).LE.0)CALL DROP(K,PLAC(K)) C TREASURES, AS NOTED EARLIER, ARE OBJECTS 50 THROUGH MAXTRS (CURRENTLY 79). C THEIR PROPS ARE INITIALLY -1, AND ARE SET TO 0 THE FIRST TIME THEY ARE C DESCRIBED. TALLY KEEPS TRACK OF HOW MANY ARE NOT YET FOUND, SO WE KNOW C WHEN TO CLOSE THE CAVE. TALLY2 COUNTS HOW MANY CAN NEVER BE FOUND (E.G. IF C LOST BIRD OR BRIDGE). MAXTRS=79 TALLY=0 TALLY2=0 DO 1200 I=50,MAXTRS IF(PTEXT(I).NE.0)PROP(I)=-1 1200 TALLY=TALLY-PROP(I) C CLEAR THE HINT STUFF. HINTLC(I) IS HOW LONG HE'S BEEN AT LOC WITH COND BIT C I. HINTED(I) IS TRUE IFF HINT I HAS BEEN USED. DO 1300 I=1,HNTMAX HINTED(I)=.FALSE. 1300 HINTLC(I)=0 C DEFINE SOME HANDY MNEMONICS. THESE CORRESPOND TO OBJECT NUMBERS. KEYS=VOCAB('KEYS',1) LAMP=VOCAB('LAMP',1) GRATE=VOCAB('GRATE',1) CAGE=VOCAB('CAGE',1) ROD=VOCAB('ROD',1) ROD2=ROD+1 STEPS=VOCAB('STEPS',1) BIRD=VOCAB('BIRD',1) DOOR=VOCAB('DOOR',1) PILLOW=VOCAB('PILLO',1) SNAKE=VOCAB('SNAKE',1) FISSUR=VOCAB('FISSU',1) TABLET=VOCAB('TABLE',1) CLAM=VOCAB('CLAM',1) OYSTER=VOCAB('OYSTE',1) MAGZIN=VOCAB('MAGAZ',1) DWARF=VOCAB('DWARF',1) KNIFE=VOCAB('KNIFE',1) FOOD=VOCAB('FOOD',1) BOTTLE=VOCAB('BOTTL',1) WATER=VOCAB('WATER',1) OIL=VOCAB('OIL',1) PLANT=VOCAB('PLANT',1) PLANT2=PLANT+1 AXE=VOCAB('AXE',1) MIRROR=VOCAB('MIRRO',1) DRAGON=VOCAB('DRAGO',1) CHASM=VOCAB('CHASM',1) TROLL=VOCAB('TROLL',1) TROLL2=TROLL+1 BEAR=VOCAB('BEAR',1) MESSAG=VOCAB('MESSA',1) VEND=VOCAB('VENDI',1) BATTER=VOCAB('BATTE',1) C OBJECTS FROM 50 THROUGH WHATEVER ARE TREASURES. HERE ARE A FEW. NUGGET=VOCAB('GOLD',1) COINS=VOCAB('COINS',1) CHEST=VOCAB('CHEST',1) EGGS=VOCAB('EGGS',1) TRIDNT=VOCAB('TRIDE',1) VASE=VOCAB('VASE',1) EMRALD=VOCAB('EMERA',1) PYRAM=VOCAB('PYRAM',1) PEARL=VOCAB('PEARL',1) RUG=VOCAB('RUG',1) CHAIN=VOCAB('CHAIN',1) SPICES=VOCAB('SPICE',1) C THESE ARE MOTION-VERB NUMBERS. BACK=VOCAB('BACK',0) LOOK=VOCAB('LOOK',0) CAVE=VOCAB('CAVE',0) NULL=VOCAB('NULL',0) ENTRNC=VOCAB('ENTRA',0) DPRSSN=VOCAB('DEPRE',0) C AND SOME ACTION VERBS. SAY=VOCAB('SAY',2) LOCK=VOCAB('LOCK',2) THROW=VOCAB('THROW',2) FIND=VOCAB('FIND',2) INVENT=VOCAB('INVEN',2) C INITIALISE THE DWARVES. DLOC IS LOC OF DWARVES, HARD-WIRED IN. ODLOC IS C PRIOR LOC OF EACH DWARF, INITIALLY GARBAGE. DALTLC IS ALTERNATE INITIAL LOC C FOR DWARF, IN CASE ONE OF THEM STARTS OUT ON TOP OF THE ADVENTURER. (NO 2 C OF THE 5 INITIAL LOCS ARE ADJACENT.) DSEEN IS TRUE IF DWARF HAS SEEN HIM. C DFLAG CONTROLS THE LEVEL OF ACTIVATION OF ALL THIS: C 0 NO DWARF STUFF YET (WAIT UNTIL REACHES HALL OF MISTS) C 1 REACHED HALL OF MISTS, BUT HASN'T MET FIRST DWARF C 2 MET FIRST DWARF, OTHERS START MOVING, NO KNIVES THROWN YET C 3 A KNIFE HAS BEEN THROWN (FIRST SET ALWAYS MISSES) C 3+ DWARVES ARE MAD (INCREASES THEIR ACCURACY) C SIXTH DWARF IS SPECIAL (THE PIRATE). HE ALWAYS STARTS AT HIS CHEST'S C EVENTUAL LOCATION INSIDE THE MAZE. THIS LOC IS SAVED IN CHLOC FOR REF. C THE DEAD END IN THE OTHER MAZE HAS ITS LOC STORED IN CHLOC2. CHLOC=114 CHLOC2=140 DO 1700 I=1,6 1700 DSEEN(I)=.FALSE. DFLAG=0 DLOC(1)=19 DLOC(2)=27 DLOC(3)=33 DLOC(4)=44 DLOC(5)=64 DLOC(6)=CHLOC DALTLC=18 C OTHER RANDOM FLAGS AND COUNTERS, AS FOLLOWS: C TURNS TALLIES HOW MANY COMMANDS HE'S GIVEN (IGNORES YES/NO) C LIMIT LIFETIME OF LAMP (NOT SET HERE) C IWEST HOW MANY TIMES HE'S SAID "WEST" INSTEAD OF "W" C KNFLOC 0 IF NO KNIFE HERE, LOC IF KNIFE HERE, -1 AFTER CAVEAT C DETAIL HOW OFTEN WE'VE SAID "NOT ALLOWED TO GIVE MORE DETAIL" C ABBNUM HOW OFTEN WE SHOULD PRINT NON-ABBREVIATED DESCRIPTIONS C MAXDIE NUMBER OF REINCARNATION MESSAGES AVAILABLE (UP TO 5) C NUMDIE NUMBER OF TIMES KILLED SO FAR C HOLDNG NUMBER OF OBJECTS BEING CARRIED C DKILL NUMBER OF DWARVES KILLED (UNUSED IN SCORING, NEEDED FOR MSG) C FOOBAR CURRENT PROGRESS IN SAYING "FEE FIE FOE FOO". C BONUS USED TO DETERMINE AMOUNT OF BONUS IF HE REACHES CLOSING C CLOCK1 NUMBER OF TURNS FROM FINDING LAST TREASURE TILL CLOSING C CLOCK2 NUMBER OF TURNS FROM FIRST WARNING TILL BLINDING FLASH C LOGICALS WERE EXPLAINED EARLIER TURNS=0 LMWARN=.FALSE. IWEST=0 KNFLOC=0 DETAIL=0 ABBNUM=5 DO 1800 I=0,4 1800 IF(RTEXT(2*I+81).NE.0)MAXDIE=I+1 NUMDIE=0 HOLDNG=0 DKILL=0 FOOBAR=0 BONUS=0 CLOCK1=30 CLOCK2=50 SAVED=0 CLOSNG=.FALSE. PANIC=.FALSE. CLOSED=.FALSE. GAVEUP=.FALSE. SCORNG=.FALSE. C IF SETUP=1, REPORT ON AMOUNT OF ARRAYS ACTUALLY USED, TO PERMIT REDUCTIONS. IF(SETUP.NE.1)GOTO 1 SETUP=2 DO 1998 K=1,LOCSIZ KK=LOCSIZ+1-K IF(LTEXT(KK).NE.0)GOTO 1997 1998 CONTINUE OBJ=0 1997 DO 1996 K=1,100 1996 IF(PTEXT(K).NE.0)OBJ=OBJ+1 DO 1995 K=1,TABNDX 1995 IF(KTAB(K)/1000.EQ.2)VERB=KTAB(K)-2000 DO 1994 K=1,RTXSIZ J=RTXSIZ+1-K IF(RTEXT(J).NE.0)GOTO 1993 1994 CONTINUE 1993 DO 1992 K=1,MAGSIZ I=MAGSIZ+1-K IF(MTEXT(I).NE.0)GOTO 1991 1992 CONTINUE 1991 K=100 TYPE 1999,LINUSE,LINSIZ,TRVS,TRVSIZ,TABNDX,TABSIZ,KK 1 ,LOCSIZ,OBJ,K,VERB,VRBSIZ,J,RTXSIZ,CLSSES,CLSMAX 2 ,HNTMAX,HNTSIZ,I,MAGSIZ 1999 FORMAT (' TABLE SPACE USED:'/ 1 ' ',I6,' OF ',I6,' WORDS OF MESSAGES'/ 2 ' ',I6,' OF ',I6,' TRAVEL OPTIONS'/ 3 ' ',I6,' OF ',I6,' VOCABULARY WORDS'/ 4 ' ',I6,' OF ',I6,' LOCATIONS'/ 5 ' ',I6,' OF ',I6,' OBJECTS'/ 6 ' ',I6,' OF ',I6,' ACTION VERBS'/ 7 ' ',I6,' OF ',I6,' RTEXT MESSAGES'/ 8 ' ',I6,' OF ',I6,' CLASS MESSAGES'/ 9 ' ',I6,' OF ',I6,' HINTS'/ 1 ' ',I6,' OF ',I6,' MAGIC MESSAGES'/ 2 ) C FINALLY, SINCE WE'RE CLEARLY SETTING THINGS UP FOR THE FIRST TIME... CALL POOF PAUSE 'INIT DONE' C START-UP, DWARF STUFF 1 DEMO=START(0) CALL MOTD(.FALSE.) I=RAN(1) HINTED(3)=YES(65,1,0) NEWLOC=1 LOC=1 SETUP=3 LIMIT=330 IF(HINTED(3))LIMIT=1000 C CAN'T LEAVE CAVE ONCE IT'S CLOSING (EXCEPT BY MAIN OFFICE). 