7 * Action handlers. Eventually we'll do lookup through a method table
8 * that calls these. Absolutely nothing like the original FORTRAN
11 static int bivalve(token_t verb, token_t obj)
12 /* Clam/oyster actions */
17 if(TOTING(obj))SPK=120+k;
18 if(!TOTING(TRIDNT))SPK=122+k;
19 if(verb == LOCK)SPK=61;
23 DROP(OYSTER,game.loc);
28 static int blast(void)
29 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
31 if(game.prop[ROD2] < 0 || !game.closed) return(2011);
33 if(game.loc == 115)game.bonus=134;
34 if(HERE(ROD2))game.bonus=135;
39 static int vbreak(token_t obj)
40 /* Break. Only works for mirror in repository and, of course, the vase. */
42 if(obj == MIRROR)SPK=148;
43 if(obj == VASE && game.prop[VASE] == 0) {
45 if(TOTING(VASE))DROP(VASE,game.loc);
50 if(obj != MIRROR || !game.closed) return(2011);
57 static int brief(void)
58 /* Brief. Intransitive only. Suppress long descriptions after first time. */
66 static int chain(token_t verb)
67 /* Do something to the bear's chain */
71 if(game.prop[BEAR] == 0)SPK=41;
72 if(game.prop[CHAIN] == 0)SPK=37;
73 if(SPK != 171) return(2011);
76 if(game.prop[BEAR] != 3)game.prop[BEAR]=2;
77 game.fixed[BEAR]=2-game.prop[BEAR];
81 if(game.prop[CHAIN] != 0)SPK=34;
82 if(game.loc != PLAC[CHAIN])SPK=173;
83 if(SPK != 172) return(2011);
85 if(TOTING(CHAIN))DROP(CHAIN,game.loc);
86 game.fixed[CHAIN]= -1;
91 static int drink(token_t obj)
92 /* Drink. If no object, assume water and look for it here. If water is in
93 * the bottle, drink that, else must be at a water loc, so drink stream. */
95 if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
98 if(obj != 0 && obj != WATER)SPK=110;
99 if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
107 OBJSND[BIRD]=OBJSND[BIRD]+3;
113 static int find(token_t obj)
114 /* Find. Might be carrying it, or it might be here. Else give caveat. */
117 (LIQ(0) == obj && AT(BOTTLE)) ||
118 K == LIQLOC(game.loc) ||
119 (obj == DWARF && ATDWRF(game.loc) > 0))
121 if(game.closed)SPK=138;
122 if(TOTING(obj))SPK=24;
126 static int inven(token_t obj)
127 /* Inventory. If object, treat same as find. Else report on current burden. */
131 for (i=1; i<=NOBJECTS; i++) {
132 if(i == BEAR || !TOTING(i))
134 if(SPK == 98)RSPEAK(99);
145 static int listen(void)
146 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
153 if(k < 0) return(2012);
156 SETPRM(1,game.zzword,0);
157 for (i=1; i<=NOBJECTS; i++) {
158 if(!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
160 PSPEAK(i,OBJSND[i]+game.prop[i]);
162 if(i == BIRD && OBJSND[i]+game.prop[i] == 8)
168 static int quit(FILE *input)
169 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
171 if(YES(input,22,54,54))
176 static int rub(token_t obj)
177 /* Rub. Yields various snide remarks except for lit urn. */
179 if(obj != LAMP)SPK=76;
180 if(obj != URN || game.prop[URN] != 2) return(2011);
182 DROP(AMBER,game.loc);
184 game.tally=game.tally-1;
185 DROP(CAVITY,game.loc);
190 static int vscore(void)
191 /* Score. Call scoring routine but tell it to return. */
197 static int wake(token_t obj)
198 /* Wake. Only use is to disturb the dwarves. */
200 if(obj != DWARF || !game.closed) return(2011);
205 static int wave(token_t obj)
206 /* Wave. No effect unless waving rod at fissure or at bird. */
208 if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
211 (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
213 if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
214 if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
217 game.tally=game.tally-1;
221 if(game.closed) return(18999);
222 if(game.closng || !AT(FISSUR)) return(2011);
223 if(HERE(BIRD))RSPEAK(SPK);
224 game.prop[FISSUR]=1-game.prop[FISSUR];
225 PSPEAK(FISSUR,2-game.prop[FISSUR]);
230 /* This stuff was broken off as part of an effort to get the main program
231 * to compile without running out of memory. We're called with a number
232 * that says what label the caller wanted to "goto", and we return a
233 * similar label number for the caller to "goto".
