*
*        Stand-alone procedures follow.
*
PROC     CHECK.WEARING
         BIT ARG2, WEARABLE
            EVAL J, ARG2
            IFGT J, NOT.WORN
               IFKEY RING
                  SET RING, NOT.WORN
               ELSE
                  QUIP REMOVE.IT.FIRST, ARG2
               FIN
            FIN
         FIN
PROC     HANDLE.OIL
         IFEQ STATUS, 1
            IFNEAR FLASK, FULL.OF.OIL
               OR
            IFNEAR BOTTLE, FULL.OF.OIL
               OR
            IFHERE OIL
               BIS STATUS, PLS.CLARIFY
               QUIP DO.WHAT?, OIL
            FIN
            QUIP I.DONT.SEE, OIL
         FIN
         QUIP HAH!
PROC     HANDLE.WATER
         IFEQ STATUS, 1
            IFNEAR FLASK, FULL.OF.WATER
               OR
            IFNEAR BOTTLE, FULL.OF.WATER
               OR
            BIT HERE, H20.HERE
               BIS STATUS, PLS.CLARIFY
               QUIP DO.WHAT?, ARG1
            FIN
            QUIP I.DONT.SEE, ARG1
         FIN
         QUIP HAH!
PROC     IS.IT.DARK?
         SET IV, IT.IS.DARK
         IFNEAR LAMP, SWITCHED.ON
            OR
         BIT HERE, LIT
            SET IV, IT.IS.NOT.DARK
         ELSE
            IFNEAR STARSTONE, IRIDESCENT
               SET IV, IT.IS.NOT.DARK
            FIN
         FIN
PROC     ZAP.BIRD
         APPORT BIRD, YLEM
         IFLOC SNAKE, MTKING
            BIS MTKING, HINTABLE
         FIN
PROC     WATER!
         IFLT THIRST.TIME, 135
            SAY URRP
         ELSE
            SAY IV
         FIN
         RANDOM IV, 150
         ADD THIRST.TIME, J
         ADD THIRST.TIME, IV
         IFGT THIRST.TIME, 1500
            SET THIRST.TIME, 1500
         FIN
         QUIT
PROC     MAKE.A.DWARF
         ADD DWARFCOUNT, 1      {resurrect a dwarf}
         IFLOC FOOD, LIMBO
            AND
            NOT
         IFAT PANTRY
            APPORT FOOD PANTRY     {and let him carry food to pantry}
            BIC FOOD, SEEN       {prevent dwarves stealing it too soon}
         FIN
PROC     CHOOSE.SWAG
         SET SWAG.TO.DROP, 0
         IFLT DWARFCOUNT, 1
            PROCEED
         FIN
         SET LV, SWAG.COUNT
         MULTIPLY LV, 100
         DIVIDE LV, DWARFCOUNT
         MULTIPLY LV, DWARF
         CHANCE LV
            RANDOM K, SWAG.COUNT
            ADD K, 1
            ITOBJ PTR.OBJ
               BIT PTR.OBJ, PORTABLE
                  AND
               IFLOC PTR.OBJ, STOREROOM
                  SUB K, 1
                  IFEQ K, 0
                     SET SWAG.TO.DROP, PTR.OBJ
                     PROCEED
                  FIN
               FIN
            EOI
         FIN
PROC     KILL.SOME.DWARVES
         ITOBJ M                    {Dummy counter!}
            IFEQ SWAG.TO.DROP, 0
               CALL CHOOSE.SWAG
            FIN
            IFEQ SWAG.TO.DROP, 0
            ELSE
               APPORT SWAG.TO.DROP, HERE
               SUB SWAG.COUNT, 1
               CALL IS.IT.DARK?
               IFEQ IV, IT.IS.NOT.DARK
                  SAY SWAG.TO.DROP
               FIN
               SET SWAG.TO.DROP, 0
            FIN
            SUB DWARF, 1
            SUB DWARFCOUNT, 1
            IFEQ DWARF, 0
               APPORT DWARF, LIMBO
               PROCEED
            FIN
            SUB P, 1
            IFEQ P, 0
               PROCEED
            FIN
         EOI
PROC     WIZARD.EVICTS
         RANDOM IV, 5
         IFEQ IV, 0
            LDA PTR.PLACE, MAZEA.42
         ELSE
            IFEQ IV, 1
               LDA PTR.PLACE, MAZEA.114
            ELSE
               IFEQ IV, 2
                  LDA PTR.PLACE, MISTS
               ELSE
                  IFEQ IV, 3
                     LDA PTR.PLACE, SECRET.JUNCTION
                  ELSE
                     LDA PTR.PLACE, DIVISION.IN.PASSAGE
                  FIN
               FIN
           FIN
         FIN
         SAY BE.OFF
         SET K, 0
         ITOBJ PTR.OBJ
            IFHERE PTR.OBJ
               AND
               NOT
            IFIS PTR.OBJ, ORB
               AND
            BIT PTR.OBJ, PORTABLE
               SAY TAKE.YOUR.JUNK
               APPORT PTR.OBJ, PTR.PLACE
               SET K, 1
            FIN
         EOI
         IFEQ K, 0
            SAY DAMN.AMATEUR
         FIN
         MOVE PTR.PLACE
PROC     SCAVANGE
         ITOBJ PTR.OBJ
            IFHERE PTR.OBJ, PORTABLE
               APPORT PTR.OBJ, PTR.PLACE
            FIN
         EOI
PROC     NOTHING.BIG
         ITOBJ PTR.OBJ
            IFHAVE PTR.OBJ, BIG
               QUIP CRACK.TOO.NARROW
            FIN
         EOI
PROC     THROW.IT.AT.ORB
         BIT ARG2, BIG
            DROP ARG2
            SAY YOU.DO, ARG1
            QUIP IT.IS, ARG2
         FIN
         LDA PTR.TEXT, DOWN.THE.DRAIN
         CHANCE 10
            AND
         IFLOC ORB, CELLAR
            LDA PTR.TEXT, HIT.ORB
            APPORT ORB, SEA.VIEW
            APPORT FAKE.ORB, YLEM
         FIN
         SAY THE.IT, ARG2
         BIT ARG2, PLURAL
            VALUE PTR.TEXT, 1
         ELSE
            VALUE PTR.TEXT, 0
         FIN
         APPORT ARG2, SEA.VIEW
         QUIT
PROC     VISIONS
         IFEQ NEXT.VISION, OUT.OF.VISIONS
            SET IV, VANILLA.VISION
            PROCEED
         FIN
         SET IV, NEXT.VISION
         IFEQ IV, SHOWN.VISION
            CHANCE 10
               SET K, OUT.OF.VISIONS
               SUB K, IV
               RANDOM J, K
               ADD IV, J
            ELSE
               CHANCE 80
                  LDA IV, VANILLA.VISION
                  PROCEED
               FIN
            FIN
         ELSE
            SET SHOWN.VISION, IV
         FIN
PROC     OWL.FLIES.OFF
         SAY DISTURBED.OWL
         SAY BLANK
         SET PTR.PLACE, HERE
         CHOOSE K, 1, 3
         CHANCE 50
            ADD PTR.PLACE, K
         ELSE
            SUB IV, K
         FIN
         BIT PTR.PLACE, LIT
            OR
         BIT PTR.PLACE, NOT.IN.CAVE
            OR
         BIT PTR.PLACE, NO.DWARF
            SET PTR.PLACE, LAST.OWL  {failed - send him to last location}
         FIN
         APPORT OWL, PTR.PLACE
         IFNEAR OWL
            APPORT OWL, VESTRY  {should not be necessary, but just in case...}
         FIN
PROC     OWL.COMES
         CHANCE K
            SAY YOU.HOOT
            PROCEED
         FIN
         CHANCE J
            SAY DISTANT.OWL
            PROCEED
         FIN
         CALL IS.IT.DARK?
         IFEQ IV, IT.IS.NOT.DARK
            SAY OWL.BOUNCES
         ELSE
            IFNEAR SPIDER
               SAY OWL.KILLS
               SET NEXT.VISION, SWORD.VISION
               APPORT SPIDER, YLEM
               SET WEB, WITH.DOCUMENTS
               IFEQ AXE, BY.SPIDER
                  SET AXE, AN.ZICH
               FIN
            ELSE
               IFNEAR DWARF
                  SAY OWL.KILLS
                  SET P, DWARF
                  CALL KILL.SOME.DWARVES
               ELSE
                  IFNEAR DRAGON, ON.RUG
                     SAY OWL.V.DRAGON
                     APPORT OWL, YLEM
                  ELSE
                     SAY OWL.ARRIVES
                  FIN
               FIN
            FIN
            LOCATE LAST.OWL, OWL    {remember where he came from}
            APPORT OWL, HERE
         FIN
PROC     CATACOMBS
         SET LV, ARG2
         IFEQ STATUS, 1
            OR
         IFINRANGE ARG1, FIRST.COMPASS.POINT, LAST.COMPASS.POINT
            SET LV, ARG1
         FIN
         IFEQ K, 0
            BIS HERE, HINTABLE {Catacombes only become hintable}
            GOTO NEXT.ONE            {as you go through them!}
         ELSE
            IFEQ K, LV
               MOVE NEXT.ONE
            FIN
            MOVE LAST.ONE
         FIN
PROC     CHALICE.POWER
         BIT HERE, NOT.IN.CAVE
            LDA IV, CHALICE.NOW.DRUNK
            SET J, 200
            CALL WATER!
         FIN
         CHOOSE THIRST.TIME, 600, 750
         APPORT CHALICE, YLEM
         BIS ADMIN, CHALICE.GONE
         BIT RING, SEEN
            QUIP OH.NO.YOU.DONT!
         FIN
         SAY CHALICE.MAGIC
         QUERY WILL.YOU.HELP.ME?
            APPORT UNICORN, HERE
            QUIP GOSH.UNICORN!
         FIN
         QUIP HOLLOW.LAUGH
PROC     ALL.QUIET?
         SET K, 1
         CALL IS.IT.DARK?
         IFEQ IV, IT.IS.DARK
            PROCEED
         FIN
         SET K, 0
         BIT STATUS, TICKED  {if CLOCK4 has not ticked}
            OR
         IFGT CLOSURE, STILL.OPEN {mustn't be in endgame}
            OR
         BIT HERE, NOT.IN.CAVE {only in the cave}
            OR
         BIT HERE, NO.DWARF   {and only in dwarf-accessable areas}
            OR
         BIT HERE, ONE.EXIT  {and only where there are several exits}
            OR
         BIT PIRATE, SPECIAL1 {and not if the pirate is chasing you}
            OR
         IFNEAR DWARF       {and not if you're being plagued by dwarves}
            OR
         IFNEAR DRAGON      {or near the dragon (living or dead) }
            OR
         IFNEAR TROLL       {or arguing with the troll}
            OR
         IFNEAR SNAKE       {or trying to get past the snake}
            OR
         IFNEAR QUICKSAND   {or trying to cross the quicksand}
            OR
         IFGT  FOOBAR, 0      {or trying to do something to the eggs}
            SET K, 1
         FIN
PROC     MUTTER.STUFF
         SUB MUTTER.TIME, 1
         IFLT MUTTER.TIME, 1
            AND
         CHANCE 25
            CALL ALL.QUIET?
