8 /* This stuff was broken off as part of an effort to get the main program
9 * to compile without running out of memory. We're called with a number
10 * that says what label the caller wanted to "goto", and we return a
11 * similar label number for the caller to "goto".
14 /* Analyse a verb. Remember what it was, go back for object if second word
15 * unless verb is "say", which snarfs arbitrary second word. */
17 int action(FILE *input, long STARTAT) {
19 case 4000: goto L4000;
20 case 4090: goto L4090;
21 case 5000: goto L5000;
26 game.spk=ACTSPK[VERB];
27 if(WD2 > 0 && VERB != SAY) return(2800);
28 if(VERB == SAY)OBJ=WD2;
29 if(OBJ > 0) goto L4090;
31 /* Analyse an intransitive verb (ie, no object given yet). */
34 case 0: goto L8010; /* CARRY */
35 case 1: return(8000); /* DROP */
36 case 2: return(8000); /* SAY */
37 case 3: goto L8040; /* UNLOC */
38 case 4: return(2009); /* NOTHI */
39 case 5: goto L8040; /* LOCK */
40 case 6: goto L8070; /* LIGHT */
41 case 7: goto L8080; /* EXTIN */
42 case 8: return(8000); /* WAVE */
43 case 9: return(8000); /* CALM */
44 case 10: return(2011); /* WALK */
45 case 11: goto L9120; /* ATTAC */
46 case 12: goto L9130; /* POUR */
47 case 13: goto L8140; /* EAT */
48 case 14: goto L9150; /* DRINK */
49 case 15: return(8000); /* RUB */
50 case 16: return(8000); /* TOSS */
51 case 17: goto L8180; /* QUIT */
52 case 18: return(8000); /* FIND */
53 case 19: goto L8200; /* INVEN */
54 case 20: return(8000); /* FEED */
55 case 21: goto L9220; /* FILL */
56 case 22: goto L9230; /* BLAST */
57 case 23: goto L8240; /* SCOR */
58 case 24: goto L8250; /* FOO */
59 case 25: goto L8260; /* BRIEF */
60 case 26: goto L8270; /* READ */
61 case 27: return(8000); /* BREAK */
62 case 28: return(8000); /* WAKE */
63 case 29: goto L8300; /* SUSP */
64 case 30: goto L8310; /* RESU */
65 case 31: goto L8320; /* FLY */
66 case 32: goto L8330; /* LISTEN */
67 case 33: goto L8340; /* ZZZZ */
71 /* Analyse a transitive verb. */
73 L4090: switch (VERB-1) { case 0: goto L9010; case 1: goto L9020; case 2: goto
74 L9030; case 3: goto L9040; case 4: return(2009); case 5: goto L9040;
75 case 6: goto L9070; case 7: goto L9080; case 8: goto L9090; case
76 9: return(2011); case 10: return(2011); case 11: goto L9120; case 12:
77 goto L9130; case 13: goto L9140; case 14: goto L9150; case 15:
78 goto L9160; case 16: goto L9170; case 17: return(2011); case 18:
79 goto L9190; case 19: goto L9190; case 20: goto L9210; case 21:
80 goto L9220; case 22: goto L9230; case 23: return(2011); case 24:
81 return(2011); case 25: return(2011); case 26: goto L9270; case 27:
82 goto L9280; case 28: goto L9290; case 29: return(2011); case 30:
83 return(2011); case 31: goto L9320; case 32: return(2011); case 33:
85 /* TAKE DROP SAY OPEN NOTH LOCK ON OFF WAVE CALM
86 * WALK KILL POUR EAT DRNK RUB TOSS QUIT FIND INVN
87 * FEED FILL BLST SCOR FOO BRF READ BREK WAKE SUSP
88 * RESU FLY LSTN ZZZZ */
91 /* Analyse an object word. See if the thing is here, whether we've got a verb
92 * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
93 * (and no new verb yet to be analysed). Water and oil are also funny, since
94 * they are never actually dropped at any location, but might be here inside
95 * the bottle or urn or as a feature of the location. */
98 if(!HERE(K)) goto L5100;
99 L5010: if(WD2 > 0) return(2800);
100 if(VERB != 0) goto L4090;
105 L5100: if(K != GRATE) goto L5110;
106 if(LOC == 1 || LOC == 4 || LOC == 7)K=DPRSSN;
107 if(LOC > 9 && LOC < 15)K=ENTRNC;
108 if(K != GRATE) return(8);
109 L5110: if(K == DWARF && ATDWRF(LOC) > 0) goto L5010;
110 if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(LOC)) goto L5010;
111 if(OBJ != OIL || !HERE(URN) || PROP[URN] == 0) goto L5120;
114 L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
