'MODULE 0 MAIN    ******CURSED CASTLE******9-2-90
'CHANGED GAMEDTA.BAS TO CURSAV.BAS ON 1-24-91
'CHANGED TURNNUMBER TO GYNTURN FOR GIANT TURNS 18FEB92
'CHANGED TIMER ON 2-3-94
'CHANGED SAVE GAME TIME$ DATE$ 7-30-95
'snips added 12-18-95  i/5
'REPORT ADDED 3-5-96  CURSDATA.TXT 10-24-96

   CLS:DIM FLAG(30),OBJ$(30),OBJ2$(30)
   STRT=TIMER
   CALL LOGON
   LOCATE 12,12:PRINT "ONE MOMENT PLEASE...."
   CALL SETUP              'MODULE 1 SET UP VARIABLES
   CALL TURN               'MODULE 2 RUN TURNS
   CALL CLOSING            'MODULE 3 END OF GAME STUFF
END

'MODULE 0.1 LOGON
SUB LOGON
  SHARED ANSWER$()
  DIM ANSWER$(305)
  INPUT "YOUR NAME-NUMBER PLEASE";ANSWER$(0)
  LET ANSWER$(0)=ANSWER$(0)+"  "+TIME$+"  "+DATE$
END SUB


'MODULE 1 SETUP
SUB SETUP
   CALL ROOMINFO           'MODULE 1.1 READ ROOM INFORMATION
   CALL ROOMOBJECTS        'MODULE 1.2 READ ROOM OBJECTS
   CALL MOVEMENTTABLE      'MODULE 1.3 READ MOVEMENT TABLE
   CALL INVENTORY          'MODULE 1.4 INITIALIZE INVENTORY ARRAY
                           '             TO AN EMPTY LIST
   CALL OTHERS             'MODULE 1.5 INITIALIZE OTHER VARIABLES
END SUB

'MODULE 1.1 ROOMINFO
SUB ROOMINFO
   SHARED DESCRIPTION$(),NUMBERROOMS,DESCRIBEFLAG(),ROOMDESCRIBE$(),ROOMDES2$()
   READ NUMBERROOMS
   DIM DESCRIPTION$(NUMBERROOMS),DESCRIBEFLAG(NUMBERROOMS),ROOMDESCRIBE$(NUMBERROOMS)
   DIM ROOMDES2$(NUMBERROOMS)
   FOR I = 1 TO NUMBERROOMS
       READ DESCRIPTION$(I)
   NEXT I
   DATA 16,DUNGEON,STAIRCASE,ARMORY,STAIRCASE,WALK-IN FIREPLACE
   DATA BANQUET HALL,THRONE ROOM,COURTYARD,GATEHOUSE,BLACKSMITH'S
   DATA STABLES,STAIRCASE,DRAWING ROOM,BEDCHAMBER,BEDCHAMBER
   DATA TOWER

   FOR I=1 TO NUMBERROOMS
      LET DESCRIBEFLAG(I)=1
      LET ROOMDESCRIBE$(I)="EMPTY"
      LET ROOMDES2$(I)="EMPTY"
   NEXT I

END SUB

'MODULE 1.2 ROOM OBJECT INFORMATION
SUB ROOMOBJECTS
   SHARED ROOMOBJECT$(),NUMBERROOMS
   DIM ROOMOBJECT$(NUMBERROOMS,15)
       FOR I=1 TO NUMBERROOMS
           FOR J=1 TO 15
               LET ROOMOBJECT$(I,J)="EMPTY"
           NEXT J
       NEXT I
END SUB

'MODULE 1.3 MOVEMENTTABLE
SUB MOVEMENTTABLE
   SHARED MOVEMENTTABLE(),NUMBERROOMS
   DIM MOVEMENTTABLE(NUMBERROOMS,6)
   FOR I=1 TO NUMBERROOMS
       FOR J = 1 TO 6
          READ MOVEMENTTABLE(I,J)
       NEXT J
   NEXT I
   DATA 0,0,2,0,0,0
   DATA 0,3,0,1,4,0
   DATA 2,0,0,0,0,0
   DATA 0,6,0,0,12,2
   DATA 0,0,6,0,0,0