2 IF(NEWLOC.GE.9.OR.NEWLOC.EQ.0.OR..NOT.CLOSNG)GOTO 71 CALL RSPEAK(130) NEWLOC=LOC IF(.NOT.PANIC)CLOCK2=15 PANIC=.TRUE. C SEE IF A DWARF HAS SEEN HIM AND HAS COME FROM WHERE HE WANTS TO GO. IF SO, C THE DWARF'S BLOCKING HIS WAY. IF COMING FROM PLACE FORBIDDEN TO PIRATE C (DWARVES ROOTED IN PLACE) LET HIM GET OUT (AND ATTACKED). 71 IF(NEWLOC.EQ.LOC.OR.FORCED(LOC).OR.BITSET(LOC,3))GOTO 74 DO 73 I=1,5 IF(ODLOC(I).NE.NEWLOC.OR..NOT.DSEEN(I))GOTO 73 NEWLOC=LOC CALL RSPEAK(2) GOTO 74 73 CONTINUE 74 LOC=NEWLOC C DWARF STUFF. SEE EARLIER COMMENTS FOR DESCRIPTION OF VARIABLES. REMEMBER C SIXTH DWARF IS PIRATE AND IS THUS VERY DIFFERENT EXCEPT FOR MOTION RULES. C FIRST OFF, DON'T LET THE DWARVES FOLLOW HIM INTO A PIT OR A WALL. ACTIVATE C THE WHOLE MESS THE FIRST TIME HE GETS AS FAR AS THE HALL OF MISTS (LOC 15). C IF NEWLOC IS FORBIDDEN TO PIRATE (IN PARTICULAR, IF IT'S BEYOND THE TROLL C BRIDGE), BYPASS DWARF STUFF. THAT WAY PIRATE CAN'T STEAL RETURN TOLL, AND C DWARVES CAN'T MEET THE BEAR. ALSO MEANS DWARVES WON'T FOLLOW HIM INTO DEAD C END IN MAZE, BUT C'EST LA VIE. THEY'LL WAIT FOR HIM OUTSIDE THE DEAD END. IF(LOC.EQ.0.OR.FORCED(LOC).OR.BITSET(NEWLOC,3))GOTO 2000 IF(DFLAG.NE.0)GOTO 6000 IF(LOC.GE.15)DFLAG=1 GOTO 2000 C WHEN WE ENCOUNTER THE FIRST DWARF, WE KILL 0, 1, OR 2 OF THE 5 DWARVES. IF C ANY OF THE SURVIVORS IS AT LOC, REPLACE HIM WITH THE ALTERNATE. 6000 IF(DFLAG.NE.1)GOTO 6010 IF(LOC.LT.15.OR.PCT(95))GOTO 2000 DFLAG=2 DO 6001 I=1,2 J=1+RAN(5) C IF SAVED NOT = -1, HE BYPASSED THE "START" CALL. 6001 IF(PCT(50).AND.SAVED.EQ.-1)DLOC(J)=0 DO 6002 I=1,5 IF(DLOC(I).EQ.LOC)DLOC(I)=DALTLC 6002 ODLOC(I)=DLOC(I) CALL RSPEAK(3) CALL DROP(AXE,LOC) GOTO 2000 C THINGS ARE IN FULL SWING. MOVE EACH DWARF AT RANDOM, EXCEPT IF HE'S SEEN US C HE STICKS WITH US. DWARVES NEVER GO TO LOCS <15. IF WANDERING AT RANDOM, C THEY DON'T BACK UP UNLESS THERE'S NO ALTERNATIVE. IF THEY DON'T HAVE TO C MOVE, THEY ATTACK. AND, OF COURSE, DEAD DWARVES DON'T DO MUCH OF ANYTHING. 6010 DTOTAL=0 ATTACK=0 STICK=0 DO 6030 I=1,6 IF(DLOC(I).EQ.0)GOTO 6030 J=1 KK=DLOC(I) KK=KEY(KK) IF(KK.EQ.0)GOTO 6016 6012 NEWLOC=MOD(IABS(TRAVEL(KK))/1000,1000) IF(NEWLOC.GT.300.OR.NEWLOC.LT.15.OR.NEWLOC.EQ.ODLOC(I) 1 .OR.(J.GT.1.AND.NEWLOC.EQ.TK(J-1)).OR.J.GE.20 2 .OR.NEWLOC.EQ.DLOC(I).OR.FORCED(NEWLOC) 3 .OR.(I.EQ.6.AND.BITSET(NEWLOC,3)) 4 .OR.IABS(TRAVEL(KK))/1000000.EQ.100)GOTO 6014 TK(J)=NEWLOC J=J+1 6014 KK=KK+1 IF(TRAVEL(KK-1).GE.0)GOTO 6012 6016 TK(J)=ODLOC(I) IF(J.GE.2)J=J-1 J=1+RAN(J) ODLOC(I)=DLOC(I) DLOC(I)=TK(J) DSEEN(I)=(DSEEN(I).AND.LOC.GE.15) 1 .OR.(DLOC(I).EQ.LOC.OR.ODLOC(I).EQ.LOC) IF(.NOT.DSEEN(I))GOTO 6030 DLOC(I)=LOC IF(I.NE.6)GOTO 6027 C THE PIRATE'S SPOTTED HIM. HE LEAVES HIM ALONE ONCE WE'VE FOUND CHEST. C K COUNTS IF A TREASURE IS HERE. IF NOT, AND TALLY=TALLY2 PLUS ONE FOR AN C UNSEEN CHEST, LET THE PIRATE BE SPOTTED. USE PLACE(MESSAG) TO DETERMINE IF C PIRATE'S BEEN SEEN, SINCE PLACE(CHEST)=0 COULD MEAN HE THREW IT TO TROLL. IF(LOC.EQ.CHLOC.OR.PROP(CHEST).GE.0)GOTO 6030 K=0 DO 6020 J=50,MAXTRS C PIRATE WON'T TAKE PYRAMID FROM PLOVER ROOM OR DARK ROOM (TOO EASY!). IF(J.EQ.PYRAM.AND.(LOC.EQ.PLAC(PYRAM) 1 .OR.LOC.EQ.PLAC(EMRALD)))GOTO 6020 IF(TOTING(J))GOTO 6022 6020 IF(HERE(J))K=1 IF(TALLY.EQ.TALLY2+1.AND.K.EQ.0.AND.PLACE(MESSAG).EQ.0 1 .AND.HERE(LAMP).AND.PROP(LAMP).EQ.1)GOTO 6025 IF(ODLOC(6).NE.DLOC(6).AND.PCT(20))CALL RSPEAK(127) GOTO 6030 6022 CALL RSPEAK(128) IF(PLACE(MESSAG).EQ.0)CALL MOVE(CHEST,CHLOC) CALL MOVE(MESSAG,CHLOC2) DO 6023 J=50,MAXTRS IF(J.EQ.PYRAM.AND.(LOC.EQ.PLAC(PYRAM) 1 .OR.LOC.EQ.PLAC(EMRALD)))GOTO 6023 IF(AT(J).AND.FIXED(J).EQ.0)CALL CARRY(J,LOC) IF(TOTING(J))CALL DROP(J,CHLOC) 6023 CONTINUE 6024 DLOC(6)=CHLOC ODLOC(6)=CHLOC DSEEN(6)=.FALSE. GOTO 6030 6025 CALL RSPEAK(186) CALL MOVE(CHEST,CHLOC) CALL MOVE(MESSAG,CHLOC2) GOTO 6024 C THIS THREATENING LITTLE DWARF IS IN THE ROOM WITH HIM! 6027 DTOTAL=DTOTAL+1 IF(ODLOC(I).NE.DLOC(I))GOTO 6030 ATTACK=ATTACK+1 IF(KNFLOC.GE.0)KNFLOC=LOC IF(RAN(1000).LT.95*(DFLAG-2))STICK=STICK+1 6030 CONTINUE C NOW WE KNOW WHAT'S HAPPENING. LET'S TELL THE POOR SUCKER ABOUT IT. IF(DTOTAL.EQ.0)GOTO 2000 IF(DTOTAL.EQ.1)GOTO 75 TYPE 67,DTOTAL 67 FORMAT(/' THERE ARE ',I1,' THREATENING LITTLE DWARVES IN THE' 1 ,' ROOM WITH YOU.') GOTO 77 75 CALL RSPEAK(4) 77 IF(ATTACK.EQ.0)GOTO 2000 IF(DFLAG.EQ.2)DFLAG=3 C IF SAVED NOT = -1, HE BYPASSED THE "START" CALL. DWARVES GET *VERY* MAD! IF(SAVED.NE.-1)DFLAG=20 IF(ATTACK.EQ.1)GOTO 79 TYPE 78,ATTACK 78 FORMAT(/' ',I1,' OF THEM THROW KNIVES AT YOU!') K=6 82 IF(STICK.GT.1)GOTO 83 CALL RSPEAK(K+STICK) IF(STICK.EQ.0)GOTO 2000 GOTO 84 83 TYPE 68,STICK 68 FORMAT(/' ',I1,' OF THEM GET YOU!') 84 OLDLC2=LOC GOTO 99 79 CALL RSPEAK(5) K=52 GOTO 82 C DESCRIBE THE CURRENT LOCATION AND (MAYBE) GET NEXT COMMAND. C PRINT TEXT FOR CURRENT LOC. 2000 IF(LOC.EQ.0)GOTO 99 KK=STEXT(LOC) IF(MOD(ABB(LOC),ABBNUM).EQ.0.OR.KK.EQ.0)KK=LTEXT(LOC) IF(FORCED(LOC).OR..NOT.DARK(0))GOTO 2001 IF(WZDARK.AND.PCT(35))GOTO 90 KK=RTEXT(16) 2001 IF(TOTING(BEAR))CALL RSPEAK(141) CALL SPEAK(KK) K=1 IF(FORCED(LOC))GOTO 8 IF(LOC.EQ.33.AND.PCT(25).AND..NOT.CLOSNG)CALL RSPEAK(8) C PRINT OUT DESCRIPTIONS OF OBJECTS AT THIS LOCATION. IF NOT CLOSING AND C PROPERTY VALUE IS NEGATIVE, TALLY OFF ANOTHER TREASURE. RUG IS SPECIAL C CASE; ONCE SEEN, ITS PROP IS 1 (DRAGON ON IT) TILL DRAGON IS KILLED. C SIMILARLY FOR CHAIN; PROP IS INITIALLY 1 (LOCKED TO BEAR). THESE HACKS C ARE BECAUSE PROP=0 IS NEEDED TO GET FULL SCORE. IF(DARK(0))GOTO 2012 ABB(LOC)=ABB(LOC)+1 I=ATLOC(LOC) 2004 IF(I.EQ.0)GOTO 2012 OBJ=I IF(OBJ.GT.100)OBJ=OBJ-100 IF(OBJ.EQ.STEPS.AND.TOTING(NUGGET))GOTO 2008 IF(PROP(OBJ).GE.0)GOTO 2006 IF(CLOSED)GOTO 2008 PROP(OBJ)=0 IF(OBJ.EQ.RUG.OR.OBJ.EQ.CHAIN)PROP(OBJ)=1 TALLY=TALLY-1 C IF REMAINING TREASURES TOO ELUSIVE, ZAP HIS LAMP. IF(TALLY.EQ.TALLY2.AND.TALLY.NE.0)LIMIT=MIN0(35,LIMIT) 2006 KK=PROP(OBJ) IF(OBJ.EQ.STEPS.AND.LOC.EQ.FIXED(STEPS))KK=1 CALL PSPEAK(OBJ,KK) 2008 I=LINK(I) GOTO 2004 2009 K=54 2010 SPK=K 2011 CALL RSPEAK(SPK) 2012 VERB=0 OLDOBJ=OBJ OBJ=0 C CHECK IF THIS LOC IS ELIGIBLE FOR ANY HINTS. IF BEEN HERE LONG ENOUGH, C BRANCH TO HELP SECTION (ON LATER PAGE). HINTS ALL COME BACK HERE EVENTUALLY C TO FINISH THE LOOP. IGNORE "HINTS" < 4 (SPECIAL STUFF, SEE DATABASE NOTES). 