117 L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
121 L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
124 L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010;
132 /* Routines for performing the various action verbs */
134 /* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
135 * transitive, plus ten times the verb number. Many intransitive verbs use the
136 * transitive code, and some verbs use code for other verbs, as noted below. */
138 /* Carry, no object given yet. OK if only one object present. */
140 L8010: if(ATLOC[LOC] == 0 || LINK[ATLOC[LOC]] != 0 || ATDWRF(LOC) > 0) return(8000);
143 /* Transitive carry/drop are in separate file. */
145 L9010: return(carry());
146 L9020: return(discard(false));
148 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
150 L9030: SETPRM(1,WD2,WD2X);
151 if(WD2 <= 0)SETPRM(1,WD1,WD1X);
154 if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
162 /* Lock, unlock, no object given. Assume various things if present. */
165 if(HERE(CLAM))OBJ=CLAM;
166 if(HERE(OYSTER))OBJ=OYSTER;
167 if(AT(DOOR))OBJ=DOOR;
168 if(AT(GRATE))OBJ=GRATE;
169 if(OBJ != 0 && HERE(CHAIN)) return(8000);
170 if(HERE(CHAIN))OBJ=CHAIN;
171 if(OBJ == 0) return(2011);
173 /* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
175 L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
176 if(OBJ == DOOR)game.spk=111;
177 if(OBJ == DOOR && PROP[DOOR] == 1)game.spk=54;
178 if(OBJ == CAGE)game.spk=32;
179 if(OBJ == KEYS)game.spk=55;
180 if(OBJ == GRATE || OBJ == CHAIN)game.spk=31;
181 if(game.spk != 31 || !HERE(KEYS)) return(2011);
182 if(OBJ == CHAIN) goto L9048;
183 if(!game.closng) goto L9043;
185 if(!game.panic)game.clock2=15;
189 L9043: K=34+PROP[GRATE];
191 if(VERB == LOCK)PROP[GRATE]=0;
197 if(OBJ == OYSTER)K=1;
199 if(TOTING(OBJ))game.spk=120+K;
200 if(!TOTING(TRIDNT))game.spk=122+K;
201 if(VERB == LOCK)game.spk=61;
202 if(game.spk != 124) return(2011);
209 L9048: if(VERB == LOCK) goto L9049;
211 if(PROP[BEAR] == 0)game.spk=41;
212 if(PROP[CHAIN] == 0)game.spk=37;
213 if(game.spk != 171) return(2011);
216 if(PROP[BEAR] != 3)PROP[BEAR]=2;
217 FIXED[BEAR]=2-PROP[BEAR];
221 if(PROP[CHAIN] != 0)game.spk=34;
222 if(LOC != PLAC[CHAIN])game.spk=173;
223 if(game.spk != 172) return(2011);
225 if(TOTING(CHAIN))DROP(CHAIN,LOC);
229 /* Light. Applicable only to lamp and urn. */
231 L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && game.limit >= 0)OBJ=LAMP;
232 if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN;
233 if(OBJ == 0 || OBJ > 100) return(8000);
235 L9070: if(OBJ == URN) goto L9073;
236 if(OBJ != LAMP) return(2011);
238 if(game.limit < 0) return(2011);
241 if(game.wzdark) return(2000);
245 if(PROP[URN] == 0) return(2011);
250 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
252 L8080: if(HERE(LAMP) && PROP[LAMP] == 1)OBJ=LAMP;
253 if(HERE(URN) && PROP[URN] == 2)OBJ=OBJ*100+URN;
254 if(OBJ == 0 || OBJ > 100) return(8000);
256 L9080: if(OBJ == URN) goto L9083;
257 if(OBJ == LAMP) goto L9086;
258 if(OBJ == DRAGON || OBJ == VOLCAN)game.spk=146;
261 L9083: PROP[URN]=PROP[URN]/2;
267 if(DARK(0))RSPEAK(16);
270 /* Wave. No effect unless waving rod at fissure or at bird. */
272 L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))game.spk=29;
273 if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
275 if(HERE(BIRD))game.spk=206+MOD(PROP[BIRD],2);
276 if(game.spk == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
277 if(game.closed) return(18999);
278 if(game.closng || !AT(FISSUR)) return(2011);
279 if(HERE(BIRD))RSPEAK(game.spk);
280 PROP[FISSUR]=1-PROP[FISSUR];
281 PSPEAK(FISSUR,2-PROP[FISSUR]);
284 L9094: DROP(JADE,LOC);
286 game.tally=game.tally-1;
290 /* Attack also moved into separate module. */
292 L9120: return(attack(input));
294 /* Pour. If no object, or object is bottle, assume contents of bottle.