236 /* Analyse a verb. Remember what it was, go back for object if second word
237 * unless verb is "say", which snarfs arbitrary second word.
240 int action(FILE *input, long STARTAT, long verb, long obj) {
243 case 4000: goto L4000;
244 case 4090: goto L4090;
245 case 5000: goto L5000;
251 if(WD2 > 0 && verb != SAY) return(2800);
252 if(verb == SAY)obj=WD2;
253 if(obj > 0) goto L4090;
255 /* Analyse an intransitive verb (ie, no object given yet). */
258 case 0: goto L8010; /* CARRY */
259 case 1: return(8000); /* DROP */
260 case 2: return(8000); /* SAY */
261 case 3: goto L8040; /* UNLOC */
262 case 4: return(2009); /* NOTHI */
263 case 5: goto L8040; /* LOCK */
264 case 6: goto L8070; /* LIGHT */
265 case 7: goto L8080; /* EXTIN */
266 case 8: return(8000); /* WAVE */
267 case 9: return(8000); /* CALM */
268 case 10: return(2011); /* WALK */
269 case 11: goto L9120; /* ATTAC */
270 case 12: goto L9130; /* POUR */
271 case 13: goto L8140; /* EAT */
272 case 14: goto L9150; /* DRINK */
273 case 15: return(8000); /* RUB */
274 case 16: return(8000); /* TOSS */
275 case 17: goto L8180; /* QUIT */
276 case 18: return(8000); /* FIND */
277 case 19: goto L8200; /* INVEN */
278 case 20: return(8000); /* FEED */
279 case 21: goto L9220; /* FILL */
280 case 22: goto L9230; /* BLAST */
281 case 23: goto L8240; /* SCOR */
282 case 24: goto L8250; /* FOO */
283 case 25: goto L8260; /* BRIEF */
284 case 26: goto L8270; /* READ */
285 case 27: return(8000); /* BREAK */
286 case 28: return(8000); /* WAKE */
287 case 29: goto L8300; /* SUSP */
288 case 30: goto L8310; /* RESU */
289 case 31: goto L8320; /* FLY */
290 case 32: goto L8330; /* LISTEN */
291 case 33: goto L8340; /* ZZZZ */
295 /* Analyse a transitive verb. */
297 L4090: switch (verb-1) {
298 case 0: goto L9010; /* CARRY */
299 case 1: goto L9020; /* DROP */
300 case 2: goto L9030; /* SAY */
301 case 3: goto L9040; /* UNLOC */
302 case 4: return(2009); /* NOTHI */
303 case 5: goto L9040; /* LOCK */
304 case 6: goto L9070; /* LIGHT */
305 case 7: goto L9080; /* EXTI */
306 case 8: goto L9090; /* WAVE */
307 case 9: return(2011); /* CALM */
308 case 10: return(2011); /* WALK */
309 case 11: goto L9120; /* ATTAC */
310 case 12: goto L9130; /* POUR */
311 case 13: goto L9140; /* EAT */
312 case 14: goto L9150; /* DRINK */
313 case 15: goto L9160; /* RUB */
314 case 16: goto L9170; /* TOSS */
315 case 17: return(2011); /* QUIT */
316 case 18: goto L9190; /* FIND */
317 case 19: goto L9190; /* INVEN */
318 case 20: goto L9210; /* FEED */
319 case 21: goto L9220; /* FILL */
320 case 22: goto L9230; /* BLAST */
321 case 23: return(2011); /* SCOR */
322 case 24: return(2011); /* FOO */
323 case 25: return(2011); /* BRIEF */
324 case 26: goto L9270; /* READ */
325 case 27: goto L9280; /* BREAK */
326 case 28: goto L9290; /* WAKE */
327 case 29: return(2011); /* SUSP */
328 case 30: return(2011); /* RESU */
329 case 31: goto L9320; /* FLY */
330 case 32: return(2011); /* LISTEN */
331 case 33: goto L8340; /* ZZZZ */
335 /* Analyse an object word. See if the thing is here, whether we've got a verb
336 * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
337 * (and no new verb yet to be analysed). Water and oil are also funny, since
338 * they are never actually dropped at any location, but might be here inside
339 * the bottle or urn or as a feature of the location. */
