7 /* This stuff was broken off as part of an effort to get the main program
8 * to compile without running out of memory. We're called with a number
9 * that says what label the caller wanted to "goto", and we return a
10 * similar label number for the caller to "goto".
13 /* Analyse a verb. Remember what it was, go back for object if second word
14 * unless verb is "say", which snarfs arbitrary second word.
17 int action(FILE *input, long STARTAT, long verb, long obj) {
20 case 4000: goto L4000;
21 case 4090: goto L4090;
22 case 5000: goto L5000;
28 if(WD2 > 0 && verb != SAY) return(2800);
29 if(verb == SAY)obj=WD2;
30 if(obj > 0) goto L4090;
32 /* Analyse an intransitive verb (ie, no object given yet). */
35 case 0: goto L8010; /* CARRY */
36 case 1: return(8000); /* DROP */
37 case 2: return(8000); /* SAY */
38 case 3: goto L8040; /* UNLOC */
39 case 4: return(2009); /* NOTHI */
40 case 5: goto L8040; /* LOCK */
41 case 6: goto L8070; /* LIGHT */
42 case 7: goto L8080; /* EXTIN */
43 case 8: return(8000); /* WAVE */
44 case 9: return(8000); /* CALM */
45 case 10: return(2011); /* WALK */
46 case 11: goto L9120; /* ATTAC */
47 case 12: goto L9130; /* POUR */
48 case 13: goto L8140; /* EAT */
49 case 14: goto L9150; /* DRINK */
50 case 15: return(8000); /* RUB */
51 case 16: return(8000); /* TOSS */
52 case 17: goto L8180; /* QUIT */
53 case 18: return(8000); /* FIND */
54 case 19: goto L8200; /* INVEN */
55 case 20: return(8000); /* FEED */
56 case 21: goto L9220; /* FILL */
57 case 22: goto L9230; /* BLAST */
58 case 23: goto L8240; /* SCOR */
59 case 24: goto L8250; /* FOO */
60 case 25: goto L8260; /* BRIEF */
61 case 26: goto L8270; /* READ */
62 case 27: return(8000); /* BREAK */
63 case 28: return(8000); /* WAKE */
64 case 29: goto L8300; /* SUSP */
65 case 30: goto L8310; /* RESU */
66 case 31: goto L8320; /* FLY */
67 case 32: goto L8330; /* LISTEN */
68 case 33: goto L8340; /* ZZZZ */
72 /* Analyse a transitive verb. */
74 L4090: switch (verb-1) {
75 case 0: goto L9010; /* CARRY */
76 case 1: goto L9020; /* DROP */
77 case 2: goto L9030; /* SAY */
78 case 3: goto L9040; /* UNLOC */
79 case 4: return(2009); /* NOTHI */
80 case 5: goto L9040; /* LOCK */
81 case 6: goto L9070; /* LIGHT */
82 case 7: goto L9080; /* EXTI */
83 case 8: goto L9090; /* WAVE */
84 case 9: return(2011); /* CALM */
85 case 10: return(2011); /* WALK */
86 case 11: goto L9120; /* ATTAC */
87 case 12: goto L9130; /* POUR */
88 case 13: goto L9140; /* EAT */
89 case 14: goto L9150; /* DRINK */
90 case 15: goto L9160; /* RUB */
91 case 16: goto L9170; /* TOSS */
92 case 17: return(2011); /* QUIT */
93 case 18: goto L9190; /* FIND */
94 case 19: goto L9190; /* INVEN */
95 case 20: goto L9210; /* FEED */
96 case 21: goto L9220; /* FILL */
97 case 22: goto L9230; /* BLAST */
98 case 23: return(2011); /* SCOR */
99 case 24: return(2011); /* FOO */
100 case 25: return(2011); /* BRIEF */
101 case 26: goto L9270; /* READ */
102 case 27: goto L9280; /* BREAK */
103 case 28: goto L9290; /* WAKE */
104 case 29: return(2011); /* SUSP */
105 case 30: return(2011); /* RESU */
106 case 31: goto L9320; /* FLY */
107 case 32: return(2011); /* LISTEN */
108 case 33: goto L8340; /* ZZZZ */
112 /* Analyse an object word. See if the thing is here, whether we've got a verb
113 * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
114 * (and no new verb yet to be analysed). Water and oil are also funny, since
115 * they are never actually dropped at any location, but might be here inside
116 * the bottle or urn or as a feature of the location. */
119 if(!HERE(K)) goto L5100;
120 L5010: if(WD2 > 0) return(2800);
121 if(verb != 0) goto L4090;
126 L5100: if(K != GRATE) goto L5110;
127 if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
128 if(game.loc > 9 && game.loc < 15)K=ENTRNC;
129 if(K != GRATE) return(8);
130 L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
131 if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
132 if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