2600 DO 2602 HINT=4,HNTMAX IF(HINTED(HINT))GOTO 2602 IF(.NOT.BITSET(LOC,HINT))HINTLC(HINT)=-1 HINTLC(HINT)=HINTLC(HINT)+1 IF(HINTLC(HINT).GE.HINTS(HINT,1))GOTO 40000 2602 CONTINUE C KICK THE RANDOM NUMBER GENERATOR JUST TO ADD VARIETY TO THE CHASE. ALSO, C IF CLOSING TIME, CHECK FOR ANY OBJECTS BEING TOTED WITH PROP < 0 AND SET C THE PROP TO -1-PROP. THIS WAY OBJECTS WON'T BE DESCRIBED UNTIL THEY'VE C BEEN PICKED UP AND PUT DOWN SEPARATE FROM THEIR RESPECTIVE PILES. DON'T C TICK CLOCK1 UNLESS WELL INTO CAVE (AND NOT AT Y2). IF(.NOT.CLOSED)GOTO 2605 IF(PROP(OYSTER).LT.0.AND.TOTING(OYSTER)) 1 CALL PSPEAK(OYSTER,1) DO 2604 I=1,100 2604 IF(TOTING(I).AND.PROP(I).LT.0)PROP(I)=-1-PROP(I) 2605 WZDARK=DARK(0) IF(KNFLOC.GT.0.AND.KNFLOC.NE.LOC)KNFLOC=0 I=RAN(1) CALL GETIN(WD1,WD1X,WD2,WD2X) C EVERY INPUT, CHECK "FOOBAR" FLAG. IF ZERO, NOTHING'S GOING ON. IF POS, C MAKE NEG. IF NEG, HE SKIPPED A WORD, SO MAKE IT ZERO. 2608 FOOBAR=MIN0(0,-FOOBAR) IF(TURNS.EQ.0.AND.WD1.EQ.'MAGIC'.AND.WD2.EQ.'MODE')CALL MAINT TURNS=TURNS+1 IF(DEMO.AND.TURNS.GE.SHORT)GOTO 13000 IF(TURNS.EQ.3)CALL DATIME(XXD,XXT) IF(TURNS.NE.45)GOTO 2609 C SEE IF TIMER UUO HAS BEEN ZAPPED; IF SO, HE'S CHEATING. CALL DATIME(YYD,YYT) IF(XXD.EQ.YYD.AND.XXT.EQ.YYT)SAVED=0 2609 IF(VERB.EQ.SAY.AND.WD2.NE.0)VERB=0 IF(VERB.EQ.SAY)GOTO 4090 IF(TALLY.EQ.0.AND.LOC.GE.15.AND.LOC.NE.33)CLOCK1=CLOCK1-1 IF(CLOCK1.EQ.0)GOTO 10000 IF(CLOCK1.LT.0)CLOCK2=CLOCK2-1 IF(CLOCK2.EQ.0)GOTO 11000 IF(PROP(LAMP).EQ.1)LIMIT=LIMIT-1 IF(LIMIT.LE.30.AND.HERE(BATTER).AND.PROP(BATTER).EQ.0 1 .AND.HERE(LAMP))GOTO 12000 IF(LIMIT.EQ.0)GOTO 12400 IF(LIMIT.LT.0.AND.LOC.LE.8)GOTO 12600 IF(LIMIT.LE.30)GOTO 12200 19999 K=43 IF(LIQLOC(LOC).EQ.WATER)K=70 IF(WD1.EQ.'ENTER'.AND.(WD2.EQ.'STREA'.OR.WD2.EQ.'WATER')) 1 GOTO 2010 IF(WD1.EQ.'ENTER'.AND.WD2.NE.0)GOTO 2800 IF((WD1.NE.'WATER'.AND.WD1.NE.'OIL') 1 .OR.(WD2.NE.'PLANT'.AND.WD2.NE.'DOOR'))GOTO 2610 IF(AT(VOCAB(WD2,1)))WD2='POUR' 2610 IF(WD1.NE.'WEST')GOTO 2630 IWEST=IWEST+1 IF(IWEST.EQ.10)CALL RSPEAK(17) 2630 I=VOCAB(WD1,-1) IF(I.EQ.-1)GOTO 3000 K=MOD(I,1000) KQ=I/1000+1 GOTO (8,5000,4000,2010)KQ CALL BUG(22) C GET SECOND WORD FOR ANALYSIS. 2800 WD1=WD2 WD1X=WD2X WD2=0 GOTO 2610 C GEE, I DON'T UNDERSTAND. 3000 CALL A5TOA1(WD1,WD1X,'".',TK,K) TYPE 3001,(TK(I),I=1,K) 3001 FORMAT(/' SORRY, I DON''T KNOW THE WORD "',20A1) GOTO 2600 C ANALYSE A VERB. REMEMBER WHAT IT WAS, GO BACK FOR OBJECT IF SECOND WORD C UNLESS VERB IS "SAY", WHICH SNARFS ARBITRARY SECOND WORD. 4000 VERB=K SPK=ACTSPK(VERB) IF(WD2.NE.0.AND.VERB.NE.SAY)GOTO 2800 IF(VERB.EQ.SAY)OBJ=WD2 IF(OBJ.NE.0)GOTO 4090 C ANALYSE AN INTRANSITIVE VERB (IE, NO OBJECT GIVEN YET). 4080 GOTO(8010,8000,8000,8040,2009,8040,9070,9080,8000,8000, 1 2011,9120,9130,8140,9150,8000,8000,8180,8000,8200, 2 8000,9220,9230,8240,8250,8260,8270,8000,8000,8300, 3 8310)VERB C TAKE DROP SAY OPEN NOTH LOCK ON OFF WAVE CALM C WALK KILL POUR EAT DRNK RUB TOSS QUIT FIND INVN C FEED FILL BLST SCOR FOO BRF READ BREK WAKE SUSP C HOUR CALL BUG(23) C ANALYSE A TRANSITIVE VERB. 4090 GOTO(9010,9020,9030,9040,2009,9040,9070,9080,9090,2011, 1 2011,9120,9130,9140,9150,9160,9170,2011,9190,9190, 2 9210,9220,9230,2011,2011,2011,9270,9280,9290,2011, 3 2011)VERB C TAKE DROP SAY OPEN NOTH LOCK ON OFF WAVE CALM C WALK KILL POUR EAT DRNK RUB TOSS QUIT FIND INVN C FEED FILL BLST SCOR FOO BRF READ BREK WAKE SUSP C HOUR CALL BUG(24) C ANALYSE AN OBJECT WORD. SEE IF THE THING IS HERE, WHETHER WE'VE GOT A VERB C YET, AND SO ON. OBJECT MUST BE HERE UNLESS VERB IS "FIND" OR "INVENT(ORY)" C (AND NO NEW VERB YET TO BE ANALYSED). WATER AND OIL ARE ALSO FUNNY, SINCE C THEY ARE NEVER ACTUALLY DROPPED AT ANY LOCATION, BUT MIGHT BE HERE INSIDE C THE BOTTLE OR AS A FEATURE OF THE LOCATION. 5000 OBJ=K IF(FIXED(K).NE.LOC.AND..NOT.HERE(K))GOTO 5100 5010 IF(WD2.NE.0)GOTO 2800 IF(VERB.NE.0)GOTO 4090 CALL A5TOA1(WD1,WD1X,'?',TK,K) TYPE 5015,(TK(I),I=1,K) 5015 FORMAT(/' WHAT DO YOU WANT TO DO WITH THE ',20A1) GOTO 2600 5100 IF(K.NE.GRATE)GOTO 5110 IF(LOC.EQ.1.OR.LOC.EQ.4.OR.LOC.EQ.7)K=DPRSSN IF(LOC.GT.9.AND.LOC.LT.15)K=ENTRNC IF(K.NE.GRATE)GOTO 8 5110 IF(K.NE.DWARF)GOTO 5120 DO 5112 I=1,5 IF(DLOC(I).EQ.LOC.AND.DFLAG.GE.2)GOTO 5010 5112 CONTINUE 5120 IF((LIQ(0).EQ.K.AND.HERE(BOTTLE)).OR.K.EQ.LIQLOC(LOC))GOTO 5010 IF(OBJ.NE.PLANT.OR..NOT.AT(PLANT2).OR.PROP(PLANT2).EQ.0)GOTO 5130 OBJ=PLANT2 GOTO 5010 5130 IF(OBJ.NE.KNIFE.OR.KNFLOC.NE.LOC)GOTO 5140 KNFLOC=-1 SPK=116 GOTO 2011 5140 IF(OBJ.NE.ROD.OR..NOT.HERE(ROD2))GOTO 5190 OBJ=ROD2 GOTO 5010 5190 IF((VERB.EQ.FIND.OR.VERB.EQ.INVENT).AND.WD2.EQ.0)GOTO 5010 CALL A5TOA1(WD1,WD1X,'HERE.',TK,K) TYPE 5199,(TK(I),I=1,K) 5199 FORMAT(/' I SEE NO ',20A1) GOTO 2012 C FIGURE OUT THE NEW LOCATION C C GIVEN THE CURRENT LOCATION IN "LOC", AND A MOTION VERB NUMBER IN "K", PUT C THE NEW LOCATION IN "NEWLOC". THE CURRENT LOC IS SAVED IN "OLDLOC" IN CASE C HE WANTS TO RETREAT. THE CURRENT OLDLOC IS SAVED IN OLDLC2, IN CASE HE C DIES. (IF HE DOES, NEWLOC WILL BE LIMBO, AND OLDLOC WILL BE WHAT KILLED C HIM, SO WE NEED OLDLC2, WHICH IS THE LAST PLACE HE WAS SAFE.) 8 KK=KEY(LOC) NEWLOC=LOC IF(KK.EQ.0)CALL BUG(26) IF(K.EQ.NULL)GOTO 2 IF(K.EQ.BACK)GOTO 20 IF(K.EQ.LOOK)GOTO 30 IF(K.EQ.CAVE)GOTO 40 OLDLC2=OLDLOC OLDLOC=LOC 9 LL=IABS(TRAVEL(KK)) IF(MOD(LL,1000).EQ.1.OR.MOD(LL,1000).EQ.K)GOTO 10 IF(TRAVEL(KK).LT.0)GOTO 50 KK=KK+1 GOTO 9 10 LL=LL/1000 11 NEWLOC=LL/1000 K=MOD(NEWLOC,100) IF(NEWLOC.LE.300)GOTO 13 IF(PROP(K).NE.NEWLOC/100-3)GOTO 16 12 IF(TRAVEL(KK).LT.0)CALL BUG(25) KK=KK+1 NEWLOC=IABS(TRAVEL(KK))/1000 IF(NEWLOC.EQ.LL)GOTO 12 LL=NEWLOC GOTO 11 13 IF(NEWLOC.LE.100)GOTO 14 IF(TOTING(K).OR.