            IFEQ K, 1
               PROCEED
            FIN
            SET ORC.MUTTER, -1
            BIT ORC.MUTTER, CHALICE.MUTTER
               OR
            CHANCE 75
               OR
            IFLOC CHALICE, YLEM
               OR
            BIT RING, SEEN
            ELSE
               SET ORC.MUTTER, CHALICE.MUTTER
               BIS ORC.MUTTER, CHALICE.MUTTER
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, EGGS.MUTTER
                  OR
               CHANCE 75
                  OR
               BIT WEB.MAZE.1, BEEN.HERE
               ELSE
                  SET ORC.MUTTER, EGGS.MUTTER
                  BIS ORC.MUTTER, EGGS.MUTTER
               FIN
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, SWORD.MUTTER
                  OR
               CHANCE 75
                  OR
               BIT MUSHROOM, SEEN
                  OR
                  NOT
               BIT SWORD, SEEN
               ELSE
                  SET ORC.MUTTER, SWORD.MUTTER
                  BIS ORC.MUTTER, SWORD.MUTTER
               FIN
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, LAVA.MUTTER
                  OR
               CHANCE 75
                  OR
               BIT FACES, BEEN.HERE
                  OR
                  NOT
               BIT FORK, BEEN.HERE
               ELSE
                  SET ORC.MUTTER, LAVA.MUTTER
                  BIS ORC.MUTTER, LAVA.MUTTER
               FIN
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, PENTAGRAM.MUTTER
                  OR
               CHANCE 75
                  OR
                  NOT
               BIT PENTAGRAM, BEEN.HERE
                  OR
               BIT DJINN, SPECIAL1       {Freed him from pentagram}
               ELSE
                  SET ORC.MUTTER, PENTAGRAM.MUTTER
                  BIS ORC.MUTTER, PENTAGRAM.MUTTER
               FIN
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, ORB.MUTTER
                  OR
               CHANCE 75
                  OR
               BIT FACES, BEEN.HERE
               ELSE
                  SET ORC.MUTTER, ORB.MUTTER
                  BIS ORC.MUTTER, ORB.MUTTER
               FIN
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, STARSTONE.MUTTER
                  OR
               CHANCE 75
                  OR
               IFLOC STARSTONE, STUPENDOUS.VIEW
                  OR
                  NOT
               BIT STARSTONE, SEEN
               ELSE
                  SET ORC.MUTTER, STARSTONE.MUTTER
                  BIS ORC.MUTTER, STARSTONE.MUTTER
               FIN
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, CATACOMBS.MUTTER
                  OR
               CHANCE 75
                  OR
               BIT INSAFE, BEEN.HERE
                  OR
                  NOT
               BIT CATACOMBS.1, BEEN.HERE
               ELSE
                  SET ORC.MUTTER, CATACOMBS.MUTTER
                  BIS ORC.MUTTER, CATACOMBS.MUTTER
               FIN
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, NOSIDE.MUTTER
                  OR
               CHANCE 75
                  OR
                  NOT
               BIT LAIR, BEEN.HERE
               ELSE
                  SET ORC.MUTTER, NOSIDE.MUTTER
                  BIS ORC.MUTTER, NOSIDE.MUTTER
               FIN
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, PLOVER.MUTTER
                  OR
               CHANCE 75
                  OR
               BIT PYRAMID, SEEN
                  OR
               BIT PLOVER, HINTABLE
               ELSE
                  SET ORC.MUTTER, PLOVER.MUTTER
                  BIS ORC.MUTTER, PLOVER.MUTTER
               FIN
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, KEYS.MUTTER
                  OR
               CHANCE 75
                  OR
                  NOT
               BIT SAFE, SEEN
               ELSE
                  SET ORC.MUTTER, KEYS.MUTTER
                  BIS ORC.MUTTER, KEYS.MUTTER
               FIN
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, SEWERS.MUTTER
                  OR
               CHANCE 75
                  OR
                  NOT
               BIT LOW.ROOM, BEEN.HERE
                  OR
               BIT CULVERT, BEEN.HERE
               ELSE
                  SET ORC.MUTTER, SEWERS.MUTTER
                  BIS ORC.MUTTER, SEWERS.MUTTER
               FIN
            FIN
            IFEQ ORC.MUTTER, -1
               BIT ORC.MUTTER, NO.MUTTER
                  OR
               CHANCE 85
               ELSE
                 SET ORC.MUTTER, NO.MUTTER
                 BIS ORC.MUTTER, NO.MUTTER
               FIN
            FIN
            CHOOSE MUTTER.TIME, 20, 100
            IFGT ORC.MUTTER, -1
               LDA PTR.TEXT, FIRST.MUTTER
               ADD PTR.TEXT, ORC.MUTTER
               SAY BLANK
               SAY PTR.TEXT
               ADD MUTTER.TIME, 100
            FIN
         FIN
PROC     LOST.IN.MIST
         CHANCE 20
            MOVE SWORD.PLACE
         FIN
         MOVE SWIRLING.MIST
PROC     READ.ROCK
         BIT SWORD, SPECIAL1
            QUIP NO.MORE.SENSE
         FIN
         BIS SWORD, SPECIAL1
         QUIP ZORTON.INFO
PROC     GET.SWAG
         IFLT DWARFCOUNT, 1
            PROCEED
         FIN
         SET J, 0
         BIS STARSTONE, BIG    {Temporarily - to avoid unnecessary complications}
         ITOBJ PTR.OBJ
            BIT PTR.OBJ, PORTABLE
               BIC PTR.OBJ, SPECIAL2      {clear the flag}
               BIT PTR.OBJ, SEEN
                  AND
                  NOT
               BIT PTR.OBJ, BIG
                  AND
                  NOT
               IFNEAR PTR.OBJ
                  LOCATE PTR.PLACE, PTR.OBJ
                  BIT PTR.PLACE, NOT.IN.CAVE
                     OR
                  BIT PTR.PLACE, NO.DWARF
                  ELSE
                     BIT PTR.PLACE, IN.MAZE {have mercy on maze-mappers!}
                     ELSE
                        ADD J, 1
                        BIS PTR.OBJ, SPECIAL2 {potential loot!}
                     FIN
                  FIN
               FIN
            FIN
         EOI
         BIC STARSTONE, BIG     {Shrink it again}
         IFGT J, 0
            RANDOM K, J
            ADD K, 1
            ITOBJ PTR.TEMP
               IFGT K, 0
                  AND
               BIT PTR.TEMP, PORTABLE
                  AND
               BIT PTR.TEMP, SPECIAL2      {consider only potential swag}
                  SUB K, 1
                  IFEQ K, 0               {this is the object to be pinched}
                     LOCATE PTR.PLACE, PTR.TEMP  {stash away its location}
                     SET PTR.OBJ, PTR.TEMP         {and its identity}
                  FIN
               FIN
            EOI
            SET IV, SWAG.COUNT
            MULTIPLY IV, 100
            DIVIDE IV, DWARFCOUNT
            MULTIPLY IV, DWARF
            CHANCE IV            {it's a swap!}
               BIT PTR.OBJ, VALUED
               ELSE
                  PROCEED
               FIN
               RANDOM K, SWAG.COUNT
               ADD K, 1
               ITOBJ PTR.TEMP
                  IFGT K, 0
                     AND
                  IFLOC PTR.TEMP, STOREROOM
                     SUB K, 1
                     IFEQ K, 0
                        BIT PTR.TEMP, VALUED
                           OR
                        IFEQ PTR.TEMP, SWAG.TO.DROP
                           PROCEED
                        FIN
                        SUB SWAG.COUNT, 1
                        APPORT PTR.TEMP, PTR.PLACE
                     FIN
                  FIN
               EOI
            FIN
            ADD SWAG.COUNT, 1
            APPORT PTR.OBJ, STOREROOM
         FIN
PROC     SWAP.DIRECTIONS
         IFEQ STATUS, 1
            SET J, ARG1        {J is just a number}
         ELSE
            SET J, ARG2
         FIN
         IFINRANGE J, FIRST.COMPASS.POINT, LAST.COMPASS.POINT
            ADD J, 4
            LDA K, LAST.COMPASS.POINT
            IFLT J, K
            ELSE
               SUB J, 8
            FIN
            IFEQ STATUS, 1
               EXEC 9, J
            ELSE
               EXEC 10, J
            FIN
         FIN
PROC     CHEAT
         SET TRUE.LOCATION, 0
         IFEQ STATUS, 1
            SET PTR.OBJ, ARG1
         ELSE
            SET PTR.OBJ, ARG2
         FIN
         BIT PTR.OBJ, OBJECT
         ELSE
            PROCEED
         FIN
         IFNEAR PTR.OBJ
            PROCEED
         FIN
         IFKEY ROD
            BIT ROD, SEEN
               AND
            IFNEAR DYNAMITE
               AND
               NOT
            IFNEAR ROD
               PROCEED
            FIN
         FIN
         BIT PTR.OBJ, SPECIAL1
            OR
         BIT PTR.OBJ, SPECIAL2
         ELSE
            PROCEED
         FIN
         IFKEY DJINN
            PROCEED
         FIN
         BIT PTR.OBJ, SPECIAL1
            IFAT NE.REPOSITORY
            ELSE
               PROCEED
            FIN
         ELSE
            IFAT SW.REPOSITORY
            ELSE
               PROCEED
            FIN
         FIN
         IFKEY GET
            IFKEY DWARF
               QUIP HAH!
            FIN
            BIT PTR.OBJ, SEEN
               QUIP ALREADY.HAD.ONE, ARG2
            FIN
            IFLT INVCT, STRENGTH
               BIS PTR.OBJ, SEEN
            ELSE
               FLUSH
               QUIP ARMS.ARE.FULL
            FIN
         FIN
         LOCATE TRUE.LOCATION, PTR.OBJ
         APPORT PTR.OBJ, HERE             {Cheat!}
PROC     STOP.CHEATING
         IFEQ TRUE.LOCATION, 0
         ELSE
            IFEQ STATUS, 1
               SET PTR.OBJ, ARG1
            ELSE
               SET PTR.OBJ, ARG2
            FIN
            BIT PTR.OBJ, OBJECT
            ELSE
               PROCEED
            FIN
            IFHAVE PTR.OBJ
            ELSE
               APPORT PTR.OBJ, TRUE.LOCATION
            FIN
         FIN
PROC     DEBRIS.QUIP
         IFAT DEBRIS
            OR
         IFAT SEA.VIEW
            OR
         IFAT ARCHED.CORRIDOR.1
            OR
         IFAT BLASTED.REPOSITORY
            QUIP NO.FUTURE.IN.DEBRIS
         FIN
         QUIP WHERE?, DEBRIS
PROC     ROD.SPECIAL.STUFF
         IFKEY GET
            IFHERE ROD
               PROCEED
            FIN
            IFHAVE DYNAMITE
               QUIP YOU.HAVE.IT, ARG2
            FIN
            IFNEAR DYNAMITE
            ELSE
               IFAT SW.REPOSITORY
                  BIT DYNAMITE, SEEN
                     QUIP ALREADY.HAD.ONE, ARG2
                  FIN
               ELSE
                  PROCEED
               FIN
            FIN
            IFLT INVCT, STRENGTH
               GET DYNAMITE
               BIS DYNAMITE, SEEN
               SET TRUE.LOCATION, 0
               SAY YOU.DO, ARG1
               QUIP IT.IS, ARG2
            FIN
            FLUSH
            QUIP ARMS.ARE.FULL
         FIN
         IFKEY DROP
            OR
         IFKEY THROW
            IFHAVE ROD
               PROCEED
            FIN
            IFHAVE DYNAMITE
               DROP DYNAMITE
               SAY YOU.DO, ARG1
               QUIP IT.IS, ARG2
            FIN
            QUIP YOU.DONT.HAVE, ARG2
         FIN
         IFKEY WAVE
            IFHAVE ROD
               OR
            IFHAVE DYNAMITE
               QUIP NOTHING
            FIN
            QUIP YOU.DONT.HAVE, ARG2
         FIN
         IFKEY LOOK
            IFNEAR ROD
               AND
               NOT
            IFHAVE DYNAMITE
               OR
            IFHAVE ROD
               QUIP NOTHING.SPECIAL, ARG2
            ELSE
               BIS STATUS, DETAILDISPLAY
               SAY DYNAMITE
               BIC STATUS, DETAILDISPLAY
               QUIT
            FIN
         ELSE
            QUIP ROD.FIDDLING
         FIN
PROC     OYSTER.MESSAGE
         IFEQ CLOSURE, IN.REPOSITORY
         ELSE
            QUIP CANT.READ.OYSTER
         FIN
         IFHAVE OYSTER
         ELSE
            QUIP OYSTER.IS.BARE
         FIN
         BIT OYSTER, BIG        {read before?}
            QUIP SAME.AS.BEFORE
         FIN
         VALUE OYSTER.IS.HINT, HINT.COST
         QUERY READ.OYSTER?
            BIS OYSTER, BIG     {mark as read}
            ADD PENALTIES, HINT.COST
            QUIP OYSTER.MEMO
         FIN
         QUIP AS.YOU.WISH
PROC     GET.SCORE
         IFEQ QUITTING, 0
            OR
         IFGT CLOSURE, EXITS.BARRED
            SET SCOREX, 10
         ELSE
            SET SCOREX, 0
         FIN
         SET MAXSCORE, 10
         ITOBJ PTR.OBJ
            BIT PTR.OBJ, VALUED
               IFLOC PTR.OBJ, BUILDING
                  OR
               IFLOC PTR.OBJ, NOWHERE       {Stuff from house shifted there}
                  ADD SCOREX, 15              {on escape from same}
               ELSE
                  BIT PTR.OBJ, SEEN
                     ADD SCOREX, 7
                  FIN
               FIN
               ADD MAXSCORE, 15
            FIN
         EOI
*
*        Now deal with the exceptions. The starstone, being schizoid, only
*        scores if its 2nd location is in the building.
*
         IFLOC STARSTONE, BUILDING
            SUB SCOREX, 8
         ELSE
            IFLOC STARSTONE, STUPENDOUS.VIEW  {This being the location immediately}
               ADD SCOREX, 8         {preceding the building}
            FIN
         FIN
*
*        The tusk only becomes valued once it is dropped in the building.
*
         BIT TUSK, VALUED
         ELSE
            ADD MAXSCORE, 15
         FIN
*
*        Give him points for the coin. Note that since the coin cannot appear
*        unless the coins (plural) are spent, there is no need to up MAXSCORE.