342 if(!HERE(K)) goto L5100;
343 L5010: if(WD2 > 0) return(2800);
344 if(verb != 0) goto L4090;
349 L5100: if(K != GRATE) goto L5110;
350 if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
351 if(game.loc > 9 && game.loc < 15)K=ENTRNC;
352 if(K != GRATE) return(8);
353 L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
354 if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
355 if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
358 L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
361 L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
365 L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
368 L5190: if((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
376 /* Routines for performing the various action verbs */
378 /* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
379 * transitive, plus ten times the verb number. Many intransitive verbs use the
380 * transitive code, and some verbs use code for other verbs, as noted below. */
382 /* Carry, no object given yet. OK if only one object present. */
384 L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
385 obj=game.atloc[game.loc];
387 /* Transitive carry/drop are in separate file. */
389 L9010: return(carry(obj));
390 L9020: return(discard(obj, false));
392 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
394 L9030: SETPRM(1,WD2,WD2X);
395 if(WD2 <= 0)SETPRM(1,WD1,WD1X);
398 if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
406 /* Lock, unlock, no object given. Assume various things if present. */
409 if(HERE(CLAM))obj=CLAM;
410 if(HERE(OYSTER))obj=OYSTER;
411 if(AT(DOOR))obj=DOOR;
412 if(AT(GRATE))obj=GRATE;
413 if(obj != 0 && HERE(CHAIN)) return(8000);
414 if(HERE(CHAIN))obj=CHAIN;
415 if(obj == 0) return(2011);
417 /* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
419 L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
420 if(obj == DOOR)SPK=111;
421 if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
422 if(obj == CAGE)SPK=32;
423 if(obj == KEYS)SPK=55;
424 if(obj == GRATE || obj == CHAIN)SPK=31;
425 if(SPK != 31 || !HERE(KEYS)) return(2011);
426 if(obj == CHAIN) goto L9048;
429 if(!game.panic)game.clock2=15;
433 K=34+game.prop[GRATE];
435 if(verb == LOCK)game.prop[GRATE]=0;
436 K=K+2*game.prop[GRATE];
440 L9046: return bivalve(verb, obj);
443 L9048: return chain(verb);
445 /* Light. Applicable only to lamp and urn. */
447 L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
448 if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
449 if(obj == 0 || obj > NOBJECTS) return(8000);
451 L9070: if(obj == URN) goto L9073;
452 if(obj != LAMP) return(2011);
454 if(game.limit < 0) return(2011);
457 if(game.wzdark) return(2000);
461 if(game.prop[URN] == 0) return(2011);
466 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
468 L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
469 if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
470 if(obj == 0 || obj > NOBJECTS) return(8000);
472 L9080: if(obj == URN) goto L9083;
473 if(obj == LAMP) goto L9086;
474 if(obj == DRAGON || obj == VOLCAN)SPK=146;
477 L9083: game.prop[URN]=game.prop[URN]/2;
481 L9086: game.prop[LAMP]=0;
483 if(DARK(0))RSPEAK(16);
486 L9090: return wave(obj);
488 L9120: return attack(input, verb, obj);
490 /* Pour. If no object, or object is bottle, assume contents of bottle.