(NEWLOC.GT.200.AND.AT(K)))GOTO 16 GOTO 12 14 IF(NEWLOC.NE.0.AND..NOT.PCT(NEWLOC))GOTO 12 16 NEWLOC=MOD(LL,1000) IF(NEWLOC.LE.300)GOTO 2 IF(NEWLOC.LE.500)GOTO 30000 CALL RSPEAK(NEWLOC-500) NEWLOC=LOC GOTO 2 C SPECIAL MOTIONS COME HERE. LABELLING CONVENTION: STATEMENT NUMBERS NNNXX C (XX=00-99) ARE USED FOR SPECIAL CASE NUMBER NNN (NNN=301-500). 30000 NEWLOC=NEWLOC-300 GOTO (30100,30200,30300)NEWLOC CALL BUG(20) C TRAVEL 301. PLOVER-ALCOVE PASSAGE. CAN CARRY ONLY EMERALD. NOTE: TRAVEL C TABLE MUST INCLUDE "USELESS" ENTRIES GOING THROUGH PASSAGE, WHICH CAN NEVER C BE USED FOR ACTUAL MOTION, BUT CAN BE SPOTTED BY "GO BACK". 30100 NEWLOC=99+100-LOC IF(HOLDNG.EQ.0.OR.(HOLDNG.EQ.1.AND.TOTING(EMRALD)))GOTO 2 NEWLOC=LOC CALL RSPEAK(117) GOTO 2 C TRAVEL 302. PLOVER TRANSPORT. DROP THE EMERALD (ONLY USE SPECIAL TRAVEL IF C TOTING IT), SO HE'S FORCED TO USE THE PLOVER-PASSAGE TO GET IT OUT. HAVING C DROPPED IT, GO BACK AND PRETEND HE WASN'T CARRYING IT AFTER ALL. 30200 CALL DROP(EMRALD,LOC) GOTO 12 C TRAVEL 303. TROLL BRIDGE. MUST BE DONE ONLY AS SPECIAL MOTION SO THAT C DWARVES WON'T WANDER ACROSS AND ENCOUNTER THE BEAR. (THEY WON'T FOLLOW THE C PLAYER THERE BECAUSE THAT REGION IS FORBIDDEN TO THE PIRATE.) IF C PROP(TROLL)=1, HE'S CROSSED SINCE PAYING, SO STEP OUT AND BLOCK HIM. C (STANDARD TRAVEL ENTRIES CHECK FOR PROP(TROLL)=0.) SPECIAL STUFF FOR BEAR. 30300 IF(PROP(TROLL).NE.1)GOTO 30310 CALL PSPEAK(TROLL,1) PROP(TROLL)=0 CALL MOVE(TROLL2,0) CALL MOVE(TROLL2+100,0) CALL MOVE(TROLL,PLAC(TROLL)) CALL MOVE(TROLL+100,FIXD(TROLL)) CALL JUGGLE(CHASM) NEWLOC=LOC GOTO 2 30310 NEWLOC=PLAC(TROLL)+FIXD(TROLL)-LOC IF(PROP(TROLL).EQ.0)PROP(TROLL)=1 IF(.NOT.TOTING(BEAR))GOTO 2 CALL RSPEAK(162) PROP(CHASM)=1 PROP(TROLL)=2 CALL DROP(BEAR,NEWLOC) FIXED(BEAR)=-1 PROP(BEAR)=3 IF(PROP(SPICES).LT.0)TALLY2=TALLY2+1 OLDLC2=NEWLOC GOTO 99 C END OF SPECIALS. C HANDLE "GO BACK". LOOK FOR VERB WHICH GOES FROM LOC TO OLDLOC, OR TO OLDLC2 C IF OLDLOC HAS FORCED-MOTION. K2 SAVES ENTRY -> FORCED LOC -> PREVIOUS LOC. 20 K=OLDLOC IF(FORCED(K))K=OLDLC2 OLDLC2=OLDLOC OLDLOC=LOC K2=0 IF(K.NE.LOC)GOTO 21 CALL RSPEAK(91) GOTO 2 21 LL=MOD((IABS(TRAVEL(KK))/1000),1000) IF(LL.EQ.K)GOTO 25 IF(LL.GT.300)GOTO 22 J=KEY(LL) IF(FORCED(LL).AND.MOD((IABS(TRAVEL(J))/1000),1000).EQ.K)K2=KK 22 IF(TRAVEL(KK).LT.0)GOTO 23 KK=KK+1 GOTO 21 23 KK=K2 IF(KK.NE.0)GOTO 25 CALL RSPEAK(140) GOTO 2 25 K=MOD(IABS(TRAVEL(KK)),1000) KK=KEY(LOC) GOTO 9 C LOOK. CAN'T GIVE MORE DETAIL. PRETEND IT WASN'T DARK (THOUGH IT MAY "NOW" C BE DARK) SO HE WON'T FALL INTO A PIT WHILE STARING INTO THE GLOOM. 30 IF(DETAIL.LT.3)CALL RSPEAK(15) DETAIL=DETAIL+1 WZDARK=.FALSE. ABB(LOC)=0 GOTO 2 C CAVE. DIFFERENT MESSAGES DEPENDING ON WHETHER ABOVE GROUND. 40 IF(LOC.LT.8)CALL RSPEAK(57) IF(LOC.GE.8)CALL RSPEAK(58) GOTO 2 C NON-APPLICABLE MOTION. VARIOUS MESSAGES DEPENDING ON WORD GIVEN. 50 SPK=12 IF(K.GE.43.AND.K.LE.50)SPK=9 IF(K.EQ.29.OR.K.EQ.30)SPK=9 IF(K.EQ.7.OR.K.EQ.36.OR.K.EQ.37)SPK=10 IF(K.EQ.11.OR.K.EQ.19)SPK=11 IF(VERB.EQ.FIND.OR.VERB.EQ.INVENT)SPK=59 IF(K.EQ.62.OR.K.EQ.65)SPK=42 IF(K.EQ.17)SPK=80 CALL RSPEAK(SPK) GOTO 2 C "YOU'RE DEAD, JIM." C C IF THE CURRENT LOC IS ZERO, IT MEANS THE CLOWN GOT HIMSELF KILLED. WE'LL C ALLOW THIS MAXDIE TIMES. MAXDIE IS AUTOMATICALLY SET BASED ON THE NUMBER OF C SNIDE MESSAGES AVAILABLE. EACH DEATH RESULTS IN A MESSAGE (81, 83, ETC.) C WHICH OFFERS REINCARNATION; IF ACCEPTED, THIS RESULTS IN MESSAGE 82, 84, C ETC. THE LAST TIME, IF HE WANTS ANOTHER CHANCE, HE GETS A SNIDE REMARK AS C WE EXIT. WHEN REINCARNATED, ALL OBJECTS BEING CARRIED GET DROPPED AT OLDLC2 C (PRESUMABLY THE LAST PLACE PRIOR TO BEING KILLED) WITHOUT CHANGE OF PROPS. C THE LOOP RUNS BACKWARDS TO ASSURE THAT THE BIRD IS DROPPED BEFORE THE CAGE. C (THIS KLUGE COULD BE CHANGED ONCE WE'RE SURE ALL REFERENCES TO BIRD AND CAGE C ARE DONE BY KEYWORDS.) THE LAMP IS A SPECIAL CASE (IT WOULDN'T DO TO LEAVE C IT IN THE CAVE). IT IS TURNED OFF AND LEFT OUTSIDE THE BUILDING (ONLY IF HE C WAS CARRYING IT, OF COURSE). HE HIMSELF IS LEFT INSIDE THE BUILDING (AND C HEAVEN HELP HIM IF HE TRIES TO XYZZY BACK INTO THE CAVE WITHOUT THE LAMP!). C OLDLOC IS ZAPPED SO HE CAN'T JUST "RETREAT". C THE EASIEST WAY TO GET KILLED IS TO FALL INTO A PIT IN PITCH DARKNESS. 90 CALL RSPEAK(23) OLDLC2=LOC C OKAY, HE'S DEAD. LET'S GET ON WITH IT. 99 IF(CLOSNG)GOTO 95 YEA=YES(81+NUMDIE*2,82+NUMDIE*2,54) NUMDIE=NUMDIE+1 IF(NUMDIE.EQ.MAXDIE.OR..NOT.YEA)GOTO 20000 PLACE(WATER)=0 PLACE(OIL)=0 IF(TOTING(LAMP))PROP(LAMP)=0 DO 98 J=1,100 I=101-J IF(.NOT.TOTING(I))GOTO 98 K=OLDLC2 IF(I.EQ.LAMP)K=1 CALL DROP(I,K) 98 CONTINUE LOC=3 OLDLOC=LOC GOTO 2000 C HE DIED DURING CLOSING TIME. NO RESURRECTION. TALLY UP A DEATH AND EXIT. 95 CALL RSPEAK(131) NUMDIE=NUMDIE+1 GOTO 20000 C ROUTINES FOR PERFORMING THE VARIOUS ACTION VERBS C STATEMENT NUMBERS IN THIS SECTION ARE 8000 FOR INTRANSITIVE VERBS, 9000 FOR C TRANSITIVE, PLUS TEN TIMES THE VERB NUMBER. MANY INTRANSITIVE VERBS USE THE C TRANSITIVE CODE, AND SOME VERBS USE CODE FOR OTHER VERBS, AS NOTED BELOW. C RANDOM INTRANSITIVE VERBS COME HERE. CLEAR OBJ JUST IN CASE (SEE "ATTACK"). 8000 CALL A5TOA1(WD1,WD1X,'WHAT?',TK,K) TYPE 8002,(TK(I),I=1,K) 8002 FORMAT(/' ',20A1) OBJ=0 GOTO 2600 C CARRY, NO OBJECT GIVEN YET. OK IF ONLY ONE OBJECT PRESENT. 