*
         BIT DRACHMA, SEEN
            ADD SCOREX, 1
            IFLOC DRACHMA, BUILDING
               ADD SCOREX, 1
            FIN
         FIN
*
         NOT
         IFLOC MAGAZINES, WITTS.END
            ADD SCOREX, 1
         FIN
         ADD MAXSCORE, 1           {Maximal mags credit}
*
         BIT DEBRIS, BEEN.HERE
            OR
         BIT Y2, BEEN.HERE
            ADD SCOREX, 20
            BIT LAIR, BEEN.HERE
               ADD SCOREX, 10
            FIN
            BIT BEACH, BEEN.HERE
               ADD SCOREX, 10
            FIN
            BIT FACES, BEEN.HERE
               ADD SCOREX, 10
            FIN
            BIT AUDIENCE, BEEN.HERE
               ADD SCOREX, 15
            FIN
            BIT DJINN, SPECIAL1
               ADD SCOREX, 8
            FIN
         FIN
         ADD MAXSCORE, 73      {Maximal exploration credit}
*
         SET IV, CLOSURE
         MULT IV, CLOSURE.CREDIT
         ADD SCOREX, IV
         ADD MAXSCORE, 96      {Maximal closure credit}
*
         SET LV, DEATHS
         MULT LV, 10
         SUB SCOREX, LV
*
         SUB SCOREX, PENALTIES
*
         IFLT SCOREX, 0
            SET SCOREX, 0
         FIN
*
PROC     FINIS
         CALL GET.SCORE
         VALUE YOU.SCORED, SCOREX
         VALUE MAXIMAL.SCORE, MAXSCORE
         VALUE MOVE.COUNT, TURNS
         SAY BLANK
         SET J, SCOREX
         IFLT SCOREX, 30
            SAY AMATEUR
            SUB J, 30
         ELSE
            IFLT SCOREX, 100
               SAY NOVICE
               SUB J, 100
            ELSE
               IFLT SCOREX, 200
                  SAY APPRENTICE
                  SUB J, 200
               ELSE
                  IFLT SCOREX, 300
                     SAY EXPERIENCED
                     SUB J, 300
                  ELSE
                     IFLT SCOREX, 400
                        SAY SEASONED
                        SUB J, 400
                     ELSE
                        IFLT SCOREX, 500
                           SAY JUNIOR.MASTER
                           SUB J, 500
                        ELSE
                           IFLT SCOREX, 600
                              SAY MASTER.ADVENTURER
                              SUB J, 600
                           ELSE
                              IFLT SCOREX, 650
                                 SAY SENIOR.MASTER
                                 SUB J, 650
                              ELSE
                                 IFLT SCOREX, 660
                                    SAY GRANDMASTER
                                    SUB J, 660
                                 ELSE
                                    SAY CHEATER
                                    SET J, 0
                                 FIN
                              FIN
                           FIN
                        FIN
                     FIN
                  FIN
               FIN
            FIN
         FIN
         SAY BLANK
         MULT J, -1
         IFGT J, 0
            IFEQ J, 1
               SAY ONLY.NEED.ONE.POINT
            ELSE
               VALUE POINTS.NEEDED, J
            FIN
         FIN
         SAY BLANK
         STOP
PROC     PHOG                      {control fog and glow in fog}
         IFLT FOG, 8               {state 8 = invisible fog}
            RANDOM FOG, 8          {change color of fog}
         FIN
         RANDOM GLOW, 8            {move the glow around}
         IFNEAR LAMP, SWITCHED.ON  {lamp here and glowing?}
            APPORT GLOW, LIMBO     {if so, masks out faint glow}
         ELSE
            APPORT GLOW, PLAIN.2   {if not, move glow into place}
            IFAT PLAIN.2           {is that where we are?}
               AND
               NOT
            BIT STATUS, MOVED
               SAY GLOW            {announce faint glimmer of light}
            FIN
         FIN
PROC     CORONER
         SET QUITTING, 0
         FLUSH
         SAY BLANK
         BIC ADMIN, NOMAGIC                {reset magic-inhibit mode}
         BIC ADMIN, TICKER                 {clear once-per-move}
         BIC STARSTONE, SPECIAL1           {forget we remarked on it}
         IFEQ STARSTONE, DARKENED          {if it has been activated...}
            SET STARSTONE, IRIDESCENT      {... it should light up}
         FIN
         IFAT SWIRLING.MIST                {Objects are lost forever in}
            OR                             {mist and in fog}
         IFAT PLAIN.2
            GOTO YLEM
         FIN
         SET BLOB, 0                       {reset blob}
         APPORT BLOB, LIMBO                {and get rid of him}
         IFLOC GOBLINS, YLEM
         ELSE
            APPORT GOBLINS, LIMBO          {get rid of goblins, if around}
         FIN
         IFEQ BASILISK, TWITCHING          {adjust the basilisk so that}
            SET BASILISK, SNORING          {he gets viewed from the south}
         ELSE                               {as he should - whether he's}
            IFEQ BASILISK, PETRIFIED.TO.SOUTH    {petrified or not...}
               SET BASILISK, PETRIFIED
            FIN
         FIN
         APPORT FOG, PLAIN.1    {move the fog back to its initial}
         SET FOG, 8             {position, and make it semi-visible}
         IFGT CROWN, DORMANT
            SET CROWN, DORMANT
         FIN
         IFEQ SAFE, UNLOCKED    {Has he died in the safe?}
            SET SAFE, LOCKED
            SET PASSWORD, 0     {Invalidate password}
            BIC SAFE, SPECIAL1  {Prime safe again}
         FIN
         ADD DEATHS, 1
         IFGT CLOSURE, CLOSING.SOON
            IFEQ CLOSURE, EXITS.BARRED
               SAY DEAD.&.CLOSED
            ELSE
               SUB DEATHS, 1 {don't charge for dying in repository}
            FIN
            CALL FINIS
         FIN
         LDA PTR.TEXT, YOU.ARE.DEAD-2
         ADD PTR.TEXT, DEATHS
         ADD PTR.TEXT, DEATHS
         QUERY PTR.TEXT
            ADD PTR.TEXT, 1
            SAY PTR.TEXT
            SAY BLANK
            LDA J, SNIDELEY-1      {J does not need to be a pointer}
            IFLT PTR.TEXT, J
               IFHAVE VASE
                  APPORT VASE, YLEM
                  GET POTTERY
               FIN
               IFHAVE BOTTLE
                  SET BOTTLE, EMPTIED
               FIN
               IFHAVE FLASK
                  AND
                  NOT
               IFEQ FLASK, SEALED
                  SET FLASK, EMPTIED
               FIN
               ITOBJ PTR.OBJ
                  IFHAVE PTR.OBJ
                     DROP PTR.OBJ
                  FIN
               EOI
               SET INVCT, 0
               SET LAMP, SWITCHED.OFF
               APPORT FOG, PLAIN.1
               SET FOG, 8
               CALL PHOG     {chase glow into place}
               GOTO  BUILDING
               SET THERE, 0
               APPORT LAMP, ROAD
               IFEQ LAMPLIFE, 0
                  BIT LAIR, BEEN.HERE
                  ELSE
                     LOCATE   PTR.PLACE, BATTERIES
                     IFEQ BATTERIES, WORNOUT
                        OR
                        NOT
                     BIT PTR.PLACE, NOT.IN.CAVE
                        APPORT LAMP, YLEM
                     FIN
                  FIN
               FIN
               APPORT DWARF, LIMBO
               SET DWARF, 0
               BIC PIRATE, SPECIAL1   {clear chasing mode}
               QUIT
            FIN
         FIN
         CALL FINIS
PROC     SNEAKS.DIE
         CALL IS.IT.DARK?
         IFEQ IV, IT.IS.DARK
            SAY SNEAKY.CRUNCH
            CALL CORONER
         FIN
PROC     GOBLIN.CHECK
         IFNEAR GOBLINS
            IFEQ GOBLINS, 6
               CALL CORONER
            FIN
            ADD GOBLINS, 1
         FIN
PROC     HERE.YOU.CAN.SEE     {Note, this code works badly when in LIMBO!}
         SET K, 0             {due to many objects there having no description}
         SET J, 1
         ITOBJ PTR.OBJ        {Should be OK-ish in other places, particularly}
            IFHERE PTR.OBJ    {in the building, where it is mostly needed}
               BIS PTR.OBJ, SEEN
               IFEQ J, 1
                  AND
                  NOT
               BIT PTR.OBJ, FEATURE
                  SET J, 0
                  SAY BLANK
               FIN
               IFEQ K, 20
                  SET K, 0
                  LDA PTR.TEMP, DWARF
                  IFLT PTR.OBJ, PTR.TEMP
                     QUERY WANT.SEE.REST?
                     ELSE
                        LDA PTR.OBJ, DWARF     {Do end of loop!}
                     FIN
                  FIN
                  SUB PTR.OBJ, 1
               ELSE
                  ADD K, 1
                  BIS PTR.OBJ, SEEN
                  SAY PTR.OBJ
               FIN
            FIN
         EOI
PROC     DESCRIBE.HERE
         SAY HERE
         IFINRANGE HERE, FOREST.1, DARK.FOREST-1
            SAY IN.FOREST
         FIN
         IFGT J, 0
            IFAT BASALT.SHELF
               SAY ALIEN.VIEW
            ELSE
               IFAT PIT
                  AND
               IFEQ MISTS, STEPS.PRESENT
                  SAY ROUGH.STEPS
               FIN
            FIN
         FIN
         BIT HERE, DAMP
            SAY GROUND.IS.DAMP
         FIN
         CALL HERE.YOU.CAN.SEE
         IFHAVE BEAR
            SAY BEAR.FOLLOWS
         FIN
         CALL GOBLIN.CHECK
PROC     GET.BIRD
         NEAR BIRD
            IFHAVE BIRD
               QUIP YOU.HAVE.IT, BIRD
            FIN
            IFEQ BIRD, CAGED
               GET CAGE
               BIS CAGE, SEEN    {for repository handling}
               GET BIRD
               SAY YOU.DO, ARG1
               QUIP CAGE.WITH.BIRD
            FIN
            IFHAVE CAGE
               IFHAVE ROD
                  QUIP BIRD.IS.SCARED
               FIN
               BIC BIRD.CHAMBER, HINTABLE
               GET BIRD
               SET BIRD, CAGED
               QUIP YOU.CATCH.BIRD
            FIN
            QUIP NEED.CAGE
PROC     GET.CAGE
         NEAR CAGE
            IFHAVE CAGE
               QUIP YOU.HAVE.IT, CAGE
            FIN
            GET CAGE
            SAY YOU.DO, ARG1
            IFEQ BIRD, CAGED
               GET BIRD
               BIS BIRD, SEEN   {for repository handling}
               QUIP CAGE.WITH.BIRD
            FIN
            QUIP IT.IS, ARG2
PROC     GET.KNIFE
         IFHERE DWARF
            QUIP KNIVES.GO.POOF
         FIN
PROC     GET.ORB
         IFHERE ORB
            IFLT INVCT, STRENGTH
               GET ORB
               APPORT FAKE.ORB, YLEM
               SAY YOU.DO, ARG1
               QUIP IT.IS, ARG2
            FIN
            FLUSH
            QUIP ARMS.ARE.FULL
         FIN
PROC     GET.STARSTONE
         IFNEAR STARSTONE
            AND
         IFLT INVCT, STRENGTH
            AND
            NOT
         IFHAVE STARSTONE
            IFEQ STARSTONE, 0
               SET STARSTONE, 1
               GET STARSTONE
               QUIP GOT.STARSTONE
            FIN
            IFLOC STARSTONE, HERE
               BIT STARSTONE, SPECIAL1
                  QUIP STILL.NO.GOOD
               FIN
               BIS STARSTONE, SPECIAL1
               QUIP NO.GET.STARSTONE
            FIN
         FIN
PROC     DROP.STARSTONE
         IFHAVE STARSTONE
            DROP STARSTONE
            BIC STARSTONE, SPECIAL1
            CALL IS.IT.DARK?           {Set IV accordingly}
            IFGT STARSTONE, QUIESCENT
               OR
            IFAT LAIR
               IFAT LAIR
                  SAY STARSTONE.IGNITES!