   DATA 4,7,8,5,0,0
   DATA 6,0,0,0,0,0
   DATA 11,10,9,6,0,0
   DATA 0,0,0,8,0,0
   DATA 8,0,0,0,0,0

   DATA 0,8,0,0,0,0
   DATA 14,15,0,13,16,4
   DATA 0,0,12,0,0,0
   DATA 0,12,0,0,0,0
   DATA 12,0,0,0,0,0

   DATA 0,0,0,0,0,12



END SUB

'MODULE 1.4 INVENTORY
SUB INVENTORY
   SHARED INVENTORY$()
   DIM INVENTORY$(5)
   FOR I=1 TO 5
       LET INVENTORY$(I)="EMPTY"
   NEXT I
END SUB

'MODULE 1.5 OTHERS
SUB OTHERS
   SHARED GAMESTATE$,ROOM,TURNNUMBER,ROOMOBJECT$(),THING$,INVENTORY$(),_
       FLAG(),OBJ$(),OBJ2$(),DESCRIBEFLAG(),ROOMDESCRIBE$(),ROOMDES2$()
   LET TURNNUMBER =0
   LET THING$=""
   FOR I=1 TO 30:LET FLAG(I)=0:NEXT I      'SET FLAGS TO 0
         'FLAG #  MEANING OF 0      FLAG# MEANING OF 0
         ' 1      GAME NOT OVER       2   FIRE NOT MADE
         'FOR 1, 1 MEANS GAME WON -1 GAME LOST 2 MEANS GAME QUIT

         ' 3 OATMEAL NOT MADE         4  THRONE NOT BROKEN
         ' 5 TYPE CARRYOVER FLAG      6  WATER NOT IN BUCKET
         ' 7 PUMP NOT OILED           8  GIANT NOT FLED
         ' 9 DUNGEON NOT DESCRIBED   10  SWORD PICKED UP
         '11 GOLD! NOT DUG           12 STABLES NOT DESCRIBED
         '13 COURTYARD NOT DESCRIBED 15 THRONE ROOM NOT DESCRIBED
        '14 NEED TO EXIT TURN (GIANT OR DOG IN STREET)
   FOR I=1 TO 20
     READ ROOM,J,ROOMOBJECT$(ROOM,J)
   NEXT I
   DATA 1,1,EMPTYGOLD!,3,1,EMPTYSWORD,5,1,KETTLE*,5,2,EMPTYFIRE*
   DATA 7,2,THRONE*,6,1,EMPTYGIANT*,7,1,SIGN*,8,1,PUMP*
   DATA 9,1,EMPTYSHOVEL,9,2,EMPTYBUCKET,10,1,FLINT-STEEL
   DATA 11,1,STRAW,11,2,EMPTYOATS,13,1,EMPTYHAIR-OIL
   DATA 13,2,EMPTYPEARLS!,13,3,SIGN*,14,1,EMPTYRUBIES!
   DATA 15,1,EMPTYEMERALDS!,16,1,EMPTYDIAMONDS!
   DATA 16,2,AXE

'THE STARTING ROOM IS THE BANQUET HALL - 6
   ROOM=6


   FOR I=1 TO 20                       'READ IN WORD!* CONVERSION
       READ OBJ$(I),OBJ2$(I)
   NEXT I
   DATA SIGN,SIGN*,PEARL,PEARLS!,PEARLS,PEARLS!,OIL,HAIR-OIL
   DATA HAIR,HAIR-OIL,GOLD,GOLD!,KETTLE,KETTLE*,FIRE,FIRE*
   DATA GIANT,GIANT*,THRONE,THRONE*,PUMP,PUMP*,FLINT,FLINT-STEEL
   DATA STEEL,FLINT-STEEL,RUBY,RUBIES!,RUBIES,RUBIES!
   DATA DIAMOND,DIAMONDS!,DIAMONDS,DIAMONDS!
   DATA EMERALD,EMERALDS!,EMERALDS,EMERALDS!
   DATA PUMP,PUMP*
END SUB




'MODULE 2 TURN
SUB TURN
   SHARED FLAG(),TURNNUMBER,GYNTURN
   DO UNTIL FLAG(1) <> 0
       FLAG(14)=0
       TURNNUMBER = TURNNUMBER + 1
       GYNTURN=GYNTURN+1
       IF TURNNUMBER=295 THEN BEEP 3:_
          PRINT "Type   SAVE GAME  and then  QUIT":_
          PRINT "You can then return to this spot by typing":_
          PRINT "CURSED (at the DOS prompt) and later,":_
          PRINT "as a command, RESTORE GAME":_
          PRINT "Please forgive the necessary inconvenience."
       IF TURNNUMBER=300 THEN FLAG(1)=2
       CALL DESCRIBE      'MODULE 2.1 DESCRIBE THE ROOM
       CALL COMMANDS      'MODULE 2.2 INPUT THE COMMANDS
       CALL EVALUATE      'MODULE 2.3 EVALUATE COMMANDS
   LOOP
END SUB