8010 IF(ATLOC(LOC).EQ.0.OR.LINK(ATLOC(LOC)).NE.0)GOTO 8000 DO 8012 I=1,5 IF(DLOC(I).EQ.LOC.AND.DFLAG.GE.2)GOTO 8000 8012 CONTINUE OBJ=ATLOC(LOC) C CARRY AN OBJECT. SPECIAL CASES FOR BIRD AND CAGE (IF BIRD IN CAGE, CAN'T C TAKE ONE WITHOUT THE OTHER). LIQUIDS ALSO SPECIAL, SINCE THEY DEPEND ON C STATUS OF BOTTLE. ALSO VARIOUS SIDE EFFECTS, ETC. 9010 IF(TOTING(OBJ))GOTO 2011 SPK=25 IF(OBJ.EQ.PLANT.AND.PROP(PLANT).LE.0)SPK=115 IF(OBJ.EQ.BEAR.AND.PROP(BEAR).EQ.1)SPK=169 IF(OBJ.EQ.CHAIN.AND.PROP(BEAR).NE.0)SPK=170 IF(FIXED(OBJ).NE.0)GOTO 2011 IF(OBJ.NE.WATER.AND.OBJ.NE.OIL)GOTO 9017 IF(HERE(BOTTLE).AND.LIQ(0).EQ.OBJ)GOTO 9018 OBJ=BOTTLE IF(TOTING(BOTTLE).AND.PROP(BOTTLE).EQ.1)GOTO 9220 IF(PROP(BOTTLE).NE.1)SPK=105 IF(.NOT.TOTING(BOTTLE))SPK=104 GOTO 2011 9018 OBJ=BOTTLE 9017 IF(HOLDNG.LT.7)GOTO 9016 CALL RSPEAK(92) GOTO 2012 9016 IF(OBJ.NE.BIRD)GOTO 9014 IF(PROP(BIRD).NE.0)GOTO 9014 IF(.NOT.TOTING(ROD))GOTO 9013 CALL RSPEAK(26) GOTO 2012 9013 IF(TOTING(CAGE))GOTO 9015 CALL RSPEAK(27) GOTO 2012 9015 PROP(BIRD)=1 9014 IF((OBJ.EQ.BIRD.OR.OBJ.EQ.CAGE).AND.PROP(BIRD).NE.0) 1 CALL CARRY(BIRD+CAGE-OBJ,LOC) CALL CARRY(OBJ,LOC) K=LIQ(0) IF(OBJ.EQ.BOTTLE.AND.K.NE.0)PLACE(K)=-1 GOTO 2009 C DISCARD OBJECT. "THROW" ALSO COMES HERE FOR MOST OBJECTS. SPECIAL CASES FOR C BIRD (MIGHT ATTACK SNAKE OR DRAGON) AND CAGE (MIGHT CONTAIN BIRD) AND VASE. C DROP COINS AT VENDING MACHINE FOR EXTRA BATTERIES. 9020 IF(TOTING(ROD2).AND.OBJ.EQ.ROD.AND..NOT.TOTING(ROD))OBJ=ROD2 IF(.NOT.TOTING(OBJ))GOTO 2011 IF(OBJ.NE.BIRD.OR..NOT.HERE(SNAKE))GOTO 9024 CALL RSPEAK(30) IF(CLOSED)GOTO 19000 CALL DSTROY(SNAKE) C SET PROP FOR USE BY TRAVEL OPTIONS PROP(SNAKE)=1 9021 K=LIQ(0) IF(K.EQ.OBJ)OBJ=BOTTLE IF(OBJ.EQ.BOTTLE.AND.K.NE.0)PLACE(K)=0 IF(OBJ.EQ.CAGE.AND.PROP(BIRD).NE.0)CALL DROP(BIRD,LOC) IF(OBJ.EQ.BIRD)PROP(BIRD)=0 CALL DROP(OBJ,LOC) GOTO 2012 9024 IF(OBJ.NE.COINS.OR..NOT.HERE(VEND))GOTO 9025 CALL DSTROY(COINS) CALL DROP(BATTER,LOC) CALL PSPEAK(BATTER,0) GOTO 2012 9025 IF(OBJ.NE.BIRD.OR..NOT.AT(DRAGON).OR.PROP(DRAGON).NE.0)GOTO 9026 CALL RSPEAK(154) CALL DSTROY(BIRD) PROP(BIRD)=0 IF(PLACE(SNAKE).EQ.PLAC(SNAKE))TALLY2=TALLY2+1 GOTO 2012 9026 IF(OBJ.NE.BEAR.OR..NOT.AT(TROLL))GOTO 9027 CALL RSPEAK(163) CALL MOVE(TROLL,0) CALL MOVE(TROLL+100,0) CALL MOVE(TROLL2,PLAC(TROLL)) CALL MOVE(TROLL2+100,FIXD(TROLL)) CALL JUGGLE(CHASM) PROP(TROLL)=2 GOTO 9021 9027 IF(OBJ.EQ.VASE.AND.LOC.NE.PLAC(PILLOW))GOTO 9028 CALL RSPEAK(54) GOTO 9021 9028 PROP(VASE)=2 IF(AT(PILLOW))PROP(VASE)=0 CALL PSPEAK(VASE,PROP(VASE)+1) IF(PROP(VASE).NE.0)FIXED(VASE)=-1 GOTO 9021 C SAY. ECHO WD2 (OR WD1 IF NO WD2 (SAY WHAT?, ETC.).) MAGIC WORDS OVERRIDE. 9030 CALL A5TOA1(WD2,WD2X,'".',TK,K) IF(WD2.EQ.0)CALL A5TOA1(WD1,WD1X,'".',TK,K) IF(WD2.NE.0)WD1=WD2 I=VOCAB(WD1,-1) IF(I.EQ.62.OR.I.EQ.65.OR.I.EQ.71.OR.I.EQ.2025)GOTO 9035 TYPE 9032,(TK(I),I=1,K) 9032 FORMAT(/' OKAY, "',20A1) GOTO 2012 9035 WD2=0 OBJ=0 GOTO 2630 C LOCK, UNLOCK, NO OBJECT GIVEN. ASSUME VARIOUS THINGS IF PRESENT. 8040 SPK=28 IF(HERE(CLAM))OBJ=CLAM IF(HERE(OYSTER))OBJ=OYSTER IF(AT(DOOR))OBJ=DOOR IF(AT(GRATE))OBJ=GRATE IF(OBJ.NE.0.AND.HERE(CHAIN))GOTO 8000 IF(HERE(CHAIN))OBJ=CHAIN IF(OBJ.EQ.0)GOTO 2011 C LOCK, UNLOCK OBJECT. SPECIAL STUFF FOR OPENING CLAM/OYSTER AND FOR CHAIN. 9040 IF(OBJ.EQ.CLAM.OR.OBJ.EQ.OYSTER)GOTO 9046 IF(OBJ.EQ.DOOR)SPK=111 IF(OBJ.EQ.DOOR.AND.PROP(DOOR).EQ.1)SPK=54 IF(OBJ.EQ.CAGE)SPK=32 IF(OBJ.EQ.KEYS)SPK=55 IF(OBJ.EQ.GRATE.OR.OBJ.EQ.CHAIN)SPK=31 IF(SPK.NE.31.OR..NOT.HERE(KEYS))GOTO 2011 IF(OBJ.EQ.CHAIN)GOTO 9048 IF(.NOT.CLOSNG)GOTO 9043 K=130 IF(.NOT.PANIC)CLOCK2=15 PANIC=.TRUE. GOTO 2010 9043 K=34+PROP(GRATE) PROP(GRATE)=1 IF(VERB.EQ.LOCK)PROP(GRATE)=0 K=K+2*PROP(GRATE) GOTO 2010 C CLAM/OYSTER. 9046 K=0 IF(OBJ.EQ.OYSTER)K=1 SPK=124+K IF(TOTING(OBJ))SPK=120+K IF(.NOT.TOTING(TRIDNT))SPK=122+K IF(VERB.EQ.LOCK)SPK=61 IF(SPK.NE.124)GOTO 2011 CALL DSTROY(CLAM) CALL DROP(OYSTER,LOC) CALL DROP(PEARL,105) GOTO 2011 C CHAIN. 9048 IF(VERB.EQ.LOCK)GOTO 9049 SPK=171 IF(PROP(BEAR).EQ.0)SPK=41 IF(PROP(CHAIN).EQ.0)SPK=37 IF(SPK.NE.171)GOTO 2011 PROP(CHAIN)=0 FIXED(CHAIN)=0 IF(PROP(BEAR).NE.3)PROP(BEAR)=2 FIXED(BEAR)=2-PROP(BEAR) GOTO 2011 9049 SPK=172 IF(PROP(CHAIN).NE.0)SPK=34 IF(LOC.NE.PLAC(CHAIN))SPK=173 IF(SPK.NE.172)GOTO 2011 PROP(CHAIN)=2 IF(TOTING(CHAIN))CALL DROP(CHAIN,LOC) FIXED(CHAIN)=-1 GOTO 2011 C LIGHT LAMP 9070 IF(.NOT.HERE(LAMP))GOTO 2011 SPK=184 IF(LIMIT.LT.0)GOTO 2011 PROP(LAMP)=1 CALL RSPEAK(39) IF(WZDARK)GOTO 2000 GOTO 2012 C LAMP OFF 9080 IF(.NOT.HERE(LAMP))GOTO 2011 PROP(LAMP)=0 CALL RSPEAK(40) IF(DARK(0))CALL RSPEAK(16) GOTO 2012 C WAVE. NO EFFECT UNLESS WAVING ROD AT FISSURE. 9090 IF((.NOT.TOTING(OBJ)).AND.(OBJ.NE.ROD.OR..NOT.TOTING(ROD2))) 1 SPK=29 IF(OBJ.NE.ROD.OR..NOT.AT(FISSUR).OR..NOT.TOTING(OBJ) 1 .OR.CLOSNG)GOTO 2011 PROP(FISSUR)=1-PROP(FISSUR) CALL PSPEAK(FISSUR,2-PROP(FISSUR)) GOTO 2012 C ATTACK. ASSUME TARGET IF UNAMBIGUOUS. "THROW" ALSO LINKS HERE. ATTACKABLE C OBJECTS FALL INTO TWO CATEGORIES: ENEMIES (SNAKE, DWARF, ETC.) AND OTHERS C (BIRD, CLAM). AMBIGUOUS IF TWO ENEMIES, OR IF NO ENEMIES BUT TWO OTHERS. 