               ELSE
                  SAY STARSTONE.LIGHTS.UP
               FIN
               SET STARSTONE, IRIDESCENT
               IFNEAR OWL
                  CALL OWL.FLIES.OFF
               FIN
               IFEQ IV, IT.IS.DARK           {Was dark...}
                  SAY BLANK
                  CALL DESCRIBE.HERE
               FIN
            ELSE
               IFEQ IV, IT.IS.NOT.DARK
                  SAY STARSTONE.FALLS
               ELSE
                  SAY DARK.STARSTONE
               FIN
            FIN
            IFAT CELLAR
               CALL WIZARD.EVICTS
            FIN
            IFAT BEAMS
               APPORT STARSTONE, CHAPEL
            FIN
            QUIT
         FIN
PROC     DROP.DRACHMA
         HAVE DRACHMA
         NEAR MACHINE
            DROP DRACHMA
            QUIP DRACHMA.NO.GOOD
PROC     DROP.BIRD
         HAVE BIRD
            DROP BIRD
            SET BIRD, FREED
            IFNEAR SNAKE
               APPORT SNAKE, YLEM
               BIC MTKING, HINTABLE
               QUIP BIRD.V.SNAKE
            FIN
            IFNEAR DRAGON
               IFEQ DRAGON, ON.RUG
                  CALL ZAP.BIRD
                  QUIP BIRD.V.DRAGON
               FIN
               QUIP YOU.FREE, ARG2
            FIN
            IFNEAR TROLL
               QUIP BIRD.V.TROLL       {ignore bird}
            FIN
            IFNEAR OGRE
               CALL ZAP.BIRD
               QUIP BIRD.V.OGRE  {dismember the bird}
            FIN
            IFNEAR BEAR
               IFEQ BEAR, CHAINED.FEROCIOUS
                  CALL ZAP.BIRD
                  QUIP BIRD.V.BEAR  {catch and devour bird}
               FIN
               QUIP BIRD.IGNORES.BEAR
            FIN
            IFNEAR BASILISK
               AND
            IFLT BASILISK, PETRIFIED
               SAY BIRD.V.BASILISK        {petrify bird and you}
               CALL ZAP.BIRD
               CALL CORONER
            FIN
            IFNEAR DWARF
               CALL ZAP.BIRD
               VALUE BIRD.V.DWARF, DWARF
               QUIT
            FIN
            IFNEAR SPIDER
               CALL ZAP.BIRD
               QUIP BIRD.V.SPIDER
            FIN
            IFAT SW.REPOSITORY
               IFLOC DYNAMITE, YLEM
               ELSE
                  SAY BIRD.V.SNAKES
                  SAY DWARVES.WAKE
                  CALL CORONER
               FIN
            FIN
            SAY YOU.FREE, ARG2
            IFAT CELLAR
               CALL WIZARD.EVICTS
            FIN
            QUIT
PROC     DROP.CAGE
         HAVE CAGE
            DROP CAGE
            SAY YOU.DO, ARG1
            IFHAVE BIRD
               DROP BIRD
               SAY CAGE.WITH.BIRD
               IFAT BEAMS
                  SAY BLANK
                  SAY INDIGNANT.BIRD
                  APPORT BIRD, CHAPEL
               FIN
            ELSE
               SAY IT.IS, ARG2
            FIN
            IFAT BEAMS
               APPORT CAGE, CHAPEL
            FIN
            IFAT CELLAR
               CALL WIZARD.EVICTS
            FIN
         QUIT
PROC     DROP.VASE
         HAVE VASE
            DROP VASE
            IFAT SOFT
               SAY YOU.DO, ARG1
               SAY IT.IS, ARG2
            ELSE
               IFAT BEAMS
                  SAY SHATTERED.IT
                  APPORT VASE, YLEM
                  APPORT POTTERY, CHAPEL
               ELSE
                  IFHAVE PILLOW
                     OR
                     NOT
                  IFNEAR PILLOW
                     SET VASE, 2
                     SAY VASE
                     APPORT VASE, YLEM
                     APPORT POTTERY, HERE
                  ELSE
                     SET VASE, 1
                     SAY VASE
                     SET VASE, 0
                  FIN
               FIN
            FIN
            IFAT CELLAR
               CALL WIZARD.EVICTS
            FIN
            QUIT
PROC     DROP.LIQUID
         IFEQ ARG2, WATER
            SET J, FULL.OF.WATER
         ELSE
            SET J, FULL.OF.OIL
         FIN
         IFHAVE BOTTLE, J
            SET BOTTLE, EMPTIED
            IFNEAR DWARF
               AND
            IFKEY THROW
               BIS DWARF, SPECIAL2               {Dvarves furious!}
               IFEQ DWARF, 1
                  QUIP DOUSED.DWARF, ARG2
               FIN
               QUIP DOUSED.DWARVES, ARG2
            FIN
            QUIP POUR.LIQUID, ARG2
         FIN
         IFHAVE FLASK, J
            SET FLASK, EMPTIED
            QUIP FLASK.EMPTY
         FIN
PROC     DROP.BOTTLE
         HAVE BOTTLE
            SET IV, BOTTLE
            DROP BOTTLE
            SET BOTTLE, EMPTIED
            IFAT CELLAR
               SAY THE.IT, ARG2
               VALUE DOWN.THE.DSHAFT, 0
               APPORT BOTTLE, SEA.VIEW
               CALL WIZARD.EVICTS
            FIN
            IFAT LOW.ROOM
               APPORT BOTTLE, SEA.VIEW
               SAY THE.IT, ARG2
               QUIP DOWN.THE.SHAFT, 0
            FIN
            IFAT BEAMS
               OR
            IFAT SHAFT
               OR
            IFAT PHONEY.SHAFT
               SAY THE.IT, ARG2
               IFAT BEAMS
                  APPORT BOTTLE, CHAPEL
                  BIS CHAPEL, DAMP
                  QUIP DROP.TO.DARKNESS, 0
               FIN
               APPORT BOTTLE, SEA.VIEW
               QUIP INTO.SEWAGE, 0
            FIN
            SAY YOU.DO, ARG1
            SAY IT.IS..., ARG2
            IFEQ IV, FULL.OF.WATER
               BIS HERE, DAMP
               QUIP IT.POURS.OUT, WATER
            FIN
            IFEQ IV, FULL.OF.OIL
               BIS HERE, DAMP
               QUIP IT.POURS.OUT, OIL
            FIN
            QUIP BLANK
PROC     GET.OIL
         IFHERE OIL
            IFHAVE BOTTLE
               OR
            IFHAVE FLASK
            ELSE
               QUIP NO.WAY.TO.CARRY, OIL
            FIN
            IFHAVE BOTTLE, EMPTIED
               SET BOTTLE, FULL.OF.OIL
               QUIP BOTTLE.NOW.FULL, OIL
            FIN
            IFHAVE FLASK, EMPTIED
               SET FLASK, FULL.OF.OIL
               QUIP FLASK.NOW.FULL, OIL
            FIN
            IFHAVE BOTTLE
               AND
            IFHAVE FLASK
               QUIP FLASK.AND.BOTTLE.FULL
            FIN
            IFHAVE BOTTLE
               QUIP BOTTLE.ALREADY.FULL
            FIN
            QUIP FLASK.WAS.FULL
         FIN
PROC     GET.WATER
         BIT HERE, H20.HERE
         ELSE
            PROCEED
         FIN
         IFHAVE CHALICE
            IFAT PANTRY
               IFHAVE BOTTLE
                  OR
               IFHAVE FLASK
               ELSE
                  QUIP CANT.SCOOP
               FIN
            ELSE
               BIS CHALICE, SPECIAL1
               BIS CHALICE, SPECIAL2
               QUIP CHALICE.LEAKING
            FIN
         FIN
         IFHAVE BOTTLE
            OR
         IFHAVE FLASK
         ELSE
            QUIP NO.WAY.TO.CARRY, WATER
         FIN
         IFHAVE BOTTLE, EMPTIED
            SET BOTTLE, FULL.OF.WATER
            QUIP BOTTLE.NOW.FULL, WATER
         FIN
         IFHAVE FLASK, EMPTIED
            SET FLASK, FULL.OF.WATER
            QUIP FLASK.NOW.FULL, WATER
         FIN
         IFHAVE FLASK
            AND
         IFHAVE BOTTLE
            QUIP FLASK.AND.BOTTLE.FULL
         FIN
         IFHAVE BOTTLE
            QUIP BOTTLE.ALREADY.FULL
         FIN
         QUIP FLASK.WAS.FULL
PROC     KILL.DRAGON
         IFGT DRAGON, ON.RUG
            QUIP IT.IS.DEAD
         FIN
         QUERY WITH.WHAT?
            SET DRAGON, DEAD.BODY
            APPORT RUG, SECRET.N/E.CANYON.1
            APPORT TEETH, SECRET.N/E.CANYON.1
            BIC DRAGON, SCHIZOID
            ITOBJ PTR.OBJ
               IFHERE PTR.OBJ
                  APPORT PTR.OBJ, SECRET.N/E.CANYON.1
               FIN
            EOI
            SMOVE SECRET.N/E.CANYON.1, DRAGON.VANQUISHED
         FIN
         SAY USE.A.WEAPON, ARG1
         QUIP KILL.THE.WHATEVER, ARG2
PROC     KILL.BIRD
         IFLT CLOSURE, IN.REPOSITORY
            CALL ZAP.BIRD
            QUIP BIRD.IS.DEAD
         FIN
         QUIP LEAVE.BIRD
PROC     KILL.DWARF
         QUERY WITH.WHAT?
            SET IV, STRENGTH
            SUB IV, INVCT
            ADD IV, 2
            MULT IV, 10
            CHANCE   IV
               SET P, 1
               SAY  KILLED.DWARF
               CALL KILL.SOME.DWARVES
               QUIT
            FIN
            CHANCE   IV
               QUIP DWARF.DODGES
            FIN
            SAY DWARF.STABS
            CALL CORONER
         FIN
         SAY USE.A.WEAPON, ARG1
         QUIP KILL.THE.WHATEVER, ARG2
PROC     KILL.OGRE
         QUERY WITH.WHAT?
            CHANCE   50
               QUIP OGRE.TOO.TOUGH
            FIN
            SAY OGRE.RIPS.HEAD.OFF
            CALL CORONER
         FIN
         SAY USE.A.WEAPON, ARG1
         QUIP KILL.THE.WHATEVER, ARG2
PROC     GET.BEAR
         NEAR BEAR
            IFHAVE BEAR
               QUIP ALREADY.GOT.BEAR
            FIN
            IFAT BEAR.ROOM
               AND
            IFLT BEAR, UNCHAINED
               QUIP BEAR.IS.CHAINED
            FIN
            GET BEAR
            QUIP GOT.BEAR
PROC     GET.SWORD
         NEAR SWORD
            IFEQ SWORD, IN.STONE
               AND
            IFLT INVCT, STRENGTH
               IFEQ MUSHROOM, EATEN
                  SET NEXT.VISION, OGRE.VISION
                  ADD SWORD, 1
                  GET SWORD
                  BIC SWORD.PLACE, HINTABLE
                  QUIP GOT.THE.SWORD
               FIN
               QUIP SWORD.IS.STUCK
            FIN
PROC     GET.SCEPTRE
         NEAR SCEPTRE
            IFEQ SCEPTRE, 0
               AND
            IFLT INVCT, STRENGTH
               GET SCEPTRE
               SET SCEPTRE, 1
               RANDOM IV, 4
               IFEQ IV, 0
                  LDA PASSWORD, BLERBI
               ELSE
                  IFEQ IV, 1
                     LDA PASSWORD, KLAETU
                  ELSE
                     IFEQ IV, 2
                        LDA PASSWORD, KNERL
                     ELSE
                        LDA PASSWORD, SNOEZE
                     FIN
                  FIN
               FIN
               APPORT SKELETON, YLEM
               IFEQ SAFE, LOCKED
                  QUIP WHISPER, PASSWORD
               FIN
               QUIP BLEW.SAFE
            FIN
PROC     SPLATTER
*
*        Label SPLATTER should be called any time it is desirable to have
*        the adventurer fall to a painful death.  One of a series of
*        text messages will be output, depending on how many times he
*        has been killed so far during this game.  Before calling SPLATTER,
*        the calling routine should GOTO the place that is at the bottom of
*        whatever the adventurer has jumped into - if that place isn't
*        well-defined (bottom of the chasm, volcanic gorge, etc), then
*        go to Ylem.
*
         LDA PTR.TEXT, PLUMMET
         ADD PTR.TEXT, DEATHS
         SAY PTR.TEXT
         CALL CORONER
PROC     DO.CAMEO          {generate strange cameo appearances if possible}
         BIS  ADMIN, CAMEO.TRIED {at most one per game}
         CALL ALL.QUIET?
         IFEQ K, 1
            PROCEED
         FIN
         BIS STATUS, TICKED      {pretend clock ticked, to disable mutters}
         SAY BLANK
         CHOOSE PTR.TEXT, CAMEO, LAST.CAMEO
         SAY PTR.TEXT
PROC     CLOSE.THE.CAVE
         SAY CAVE.NOW.CLOSED
         ITOBJ PTR.OBJ
            BIC PTR.OBJ, SEEN
            IFIS PTR.OBJ, DJINN
               ELSE
               BIC PTR.OBJ, SPECIAL1
               BIC PTR.OBJ, SPECIAL2
            FIN
            BIT PTR.OBJ, PORTABLE
               IFHAVE PTR.OBJ
                  DROP PTR.OBJ
               FIN
            FIN
         EOI
         APPORT MIRROR, SW.REPOSITORY
         BIS BOTTLE SPECIAL1
         SET BOTTLE, EMPTIED
         BIS PLANT, SPECIAL1
         BIS OYSTER, SPECIAL1
         SET OYSTER, 0
         BIS OYSTER, UNSTABLE {state 0 in repository means un-remarked}
         BIC OYSTER, BIG      {in repository used as a 'read' flag}
         BIS ROD, SPECIAL1
         BIS LAMP, SPECIAL1
         SET LAMP, SWITCHED.OFF
         SET LAMPLIFE, 0
         BIS DWARF, SPECIAL1
         SET DWARF, 0
         BIS DYNAMITE, SPECIAL2
         BIS SNAKE, SPECIAL2
         BIS CAGE, SPECIAL2
         SET CAGE, 1              {No longer just discarded!}
         BIS BIRD, SPECIAL2
         SET BIRD, CAGED                      {Cage the bird}
         BIS PILLOW, SPECIAL2
         SET NOTICE, BRILLIGED         {Change text of notice at stupendous view}
         ITPLACE PTR.PLACE
            BIT PTR.PLACE, NOT.IN.CAVE
               BIC PTR.PLACE, BEEN.HERE
            FIN
         EOI
         BIS DARK.FOREST, BEEN.HERE
         BIS NOWHERE, BEEN.HERE
         SET CLOSURE, IN.REPOSITORY
         SET SLIT, 1      {Convert slit into gap}
         SET CLOCK, 999
         SET THERE, 0     {Invalidate return location}
         MOVE NE.REPOSITORY
PROC     HOUSE.INVENTORY
         ITOBJ PTR.OBJ
            BIT PTR.OBJ, VALUED
               IFLOC PTR.OBJ, BUILDING     {If where it should be...}
                     OR
               IFLOC PTR.OBJ, YLEM         {...or gone for good}
               ELSE
                  PROCEED
               FIN
            FIN
         EOI
         IFLOC STARSTONE, BUILDING  {We allow it to be in the building, }
            OR                     {even though it does not score there}
         IFLOC STARSTONE, STUPENDOUS.VIEW
            OR
         IFLOC STARSTONE, YLEM
         ELSE
            PROCEED
         FIN
         IFHAVE RING               {Ring temporarily non-valuable}
            OR                     {in order to allow the adventurer}
         IFLOC RING, BUILDING       {to lug it around with him}
            OR                     {Seems like EVERYBODY does this!}
         IFLOC RING, YLEM           {He won't score for it, of course...}
         ELSE
            PROCEED
         FIN
         IFLOC TUSK, BUILDING       {In case it is not valuable yet}
            OR                     {this just MIGHT happen!}
         IFLOC TUSK, YLEM
            SET CLOSURE, CLOSING.SOON
         FIN
PROC     EVENTS                    {Administrative clock has ticked}
         BIS STATUS, TICKED
         IFGT CROWN, DORMANT
            PROCEED
         FIN
         IFEQ CLOSURE, STILL.OPEN
            BIC STARSTONE, VALUED   {To avoid problems - starstones being funny}
            BIC RING, VALUED        {In case he is wearing it}
            CALL HOUSE.INVENTORY   {See if all treasures in the house}
            BIS RING, VALUED
            BIS STARSTONE, VALUED
            IFEQ CLOSURE, CLOSING.SOON
               SET CLOCK, 35
            ELSE
               CHOOSE CLOCK, 30, 39
            FIN
            IFGT SCULPTURE, 0
               RANDOMISE SCULPTURE, 1
            FIN
            IFGT SWORD, IN.STONE
               RANDOMISE SWORD, 1
            FIN
            IFEQ DRAGON, DEAD.BODY
               SUB DRAGTIME, LASTCLOCK
               IFLT DRAGTIME, 0
                  SET DRAGON, ROTTING.CARCASS
               FIN
            FIN
            IFLOC UNICORN, LIMBO
               OR
            IFNEAR UNICORN
            ELSE
               APPORT UNICORN, YLEM         {Unicorn bolts}
            FIN
            BIT DJINN, SPECIAL1
               AND
               NOT
            BIT DJINN, SPECIAL2
               AND
               NOT
            IFNEAR DWARF
               BIS DJINN, SPECIAL2
               SAY PHUGGG.DATA
               SET CLOCK, 5
               SET LASTCLOCK, CLOCK
               PROCEED
            FIN
            IFEQ MUSHROOM, EATEN
               SUB MUSHTIME, LASTCLOCK
               IFLT MUSHTIME, 0
                  SET MUSHROOM, DIGESTED
                  SET MUSHTIME, 40
                  SAY MUSHROOM
                  SET MUSHROOM, 0
                  SET STRENGTH, 7
                  SET CLOCK, 8
                  SET LASTCLOCK, CLOCK
                  PROCEED
               FIN
            FIN
            BIT MISTS, BEEN.HERE
               OR
            BIT Y2, BEEN.HERE
               BIT HERE, NOT.IN.CAVE
                  OR
               BIT HERE, NO.DWARF
                  CHOOSE CLOCK, 8, 17
               ELSE
                  CALL IS.IT.DARK?