295 * special tests for pouring water or oil on plant or rusty door. */
297 L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0);
298 if(OBJ == 0) return(8000);
299 if(!TOTING(OBJ)) return(2011);
301 if(OBJ != OIL && OBJ != WATER) return(2011);
302 if(HERE(URN) && PROP[URN] == 0) goto L9134;
306 if(!(AT(PLANT) || AT(DOOR))) return(2011);
308 if(AT(DOOR)) goto L9132;
310 if(OBJ != WATER) return(2011);
311 PSPEAK(PLANT,PROP[PLANT]+3);
312 PROP[PLANT]=MOD(PROP[PLANT]+1,3);
313 PROP[PLANT2]=PROP[PLANT];
318 if(OBJ == OIL)PROP[DOOR]=1;
319 game.spk=113+PROP[DOOR];
325 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
326 * ok, some things lose appetite, rest are ridiculous. */
328 L8140: if(!HERE(FOOD)) return(8000);
333 L9140: if(OBJ == FOOD) goto L8142;
334 if(OBJ == BIRD || OBJ == SNAKE || OBJ == CLAM || OBJ == OYSTER || OBJ ==
335 DWARF || OBJ == DRAGON || OBJ == TROLL || OBJ == BEAR || OBJ ==
339 /* Drink. If no object, assume water and look for it here. If water is in
340 * the bottle, drink that, else must be at a water loc, so drink stream. */
342 L9150: if(OBJ == 0 && LIQLOC(LOC) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
344 if(OBJ == BLOOD) goto L9153;
345 if(OBJ != 0 && OBJ != WATER)game.spk=110;
346 if(game.spk == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
352 L9153: DSTROY(BLOOD);
354 OBJSND[BIRD]=OBJSND[BIRD]+3;
358 /* Rub. Yields various snide remarks except for lit urn. */
360 L9160: if(OBJ != LAMP)game.spk=76;
361 if(OBJ != URN || PROP[URN] != 2) return(2011);
365 game.tally=game.tally-1;
370 /* Throw moved into separate module. */
372 L9170: return(throw(input));
374 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
376 L8180: if(YES(input,22,54,54)) score(1);
379 /* Find. Might be carrying it, or it might be here. Else give caveat. */
381 L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
382 DWARF && ATDWRF(LOC) > 0))game.spk=94;
383 if(game.closed)game.spk=138;
384 if(TOTING(OBJ))game.spk=24;
387 /* Inventory. If object, treat same as find. Else report on current burden. */
390 /* 8201 */ for (I=1; I<=100; I++) {
391 if(I == BEAR || !TOTING(I)) goto L8201;
392 if(game.spk == 98)RSPEAK(99);
399 if(TOTING(BEAR))game.spk=141;
402 /* Feed/fill are in the other module. */
404 L9210: return(feed());
405 L9220: return(fill());
407 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
409 L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
411 if(LOC == 115)game.bonus=134;
412 if(HERE(ROD2))game.bonus=135;
416 /* Score. Call scoring routine but tell it to return. */
419 SETPRM(1,SCORE,MXSCOR);
420 SETPRM(3,game.turns,game.turns);
424 /* FEE FIE FOE FOO (AND FUM). ADVANCE TO NEXT STATE IF GIVEN IN PROPER ORDER.