9120 DO 9121 I=1,5 IF(DLOC(I).EQ.LOC.AND.DFLAG.GE.2)GOTO 9122 9121 CONTINUE I=0 9122 IF(OBJ.NE.0)GOTO 9124 IF(I.NE.0)OBJ=DWARF IF(HERE(SNAKE))OBJ=OBJ*100+SNAKE IF(AT(DRAGON).AND.PROP(DRAGON).EQ.0)OBJ=OBJ*100+DRAGON IF(AT(TROLL))OBJ=OBJ*100+TROLL IF(HERE(BEAR).AND.PROP(BEAR).EQ.0)OBJ=OBJ*100+BEAR IF(OBJ.GT.100)GOTO 8000 IF(OBJ.NE.0)GOTO 9124 C CAN'T ATTACK BIRD BY THROWING AXE. IF(HERE(BIRD).AND.VERB.NE.THROW)OBJ=BIRD C CLAM AND OYSTER BOTH TREATED AS CLAM FOR INTRANSITIVE CASE; NO HARM DONE. IF(HERE(CLAM).OR.HERE(OYSTER))OBJ=100*OBJ+CLAM IF(OBJ.GT.100)GOTO 8000 9124 IF(OBJ.NE.BIRD)GOTO 9125 SPK=137 IF(CLOSED)GOTO 2011 CALL DSTROY(BIRD) PROP(BIRD)=0 IF(PLACE(SNAKE).EQ.PLAC(SNAKE))TALLY2=TALLY2+1 SPK=45 9125 IF(OBJ.EQ.0)SPK=44 IF(OBJ.EQ.CLAM.OR.OBJ.EQ.OYSTER)SPK=150 IF(OBJ.EQ.SNAKE)SPK=46 IF(OBJ.EQ.DWARF)SPK=49 IF(OBJ.EQ.DWARF.AND.CLOSED)GOTO 19000 IF(OBJ.EQ.DRAGON)SPK=167 IF(OBJ.EQ.TROLL)SPK=157 IF(OBJ.EQ.BEAR)SPK=165+(PROP(BEAR)+1)/2 IF(OBJ.NE.DRAGON.OR.PROP(DRAGON).NE.0)GOTO 2011 C FUN STUFF FOR DRAGON. IF HE INSISTS ON ATTACKING IT, WIN! SET PROP TO DEAD, C MOVE DRAGON TO CENTRAL LOC (STILL FIXED), MOVE RUG THERE (NOT FIXED), AND C MOVE HIM THERE, TOO. THEN DO A NULL MOTION TO GET NEW DESCRIPTION. CALL RSPEAK(49) VERB=0 OBJ=0 CALL GETIN(WD1,WD1X,WD2,WD2X) IF(WD1.NE.'Y'.AND.WD1.NE.'YES')GOTO 2608 CALL PSPEAK(DRAGON,1) PROP(DRAGON)=2 PROP(RUG)=0 K=(PLAC(DRAGON)+FIXD(DRAGON))/2 CALL MOVE(DRAGON+100,-1) CALL MOVE(RUG+100,0) CALL MOVE(DRAGON,K) CALL MOVE(RUG,K) DO 9126 OBJ=1,100 IF(PLACE(OBJ).EQ.PLAC(DRAGON).OR.PLACE(OBJ).EQ.FIXD(DRAGON)) 1 CALL MOVE(OBJ,K) 9126 CONTINUE LOC=K K=NULL GOTO 8 C POUR. IF NO OBJECT, OR OBJECT IS BOTTLE, ASSUME CONTENTS OF BOTTLE. C SPECIAL TESTS FOR POURING WATER OR OIL ON PLANT OR RUSTY DOOR. 9130 IF(OBJ.EQ.BOTTLE.OR.OBJ.EQ.0)OBJ=LIQ(0) IF(OBJ.EQ.0)GOTO 8000 IF(.NOT.TOTING(OBJ))GOTO 2011 SPK=78 IF(OBJ.NE.OIL.AND.OBJ.NE.WATER)GOTO 2011 PROP(BOTTLE)=1 PLACE(OBJ)=0 SPK=77 IF(.NOT.(AT(PLANT).OR.AT(DOOR)))GOTO 2011 IF(AT(DOOR))GOTO 9132 SPK=112 IF(OBJ.NE.WATER)GOTO 2011 CALL PSPEAK(PLANT,PROP(PLANT)+1) PROP(PLANT)=MOD(PROP(PLANT)+2,6) PROP(PLANT2)=PROP(PLANT)/2 K=NULL GOTO 8 9132 PROP(DOOR)=0 IF(OBJ.EQ.OIL)PROP(DOOR)=1 SPK=113+PROP(DOOR) GOTO 2011 C EAT. INTRANSITIVE: ASSUME FOOD IF PRESENT, ELSE ASK WHAT. TRANSITIVE: FOOD C OK, SOME THINGS LOSE APPETITE, REST ARE RIDICULOUS. 8140 IF(.NOT.HERE(FOOD))GOTO 8000 8142 CALL DSTROY(FOOD) SPK=72 GOTO 2011 9140 IF(OBJ.EQ.FOOD)GOTO 8142 IF(OBJ.EQ.BIRD.OR.OBJ.EQ.SNAKE.OR.OBJ.EQ.CLAM.OR.OBJ.EQ.OYSTER 1 .OR.OBJ.EQ.DWARF.OR.OBJ.EQ.DRAGON.OR.OBJ.EQ.TROLL 2 .OR.OBJ.EQ.BEAR)SPK=71 GOTO 2011 C DRINK. IF NO OBJECT, ASSUME WATER AND LOOK FOR IT HERE. IF WATER IS IN C THE BOTTLE, DRINK THAT, ELSE MUST BE AT A WATER LOC, SO DRINK STREAM. 9150 IF(OBJ.EQ.0.AND.LIQLOC(LOC).NE.WATER.AND.(LIQ(0).NE.WATER 1 .OR..NOT.HERE(BOTTLE)))GOTO 8000 IF(OBJ.NE.0.AND.OBJ.NE.WATER)SPK=110 IF(SPK.EQ.110.OR.LIQ(0).NE.WATER.OR..NOT.HERE(BOTTLE))GOTO 2011 PROP(BOTTLE)=1 PLACE(WATER)=0 SPK=74 GOTO 2011 C RUB. YIELDS VARIOUS SNIDE REMARKS. 9160 IF(OBJ.NE.LAMP)SPK=76 GOTO 2011 C THROW. SAME AS DISCARD UNLESS AXE. THEN SAME AS ATTACK EXCEPT IGNORE BIRD, C AND IF DWARF IS PRESENT THEN ONE MIGHT BE KILLED. (ONLY WAY TO DO SO!) C AXE ALSO SPECIAL FOR DRAGON, BEAR, AND TROLL. TREASURES SPECIAL FOR TROLL. 9170 IF(TOTING(ROD2).AND.OBJ.EQ.ROD.AND..NOT.TOTING(ROD))OBJ=ROD2 IF(.NOT.TOTING(OBJ))GOTO 2011 IF(OBJ.GE.50.AND.OBJ.LE.MAXTRS.AND.AT(TROLL))GOTO 9178 IF(OBJ.EQ.FOOD.AND.HERE(BEAR))GOTO 9177 IF(OBJ.NE.AXE)GOTO 9020 DO 9171 I=1,5 C NEEDN'T CHECK DFLAG IF AXE IS HERE. IF(DLOC(I).EQ.LOC)GOTO 9172 9171 CONTINUE SPK=152 IF(AT(DRAGON).AND.PROP(DRAGON).EQ.0)GOTO 9175 SPK=158 IF(AT(TROLL))GOTO 9175 IF(HERE(BEAR).AND.PROP(BEAR).EQ.0)GOTO 9176 OBJ=0 GOTO 9120 9172 SPK=48 C IF SAVED NOT = -1, HE BYPASSED THE "START" CALL. IF(RAN(3).EQ.0.OR.SAVED.NE.-1)GOTO 9175 DSEEN(I)=.FALSE. DLOC(I)=0 SPK=47 DKILL=DKILL+1 IF(DKILL.EQ.1)SPK=149 9175 CALL RSPEAK(SPK) CALL DROP(AXE,LOC) K=NULL GOTO 8 C THIS'LL TEACH HIM TO THROW THE AXE AT THE BEAR! 9176 SPK=164 CALL DROP(AXE,LOC) FIXED(AXE)=-1 PROP(AXE)=1 CALL JUGGLE(BEAR) GOTO 2011 C BUT THROWING FOOD IS ANOTHER STORY. 9177 OBJ=BEAR GOTO 9210 9178 SPK=159 C SNARF A TREASURE FOR THE TROLL. CALL DROP(OBJ,0) CALL MOVE(TROLL,0) CALL MOVE(TROLL+100,0) CALL DROP(TROLL2,PLAC(TROLL)) CALL DROP(TROLL2+100,FIXD(TROLL)) CALL JUGGLE(CHASM) GOTO 2011 C QUIT. INTRANSITIVE ONLY. VERIFY INTENT AND EXIT IF THAT'S WHAT HE WANTS. 8180 GAVEUP=YES(22,54,54) 8185 IF(GAVEUP)GOTO 20000 GOTO 2012 C FIND. MIGHT BE CARRYING IT, OR IT MIGHT BE HERE. ELSE GIVE CAVEAT. 9190 IF(AT(OBJ).OR.(LIQ(0).EQ.OBJ.AND.AT(BOTTLE)) 1 .OR.K.EQ.LIQLOC(LOC))SPK=94 DO 9192 I=1,5 9192 IF(DLOC(I).EQ.LOC.AND.DFLAG.GE.2.AND.OBJ.EQ.DWARF)SPK=94 IF(CLOSED)SPK=138 IF(TOTING(OBJ))SPK=24 GOTO 2011 C INVENTORY. IF OBJECT, TREAT SAME AS FIND. ELSE REPORT ON CURRENT BURDEN. 8200 SPK=98 DO 8201 I=1,100 IF(I.EQ.BEAR.OR..NOT.TOTING(I))GOTO 8201 IF(SPK.EQ.98)CALL RSPEAK(99) BLKLIN=.FALSE. CALL PSPEAK(I,-1) BLKLIN=.TRUE. SPK=0 8201 CONTINUE IF(TOTING(BEAR))SPK=141 GOTO 2011 C FEED. IF BIRD, NO SEED. SNAKE, DRAGON, TROLL: QUIP. IF DWARF, MAKE HIM C MAD. BEAR, SPECIAL. 9210 IF(OBJ.NE.BIRD)GOTO 9212 SPK=100 GOTO 2011 9212 IF(OBJ.NE.SNAKE.AND.OBJ.NE.DRAGON.AND.OBJ.NE.TROLL)GOTO 9213 SPK=102 IF(OBJ.EQ.DRAGON.AND.PROP(DRAGON).NE.0)SPK=110 IF(OBJ.EQ.TROLL)SPK=182 IF(OBJ.NE.SNAKE.OR.CLOSED.OR..NOT.HERE(BIRD))GOTO 2011 SPK=101 CALL DSTROY(BIRD) PROP(BIRD)=0 TALLY2=TALLY2+1 GOTO 2011 9213 IF(OBJ.NE.DWARF)GOTO 9214 IF(.NOT.HERE(FOOD))GOTO 2011 SPK=103 DFLAG=DFLAG+1 GOTO 2011 9214 IF(OBJ.NE.BEAR)GOTO 9215 IF(PROP(BEAR).EQ.0)SPK=102 IF(PROP(BEAR).EQ.3)SPK=110 IF(.NOT.HERE(FOOD))GOTO 2011 CALL DSTROY(FOOD) PROP(BEAR)=1 FIXED(AXE)=0 PROP(AXE)=0 SPK=168 GOTO 2011 9215 SPK=14 GOTO 2011 C FILL. BOTTLE MUST BE EMPTY, AND SOME LIQUID AVAILABLE. (VASE IS NASTY.) 9220 IF(OBJ.EQ.VASE)GOTO 9222 IF(OBJ.NE.0.AND.OBJ.NE.BOTTLE)GOTO 2011 IF(OBJ.EQ.0.AND..NOT.HERE(BOTTLE))GOTO 8000 SPK=107 IF(LIQLOC(LOC).EQ.0)SPK=106 IF(LIQ(0).NE.0)SPK=105 IF(SPK.NE.107)GOTO 2011 PROP(BOTTLE)=MOD(COND(LOC),4)/2*2 K=LIQ(0) IF(TOTING(BOTTLE))PLACE(K)=-1 IF(K.EQ.OIL)SPK=108 GOTO 2011 9222 SPK=29 IF(LIQLOC(LOC).EQ.0)SPK=144 IF(LIQLOC(LOC).EQ.0.OR..NOT.TOTING(VASE))GOTO 2011 CALL RSPEAK(145) PROP(VASE)=2 FIXED(VASE)=-1 GOTO 9021 C BLAST. NO EFFECT UNLESS YOU'VE GOT DYNAMITE, WHICH IS A NEAT TRICK! 