                  IFEQ IV, IT.IS.NOT.DARK            {only if not dark}
                     AND
                  IFGT MOVES, 150      {have we been here a while without}
                     AND
                     NOT
                  BIT PIRATE, SEEN    {seeing him at least once?}
                     OR
                  BIT PIRATE, SPECIAL1   {or, was he chasing us?}
                     OR
                  CHANCE  10           {or, 10% of the time}
                     AND
                     NOT
                  BIT CHEST, SEEN     {haven't found his chest yet}
                     AND
                     NOT
                  IFNEAR DWARF       {and, not under attack by dwarves}
                     AND
                     NOT
                  BIT HERE, LIT       {and, this place is dark}
                     AND
                     NOT
                  BIT CROWN, FREEBIE  {and not listening to the voices}
                     BIC PIRATE, SPECIAL1      {clear "chasing"}
                     SET J, 0
                     IFEQ RING, WORN
                        BIC RING, VALUED {so it doesn't get stolen if worn}
                     FIN
                     BIT BEADS, FREEBIE
                        BIC BEADS, VALUED {ditto}
                     FIN
                     BIT BRACELET, FREEBIE
                        BIC BRACELET, VALUED {ditto}
                     FIN
                     LOCATE PTR.PLACE, STARSTONE {Make sure he does not steal}
                     IFEQ PTR.PLACE, HERE    {the starstone from where it isn't}
                        BIC STARSTONE, VALUED
                     FIN
                     ITOBJ PTR.OBJ
                        IFNEAR PTR.OBJ, VALUED
                           APPORT PTR.OBJ, MAZEA.114
                           SET J, 1
                        FIN
                     EOI
                     BIS RING, VALUED
                     BIS STARSTONE, VALUED
                     BIS BEADS, VALUED
                     BIS BRACELET, VALUED
                     IFEQ J, 0
                        BIT PIRATE, SEEN    {first time thru?}
                           OR
                        IFLT MOVES, 150   {have we been here a while?}
                           SAY RUSTLING
                           BIS PIRATE, SPECIAL1    {set "following"}
                           CHOOSE CLOCK, 4, 13
                        ELSE
                           APPORT CHEST, MAZEA.114
                           APPORT MESSAGE, MAZED.140
                           BIS PIRATE, SEEN
                           SAY PIRATE.RUNS
                        FIN
                     ELSE
                        BIT PIRATE, SEEN
                           SAY ROBBED.AGAIN!
                        ELSE
                           SAY PIRATE.ROBS
                           BIS PIRATE, SEEN
                           APPORT CHEST, MAZEA.114
                           APPORT MESSAGE, MAZED.140
                        FIN
                     FIN
                  ELSE      {don't invoke pirate}
                     SET IV, DWARFCOUNT
                     ADD IV, 2
                     MULT IV, 10
                     IFNEAR DWARF
                        OR
                     CHANCE   IV
                        AND
                     IFLT DWARF, DWARFCOUNT  {more dwarves left...}
                        BIT AXE, SEEN    {seen first dwarf?}
                           APPORT DWARF, HERE
                           ADD DWARF, 1
                           IFEQ DWARF, 1
                              CALL IS.IT.DARK?
                              IFEQ IV, IT.IS.NOT.DARK
                                 SAY DWARF {announce him}
                              FIN
                              BIS DWARF, SPECIAL1  {first knife not thrown}
                              BIC DWARF, SPECIAL2  {not enraged}
                           FIN
                           IFEQ SWAG.TO.DROP, 0
                              CALL CHOOSE.SWAG
                           FIN
                        ELSE   {first dwarf, coming up!}
                           BIT HERE, ONE.EXIT
                           ELSE
                              CALL IS.IT.DARK?
                              IFEQ IV, IT.IS.NOT.DARK
                                 APPORT AXE, HERE
                                 BIS AXE, SEEN
                                 SAY FIRST.DWARF
                              FIN
                           FIN
                        FIN
                     FIN
                  FIN
               FIN
            FIN
         ELSE
            IFEQ CLOSURE, CLOSING.SOON       {Is it near closing time?}
               SET CLOSURE, EXITS.BARRED
               SET GRATE, LOCKED
               SAY CLOSING.NOW               {Sepulchral voice}
               IFNEAR DWARF
                  VALUE DWARF.QUITS, DWARF {fades into the gloom}
               FIN
               APPORT DWARF, LIMBO   {get rid of him/them}
               SET DWARF, 0          {zilch all present dwarves}
               SET DWARFCOUNT, 0     {don't let him reappear}
               SET SWAG.COUNT, 0
               SET SWAG.TO.DROP, 0
               SET FISSURE, 0      {destroy bridge}
               SET VOLCANO, 0      {destroy wheatstone bridge}
               APPORT TROLL, YLEM  {remove troll}
               APPORT DRAGON, YLEM {remove dragon}
               SET TROLL, GONE.FOR.GOOD {scared - inhibit return}
               APPORT TROLL2, SW.OF.CHASM {fetch fake troll}
               BIS FISSURE, FEATURE
               BIS VOLCANO, FEATURE
               APPORT UNICORN, YLEM  {remove unicorn, if present}
               SET CLOCK, 30       {time to try to leave}
            ELSE                    {must be closing time!}
               BIT ADMIN, PANICKED {did he try to get out?}
                  BIC ADMIN, PANICKED {reset panic flag}
                  SET CLOCK, 15    {let him get frantic}
               ELSE                 {if he was calm}
                  CALL CLOSE.THE.CAVE
               FIN
            FIN
         FIN
         SET LASTCLOCK, CLOCK
PROC     BAIL.OUT
         IFKEY OIL
            CALL HANDLE.OIL
         FIN
         IFKEY WATER
            CALL HANDLE.WATER
         FIN
         IFEQ STATUS, 1
            IFINRANGE ARG1, FIRST.CLARIFY, LAST.CLARIFY
               OR
            IFKEY SAY
               BIS  STATUS, PLS.CLARIFY   {request clarification}
               QUIP COULD.YOU.CLARIFY?, ARG1
            FIN
            IFINRANGE ARG1, FIRST.TRAVEL, LAST.TRAVEL
               SAY DONT.KNOW.THE.WAY
            ELSE
               IFINRANGE ARG1, FIRST.PSEUDO, FIRST.GENERAL
                  SAY I.DONT.SEE, ARG1
               ELSE
                  SAY WHAT.ABOUT.IT
               FIN
            FIN
         ELSE
            IFEQ STATUS, 2
               AND
            BIT ARG2, OBJECT
               IFKEY WATER
                  AND
               BIT HERE, H20.HERE
                  QUIP WATER.IS.FOR.DRINKING
               FIN
               IFNEAR ARG2
                  SAY DUNNO.HAO, ARG1
                  SAY SUCH.A.THING, ARG2
               ELSE
                  SAY I.DONT.SEE, ARG2
               FIN
            ELSE
               IFINRANGE ARG2, FIRST.PSEUDO, LAST.PSEUDO
                  IFKEY HIT
                     SAY HAH!
                  ELSE
                     IFINRANGE ARG2, FIRST.PSEUDO, FIRST.GENERAL
                        SAY I.DONT.SEE, ARG2
                     ELSE
                        SAY DUNNO.HAO, ARG1
                        SAY SUCH.A.THING, ARG2
                     FIN
                  FIN
               ELSE
                  CHOOSE IV, NO.UNDERSTAND.FIRST, NO.UNDERSTAND.LAST
                  SAY IV
               FIN
            FIN
         FIN
         QUIT
PROC     LAMPREY          {Lamp getting dim or has gone out}
         IFGT LAMPLIFE, 0
            IFEQ BATTERIES, WORNOUT
               SAY LAMP.GETTING.DIM
            ELSE
               IFNEAR BATTERIES
                  SAY LAMP.REFUEL
                  SET BATTERIES, WORNOUT
                  SET LAMPLIFE, 400
               ELSE
                  BIT BATTERIES, SEEN
                     SAY LAMP.BATTERIES
                  ELSE
                     IFINRANGE HERE, MAZEA.42, MAZEA.BY.PIT
                        VALUE LAMP.IS.DIM, 1
                     ELSE
                        IFINRANGE HERE, MAZED.107, MAZED.140
                           VALUE LAMP.IS.DIM, 2
                        ELSE
                           VALUE LAMP.IS.DIM, 0
                        FIN
                     FIN
                  FIN
               FIN
            FIN
         ELSE
            IFEQ CLOSURE, EXITS.BARRED
               CALL CLOSE.THE.CAVE
            ELSE
               IFNEAR BATTERIES, FRESH
                  SAY LAMP.REFUEL
                  SET BATTERIES, WORNOUT
                  ADD LAMPLIFE, 400
               ELSE
                  SAY LAMP.IS.DEAD
                  SET LAMP, SWITCHED.OFF
                  BIS ADMIN, RANOUT      {don't fall in a pit this move}
                  CALL PHOG     {chase glow into place}
               FIN
            FIN
         FIN
PROC     WISE.GUY
         BIS HERE, SMARTASS
         IFINRANGE HERE, SLIDE, ICE.CAVE.30
            ITERATE PTR.PLACE, SLIDE, ICE.CAVE.30
               BIS PTR.PLACE, SMARTASS
            EOI
         FIN
         IFINRANGE HERE, CATACOMBS.1, CATACOMBS.PORTAL
            ITERATE PTR.PLACE, CATACOMBS.1, CATACOMBS.PORTAL
               BIS PTR.PLACE, SMARTASS
            EOI
         FIN
         IFINRANGE HERE, WEB.MAZE.1, WEB.MAZE.6
            ITERATE PTR.PLACE, WEB.MAZE.1, WEB.MAZE.6
               BIS PTR.PLACE, SMARTASS
            EOI
         FIN
         IFINRANGE HERE, MAZEA.42, MAZEA.BY.PIT
            ITERATE PTR.PLACE, MAZEA.42, MAZEA.BY.PIT
               BIS PTR.PLACE, SMARTASS
            EOI
         FIN
         IFINRANGE HERE, MAZED.107, MAZED.140
            ITERATE PTR.PLACE, MAZED.107, MAZED.140
               BIS PTR.PLACE, SMARTASS
            EOI
         FIN
PROC     HINT.LOGIC
         BIT HERE, SMARTASS
            AND
            NOT
         IFKEY HELP
            OR
            NOT
         BIT HERE, HINTABLE
            PROCEED
         FIN
         SET PTR.TEXT, 0
         IFAT SWORD.PLACE
            AND
         IFKEY HELP
            SET HINT.TIME, 0
            QUIP WEAKLING
         FIN
         IFAT DEPRESSION
            AND
         IFEQ GRATE, LOCKED
            AND
            NOT
         IFHAVE KEYS
            LDA PTR.TEXT, CANT.GET.IN?
         FIN
         IFAT BIRD.CHAMBER
            AND
         IFNEAR BIRD, FREED
            AND
         IFHAVE ROD
            LDA PTR.TEXT, BIRD.HINT?
         FIN
         IFAT MTKING
            AND
         IFNEAR SNAKE
            BIT HINTS, SNAKE.PENDING
               IFKEY HELP
                  AND
                  NOT
               BIT HERE, SMARTASS
               ELSE
                  LDA PTR.TEXT, SNAKE.HINT.2?
               FIN
            ELSE
               IFLOC BIRD, YLEM
                  LDA PTR.TEXT, NOGET.PAST.SNAKE?
               ELSE
                  LDA PTR.TEXT, GET.PAST.SNAKE?