'MODULE 2.1 DESCRIBE THE CURRENT ROOM
SUB DESCRIBE
   SHARED DESCRIPTION$(),ROOM,MOVEMENTTABLE(),ROOMOBJECT$(),FLAG(),_
       TURNNUMBER,INVENTORY$(),THING$,OBJECT$,DESCRIBEFLAG(),ROOMDESCRIBE$(),_
       ROOMDES2$(),GYNTURN

   IF TURNNUMBER=1 THEN CALL GAMESTARTER   'MODULE 2.1.1
   IF DESCRIBEFLAG(ROOM)=1 THEN PRINT "You are in the  ";DESCRIPTION$(ROOM)
   IF DESCRIBEFLAG(ROOM)=0 THEN__
    PRINT ROOMDESCRIBE$(ROOM):PRINT ROOMDES2$(ROOM):DESCRIBEFLAG(ROOM)=1
   DELAY 0.3
   PRINT "The noticeable exits are: ";
   IF MOVEMENTTABLE(ROOM,1)<>0 THEN PRINT "NORTH ";
   IF MOVEMENTTABLE(ROOM,2)<>0 THEN PRINT "SOUTH ";
   IF MOVEMENTTABLE(ROOM,3)<>0 THEN PRINT "EAST ";
   IF MOVEMENTTABLE(ROOM,4)<>0 THEN PRINT "WEST ";
   IF MOVEMENTTABLE(ROOM,5)<>0 THEN PRINT "UP ";
   IF MOVEMENTTABLE(ROOM,6)<>0 THEN PRINT "DOWN ";
   PRINT
   DELAY 0.3
   PRINT "The noticeable objects are: ";
   COUNTER=0
   FOR I=1 TO 15
       LET STUFF$= ROOMOBJECT$(ROOM,I)
       IF LEFT$(STUFF$,5)<>"EMPTY" THEN PRINT "   ";ROOMOBJECT$(ROOM,I);_
         :COUNTER=COUNTER+1
   NEXT I
   IF COUNTER=0 THEN PRINT "noticeably absent!";
   PRINT
   DELAY 0.3
   PRINT "You are carrying: ";
           COUNTER=0
           FOR I= 1 TO 5
               IF INVENTORY$(I)<>"EMPTY" THEN COUNTER=COUNTER + 1:_
                   PRINT INVENTORY$(I);"   ";
           NEXT I
           IF COUNTER = 0 THEN PRINT "nothing at all."
    PRINT
    DELAY 0.3

   'IN DUNGEON THE FIRST TIME
   IF ROOM=1 AND FLAG(9)=0 THEN FLAG(9)=1:_
     PRINT "The dungeon has the only dirt floor in the castle."
  'IN THRONE ROOM FOR THE FIRST TIME
  IF ROOM=7 AND FLAG(15)=0 THEN FLAG(15)=1:_
      PRINT "The throne is sturdy and made out of wood."
  'IN STABLES FOR THE FIRST TIME
  IF ROOM=11 AND FLAG(12)=0 THEN FLAG(12)=1:_
     PRINT "The straw here is as dry as tinder."
 'IN COURTYARD FOR THE FIRST TIME
  IF ROOM=8 AND FLAG(13)=0 THEN FLAG(13)=1:_
    PRINT "The rusty water pump needs to be oiled."
  '
  ' TEN TURNS UP AND GIANT RETURNS YOU TO BANQUET HALL
  IF GYNTURN=10 AND FLAG(3)=1 AND FLAG(8)=0 AND FLAG(10)=0 THEN _
    PRINT "The GIANT drags you back to the warm hall; says he hates cold food.":_
    GYNTURN=1:ROOM=6:FLAG(14)=1:EXIT SUB
  'GIANT DOESN'T GET YOU IF YOU HAVE THE SWORD- RESET TURNNUMBER TO 1
  IF GYNTURN=10 AND FLAG(10)=1 THEN GYNTURN=1