9230 IF(PROP(ROD2).LT.0.OR..NOT.CLOSED)GOTO 2011 BONUS=133 IF(LOC.EQ.115)BONUS=134 IF(HERE(ROD2))BONUS=135 CALL RSPEAK(BONUS) GOTO 20000 C SCORE. GO TO SCORING SECTION, WHICH WILL RETURN TO 8241 IF SCORNG IS TRUE. 8240 SCORNG=.TRUE. GOTO 20000 8241 SCORNG=.FALSE. TYPE 8243,SCORE,MXSCOR 8243 FORMAT(/' IF YOU WERE TO QUIT NOW, YOU WOULD SCORE',I4 1 ,' OUT OF A POSSIBLE',I4,'.') GAVEUP=YES(143,54,54) GOTO 8185 C FEE FIE FOE FOO (AND FUM). ADVANCE TO NEXT STATE IF GIVEN IN PROPER ORDER. C LOOK UP WD1 IN SECTION 3 OF VOCAB TO DETERMINE WHICH WORD WE'VE GOT. LAST C WORD ZIPS THE EGGS BACK TO THE GIANT ROOM (UNLESS ALREADY THERE). 8250 K=VOCAB(WD1,3) SPK=42 IF(FOOBAR.EQ.1-K)GOTO 8252 IF(FOOBAR.NE.0)SPK=151 GOTO 2011 8252 FOOBAR=K IF(K.NE.4)GOTO 2009 FOOBAR=0 IF(PLACE(EGGS).EQ.PLAC(EGGS) 1 .OR.(TOTING(EGGS).AND.LOC.EQ.PLAC(EGGS)))GOTO 2011 C BRING BACK TROLL IF WE STEAL THE EGGS BACK FROM HIM BEFORE CROSSING. IF(PLACE(EGGS).EQ.0.AND.PLACE(TROLL).EQ.0.AND.PROP(TROLL).EQ.0) 1 PROP(TROLL)=1 K=2 IF(HERE(EGGS))K=1 IF(LOC.EQ.PLAC(EGGS))K=0 CALL MOVE(EGGS,PLAC(EGGS)) CALL PSPEAK(EGGS,K) GOTO 2012 C BRIEF. INTRANSITIVE ONLY. SUPPRESS LONG DESCRIPTIONS AFTER FIRST TIME. 8260 SPK=156 ABBNUM=10000 DETAIL=3 GOTO 2011 C READ. MAGAZINES IN DWARVISH, MESSAGE WE'VE SEEN, AND . . . OYSTER? 8270 IF(HERE(MAGZIN))OBJ=MAGZIN IF(HERE(TABLET))OBJ=OBJ*100+TABLET IF(HERE(MESSAG))OBJ=OBJ*100+MESSAG IF(CLOSED.AND.TOTING(OYSTER))OBJ=OYSTER IF(OBJ.GT.100.OR.OBJ.EQ.0.OR.DARK(0))GOTO 8000 9270 IF(DARK(0))GOTO 5190 IF(OBJ.EQ.MAGZIN)SPK=190 IF(OBJ.EQ.TABLET)SPK=196 IF(OBJ.EQ.MESSAG)SPK=191 IF(OBJ.EQ.OYSTER.AND.HINTED(2).AND.TOTING(OYSTER))SPK=194 IF(OBJ.NE.OYSTER.OR.HINTED(2).OR..NOT.TOTING(OYSTER) 1 .OR..NOT.CLOSED)GOTO 2011 HINTED(2)=YES(192,193,54) GOTO 2012 C BREAK. ONLY WORKS FOR MIRROR IN REPOSITORY AND, OF COURSE, THE VASE. 9280 IF(OBJ.EQ.MIRROR)SPK=148 IF(OBJ.EQ.VASE.AND.PROP(VASE).EQ.0)GOTO 9282 IF(OBJ.NE.MIRROR.OR..NOT.CLOSED)GOTO 2011 CALL RSPEAK(197) GOTO 19000 9282 SPK=198 IF(TOTING(VASE))CALL DROP(VASE,LOC) PROP(VASE)=2 FIXED(VASE)=-1 GOTO 2011 C WAKE. ONLY USE IS TO DISTURB THE DWARVES. 9290 IF(OBJ.NE.DWARF.OR..NOT.CLOSED)GOTO 2011 CALL RSPEAK(199) GOTO 19000 C SUSPEND. OFFER TO EXIT LEAVING THINGS RESTARTABLE, BUT REQUIRING A DELAY C BEFORE RESTARTING (SO CAN'T SAVE THE WORLD BEFORE TRYING SOMETHING RISKY). C UPON RESTARTING, SETUP=-1 CAUSES RETURN TO 8305 TO PICK UP AGAIN. 8300 SPK=201 IF(DEMO)GOTO 2011 TYPE 8302,LATNCY 8302 FORMAT(/' I CAN SUSPEND YOUR ADVENTURE FOR YOU SO THAT YOU CAN', 1 ' RESUME LATER, BUT'/' YOU WILL HAVE TO WAIT AT LEAST', 2 I3,' MINUTES BEFORE CONTINUING.') IF(.NOT.YES(200,54,54))GOTO 2012 CALL DATIME(SAVED,SAVET) SETUP=-1 CALL CIAO 8305 YEA=START(0) SETUP=3 K=NULL GOTO 8 C HOURS. REPORT CURRENT NON-PRIME-TIME HOURS. 8310 CALL MSPEAK(6) CALL HOURS GOTO 2012 C HINTS C COME HERE IF HE'S BEEN LONG ENOUGH AT REQUIRED LOC(S) FOR SOME UNUSED HINT. C HINT NUMBER IS IN VARIABLE "HINT". BRANCH TO QUICK TEST FOR ADDITIONAL C CONDITIONS, THEN COME BACK TO DO NEAT STUFF. GOTO 40010 IF CONDITIONS ARE C MET AND WE WANT TO OFFER THE HINT. GOTO 40020 TO CLEAR HINTLC BACK TO ZERO, C 40030 TO TAKE NO ACTION YET. 40000 GOTO (40400,40500,40600,40700,40800,40900)(HINT-3) C CAVE BIRD SNAKE MAZE DARK WITT CALL BUG(27) 40010 HINTLC(HINT)=0 IF(.NOT.YES(HINTS(HINT,3),0,54))GOTO 2602 TYPE 40012,HINTS(HINT,2) 40012 FORMAT(/' I AM PREPARED TO GIVE YOU A HINT, BUT IT WILL COST YOU', 1 I2,' POINTS.') HINTED(HINT)=YES(175,HINTS(HINT,4),54) IF(HINTED(HINT).AND.LIMIT.GT.30)LIMIT=LIMIT+30*HINTS(HINT,2) 40020 HINTLC(HINT)=0 40030 GOTO 2602 C NOW FOR THE QUICK TESTS. SEE DATABASE DESCRIPTION FOR ONE-LINE NOTES. 40400 IF(PROP(GRATE).EQ.0.AND..NOT.HERE(KEYS))GOTO 40010 GOTO 40020 40500 IF(HERE(BIRD).AND.TOTING(ROD).AND.OLDOBJ.EQ.BIRD)GOTO 40010 GOTO 40030 40600 IF(HERE(SNAKE).AND..NOT.HERE(BIRD))GOTO 40010 GOTO 40020 40700 IF(ATLOC(LOC).EQ.0.AND.ATLOC(OLDLOC).EQ.0 1 .AND.ATLOC(OLDLC2).EQ.0.AND.HOLDNG.GT.1)GOTO 40010 GOTO 40020 40800 IF(PROP(EMRALD).NE.-1.AND.PROP(PYRAM).EQ.-1)GOTO 40010 GOTO 40020 40900 GOTO 40010 C CAVE CLOSING AND SCORING C THESE SECTIONS HANDLE THE CLOSING OF THE CAVE. THE CAVE CLOSES "CLOCK1" C TURNS AFTER THE LAST TREASURE HAS BEEN LOCATED (INCLUDING THE PIRATE'S C CHEST, WHICH MAY OF COURSE NEVER SHOW UP). NOTE THAT THE TREASURES NEED NOT C HAVE BEEN TAKEN YET, JUST LOCATED. HENCE CLOCK1 MUST BE LARGE ENOUGH TO GET C OUT OF THE CAVE (IT ONLY TICKS WHILE INSIDE THE CAVE). WHEN IT HITS ZERO, C WE BRANCH TO 10000 TO START CLOSING THE CAVE, AND THEN SIT BACK AND WAIT FOR C HIM TO TRY TO GET OUT. IF HE DOESN'T WITHIN CLOCK2 TURNS, WE CLOSE THE C CAVE; IF HE DOES TRY, WE ASSUME HE PANICS, AND GIVE HIM A FEW ADDITIONAL C TURNS TO GET FRANTIC BEFORE WE CLOSE. WHEN CLOCK2 HITS ZERO, WE BRANCH TO C 11000 TO TRANSPORT HIM INTO THE FINAL PUZZLE. NOTE THAT THE PUZZLE DEPENDS C UPON ALL SORTS OF RANDOM THINGS. FOR INSTANCE, THERE MUST BE NO WATER OR C OIL, SINCE THERE ARE BEANSTALKS WHICH WE DON'T WANT TO BE ABLE TO WATER, C SINCE THE CODE CAN'T HANDLE IT. ALSO, WE CAN HAVE NO KEYS, SINCE THERE IS A C GRATE (HAVING MOVED THE FIXED OBJECT!) THERE SEPARATING HIM FROM ALL THE C TREASURES. MOST OF THESE PROBLEMS ARISE FROM THE USE OF NEGATIVE PROP C NUMBERS TO SUPPRESS THE OBJECT DESCRIPTIONS UNTIL HE'S ACTUALLY MOVED THE C OBJECTS. C WHEN THE FIRST WARNING COMES, WE LOCK THE GRATE, DESTROY THE BRIDGE, KILL C ALL THE DWARVES (AND THE PIRATE), REMOVE THE TROLL AND BEAR (UNLESS DEAD), C AND SET "CLOSNG" TO TRUE. LEAVE THE DRAGON; TOO MUCH TROUBLE TO MOVE IT. C FROM NOW UNTIL CLOCK2 RUNS OUT, HE CANNOT UNLOCK THE GRATE, MOVE TO ANY C LOCATION OUTSIDE THE CAVE (LOC<9), OR CREATE THE BRIDGE. NOR CAN HE BE C RESURRECTED IF HE DIES. NOTE THAT THE SNAKE IS ALREADY GONE, SINCE HE GOT C TO THE TREASURE ACCESSIBLE ONLY VIA THE HALL OF THE MT. KING. ALSO, HE'S C BEEN IN GIANT ROOM (TO GET EGGS), SO WE CAN REFER TO IT. ALSO ALSO, HE'S C GOTTEN THE PEARL, SO WE KNOW THE BIVALVE IS AN OYSTER. *AND*, THE DWARVES C MUST HAVE BEEN ACTIVATED, SINCE WE'VE FOUND CHEST. 