491 * special tests for pouring water or oil on plant or rusty door. */
493 L9130: if(obj == BOTTLE || obj == 0)obj=LIQ(0);
494 if(obj == 0) return(8000);
495 if(!TOTING(obj)) return(2011);
497 if(obj != OIL && obj != WATER) return(2011);
498 if(HERE(URN) && game.prop[URN] == 0) goto L9134;
502 if(!(AT(PLANT) || AT(DOOR))) return(2011);
504 if(AT(DOOR)) goto L9132;
506 if(obj != WATER) return(2011);
507 PSPEAK(PLANT,game.prop[PLANT]+3);
508 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
509 game.prop[PLANT2]=game.prop[PLANT];
513 L9132: game.prop[DOOR]=0;
514 if(obj == OIL)game.prop[DOOR]=1;
515 SPK=113+game.prop[DOOR];
521 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
522 * ok, some things lose appetite, rest are ridiculous. */
524 L8140: if(!HERE(FOOD)) return(8000);
529 L9140: if(obj == FOOD) goto L8142;
530 if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
531 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
535 L9150: return drink(obj);
537 L9160: return rub(obj);
539 L9170: return throw(input, verb, obj);
541 L8180: return quit(input);
543 L9190: return find(obj);
545 L8200: return inven(obj);
547 L9210: return feed(obj);
549 L9220: return fill(obj);
551 L9230: return blast();
553 L8240: return vscore();
555 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
556 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
557 * word zips the eggs back to the giant room (unless already there). */
559 L8250: K=VOCAB(WD1,3);
561 if(game.foobar == 1-K) goto L8252;
562 if(game.foobar != 0)SPK=151;
565 L8252: game.foobar=K;
566 if(K != 4) return(2009);
568 if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
570 /* Bring back troll if we steal the eggs back from him before crossing. */
571 if(game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] ==
572 0)game.prop[TROLL]=1;
575 if(game.loc == PLAC[EGGS])K=0;
576 MOVE(EGGS,PLAC[EGGS]);
580 L8260: return brief();
582 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
584 L8270: for (I=1; I<=NOBJECTS; I++) {
585 if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
587 if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
589 L9270: if(DARK(0)) goto L5190;
590 if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
591 if(obj == OYSTER && !game.clshnt) goto L9275;
592 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
595 L9275: game.clshnt=YES(input,192,193,54);
598 L9280: return vbreak(obj);
600 L9290: return wake(obj);
602 /* Suspend. Offer to save things in a file, but charging some points (so
603 * can't win by using saved games to retry battles or to start over after
604 * learning zzword). */
608 if(!YES(input,200,54,54)) return(2012);
609 game.saved=game.saved+5;
612 /* This next part is shared with the "resume" code. The two cases are
613 * distinguished by the value of kk (-1 for suspend, +1 for resume). */
615 L8305: DATIME(&I,&K);
620 if(K != VRSION) goto L8312;
621 /* Herewith are all the variables whose values can change during a game,
622 * omitting a few (such as I, J, ATTACK) whose values between turns are
623 * irrelevant and some whose values when a game is
624 * suspended or resumed are guaranteed to match. If unsure whether a value
625 * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
626 * with junk variables to bring it up to 7 values. */
627 SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
628 SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
629 SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
630 SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
631 SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
632 SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
633 SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
634 SAVARR(game.abbrev,LOCSIZ);
635 SAVARR(game.atloc,LOCSIZ);
636 SAVARR(game.dloc,NDWARVES);
637 SAVARR(game.dseen,NDWARVES);
638 SAVARR(game.fixed,NOBJECTS);
639 SAVARR(game.hinted,HNTSIZ);
640 SAVARR(game.hintlc,HNTSIZ);
641 SAVARR(game.link,NOBJECTS*2);
642 SAVARR(game.odloc,NDWARVES);
643 SAVARR(game.place,NOBJECTS);
644 SAVARR(game.prop,NOBJECTS);
646 if(K != 0) goto L8318;
648 game.zzword=RNDVOC(3,game.zzword);
649 if(kk > 0) return(8);
653 /* Resume. Read a suspended game back from a file. */
656 if(game.loc == 1 && game.abbrev[1] == 1) goto L8305;
658 if(!YES(input,200,54,54)) return(2012);
661 L8312: SETPRM(1,K/10,MOD(K,10));
662 SETPRM(3,VRSION/10,MOD(VRSION,10));
669 /* Fly. Snide remarks unless hovering rug is here. */
671 L8320: if(game.prop[RUG] != 2)SPK=224;
672 if(!HERE(RUG))SPK=225;
673 if(SPK/2 == 112) return(2011);
676 L9320: if(obj != RUG) return(2011);
678 if(game.prop[RUG] != 2) return(2011);
679 game.oldlc2=game.oldloc;
680 game.oldloc=game.loc;
681 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
683 if(game.prop[SAPPH] >= 0)SPK=227;
687 L8330: return listen();
689 /* Z'ZZZ (word gets recomputed at startup; different each game). */
691 L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
692 PSPEAK(RESER,game.prop[RESER]+1);
693 game.prop[RESER]=1-game.prop[RESER];
694 if(AT(RESER)) return(2012);
695 game.oldlc2=game.loc;