  'GIANT FLEES AT SIGHT OF SWORD
  IF ROOM=6 AND FLAG(10)=1 AND FLAG(8)=0 THEN FLAG(8)=1:_
    PRINT "The cowardly GIANT flees at the sight of the sword!":_
    ROOMOBJECT$(6,1)="EMPTY":FLAG(14)=1:ROOMOBJECT$(9,1)="SHOVEL":_
    EXIT SUB

 PRINT

END SUB

'MODULE 2.1.1 GAME STARTER -- PRINT OUT INTRODUCTORY REMARKS
SUB GAMESTARTER
    CLS
    PRINT "          WELCOME TO CURSED CASTLE!"
    PRINT
    PRINT "    Come along on a creepy adventure to far-off places."
    PRINT" Battle GIANTS!  Find treasures!  MAKE OATMEAL!"
    PRINT
    PRINT "    While on a vacation to Scotland, you fall asleep "
    PRINT "reading about the human-eating GIANT that supposedly used"
    PRINT "to terrorize old castle towns."
    PRINT "    In your dream you find yourself in the banquet hall "
    PRINT "of an abandoned castle.  You are very cold and hungry."
    PRINT "If you do not build a fire soon, you will die!"
    PRINT
    PRINT "    Give commands as VERB then OBJECT, such as GO NORTH,"
    PRINT "READ SIGN, BUILD FIRE, OIL PUMP, DIG DIRT, CHOP"
    PRINT "THRONE, and so forth."
    PRINT
    PRINT "    Exceptions to this two-word sentence rule are single-"
    PRINT "letter commands such as N to GO NORTH (not GO N, just N),"
    PRINT "U to GO UP, and D to GO DOWN."
    PRINT "    P.S. Don't try to GET objects ending in an *, e.g., KETTLE*,"
    PRINT "as they are quite unobtainable.  Note also that things appear"
    PRINT "and disappear suddenly in dreams.  Keep you wits about you!"
    PRINT "If you're through taking notes, press the Enter key to begin"
    DO WHILE LEN(INKEY$)=0:LOOP
    CLS
END SUB

'MODULE 2.1.2 ERASER ERASES ONE LINE OF TEXT
SUB ERASER
 REM  FOR I=1 TO 12:PRINT "          ";:NEXT I
END SUB

'MODULE 2.2 COMMANDS
SUB COMMANDS
   SHARED VERB$, OBJECT$,ROOM,DESCRIPTION$(),FLAG(),INVENTORY$(),_
       ROOMOBJECT$(),OBJ$(),OBJ2$(),C$,ANSWER$(),TURNNUMBER

   IF FLAG(1)<>0 THEN EXIT SUB
   IF FLAG(14)=1 THEN EXIT SUB
   ' BE SURE THAT INPUT IS OK  DUMMY2=0
   DUMMY2=0
  DO UNTIL DUMMY2=1
   'C$=THE INPUTTED COMMAND SENTENCE - MAY BE MORE THAN 2 WORDS
   'BUT ONLY THE FIRST TWO WORDS ARE ACCEPTED
   ' THE FIRST IS CALLED VERB$ AND THE SECOND OBJECT$
   LET C$=""
   PRINT:PRINT
   PRINT "*****************************************************************"
   DO UNTIL C$<>""
       INPUT "COMMAND";C$                 'GET THE RAW SENTENCE
   LOOP

   REM SPACES TAKE OFF LEADING AND PERHAPS TRAINING CHR$(32)'S
   DO WHILE RIGHT$(C$,1)=CHR$(32)
     LET C$=LEFT$(C$,LEN(C$)-1)
   LOOP

   LET C$=UCASE$(C$)

   LET I=1                                'LETTER COUNTER

   DO WHILE NOT (ASC (MID$(C$,I,1)) = 32) AND NOT (I= LEN(C$))
                                          'LOOP TO LOOK FOR FIRST SPACE
       LET I = I + 1                      'WHICH SHOULD DENOTE END OF FIRST
   LOOP                                   'WORD