425 * LOOK UP WD1 IN SECTION 3 OF VOCAB TO DETERMINE WHICH WORD WE'VE GOT. LAST
426 * WORD ZIPS THE EGGS BACK TO THE GIANT ROOM (UNLESS ALREADY THERE). */
428 L8250: K=VOCAB(WD1,3);
430 if(game.foobar == 1-K) goto L8252;
431 if(game.foobar != 0)game.spk=151;
434 L8252: game.foobar=K;
435 if(K != 4) return(2009);
437 if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS]))
439 /* Bring back troll if we steal the eggs back from him before crossing. */
440 if(PLACE[EGGS] == 0 && PLACE[TROLL] == 0 && PROP[TROLL] ==
444 if(LOC == PLAC[EGGS])K=0;
445 MOVE(EGGS,PLAC[EGGS]);
449 /* Brief. Intransitive only. Suppress long descriptions after first time. */
456 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
458 L8270: for (I=1; I<=100; I++) {
459 if(HERE(I) && OBJTXT[I] != 0 && PROP[I] >= 0)OBJ=OBJ*100+I;
461 if(OBJ > 100 || OBJ == 0 || DARK(0)) return(8000);
463 L9270: if(DARK(0)) goto L5190;
464 if(OBJTXT[OBJ] == 0 || PROP[OBJ] < 0) return(2011);
465 if(OBJ == OYSTER && !game.clshint) goto L9275;
466 PSPEAK(OBJ,OBJTXT[OBJ]+PROP[OBJ]);
469 L9275: game.clshint=YES(input,192,193,54);
472 /* Break. Only works for mirror in repository and, of course, the vase. */
474 L9280: if(OBJ == MIRROR)game.spk=148;
475 if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
476 if(OBJ != MIRROR || !game.closed) return(2011);
481 if(TOTING(VASE))DROP(VASE,LOC);
486 /* Wake. Only use is to disturb the dwarves. */
488 L9290: if(OBJ != DWARF || !game.closed) return(2011);
492 /* Suspend. Offer to save things in a file, but charging some points (so
493 * can't win by using saved games to retry battles or to start over after
494 * learning zzword). */
498 if(!YES(input,200,54,54)) return(2012);
499 game.saved=game.saved+5;
502 /* This next part is shared with the "resume" code. The two cases are
503 * distinguished by the value of kk (-1 for suspend, +1 for resume). */
510 if(K != VRSION) goto L8312;
511 /* Herewith are all the variables whose values can change during a game,
512 * omitting a few (such as I, J, ATTACK) whose values between turns are
513 * irrelevant and some whose values when a game is
514 * suspended or resumed are guaranteed to match. If unsure whether a value
515 * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
516 * with junk variables to bring it up to 7 values. */
517 SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
518 SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
519 SAVWDS(game.knfloc,game.limit,LL,game.lmwarn,LOC,game.newloc,game.numdie);
520 SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
521 SAVWDS(game.spk,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
522 SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
523 SAVWDS(OBJTXT[SIGN],game.clshint,game.novice,K,K,K,K);
525 SAVARR(ATLOC,LOCSIZ);
527 SAVARR(game.dseen,6);
529 SAVARR(HINTED,HNTSIZ);
530 SAVARR(HINTLC,HNTSIZ);
536 if(K != 0) goto L8318;
538 game.zzword=RNDVOC(3,game.zzword-MESH*2)+MESH*2;
539 if(KK > 0) return(8);
543 /* Resume. Read a suspended game back from a file. */
546 if(LOC == 1 && ABB[1] == 1) goto L8305;
548 if(!YES(input,200,54,54)) return(2012);
551 L8312: SETPRM(1,K/10,MOD(K,10));
552 SETPRM(3,VRSION/10,MOD(VRSION,10));
559 /* Fly. Snide remarks unless hovering rug is here. */
561 L8320: if(PROP[RUG] != 2)game.spk=224;
562 if(!HERE(RUG))game.spk=225;
563 if(game.spk/2 == 112) return(2011);
566 L9320: if(OBJ != RUG) return(2011);
568 if(PROP[RUG] != 2) return(2011);
569 game.oldlc2=game.oldloc;
571 game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
573 if(PROP[SAPPH] >= 0)game.spk=227;
577 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
581 if(K == 0) goto L8332;
583 if(K < 0) return(2012);
585 L8332: SETPRM(1,game.zzword-MESH*2,0);
586 /* 8335 */ for (I=1; I<=100; I++) {
587 if(!HERE(I) || OBJSND[I] == 0 || PROP[I] < 0) goto L8335;
588 PSPEAK(I,OBJSND[I]+PROP[I]);
590 if(I == BIRD && OBJSND[I]+PROP[I] == 8)DSTROY(BIRD);
595 /* Z'ZZZ (word gets recomputed at startup; different each game). */
597 L8340: if(!AT(RESER) && LOC != FIXED[RESER]-1) return(2011);
598 PSPEAK(RESER,PROP[RESER]+1);
599 PROP[RESER]=1-PROP[RESER];
600 if(AT(RESER)) return(2012);