               FIN
            FIN
         FIN
         IFAT WITTS.END
            LDA PTR.TEXT, HINT.WITTS?
         FIN
         IFAT PLOVER
            OR
         IFAT ALCOVE
            OR
         IFAT DARK
            AND
            NOT
         BIT DARK, BEEN.HERE
            LDA PTR.TEXT, HINT.PLOVER?
         FIN
         IFAT PLAIN.2
            LDA PTR.TEXT, FOG.HINT?
         FIN
         IFINRANGE HERE, MAZEA.42, MAZEA.BY.PIT
            OR
         IFINRANGE HERE, MAZED.107, MAZED.140
            OR
         IFINRANGE HERE, WEB.MAZE.1, WEB.MAZE.6
            LDA PTR.TEXT, HINT.MAZE?
         FIN
         IFINRANGE HERE, SLIDE, ICE.CAVE.30
            LDA PTR.TEXT, ICE.HINT?
         FIN
         IFINRANGE HERE, CATACOMBS.1, CATACOMBS.PORTAL
            IFKEY HELP
               AND
               NOT
            BIT HERE, SMARTASS
               PROCEED
            ELSE
               LDA PTR.TEXT, CATACOMBS.HINT?
            FIN
         FIN
         IFAT STREAM.MAZE.ENTRANCE
            OR
         IFAT STREAM.MAZE
            LDA PTR.TEXT, STREAM.OFFER
         FIN
         IFAT RESERVOIR
            LDA PTR.TEXT, RESERVOIR.HINT?
         FIN
         IFNEAR SHADOW
            LDA PTR.TEXT, SHADOW.HINT
         FIN
         IFAT BREATHTAKER
            LDA PTR.TEXT, GORGE.HINT?
         FIN
         IFAT BASILISK.DEN
            LDA PTR.TEXT, BASILISK.HINT
         FIN
         IFAT BY.FIGURE
            BIT HINTS, STATUE.PENDING
               IFKEY HELP             {Spontaneous help only}
                  AND
                  NOT
               BIT HERE, SMARTASS
               ELSE
                  LDA PTR.TEXT, STATUE.2.HINT?
               FIN
            ELSE
               LDA PTR.TEXT, STATUE.HINT?
               BIS HINTS, STATUE.PENDING
            FIN
         FIN
         IFNEAR OGRE
            LDA PTR.TEXT, OGRE.HINT?
         FIN
         IFNEAR SAFE
            LDA PTR.TEXT, SAFE.HINT?
         FIN
         IFAT PENTAGRAM
            IFKEY HELP
               LDA PTR.TEXT, PENTAGRAM.TROUBLE?
            ELSE
               PROCEED
            FIN
         FIN
         IFEQ PTR.TEXT, 0
            PROCEED
         FIN
         SET HINT.TIME, 0
         QUERY PTR.TEXT
            VALUE ILL.GIVE.HINT, HINT.COST
            QUERY WANT.HINT?
               ADD PTR.TEXT, 1
               SAY PTR.TEXT
               ADD PENALTIES, HINT.COST
               BIC HERE, HINTABLE
               BIC HERE, SMARTASS
               SUB PTR.TEXT, 1
               IFAT STREAM.MAZE.ENTRANCE
                  BIC STREAM.MAZE, HINTABLE
               FIN
               IFAT STREAM.MAZE
                  BIC STREAM.MAZE.ENTRANCE, HINTABLE
               FIN
               IFNEAR SNAKE
                  IFIS PTR.TEXT, SNAKE.HINT.2?
                     BIC HINTS, SNAKE.PENDING
                  ELSE
                     BIS HERE, HINTABLE
                     BIS HINTS, SNAKE.PENDING
                  FIN
               FIN
               IFAT BY.FIGURE
                  IFIS PTR.TEXT, STATUE.2.HINT?
                     BIC HINTS, STATUE.PENDING
                  ELSE
                     BIS HERE, HINTABLE     {May get another hint here!}
                     BIS HINTS, STATUE.PENDING
                  FIN
               FIN
               IFAT PLOVER
                  OR
               IFAT ALCOVE
                  OR
               IFAT DARK
                  BIC PLOVER, HINTABLE
                  BIC DARK, HINTABLE
                  BIC ALCOVE, HINTABLE
               FIN
               IFAT BY.FIGURE
                  AND
               BIT DEAD.END.1, BEEN.HERE
                  AND
               BIT HINTS, STATUE.PENDING
                  SAY SUCKER.HINT
               FIN
               IFNEAR SAFE
                  BIC VAULT, HINTABLE
                  BIC PEELGRUNT, HINTABLE
               FIN
               IFAT WITTS.END
                  BIS HINTS, WITT.HELP
               FIN
               IFINRANGE HERE, SLIDE, ICE.CAVE.30
                  ITERATE PTR.PLACE, SLIDE, ICE.CAVE.30
                     BIC PTR.PLACE, HINTABLE
                  EOI
               FIN
               IFINRANGE HERE, CATACOMBS.1, CATACOMBS.PORTAL
                  ITERATE PTR.PLACE, CATACOMBS.1, CATACOMBS.PORTAL
                     BIC PTR.PLACE, HINTABLE
                  EOI
               FIN
               IFINRANGE HERE, WEB.MAZE.1, WEB.MAZE.6
                  ITERATE PTR.PLACE, WEB.MAZE.1, WEB.MAZE.6
                     BIC PTR.PLACE, HINTABLE
                  EOI
               FIN
               IFINRANGE HERE, MAZEA.42, MAZEA.BY.PIT
                  ITERATE PTR.PLACE, MAZEA.42, MAZEA.BY.PIT
                     BIC PTR.PLACE, HINTABLE
                  EOI
               FIN
               IFINRANGE HERE, MAZED.107, MAZED.140
                  ITERATE PTR.PLACE, MAZED.107, MAZED.140
                     BIC PTR.PLACE, HINTABLE
                  EOI
               FIN
               IFNEAR SHADOW
                  BIC EAST.WINDOW, HINTABLE
                  BIC WEST.WINDOW, HINTABLE
               FIN
            ELSE                   {Note that he refused our help}
               CALL WISE.GUY
            FIN
         ELSE
           CALL WISE.GUY
         FIN
PROC     NO.MOVE.POSSIBLE
         CALL IS.IT.DARK?
         IFEQ IV, IT.IS.NOT.DARK
            IFKEY GO
               SET PTR.TEMP, ARG2
            ELSE
               SET PTR.TEMP, ARG1
            FIN
            CHOOSE PTR.TEXT, NO.CAN.GO, OG.NAC.ON
            QUIP PTR.TEXT, PTR.TEMP
         FIN
         CHANCE   25
            AND
            NOT
         IFAT CELLAR
            AND
         IFLT CLOSURE, IN.REPOSITORY
            SAY CRUNCH
            CALL CORONER
         FIN
         QUIP OOF!
PROC     BREAK.VIAL
         APPORT VIAL, YLEM
         SAY VIAL.BANG
         CHOOSE PTR.TEXT, FIRST.FUME, LAST.FUME
         SAY PTR.TEXT
         IFNEAR SLIME
            SET VIAL, 8
            APPORT SLIME, YLEM
         ELSE
            IFNEAR DWARF
               SAY BLANK
               IFEQ DWARF, 1
                  SET VIAL, 1
               ELSE
                  SET VIAL, 2
               FIN
               SET P, DWARF
               SAY VIAL
               CALL KILL.SOME.DWARVES
               QUIT
            FIN
            IFNEAR TROLL
               SET VIAL, 3
            FIN
            IFNEAR BEAR
               SET VIAL, 4
               IFGT BEAR, CHAINED.FEROCIOUS
                  SET VIAL, 5
               FIN
            FIN
            IFNEAR SNAKE
               SET VIAL, 6
            FIN
            IFNEAR BIRD
               SET VIAL, 7
            FIN
            IFNEAR DRAGON
               AND
            IFEQ DRAGON, ON.RUG
               SET VIAL, 9
            FIN
            IFNEAR DJINN
               SET VIAL, 10
            FIN
            IFNEAR BASILISK
               AND
            IFLT BASILISK, PETRIFIED
               SET VIAL, 11
            FIN
            IFNEAR GOBLINS
               SET VIAL, 12
               APPORT GOBLINS, LIMBO
            FIN
            IFNEAR SPIDER
               SET VIAL, 13
            FIN
            IFNEAR OGRE
               SET VIAL, 14
            FIN
         FIN
         IFGT VIAL, 0
            SAY VIAL
         FIN
         QUIT
PROC     DROP.VIAL
         IFHAVE VIAL
            AND
         CHANCE 10
            SAY VIAL.EXPLODES
            APPORT VIAL, YLEM
            CALL CORONER
         FIN
PROC     DWARF.ATTACK
*
*        This label handles knife attacks by dwarves.  It should be
*        called with the variable FLEETFOOT set to the "survival asset" of
*        whatever the adventurer was doing (0 for just attacked, 50
*        or so for running, 25 for neither) to reflect the ease with
*        which the dwarf can hit the dude.
*
         CALL IS.IT.DARK?
         IFEQ IV, IT.IS.NOT.DARK
            SET J, DWARF  {how many dwarves are here?}
            ADD J, 2      {stretch the odds on knife-throwing a bit}
            RANDOM J, J   {get # of knives, + 1}
            SUB J, 1       {get # of knives thrown}
            IFLT J, 1      {any actually thrown?}
               PROCEED     {if not, just go back}
            FIN
            VALUE KNIVES.THROWN, J {tell him that he's under attack}
            SET K, STRENGTH        {let's figure out how agile he is at}
            SUB K, INVCT           {the moment....}
            MULT K, 5              {5 points per object that he could carry...}
            BIT DWARF, SPECIAL2    {is dwarf angry (more accurate) ? }
               SUB K, 20           {if so, he's probably in trouble}
            FIN
            ADD FLEETFOOT, K     {add in the "fleet-foot" compensating factor}
            ADD FLEETFOOT, 35    {give him some chance even if he's loaded down}
            DIVIDE FLEETFOOT, J  {chances are poor if > 1 knife thrown!}
            IFEQ RING, WORN      {if worn, ring will usually defend you}
               RANDOM K, LAST.DEFLECTOR-FIRST.DEFLECTOR+2 {but not always!}
               IFGT K, 0         {if we got a zero, it doesn't help!}
                  LDA PTR.TEXT, FIRST.DEFLECTOR-1
                  ADD PTR.TEXT, K   {generate address of defense message}
                  VALUE PTR.TEXT, J {tell him he's been reprieved this time}
                  PROCEED           {let 'im off for this once}
               FIN
            FIN
            CHANCE   FLEETFOOT      {ok - Did they all miss him?}
               OR
            BIT DWARF, SPECIAL1     {is this the first attack recently?}
               VALUE KNIVES.MISS, J {he's safe this time - whew!}
               BIC DWARF, SPECIAL1 {clear "first attack" flag}
            ELSE     {oh-oh - he's been stabbed!}
               VALUE KNIVES.GOT.YOU, J {tell him the bad news}
               CALL CORONER     {go clean up the bloody mess on the floor}
            FIN
         FIN
PROC     WEAPONRY    {Handle attacks with weapons}
         IFHAVE ARG2
            IFKEY THROW
               DROP ARG2
            FIN
            IFNEAR DWARF
               SET IV, STRENGTH
               SUB IV, INVCT
               MULT IV, 5
               SET J, DWARF
               ADD J, 2
               MULT J, 15
               ADD IV, J
               IFKEY AXE
                  OR
               IFKEY SWING
                  IFKEY AXE
                     AND
                  IFKEY SWING
                  ELSE
                     ADD IV, 15
                  FIN
               FIN
               CHANCE   IV
                  CHANCE   5
                     AND
                     NOT
                  BIT ADMIN, QUIPPED
                     SAY DWARF.QUIP, ARG2
                     BIS ADMIN, QUIPPED
                   ELSE
                     SAY DWARF.POOF
                  FIN
                  SET P, 1
                  CALL KILL.SOME.DWARVES
                  IFGT DWARF, 0
                     SET FLEETFOOT, 0
                     SET BACKLASH, 100
                  FIN
               ELSE
                  SAY DWARF.DODGES
                  SET FLEETFOOT, 0   {low "fleet foot" factor}
                  SET BACKLASH, 100     {dwarves will probably fight back}
               FIN
            ELSE
               IFNEAR SNAKE
                  IFKEY THROW
                     GET ARG2
                  FIN
                  QUIP CANT.KILL.SNAKE
               FIN
               IFNEAR DRAGON
                  QUIP NO.KILL.DRAGON, ARG2
               FIN
               IFNEAR BEAR
                  IFEQ BEAR, CHAINED.FEROCIOUS
                     IFKEY THROW
                        IFKEY AXE
                           SET AXE, BY.BEAR
                           QUIP AXE.NOW.BY.BEAR
                        FIN
                        QUIP SWORD.MISSES
                     FIN
                     CHANCE   50
                        QUIP BEAR.MISSES
                     FIN
                     SAY BEAR.GETS.YOU
                     CALL CORONER
                  FIN
                  QUIP NO.KILL.BEAR, BEAR
               FIN
               IFNEAR TROLL
                  QUIP TROLL.DATA
               FIN
               IFNEAR OGRE
                  IFKEY SWING
                     SAY OGRE.CHOPS.YOU, ARG2
                     CALL CORONER
                  FIN
                  IFKEY AXE
                     SAY OGRE.HALVES.YOU, ARG2