   LET VERB$=MID$(C$,1,I)                 'ASSIGN THOSE CHARACTERS TO VERB$

LET ANSWER$(TURNNUMBER)=C$

   LET OBJECT$ = MID$(C$,I+1,LEN(C$))     'ASSIGN REST OF SENTENCE TO OBJECT$


   IF LEN(OBJECT$)<>0 THEN VERB$=LEFT$(VERB$,LEN(VERB$)-1)
   FOR J=1 TO 20                          'CONVERT OBJECT$ LACKING * OR !
       IF OBJECT$=OBJ$(J) THEN LET OBJECT$=OBJ2$(J)
   NEXT J
   'CHECK FOR EXTRA WORDS
   COUNTER=0
   FOR J=1 TO LEN(OBJECT$)
     LET DUMMY$=MID$(OBJECT$,J,1)
     IF DUMMY$=CHR$(32) THEN COUNTER=COUNTER+1
   NEXT J
   IF COUNTER<>0 THEN PRINT "One space (two words) only, please." _
     ELSE DUMMY2=1

LOOP
END SUB

'MODULE 2.3 EVALUATE THE COMMANDS
SUB EVALUATE
   SHARED VERB$, OBJECT$,ROOM,DIRECTION,MOVEMENTTABLE(),NUMBERROOMS,_
       ROOMOBJECT$(),ITEMNUMBER,TURNNUMBER,THING$,INVENTORY$(),FLAG(),_
       GYNTURN
   IF FLAG(1)<>0 THEN EXIT SUB
   IF FLAG(14)=1 THEN EXIT SUB
   SELECT CASE VERB$
       CASE "QUIT","Q","AWAKEN","WAKE"
           LET FLAG(1)=2   'GAME NOT WON(1) OR LOST(-1):EXIT SELECT
       CASE "SAVE"
           IF OBJECT$<>"GAME" THEN PRINT "SAVE GAME":EXIT SELECT
           OPEN "CURSAV.BAS" FOR OUTPUT AS #1

           WRITE #1,ROOM


           FOR I=1 TO 5
               LET DUMMY$=""
               FOR J=1 TO LEN(INVENTORY$(I))
                LET DUMMY$=DUMMY$+CHR$(ASC(MID$(INVENTORY$(I),J,1))+4)
               NEXT J
               WRITE #1,DUMMY$
           NEXT I
           FOR I=1 TO NUMBERROOMS
              FOR J=1 TO 15
               LET DUMMY$=""
               FOR K=1 TO LEN (ROOMOBJECT$(I,J))
                LET DUMMY$=DUMMY$+CHR$(ASC(MID$(ROOMOBJECT$(I,J),K,1))+4)
               NEXT K
               WRITE #1,DUMMY$
              NEXT J
           NEXT I
           FOR I=1 TO 30
               WRITE  #1,FLAG(I)
           NEXT I
           CLOSE #1

           PRINT "OK
           EXIT SELECT
       CASE "RESTORE", "LOAD"
           IF OBJECT$<> "GAME" THEN PRINT "RESTORE GAME":EXIT SELECT
           OPEN "CURSAV.BAS" FOR INPUT AS #1

           INPUT #1,ROOM

           FOR I=1 TO 5
             INPUT #1,DUMMY$
               LET INVENTORY$(I)=""
               FOR J=1 TO LEN(DUMMY$)
                LET INVENTORY$(I)=INVENTORY$(I)+CHR$(ASC(MID$(DUMMY$,J,1))-4)
               NEXT J
           NEXT I
           FOR I=1 TO NUMBERROOMS
              FOR J=1 TO 15
               INPUT #1,DUMMY$
               LET ROOMOBJECT$(I,J)=""
               FOR K=1 TO LEN (DUMMY$)
                LET ROOMOBJECT$(I,J)=ROOMOBJECT$(I,J)+CHR$(ASC(MID$(DUMMY$,K,1))-4)
               NEXT K
              NEXT J
           NEXT I


           FOR I=1 TO 30
               INPUT  #1,FLAG(I)
           NEXT I
           CLOSE #1
           PRINT "OK
           EXIT SELECT

       CASE "INVENTORY","I"
           COUNTER=0
           PRINT "   YOU CARRY: ";
           FOR I= 1 TO 5
               IF INVENTORY$(I)<>"EMPTY" THEN COUNTER=COUNTER + 1:_
                   PRINT INVENTORY$(I);"   ";
           NEXT I
           IF COUNTER = 0 THEN PRINT "NOTHING AT ALL" :EXIT SELECT
           PRINT:EXIT SELECT