135 L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
138 L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
142 L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
145 L5190: if((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
153 /* Routines for performing the various action verbs */
155 /* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
156 * transitive, plus ten times the verb number. Many intransitive verbs use the
157 * transitive code, and some verbs use code for other verbs, as noted below. */
159 /* Carry, no object given yet. OK if only one object present. */
161 L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
162 obj=game.atloc[game.loc];
164 /* Transitive carry/drop are in separate file. */
166 L9010: return(carry(obj));
167 L9020: return(discard(obj, false));
169 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
171 L9030: SETPRM(1,WD2,WD2X);
172 if(WD2 <= 0)SETPRM(1,WD1,WD1X);
175 if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
183 /* Lock, unlock, no object given. Assume various things if present. */
186 if(HERE(CLAM))obj=CLAM;
187 if(HERE(OYSTER))obj=OYSTER;
188 if(AT(DOOR))obj=DOOR;
189 if(AT(GRATE))obj=GRATE;
190 if(obj != 0 && HERE(CHAIN)) return(8000);
191 if(HERE(CHAIN))obj=CHAIN;
192 if(obj == 0) return(2011);
194 /* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
196 L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
197 if(obj == DOOR)SPK=111;
198 if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
199 if(obj == CAGE)SPK=32;
200 if(obj == KEYS)SPK=55;
201 if(obj == GRATE || obj == CHAIN)SPK=31;
202 if(SPK != 31 || !HERE(KEYS)) return(2011);
203 if(obj == CHAIN) goto L9048;
204 if(!game.closng) goto L9043;
206 if(!game.panic)game.clock2=15;
210 L9043: K=34+game.prop[GRATE];
212 if(verb == LOCK)game.prop[GRATE]=0;
213 K=K+2*game.prop[GRATE];
218 if(obj == OYSTER)K=1;
220 if(TOTING(obj))SPK=120+K;
221 if(!TOTING(TRIDNT))SPK=122+K;
222 if(verb == LOCK)SPK=61;
223 if(SPK != 124) return(2011);
225 DROP(OYSTER,game.loc);
230 L9048: if(verb == LOCK) goto L9049;
232 if(game.prop[BEAR] == 0)SPK=41;
233 if(game.prop[CHAIN] == 0)SPK=37;
234 if(SPK != 171) return(2011);
237 if(game.prop[BEAR] != 3)game.prop[BEAR]=2;
238 game.fixed[BEAR]=2-game.prop[BEAR];
242 if(game.prop[CHAIN] != 0)SPK=34;
243 if(game.loc != PLAC[CHAIN])SPK=173;
244 if(SPK != 172) return(2011);
246 if(TOTING(CHAIN))DROP(CHAIN,game.loc);
247 game.fixed[CHAIN]= -1;
250 /* Light. Applicable only to lamp and urn. */
252 L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
253 if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
254 if(obj == 0 || obj > NOBJECTS) return(8000);
256 L9070: if(obj == URN) goto L9073;
257 if(obj != LAMP) return(2011);
259 if(game.limit < 0) return(2011);
262 if(game.wzdark) return(2000);
266 if(game.prop[URN] == 0) return(2011);
271 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
273 L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
274 if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
275 if(obj == 0 || obj > NOBJECTS) return(8000);
277 L9080: if(obj == URN) goto L9083;
278 if(obj == LAMP) goto L9086;
279 if(obj == DRAGON || obj == VOLCAN)SPK=146;
282 L9083: game.prop[URN]=game.prop[URN]/2;
286 L9086: game.prop[LAMP]=0;
288 if(DARK(0))RSPEAK(16);
291 /* Wave. No effect unless waving rod at fissure or at bird. */
293 L9090: if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
294 if(obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
296 if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
297 if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
298 if(game.closed) return(18999);
299 if(game.closng || !AT(FISSUR)) return(2011);
300 if(HERE(BIRD))RSPEAK(SPK);
301 game.prop[FISSUR]=1-game.prop[FISSUR];
302 PSPEAK(FISSUR,2-game.prop[FISSUR]);
305 L9094: DROP(JADE,game.loc);
307 game.tally=game.tally-1;
311 /* Attack also moved into separate module. */
313 L9120: return(attack(input, obj, verb));
315 /* Pour. If no object, or object is bottle, assume contents of bottle.