                     CALL CORONER
                  FIN
                  BIC GLASSY, HINTABLE
                  APPORT OGRE, YLEM
                  DROP SWORD
                  SET NEXT.VISION, RING.VISION
                  BIC GLASSY, NO.DWARF {can allow dwarves now}
                  QUIP OGRE.KILLED
               FIN
               IFNEAR BLOB
                  QUIP SLICE.BLOB, ARG2
               FIN
               IFNEAR BASILISK
                  IFGT BASILISK, TWITCHING
                     IFKEY THROW
                        GET ARG2
                     FIN
                     QUIP IT.IS.DEAD
                  FIN
                  SAY AXE.BASILISK, ARG2
                  CALL CORONER
               FIN
               IFNEAR DJINN
                  QUIP REBOUND, ARG2
               FIN
               IFNEAR GOBLINS
                  SAY KILL.A.FEW, ARG2
                  CALL CORONER
               FIN
               IFNEAR GIANT
                  SAY ENRAGED.GIANT, ARG2
                  CALL CORONER
               FIN
               IFKEY THROW {Must go through}
                  GET ARG2 {"thrower" logic}
                  PROCEED  {in UPCHUCK     }
               FIN
               SAY YOU.DO, ARG1
               QUIP IT.IS, ARG2
            FIN
         ELSE
            QUIP YOU.DONT.HAVE, ARG2
         FIN
         QUIT
PROC     PASS.PHRASE
         IFNEAR SAFE
            BIC VAULT, HINTABLE
            BIC PEELGRUNT, HINTABLE
            IFEQ SAFE, LOCKED
               IFEQ STATUS, 2
                  AND
               IFEQ ARG2, PASSWORD
                  OR
               IFEQ ARG1, PASSWORD
                  SET SAFE, UNLOCKED
                  BIS SAFE, SPECIAL1
                  BIT INSAFE, BEEN.HERE
                  ELSE
                     SET NEXT.VISION, OUT.OF.VISIONS
                  FIN
                  QUIP SAFE.OPENS
               FIN
                  NOT
               BIT SAFE, SPECIAL1
                  SET SAFE, FUSED        {melt the safe's door shut}
                  SET BLOB, 1            {wake up the blob}
                  BIS ADMIN, TICKER      {BLOB is chasing us - quickly!}
                  BIS ADMIN, NOMAGIC     {inhibit PLUGH etc}
                  SET GRATE, LOCKED      {lock him in the cave}
                  QUIP SAFE.FUSES
               FIN
            FIN
         FIN
         QUIP NOTHING
PROC     TICK     {once-per-input routine}
         IFGT BLOB, 0
            ADD BLOB, 1
            IFGT BLOB, 15
               APPORT BLOB, HERE
            FIN
            LDA PTR.TEXT, BLOB.CHASES    {This lot is done separately}
            ADD PTR.TEXT, BLOB           {(rather than directly via BLOB}
            SUB PTR.TEXT, 2              {description) to separate it from}
            SAY PTR.TEXT                {list of other objects}
            IFEQ BLOB, 18
               CALL CORONER
            FIN
         FIN
PROC     PRESAY
         IFGT STATUS, 1
            SAY SAID, ARG2
         FIN
PROC     PLUNGE   {for plunging into a bottomless pit}
         GOTO YLEM
         IFEQ LAMP, SWITCHED.ON
            SET LAMPLIFE, 0
            IFHAVE LAMP
               SAY FALL.&.STARVE
            ELSE
               SAY FALL.&.STARVED
            FIN
         ELSE
            SAY FALL.&.STARVED
         FIN
         CALL CORONER
PROC     UPCHUCK
         IFKEY BIRD     {Just drop it}
            OR
         IFKEY BEAR     {You can't throw bear into chasm!}
            PROCEED
         FIN
         SET PTR.TEXT, 0
         IFAT STUPENDOUS.VIEW
            LDA PTR.TEXT, THROW.CLIFF
            LDA PTR.PLACE, YLEM
         FIN
         IFAT PIT
            LDA PTR.TEXT, THROW.PIT
            LDA PTR.PLACE, MISTS
         FIN
         IFAT EAST.OF.FISSURE
            LDA PTR.TEXT, THROW.FISSURE
            LDA PTR.PLACE, CAVERN
         FIN
         IFAT WEST.OF.FISSURE
            LDA PTR.TEXT, THROW.FISSURE
            LDA PTR.PLACE, CAVERN
         FIN
         IFAT WEST.PIT.END
            LDA PTR.TEXT, THROW.PIT
            LDA PTR.PLACE, WEST.PIT
         FIN
         IFAT EAST.PIT.END
            LDA PTR.TEXT, THROW.PIT
            LDA PTR.PLACE, EAST.PIT
         FIN
         IFAT LOW.N/S.PASSAGE
            LDA PTR.TEXT, THROW.HOLE
            LDA PTR.PLACE, DIRTY
         FIN
         IFAT EAST.WINDOW
            LDA PTR.TEXT, THROW.PIT
            LDA PTR.PLACE, MIRROR.CANYON
         FIN
         IFAT WEST.WINDOW
            LDA PTR.TEXT, THROW.PIT
            LDA PTR.PLACE, MIRROR.CANYON
         FIN
         IFAT BRINK
            LDA PTR.TEXT, THROW.PIT
            LDA PTR.PLACE, STREAMPIT
         FIN
         IFAT DUSTY
            LDA PTR.TEXT, THROW.HOLE
            LDA PTR.PLACE, COMPLEX
         FIN
         IFAT MAZEA.BY.PIT
            LDA PTR.TEXT, THROW.PIT
            LDA PTR.PLACE, BIRD.CHAMBER
         FIN
         IFAT SECRET.N/S.CANYON.1
            LDA PTR.TEXT, THROW.ROOM
            LDA PTR.PLACE, SLAB
         FIN
         IFAT SECRET.N/S.CANYON.2
            LDA PTR.TEXT, THROW.ROOM
            LDA PTR.PLACE, BEDQUILT
         FIN
         IFAT SECRET.E/W.CANYON
            LDA PTR.TEXT, THROW.CANYON
            LDA PTR.PLACE, WIDE.N/S.CANYON
         FIN
         IFAT INCLINE
            LDA PTR.TEXT, THROW.ROOM
            LDA PTR.PLACE, LOW
         FIN
         IFAT CAVERN
            LDA PTR.TEXT, THROW.WHIRLPOOL
            LDA PTR.PLACE, YLEM
         FIN
         IFAT MISTY
            LDA PTR.TEXT, THROW.CAVERN
            LDA PTR.PLACE, CAVERN
         FIN
         IFAT TOP.OF.STALACTITE
            LDA PTR.TEXT, THROW.ROOM
            LDA PTR.PLACE, MAZEA.53
         FIN
         IFAT RESERVOIR
            OR
         IFAT RESERVOIR.NORTH
            LDA PTR.TEXT, THROW.RESERVOIR
            LDA PTR.PLACE, YLEM
         FIN
         IFAT BALCONY
            LDA PTR.TEXT, THROW.ROOM
            LDA PTR.PLACE, YLEM
         FIN
         IFAT SW.OF.CHASM
            LDA PTR.TEXT, THROW.CHASM
            LDA PTR.PLACE, YLEM
         FIN
         IFAT NE.OF.CHASM
            LDA PTR.TEXT, THROW.CHASM
            LDA PTR.PLACE, YLEM
         FIN
         IFAT BREATHTAKER
            LDA PTR.TEXT, THROW.GORGE
            LDA PTR.PLACE, YLEM
         FIN
         IFAT FACES
            LDA PTR.TEXT, THROW.GORGE
            LDA PTR.PLACE, YLEM
         FIN
         IFAT TUBE
            LDA PTR.TEXT, THROW.CHIMNEY
            LDA PTR.PLACE, CHIMNEY
         FIN
         IFAT BASALT.SHELF
            LDA PTR.TEXT, THROW.BEACH
            LDA PTR.PLACE, YLEM
         FIN
         IFAT TUBE.SLIDE
            LDA PTR.TEXT, THROW.TUBE
            LDA PTR.PLACE, PLAIN.1
         FIN
         IFAT SOUTH.OF.BASILISK
            LDA PTR.TEXT, THROW.STEPS
            LDA PTR.PLACE, ON.STEPS
         FIN
         IFAT ON.STEPS
            LDA PTR.TEXT, THROW.STEPS
            LDA PTR.PLACE, STEPS.EXIT
         FIN
         IFAT STEPS.EXIT
            LDA PTR.TEXT, THROW.STEPS
            LDA PTR.PLACE, STORAGE
         FIN
         IFAT BOTTOMLESS.BRINK
            LDA PTR.TEXT, THROW.PIT
            LDA PTR.PLACE, YLEM
         FIN
         IFAT BOTTOMLESS.BRINK.SOUTH
            LDA PTR.TEXT, THROW.PIT
            LDA PTR.PLACE, YLEM
         FIN
         IFAT ICE
            LDA PTR.TEXT, THROW.SLIDE
            LDA PTR.PLACE, SLIDE
         FIN
         IFAT BOTTOMLESS.BRINK.EAST
            LDA PTR.TEXT, THROW.PIT
            LDA PTR.PLACE, YLEM
         FIN
         IFAT ROCK.SHELF
            LDA PTR.TEXT, THROW.BEACH
            LDA PTR.PLACE, BEACH
         FIN
         IFAT PLATFORM
            LDA PTR.TEXT, THROW.GORGE
            LDA PTR.PLACE, YLEM
         FIN
         IFAT BEAMS
            LDA PTR.TEXT, THROW.ROOM
            LDA PTR.PLACE, CHAPEL
         FIN
         IFAT HALF.STAIRS
            LDA PTR.TEXT, THROW.DOWNSTAIRS
            LDA PTR.PLACE, CELLAR.VIEW
         FIN
         IFAT TOP.OF.CHAPEL
            LDA PTR.TEXT, THROW.DOWNSTAIRS
            LDA PTR.PLACE, CHAPEL
         FIN
         IFINRANGE HERE, TOWER.STEPS, TOWER.TOP
            LDA PTR.TEXT, THROW.DOWNSTAIRS
            SET PTR.PLACE, HERE
            SUB PTR.PLACE, 1
         FIN
         IFAT CELLAR.VIEW
            SET PTR.TEXT, 1  {Dummy; actual work done by THROW.IT.AT.ORB}
         FIN
         IFAT MISTS
            LDA PTR.TEXT, UP.THE.DOME
            BIT ARG2, PLURAL
               ADD PTR.TEXT, 1  {Wasteful, but avoids complications}
            FIN
            LDA PTR.PLACE, PIT
         FIN
         IFEQ PTR.TEXT, 0   {"TRANSIT" bit set but can't find target}
            PROCEED
         FIN
         IFAT CELLAR.VIEW
            CALL THROW.IT.AT.ORB
         ELSE
            SAY PTR.TEXT, ARG2        {Must NOT be a quip!}
            APPORT ARG2, PTR.PLACE
         FIN
         IFKEY VASE
            APPORT VASE, YLEM
            APPORT POTTERY, PTR.PLACE
            IFLOC POTTERY, YLEM
            ELSE
               QUIP SHATTERED.IT
            FIN
         FIN
         IFAT MISTS
            IFKEY NUGGET
               SET NUGGET.ROOM, 1    {Make steps permanently absent,...}
               SET SNAKE, 1          {... but give the sucker a chance!}
               QUIP NO.FOOL.STEPS
            FIN
         FIN
         IFKEY BOTTLE
            IFEQ BOTTLE, FULL.OF.WATER
               OR
            IFEQ BOTTLE, FULL.OF.OIL
               BIS PTR.PLACE, DAMP
            FIN
         FIN
         IFKEY OIL
            OR
         IFKEY WATER
            SET J, FULL.OF.WATER
            IFKEY OIL
               SET J, FULL.OF.OIL
            FIN
            IFHAVE BOTTLE, J
               SET BOTTLE, EMPTIED
            ELSE
               IFHAVE FLASK, J
                  SET FLASK, EMPTIED
               FIN
            FIN
         FIN
         IFKEY CAGE
            AND
         IFHAVE BIRD
            APPORT BIRD, PTR.PLACE
            IFLOC BIRD, YLEM
            ELSE
               IFAT MISTS
                  SET J, 1          {Throwing up}
               ELSE
                  SET J, 0          {Throwing down}
                  SAY BLANK
               FIN
               SAY INDIGNANT.BIRD, J
            FIN
            QUIT
         FIN
         IFKEY LAMP
            AND
         IFEQ LAMP, SWITCHED.ON
            CALL IS.IT.DARK?                {Sets IV!}
            IFGT IV, IT.IS.NOT.DARK         {it is now!}
               QUIP IT.IS.NOW.DARK
            FIN
         FIN
         IFAT MISTS
            SAY BLANK
         FIN
         QUIT
PROC     GROPE.FOR.IT   {grope around in the dark for objects}
         IFEQ STATUS, 1 {did he say what to get?}
            QUIP CANT.SEE.ANYTHING
         FIN
         BIT ARG2, OBJECT
            IFHAVE ARG2
               OR
               NOT
            BIT ARG2, PORTABLE
               PROCEED
            FIN
            SET IV, INVCT
            SUB IV, STRENGTH
            MULT IV, 5
            ADD IV, 60
            CHANCE   IV
               SAY GROPE.FALL, ARG2
               CALL CORONER
            FIN
            QUIP GROPE.MISS, ARG2
         FIN
PROC     PROD.TIDE
         ADD TIDE, 1
         CHANCE 40
            SUB TIDE, 2
            IFLT TIDE, 0
               SET TIDE, 1
            FIN
         FIN
         LDA PTR.TEXT, TIDE.DESCRIPTION
         ADD PTR.TEXT, TIDE
         SAY BLANK
         IFEQ TIDE, 7
            IFAT CULVERT
               OR
            IFAT CULVERT.SOUTH
               ADD PTR.TEXT, 1
            FIN
            IFHAVE FOOD
               APPORT FOOD, LIMBO
            FIN
            GOTO SEA.VIEW,
            SAY PTR.TEXT
            CALL CORONER
         FIN
         SAY PTR.TEXT
PROC     GIANT.STUFF
         IFGT GIANT, HURT         {i.e. picnicking or still picnicking}
            IFHAVE STARSTONE
               OR
            BIT GIANT, SPECIAL2
               AND
            BIT DJINN, SPECIAL2
               SAY CHASE.GIANT
               APPORT GIANT, YLEM
               SET GIANT, RESTING       {base state to disable clock}
            ELSE
               CHANCE 20
                  OR
                  NOT
               BIT DJINN, SPECIAL2
                  BIS GIANT, SPECIAL2
               FIN
               SET GIANT, STILL.PICNICKING
               SMOVE RAVINE.WEST, BUZZ.OFF
            FIN
            PROCEED
         FIN
         IFHAVE DEEDS
            SAY MY.DEEDS!