       CASE "GO","MOVE","N","S","E","W","U","D"
           IF LEN (VERB$)=1 THEN OBJECT$=VERB$
           IF OBJECT$="NORTH" OR OBJECT$="N" THEN DIRECTION = 1
           IF OBJECT$="SOUTH" OR OBJECT$="S" THEN DIRECTION = 2
           IF OBJECT$="EAST"  OR OBJECT$="E" THEN DIRECTION = 3
           IF OBJECT$="WEST"  OR OBJECT$="W" THEN DIRECTION = 4
           IF OBJECT$="UP"    OR OBJECT$="U" THEN DIRECTION = 5
           IF OBJECT$="DOWN"  OR OBJECT$="D" THEN DIRECTION = 6


           IF MOVEMENTTABLE (ROOM,DIRECTION) = 0 THEN _
               PRINT "You can't go that way" ELSE _
               LET ROOM = MOVEMENTTABLE (ROOM,DIRECTION)
           EXIT SELECT

       CASE "GET","TAKE","PLUCK","EXTRACT","PULL"

           IF ROOM=7 AND RIGHT$(OBJECT$,1)="!" THEN _
             PRINT "Best leave the treasures here, love":EXIT SELECT

           THING$="BUCKET"
           IF FNCARRY=0 AND OBJECT$="WATER" THEN _
             PRINT "GET the BUCKET":EXIT SELECT
           IF OBJECT$="WATER" AND FLAG(7)=0 THEN _
             PRINT "OIL the PUMP first.  It's rusty.":EXIT SELECT
           IF OBJECT$="WATER" AND ROOM <> 8 THEN _
             PRINT "GO to the courtyard":EXIT SELECT
           IF OBJECT$="WATER" THEN FLAG(6)=1:_
             PRINT "The BUCKET is full of nice WATER.":EXIT SELECT

           IF  FNPRESENT = 0 THEN PRINT "I don't see  ";OBJECT$:EXIT SELECT
           IF RIGHT$(OBJECT$,1)="*" THEN PRINT "I can't handle it":EXIT SELECT

           IF OBJECT$="SWORD" THEN FLAG(10)=1

           FOR I=1 TO 5
               IF INVENTORY$(I)="EMPTY" THEN INVENTORY$(I)=OBJECT$:_
                   PRINT "Got it.":ROOMOBJECT$(ROOM,ITEMNUMBER)="EMPTY":_
                   EXIT SELECT
           NEXT I

           IF OBJECT$="SWORD" THEN FLAG(10)=0

           PRINT "You're carrying too much.  DROP something.":EXIT SELECT
       CASE "PUT","DROP","GIVE"

           THING$=OBJECT$
           IF FNCARRY=0 THEN PRINT "You don't have the ";OBJECT$:EXIT SELECT

           IF OBJECT$="SWORD" THEN PRINT "You'll need the SWORD.":EXIT SELECT

           FOR J=1 TO 15
               IF ROOMOBJECT$(ROOM,J)="EMPTY"THEN ROOMOBJECT$(ROOM,J)=OBJECT$_
                   :LET INVENTORY$(ITEMNUMBER)="EMPTY" :PRINT "OK":_
                   EXIT SELECT
           NEXT J
           PRINT "This room is full, take it elsewhere":EXIT SELECT


       CASE "READ"
           IF OBJECT$="SIGN*" AND ROOM=7 THEN _
              PRINT "It says - DROP TREASURES! such as GOLD!":_
              PRINT "here and type SCORE":EXIT SELECT
           IF OBJECT$="SIGN*"AND ROOM=13 THEN _
              PRINT "Recipe for OATMEAL -> DROP OATS and water BUCKET":_
              PRINT "at kettle and MAKE OATMEAL":EXIT SELECT