10000 PROP(GRATE)=0 PROP(FISSUR)=0 DO 10010 I=1,6 DSEEN(I)=.FALSE. 10010 DLOC(I)=0 CALL MOVE(TROLL,0) CALL MOVE(TROLL+100,0) CALL MOVE(TROLL2,PLAC(TROLL)) CALL MOVE(TROLL2+100,FIXD(TROLL)) CALL JUGGLE(CHASM) IF(PROP(BEAR).NE.3)CALL DSTROY(BEAR) PROP(CHAIN)=0 FIXED(CHAIN)=0 PROP(AXE)=0 FIXED(AXE)=0 CALL RSPEAK(129) CLOCK1=-1 CLOSNG=.TRUE. GOTO 19999 C ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE C STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW). C AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF C OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT C THE SW END WE PLACE GRATE OVER TREASURES, SNAKE PIT, COVEY OF CAGED BIRDS, C MORE RODS, AND PILLOWS. A MIRROR STRETCHES ACROSS ONE WALL. MANY OF THE C OBJECTS COME FROM KNOWN LOCATIONS AND/OR STATES (E.G. THE SNAKE IS KNOWN TO C HAVE BEEN DESTROYED AND NEEDN'T BE CARRIED AWAY FROM ITS OLD "PLACE"), C MAKING THE VARIOUS OBJECTS BE HANDLED DIFFERENTLY. WE ALSO DROP ALL OTHER C OBJECTS HE MIGHT BE CARRYING (LEST HE HAVE SOME WHICH COULD CAUSE TROUBLE, C SUCH AS THE KEYS). WE DESCRIBE THE FLASH OF LIGHT AND TRUNDLE BACK. 11000 PROP(BOTTLE)=PUT(BOTTLE,115,1) PROP(PLANT)=PUT(PLANT,115,0) PROP(OYSTER)=PUT(OYSTER,115,0) PROP(LAMP)=PUT(LAMP,115,0) PROP(ROD)=PUT(ROD,115,0) PROP(DWARF)=PUT(DWARF,115,0) LOC=115 OLDLOC=115 NEWLOC=115 C LEAVE THE GRATE WITH NORMAL (NON-NEGATIVE) PROPERTY. FOO=PUT(GRATE,116,0) 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 DO 11010 I=1,100 11010 IF(TOTING(I))CALL DSTROY(I) CALL RSPEAK(132) CLOSED=.TRUE. GOTO 2 C ANOTHER WAY WE CAN FORCE AN END TO THINGS IS BY HAVING THE LAMP GIVE OUT. C WHEN IT GETS CLOSE, WE COME HERE TO WARN HIM. WE GO TO 12000 IF THE LAMP C AND FRESH BATTERIES ARE HERE, IN WHICH CASE WE REPLACE THE BATTERIES AND C CONTINUE. 12200 IS FOR OTHER CASES OF LAMP DYING. 12400 IS WHEN IT GOES C OUT, AND 12600 IS IF HE'S WANDERED OUTSIDE AND THE LAMP IS USED UP, IN WHICH C CASE WE FORCE HIM TO GIVE UP. 12000 CALL RSPEAK(188) PROP(BATTER)=1 IF(TOTING(BATTER))CALL DROP(BATTER,LOC) LIMIT=LIMIT+2500 LMWARN=.FALSE. GOTO 19999 12200 IF(LMWARN.OR..NOT.HERE(LAMP))GOTO 19999 LMWARN=.TRUE. SPK=187 IF(PLACE(BATTER).EQ.0)SPK=183 IF(PROP(BATTER).EQ.1)SPK=189 CALL RSPEAK(SPK) GOTO 19999 12400 LIMIT=-1 PROP(LAMP)=0 IF(HERE(LAMP))CALL RSPEAK(184) GOTO 19999 12600 CALL RSPEAK(185) GAVEUP=.TRUE. GOTO 20000 C AND, OF COURSE, DEMO GAMES ARE ENDED BY THE WIZARD. 13000 CALL MSPEAK(1) GAVEUP=.TRUE. GOTO 20000 C OH DEAR, HE'S DISTURBED THE DWARVES. 19000 CALL RSPEAK(136) C EXIT CODE. C THE PRESENT SCORING ALGORITHM IS AS FOLLOWS: C OBJECTIVE: POINTS: PRESENT TOTAL POSSIBLE: C GETTING WELL INTO CAVE 25 25 C EACH TREASURE < CHEST 12 60 C TREASURE CHEST ITSELF 14 14 C EACH TREASURE > CHEST 16 144 C SURVIVING (MAX-NUM)*10 30 C NOT QUITTING 4 4 C REACHING "CLOSNG" 25 25 C "CLOSED": QUIT/KILLED 10 C KLUTZED 25 C WRONG WAY 30 C SUCCESS 45 45 C CAME TO WITT'S END 1 1 C ROUND OUT THE TOTAL 2 2 C TOTAL: 350 C (POINTS CAN ALSO BE DEDUCTED FOR USING HINTS.) 20000 SCORE=0 MXSCOR=0 C FIRST TALLY UP THE TREASURES. MUST BE IN BUILDING AND NOT BROKEN. C GIVE THE POOR GUY 2 POINTS JUST FOR FINDING EACH TREASURE. DO 20010 I=50,MAXTRS IF(PTEXT(I).EQ.0)GOTO 20010 K=12 IF(I.EQ.CHEST)K=14 IF(I.GT.CHEST)K=16 IF(PROP(I).GE.0)SCORE=SCORE+2 IF(PLACE(I).EQ.3.AND.PROP(I).EQ.0)SCORE=SCORE+K-2 MXSCOR=MXSCOR+K 20010 CONTINUE C NOW LOOK AT HOW HE FINISHED AND HOW FAR HE GOT. MAXDIE AND NUMDIE TELL US C HOW WELL HE SURVIVED. GAVEUP SAYS WHETHER HE EXITED VIA QUIT. DFLAG WILL C TELL US IF HE EVER GOT SUITABLY DEEP INTO THE CAVE. CLOSNG STILL INDICATES C WHETHER HE REACHED THE ENDGAME. AND IF HE GOT AS FAR AS "CAVE CLOSED" C (INDICATED BY "CLOSED"), THEN BONUS IS ZERO FOR MUNDANE EXITS OR 133, 134, C 135 IF HE BLEW IT (SO TO SPEAK). SCORE=SCORE+(MAXDIE-NUMDIE)*10 MXSCOR=MXSCOR+MAXDIE*10 IF(.NOT.(SCORNG.OR.GAVEUP))SCORE=SCORE+4 MXSCOR=MXSCOR+4 IF(DFLAG.NE.0)SCORE=SCORE+25 MXSCOR=MXSCOR+25 IF(CLOSNG)SCORE=SCORE+25 MXSCOR=MXSCOR+25 IF(.NOT.CLOSED)GOTO 20020 IF(BONUS.EQ.0)SCORE=SCORE+10 IF(BONUS.EQ.135)SCORE=SCORE+25 IF(BONUS.EQ.134)SCORE=SCORE+30 IF(BONUS.EQ.133)SCORE=SCORE+45 20020 MXSCOR=MXSCOR+45 C DID HE COME TO WITT'S END AS HE SHOULD? IF(PLACE(MAGZIN).EQ.108)SCORE=SCORE+1 MXSCOR=MXSCOR+1 C ROUND IT OFF. SCORE=SCORE+2 MXSCOR=MXSCOR+2 C DEDUCT POINTS FOR HINTS. HINTS < 4 ARE SPECIAL; SEE DATABASE DESCRIPTION. DO 20030 I=1,HNTMAX 20030 IF(HINTED(I))SCORE=SCORE-HINTS(I,2) C RETURN TO SCORE COMMAND IF THAT'S WHERE WE CAME FROM. IF(SCORNG)GOTO 8241 C THAT SHOULD BE GOOD ENOUGH. LET'S TELL HIM ALL ABOUT IT. TYPE 20100,SCORE,MXSCOR,TURNS 20100 FORMAT(///' YOU SCORED',I4,' OUT OF A POSSIBLE',I4, 1 ', USING',I5,' TURNS.') DO 20200 I=1,CLSSES IF(CVAL(I).GE.SCORE)GOTO 20210 20200 CONTINUE TYPE 20202 20202 FORMAT(/' YOU JUST WENT OFF MY SCALE!!'/) GOTO 25000 20210 CALL SPEAK(CTEXT(I)) IF(I.EQ.CLSSES-1)GOTO 20220 K=CVAL(I)+1-SCORE KK='S.' IF(K.EQ.1)KK='. ' TYPE 20212,K,KK 20212 FORMAT(/' TO ACHIEVE THE NEXT HIGHER RATING, YOU NEED',I3, 1 ' MORE POINT',A2/) GOTO 25000 20220 TYPE 20222 20222 FORMAT(/' TO ACHIEVE THE NEXT HIGHER RATING ', 1 'WOULD BE A NEAT TRICK!'//' CONGRATULATIONS!!'/) 25000 STOP END