            BIT DJINN, SPECIAL2
            ELSE
               SAY NOW.HOW?
            FIN               
            APPORT SAPPHIRE, HERE
            APPORT GIANT, STUPENDOUS.VIEW
            SET GIANT, PICNICKING
            APPORT DEEDS, YLEM
            PROCEED
         FIN
         IFHAVE NEST
            SET GIANT, BLISSFUL
            CHOOSE GIANT.TIME, 40, 60
            SAY GIANT.PICKS.UP, 0
            SAY EGG.FOO
            APPORT NEST, LIMBO
            BIT WEB.MAZE.1, BEEN.HERE
            ELSE
               SET NEXT.VISION, SPIDER.VISION
            FIN
         ELSE
            IFEQ GIANT, RESTING
               BIT GIANT, SEEN
                  AND
                  NOT
               IFHAVE FOOD
                  AND
                  NOT
               BIT GIANT, SPECIAL1
                  AND
               CHANCE 10
                  SAY HUNGRY.GIANT
                  BIS GIANT, SPECIAL1
                  PROCEED
               ELSE
                  SET K, 0
                  ITOBJ PTR.OBJ
                     IFHAVE PTR.OBJ
                        AND
                        NOT
                     IFIS PTR.OBJ, LAMP
                        BIT PTR.OBJ, WEARABLE
                           EVAL J, PTR.OBJ
                           IFLT J, WORN
                              DROP PTR.OBJ
                              ADD K, 1
                           FIN
                        ELSE
                           DROP PTR.OBJ
                           ADD K, 1
                        FIN
                     FIN
                  EOI
                  IFNEAR FOOD
                     SUB K, 1
                  FIN
                  SAY GIANT.PICKS.UP, K
                  IFNEAR FOOD
                     APPORT FOOD, LIMBO
                     SMOVE PANTRY, MISERABLE.MORSEL
                  ELSE
                     SET GIANT, GETTING.READY
                     CHOOSE GIANT.TIME, 6, 10
                     CHOOSE MOUSE.TIME, 8, 10
                     SMOVE DUNGEON, STAY.IN.THERE
                  FIN
               FIN
            FIN
            IFEQ GIANT, GETTING.READY
               SAY GIANT.PICKS.UP, 0
               IFGT GIANT.TIME, 0
                  SMOVE DUNGEON, STAY.IN.THERE
               FIN
               SAY GIANT.EATS.YOU
               SET GIANT, RESTING
               CALL CORONER
            FIN
         FIN
PROC     DUNGEON.STUFF
         IFEQ GIANT, GETTING.READY
            CALL IS.IT.DARK?
            IFEQ IV, IT.IS.NOT.DARK          {no, so may be able to see the mouse}
               AND
            IFEQ MOUSE.TIME, 0 {but you must not blink!}
               SAY HELPFUL.MOUSE
            FIN
            IFLT GIANT.TIME, 1
               SET IV, 9
               ADD IV, GIANT.TIME
               IFLT IV, 1
                  SET IV, 1
               FIN
               MULTIPLY IV, 10
               CHANCE IV
                  SAY GRAB.MISS
               ELSE
                  SAY GOT.YOU
                  SAY GIANT.EATS.YOU
                  GOTO QUARTERS
                  SET GIANT, RESTING
                  CALL CORONER
               FIN
            FIN
         FIN
PROC     THIRST.FACTOR
         SUB THIRST.TIME, INVCT
         IFLT THIRST.TIME, 155
            AND
         IFGT THIRST.TIME, 135
            SAY THIRSTY.WORK
            CHOOSE THIRST.TIME, 110, 135
         ELSE
            IFLT THIRST.TIME, 60
               AND
            IFGT THIRST.TIME, 40
               SAY IAM.THIRSTY!
               CHOOSE THIRST.TIME, 25, 39
            ELSE
               IFLT THIRST.TIME, 0
                  SAY YOUVE.COLLAPSED
                  CHOOSE THIRST.TIME, 550, 650
                  CALL CORONER
               FIN
            FIN
         FIN
PROC     SHADOW.SHUTUP
         BIT SHADOW, SPECIAL2    {shadow about to wave?}
            BIS SHADOW, SPECIAL1 {postpone the act}
            BIC SHADOW, SPECIAL2
         FIN
PROC     FOO.TO.YOU.TOO
         IFGT FOOBAR, -1
            SAY CANT.YOU.READ?
         ELSE
            SAY NOTHING
         FIN
         SET FOOBAR, 0
PROC     PICKUP
         BIT ARG2, WEARABLE
            EVAL J, ARG2
            IFGT J, NOT.WORN
               DEPOSIT ARG2, NOT.WORN
               IFIS ARG2, RING
               ELSE
                  BIC ARG2, FREEBIE
               FIN
            FIN
         FIN
         BIT ARG2, UNSTABLE
            EVAL J, ARG2
            IFEQ J, 0
               IFIS ARG2, BOTTLE
                  SET BOTTLE, EMPTIED
               ELSE
                  DEPOSIT ARG2, 1
               FIN
            FIN
         FIN
PROC     FOLLOW.IT
         IFEQ NEXT.ONE, THERE
            MOVE LAST.ONE
         FIN
         IFEQ LAST.ONE, THERE
            MOVE NEXT.ONE
         FIN
         QUIP NEED.A.DIRECTION
PROC     PLAY.TUNE
         BIT FISSURE, SPECIAL1
            SAY MORE.TUNES
         ELSE
            SAY IT.PLAYS.A.TUNE!
            BIS FISSURE, SPECIAL1
         FIN
PROC     RATS.STUFF
         IFGT RATS, 1
            IFKEY EAT
               QUIP BLEAH
            FIN
            IFKEY FEED
               QUIP RATS.MIGHT.EAT.YOU
            FIN
            QUIP EASY.TO.SAY
         FIN
         QUIP I.DONT.SEE, RATS
PROC     SOW.TEETH
         SET TEETH, 0
         IFKEY THROW
            AND
            NOT
         IFAT CELLAR
            AND
            NOT
         IFNEAR GOBLINS
            CALL UPCHUCK
         FIN
         SAY SCATTER.TEETH
         DROP TEETH
         IFAT CELLAR
            CALL WIZARD.EVICTS
         FIN
         IFNEAR GOBLINS
            APPORT TEETH, YLEM
            APPORT GOBLINS, YLEM
            QUIP DRAGON.WARRIORS
         FIN
PROC     LOOK.BRIDGE
         IFNEAR FISSURE
            QUIP DELICATE.STRUCTURE
         FIN
         IFNEAR VOLCANO
            QUIP FRAGILE.ARCH
         FIN
         IFNEAR CHASM
            IFEQ CHASM, 0
               QUIP RICKETY.AFFAIR
            FIN
            QUIP BRIDGE.IS.GONE
         FIN
PROC     KEEP.TALKING
         ITERATE IV, J, K         {Purely numerical iteration!}
            SAY IV
            IFLT IV, K
               QUERY MORE?
               ELSE
                  PROCEED
               FIN
            FIN
         EOI
PROC     WATER.BEANSTALK
         LDA PTR.TEXT, PLANT..WATER
         ADD PTR.TEXT, PLANT
         SAY PTR.TEXT
         ADD PLANT, 1
         IFGT PLANT, GIGANTIC
            SET PLANT, STUNTED
            BIS PLANT2, FEATURE
         ELSE
            BIC PLANT2, FEATURE
         FIN
         SAY BLANK
         SAY PLANT
         SET PLANT2, PLANT
PROC     FAKE.NOTE
         IFKEY NOTICE
            OR
         IFKEY NOTE
            IFKEY LOOK
               OR
            IFKEY READ
               QUIP SAME.AS.BEFORE
            FIN
            QUIP HAH!
         FIN
PROC     FAKE.WINDOW
         IFKEY OUT
            QUIP CLIMBING.OUT.RISKY
         FIN
         IFKEY WINDOW
         ELSE
            PROCEED
         FIN
         IFKEY LOOK
            QUIP ITS.A.WINDOW
         FIN
         IFKEY RUB
            OR
         IFKEY BREAK
            OR
         IFKEY OPEN
            OR
         IFKEY CLOSE
            QUIP NO.GLASS, ARG1
         FIN
         QUIP HAH!
PROC     FAKE.SLAB
         IFKEY SLAB
            IFKEY LOOK
               QUIP SLAB.INFO
            FIN
            QUIP HAH!
         FIN
PROC     FAKE.STEPS
         IFKEY STEPS
            QUIP JUST.A.FIXTURE, STEPS
         FIN
PROC     AM.I.CONFUSED?
         IFEQ CLOSURE, MIRROR.WORLD
            BIT CLOSURE, CONFUSION
               SAY CONFUSED.AGAIN
            ELSE
               BIS CLOSURE, CONFUSION
               SAY SOMETHING.STRANGE
            FIN
            MOVE LAST.ONE
         FIN
         MOVE NEXT.ONE
PROC     UNICORN.STUFF
         IFLOC UNICORN, SW.REPOSITORY
            BIT UNICORN, SPECIAL2
               BIT UNICORN, SPECIAL1
                  BIC UNICORN, SPECIAL1
                  QUIP BUMP.NOSE
               ELSE
                  APPORT UNICORN, YLEM
                  QUIP UNICORN.DEPARTS
               FIN
            ELSE
            SAY BUMP.NOSE
               BIT UNICORN, SPECIAL1
                  BIS UNICORN, SPECIAL2
                  QUIP STOP.PISSING.ABOUT
               FIN
               BIS UNICORN, SPECIAL1
               QUIT
            FIN
         FIN
         QUIP BUMP.NOSE
PROC     OPEN.BIVALVE
         NEAR ARG2
            IFHAVE ARG2
               QUIP DROP.THE.BIVALVE, ARG2
            FIN
            IFHAVE TRIDENT
               IFKEY CLAM
                  APPORT CLAM, YLEM
                  APPORT OYSTER, HERE
                  APPORT PEARL, CULDESAC
                  QUIP CLAM.OPENED
               FIN
               QUIP OYSTER.OPENED
            FIN
            QUIP NO.OPEN.BIVALVE, ARG2
PROC     CHECK.ALL
         IFKEY GET
            OR
         IFKEY DROP
            PROCEED
         FIN
         LDA J, ALL
         IFEQ J, ARG1
            QUIP FANCY.THAT
         FIN
         IFKEY RIGHT          {ALL RIGHT - all right?}
            QUIP GOOD
         FIN
         SAY BAD.ALL.1, ARG1
         QUIP BAD.ALL.2, ARG2
PROC     DISPOSE.OIL
         IFHAVE FLASK, FULL.OF.OIL
            OR
         IFHAVE BOTTLE, FULL.OF.OIL
            IFHAVE BOTTLE, FULL.OF.OIL
               SET BOTTLE, EMPTIED
            ELSE
               SET FLASK, EMPTIED
            FIN
         ELSE
            QUIP YOU.DONT.HAVE, OIL
         FIN
PROC     SCULPTURE.STUFF
         IFNEAR SCULPTURE
         ELSE
            QUIP I.DONT.SEE, ARG2
         FIN
         SET IV, ARG2
         LDA LV, FIRST.SCULPTURE.FAKE
         SUB IV, LV
         IFEQ SCULPTURE, 0
            AND
         IFEQ IV, 1
            OR
         IFEQ SCULPTURE, IV
            LDA LV, SCULPTURE
            EXEC 10, LV
         ELSE
            QUIP I.DONT.SEE, ARG2
         FIN
*
* The rest of this procedure does nothing other than stopping translator
* grumping about unused symbols.
*
         ANYOF PIG, EEL, EMU, ELF, SQUIRREL, VULTURE, RABBIT, IBEX
         ANYOF FROG, TIGER, MULE, MOOSE, DOG, PHOENIX, NYMPH
         QUIP BLANK
PROC     OLORIN.CHECK
         IFINRANGE ARG1, FIRST.WIZ, LAST.WIZ
            LDA IV, FIRST.WIZ
            ADD IV, 1
            ADD IV, MAGICK
            IFEQ IV, ARG1
               ADD IV, 1
               IFIS IV, LAST.WIZ
                  SET MAGICK, 0
                  BIS ADMIN, OLORIN
                  QUIP PARDON?
               FIN
               ADD MAGICK, 1
            ELSE
               SET MAGICK, 0
            FIN
            SET ARG1, BADWORD     { Fake it! }
         ELSE
            IFGT MAGICK, 0
               SET MAGICK, 0
            FIN
         FIN