           PRINT "Try READ SIGN* ":EXIT SELECT

      CASE "OIL","LUBRICATE","GREASE","HAIR-OIL"
          THING$="HAIR-OIL"
              IF FNCARRY=0 THEN PRINT "You don't have the HAIR-OIL":EXIT SELECT
          IF ROOM=8 THEN PRINT "Now you can GET the WATER.":_
             FLAG(7)=1:EXIT SELECT
          PRINT "You are in the wrong place":EXIT SELECT
      CASE "DRINK"
         PRINT "You are not thirsty":EXIT SELECT
      CASE "EAT"
         IF FLAG(3)=0 THEN PRINT "MAKE OATMEAL first":EXIT SELECT
         PRINT "You are in the wrong place":EXIT SELECT
      CASE "BREAK","CHOP","CUT"
         IF FLAG(4)=1 THEN _
            PRINT "The only thing worth breaking was the THRONE":EXIT SELECT
         IF ROOM<>7 THEN PRINT "GO to the throne room":EXIT SELECT
         THING$="AXE"
           IF FNCARRY=0 THEN PRINT "GET the AXE":EXIT SELECT
         PRINT "Whew! Now you have some WOOD for a fire":_
            ROOMOBJECT$(7,2)="WOOD":FLAG(4)=1:_
            INVENTORY$(ITEMNUMBER)="EMPTY":EXIT SELECT
      CASE "STRIKE"
        PRINT "Try -   MAKE FIRE ":EXIT SELECT
      CASE "FILL"
        PRINT "Try -   GET WATER":EXIT SELECT
      CASE "PUMP"
        PRINT "Try -   GET WATER ":EXIT SELECT
      CASE "SCORE"
        IF ROOM<>7 THEN PRINT "Return to the THRONE ROOM":EXIT SELECT
        SCORE=0
        FOR I=1 TO 10
            LET STUFF$=ROOMOBJECT$(7,I)
            IF RIGHT$(STUFF$,1)="!" THEN SCORE=SCORE+20
        NEXT I
        PRINT "Your SCORE is ";SCORE
        IF SCORE=100 THEN PRINT "YOU WIN!!!!!  FANTASTIC JOB!!!":_
          FLAG(1)=1:EXIT SELECT
        PRINT (100-SCORE);" points to go!":EXIT SELECT

     CASE "DIG","SHOVEL"
        THING$="SHOVEL"
          IF FNCARRY=0 THEN PRINT "GET the SHOVEL":EXIT SELECT
        IF ROOM<>1 THEN PRINT "The floor is solid rock here":EXIT SELECT
        IF FLAG(11)=1 THEN PRINT "Nothing else to DIG":EXIT SELECT
        PRINT "YOU HIT SOMETHING!":ROOMOBJECT$(1,1)="GOLD!":_
          FLAG(11)=1:EXIT SELECT
     CASE "KILL","MURDER","SLAY"
        PRINT "GET a suitable weapon":EXIT SELECT
     CASE "MAKE","BUILD","PREPARE","COOK"
        IF ROOM<>5 THEN PRINT "GO to the FIREPLACE":EXIT SELECT
        'MAKE FIRE OPTIONS
        IF OBJECT$<>"FIRE*" THEN GOTO JUMPOVER
          IF FLAG(2)=1 THEN PRINT "There is a fire!":EXIT SELECT
          OBJECT$="FLINT-STEEL":IF FNPRESENT=0 THEN _
            PRINT "DROP FLINT-STEEL here":EXIT SELECT
          OBJECT$="STRAW":IF FNPRESENT=0 THEN _
            PRINT "DROP STRAW here":EXIT SELECT
          OBJECT$="WOOD":IF FNPRESENT=0 THEN _
            PRINT "DROP WOOD  here":EXIT SELECT
          FLAG(2)=1:PRINT "You now have a lovely, warm fire":_
            ROOMOBJECT$(5,2)="FIRE*":ROOMOBJECT$(9,2)="BUCKET":_
            ROOMOBJECT$(11,2)="OATS":ROOMOBJECT$(13,1)="HAIR-OIL":_
            FLAG(5)=1
            OBJECT$="FLINT-STEEL":IF FLAG(5)=1 AND FNPRESENT=1 THEN _
              ROOMOBJECT$(5,ITEMNUMBER)="EMPTY"
            OBJECT$="STRAW":IF FLAG(5)=1 AND FNPRESENT=1 THEN _
              ROOMOBJECT$(5,ITEMNUMBER)="EMPTY"
            OBJECT$="WOOD":IF FLAG(5)=1 AND FNPRESENT=1 THEN _
              ROOMOBJECT$(5,ITEMNUMBER)="EMPTY"
           IF FLAG(5)=1 THEN FLAG(5)=0:EXIT SELECT