316 * special tests for pouring water or oil on plant or rusty door. */
318 L9130: if(obj == BOTTLE || obj == 0)obj=LIQ(0);
319 if(obj == 0) return(8000);
320 if(!TOTING(obj)) return(2011);
322 if(obj != OIL && obj != WATER) return(2011);
323 if(HERE(URN) && game.prop[URN] == 0) goto L9134;
327 if(!(AT(PLANT) || AT(DOOR))) return(2011);
329 if(AT(DOOR)) goto L9132;
331 if(obj != WATER) return(2011);
332 PSPEAK(PLANT,game.prop[PLANT]+3);
333 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
334 game.prop[PLANT2]=game.prop[PLANT];
338 L9132: game.prop[DOOR]=0;
339 if(obj == OIL)game.prop[DOOR]=1;
340 SPK=113+game.prop[DOOR];
346 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
347 * ok, some things lose appetite, rest are ridiculous. */
349 L8140: if(!HERE(FOOD)) return(8000);
354 L9140: if(obj == FOOD) goto L8142;
355 if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
356 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
360 /* Drink. If no object, assume water and look for it here. If water is in
361 * the bottle, drink that, else must be at a water loc, so drink stream. */
363 L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
365 if(obj == BLOOD) goto L9153;
366 if(obj != 0 && obj != WATER)SPK=110;
367 if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
373 L9153: DSTROY(BLOOD);
375 OBJSND[BIRD]=OBJSND[BIRD]+3;
379 /* Rub. Yields various snide remarks except for lit urn. */
381 L9160: if(obj != LAMP)SPK=76;
382 if(obj != URN || game.prop[URN] != 2) return(2011);
384 DROP(AMBER,game.loc);
386 game.tally=game.tally-1;
387 DROP(CAVITY,game.loc);
391 /* Throw moved into separate module. */
393 L9170: return(throw(input, obj, verb));
395 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
397 L8180: if(YES(input,22,54,54)) score(1);
400 /* Find. Might be carrying it, or it might be here. Else give caveat. */
402 L9190: if(AT(obj) || (LIQ(0) == obj && AT(BOTTLE)) || K == LIQLOC(game.loc) || (obj ==
403 DWARF && ATDWRF(game.loc) > 0))SPK=94;
404 if(game.closed)SPK=138;
405 if(TOTING(obj))SPK=24;
408 /* Inventory. If object, treat same as find. Else report on current burden. */
411 /* 8201 */ for (I=1; I<=NOBJECTS; I++) {
412 if(I == BEAR || !TOTING(I)) goto L8201;
413 if(SPK == 98)RSPEAK(99);
420 if(TOTING(BEAR))SPK=141;
423 /* Feed/fill are in the other module. */
425 L9210: return(feed(obj));
426 L9220: return(fill(obj));
428 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
430 L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011);
432 if(game.loc == 115)game.bonus=134;
433 if(HERE(ROD2))game.bonus=135;
437 /* Score. Call scoring routine but tell it to return. */
440 SETPRM(1,SCORE,MXSCOR);
441 SETPRM(3,game.turns,game.turns);
445 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
446 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
447 * word zips the eggs back to the giant room (unless already there). */
449 L8250: K=VOCAB(WD1,3);
451 if(game.foobar == 1-K) goto L8252;
452 if(game.foobar != 0)SPK=151;
455 L8252: game.foobar=K;
456 if(K != 4) return(2009);
458 if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
460 /* Bring back troll if we steal the eggs back from him before crossing. */
461 if(game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] ==
462 0)game.prop[TROLL]=1;
465 if(game.loc == PLAC[EGGS])K=0;
466 MOVE(EGGS,PLAC[EGGS]);
470 /* Brief. Intransitive only. Suppress long descriptions after first time. */
477 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
479 L8270: for (I=1; I<=NOBJECTS; I++) {
480 if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
482 if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