        'JUMPOVER TO MAKE OATMEAL OPTIONS
        JUMPOVER:
         IF LEFT$(OBJECT$,3)<>"OAT" AND OBJECT$<>"FOOD" THEN _
           PRINT "Try - BUILD FIRE or MAKE OATMEAL":EXIT SELECT
        IF FLAG(2)=0 THEN PRINT "BUILD FIRE first":EXIT SELECT
        IF FLAG(3)=1 THEN PRINT "Once is enough!":EXIT SELECT
        IF FLAG(6)=0 THEN PRINT "GET WATER in the bucket first":_
          EXIT SELECT
        OBJECT$="BUCKET":IF FNPRESENT=0 THEN _
          PRINT "DROP BUCKET  here first":EXIT SELECT
        OBJECT$="OATS":IF FNPRESENT=0 THEN _
          PRINT "DROP OATS  here first":EXIT SELECT
        FLAG(3)=1:PRINT "The oatmeal was filling.  Just then, a GIANT arrives,":_
          PRINT "eats the remaining OATMEAL, pokes you gently in the stomach":_
          PRINT "and wanders into the HALL.":ROOMOBJECT$(6,1)="GIANT*":_
          GYNTURN=1:FLAG(5)=1
          IF FLAG(5)=1 THEN  ROOMOBJECT$_
            (13,2)="PEARLS!":ROOMOBJECT$(16,1)="DIAMONDS!":_
            ROOMOBJECT$(14,1)="RUBIES!":ROOMOBJECT$(15,1)="EMERALDS!":_
            ROOMOBJECT$(3,1)="SWORD"
         IF FLAG(5)=1 THEN FLAG(5)=0:EXIT SELECT
     CASE "USE"
       PRINT "To do what?  Try something more specific."
       EXIT SELECT
     CASE ELSE
           PRINT "I don't know that VERB":EXIT SELECT
   END  SELECT
END SUB

'MODULE 2.3.1 DEFINE THE FUNCTION- IS THE OBJECT PRESENT?
DEF FNPRESENT
   SHARED ROOMOBJECT$(),OBJECT$,ITEMNUMBER
        FOR J=1 TO 15
            IF ROOMOBJECT$(ROOM,J)=OBJECT$ THEN _
                FNPRESENT=1:ITEMNUMBER=J:EXIT DEF
        NEXT J
        FNPRESENT=0
END DEF

'MODULE 2.3.2 DEFINE THE FUNCTION- IS IT BEING CARRIED?
DEF FNCARRY
   SHARED INVENTORY$(),THING$,ITEMNUMBER
   FOR I = 1 TO 5
       IF INVENTORY$(I)=THING$ THEN FNCARRY = 1: ITEMNUMBER = I: EXIT DEF
   NEXT I
   FNCARRY=0
END DEF

'MODULE 2.4 UPDATE DATA
SUB UPDATE
END SUB

'MODULE 3 CLOSING
SUB CLOSING
   SHARED FLAG(),TURNNUMBER,ANSWER$(),STRT
   PRINT
IF FLAG(1)=1 THEN PRINT " *****   HOORAY FOR YOU!!  YOU'VE WON THE GAME!!  ****"
   PRINT
  FOR I=1 TO 6:    PRINT:NEXT I
   INPUT "BE SURE THAT YOUR DISK IS IN THE DRIVE AND PRESS ENTER";DUMMY$

      DIM DTA(40),DTA$(10)
      OPEN "REPORT.DTA" FOR INPUT AS #1
        REM RETRIEVES OLD DATA FROM REPORT.DTA
        FOR I=1 TO 40
          INPUT #1,DTA(I)
        NEXT I
        FOR I=1 TO 10
          INPUT #1,DTA$(I)
        NEXT I
      CLOSE #1

   LET DTA(8)=FLAG(1):LET DTA(33)=DTA(33)+INT((TIMER-STRT)/6)
      OPEN "REPORT.DTA" FOR OUTPUT AS #1
        REM SENDS UPDATED DATA TO REPORT.DTA (WITH NAIME$)
        FOR I=1 TO 40
          WRITE #1,DTA(I)
        NEXT I
        FOR I=1 TO 10
          WRITE #1,DTA$(I)
        NEXT I
      CLOSE #1

   OPEN "CURSDATA.TXT" FOR APPEND AS #2
      PRINT #2,TIME$
      FOR I=0 TO TURNNUMBER
       IF INT(I/5)=I/5 THEN PRINT #2,ANSWER$(I) ELSE PRINT #2,ANSWER$(I),
      NEXT I
      PRINT #2,INT((STRT-TIMER)/6),INT(1000*RND(0))
   CLOSE #2
   PRINT "This game is over.  Type CURSED  to play again."
END SUB

'END OF PROGRAM