484 L9270: if(DARK(0)) goto L5190;
485 if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
486 if(obj == OYSTER && !game.clshnt) goto L9275;
487 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
490 L9275: game.clshnt=YES(input,192,193,54);
493 /* Break. Only works for mirror in repository and, of course, the vase. */
495 L9280: if(obj == MIRROR)SPK=148;
496 if(obj == VASE && game.prop[VASE] == 0) goto L9282;
497 if(obj != MIRROR || !game.closed) return(2011);
502 if(TOTING(VASE))DROP(VASE,game.loc);
504 game.fixed[VASE]= -1;
507 /* Wake. Only use is to disturb the dwarves. */
509 L9290: if(obj != DWARF || !game.closed) return(2011);
513 /* Suspend. Offer to save things in a file, but charging some points (so
514 * can't win by using saved games to retry battles or to start over after
515 * learning zzword). */
519 if(!YES(input,200,54,54)) return(2012);
520 game.saved=game.saved+5;
523 /* This next part is shared with the "resume" code. The two cases are
524 * distinguished by the value of kk (-1 for suspend, +1 for resume). */
526 L8305: DATIME(&I,&K);
531 if(K != VRSION) goto L8312;
532 /* Herewith are all the variables whose values can change during a game,
533 * omitting a few (such as I, J, ATTACK) whose values between turns are
534 * irrelevant and some whose values when a game is
535 * suspended or resumed are guaranteed to match. If unsure whether a value
536 * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
537 * with junk variables to bring it up to 7 values. */
538 SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
539 SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
540 SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
541 SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
542 SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
543 SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
544 SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
545 SAVARR(game.abbrev,LOCSIZ);
546 SAVARR(game.atloc,LOCSIZ);
547 SAVARR(game.dloc,NDWARVES);
548 SAVARR(game.dseen,NDWARVES);
549 SAVARR(game.fixed,NOBJECTS);
550 SAVARR(game.hinted,HNTSIZ);
551 SAVARR(game.hintlc,HNTSIZ);
552 SAVARR(game.link,NOBJECTS*2);
553 SAVARR(game.odloc,NDWARVES);
554 SAVARR(game.place,NOBJECTS);
555 SAVARR(game.prop,NOBJECTS);
557 if(K != 0) goto L8318;
559 game.zzword=RNDVOC(3,game.zzword);
560 if(kk > 0) return(8);
564 /* Resume. Read a suspended game back from a file. */
567 if(game.loc == 1 && game.abbrev[1] == 1) goto L8305;
569 if(!YES(input,200,54,54)) return(2012);
572 L8312: SETPRM(1,K/10,MOD(K,10));
573 SETPRM(3,VRSION/10,MOD(VRSION,10));
580 /* Fly. Snide remarks unless hovering rug is here. */
582 L8320: if(game.prop[RUG] != 2)SPK=224;
583 if(!HERE(RUG))SPK=225;
584 if(SPK/2 == 112) return(2011);
587 L9320: if(obj != RUG) return(2011);
589 if(game.prop[RUG] != 2) return(2011);
590 game.oldlc2=game.oldloc;
591 game.oldloc=game.loc;
592 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
594 if(game.prop[SAPPH] >= 0)SPK=227;
598 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
602 if(K == 0) goto L8332;
604 if(K < 0) return(2012);
606 L8332: SETPRM(1,game.zzword,0);
607 /* 8335 */ for (I=1; I<=NOBJECTS; I++) {
608 if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335;
609 PSPEAK(I,OBJSND[I]+game.prop[I]);
611 if(I == BIRD && OBJSND[I]+game.prop[I] == 8)DSTROY(BIRD);
616 /* Z'ZZZ (word gets recomputed at startup; different each game). */
618 L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
619 PSPEAK(RESER,game.prop[RESER]+1);
620 game.prop[RESER]=1-game.prop[RESER];
621 if(AT(RESER)) return(2012);
622 game.oldlc2=game.loc;