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 bigwords(long foo)
12 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
13 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
14 * word zips the eggs back to the giant room (unless already there). */
18 if(game.foobar != 1-k) {
19 if(game.foobar != 0)SPK=151;
24 if(k != 4) return(2009);
26 if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
28 /* Bring back troll if we steal the eggs back from him before
30 if(game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
34 if(game.loc == PLAC[EGGS])k=0;
35 MOVE(EGGS,PLAC[EGGS]);
41 static int bivalve(token_t verb, token_t obj)
42 /* Clam/oyster actions */
47 if(TOTING(obj))SPK=120+k;
48 if(!TOTING(TRIDNT))SPK=122+k;
49 if(verb == LOCK)SPK=61;
53 DROP(OYSTER,game.loc);
58 static int blast(void)
59 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
61 if(game.prop[ROD2] < 0 || !game.closed) return(2011);
63 if(game.loc == 115)game.bonus=134;
64 if(HERE(ROD2))game.bonus=135;
69 static int vbreak(token_t obj)
70 /* Break. Only works for mirror in repository and, of course, the vase. */
72 if(obj == MIRROR)SPK=148;
73 if(obj == VASE && game.prop[VASE] == 0) {
75 if(TOTING(VASE))DROP(VASE,game.loc);
80 if(obj != MIRROR || !game.closed) return(2011);
87 static int brief(void)
88 /* Brief. Intransitive only. Suppress long descriptions after first time. */
96 static int chain(token_t verb)
97 /* Do something to the bear's chain */
101 if(game.prop[BEAR] == 0)SPK=41;
102 if(game.prop[CHAIN] == 0)SPK=37;
103 if(SPK != 171) return(2011);
106 if(game.prop[BEAR] != 3)game.prop[BEAR]=2;
107 game.fixed[BEAR]=2-game.prop[BEAR];
111 if(game.prop[CHAIN] != 0)SPK=34;
112 if(game.loc != PLAC[CHAIN])SPK=173;
113 if(SPK != 172) return(2011);
115 if(TOTING(CHAIN))DROP(CHAIN,game.loc);
116 game.fixed[CHAIN]= -1;
121 static int drink(token_t obj)
122 /* Drink. If no object, assume water and look for it here. If water is in
123 * the bottle, drink that, else must be at a water loc, so drink stream. */
125 if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
128 if(obj != 0 && obj != WATER)SPK=110;
129 if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
137 OBJSND[BIRD]=OBJSND[BIRD]+3;
143 static int find(token_t obj)
144 /* Find. Might be carrying it, or it might be here. Else give caveat. */
147 (LIQ(0) == obj && AT(BOTTLE)) ||
148 K == LIQLOC(game.loc) ||
149 (obj == DWARF && ATDWRF(game.loc) > 0))
151 if(game.closed)SPK=138;
152 if(TOTING(obj))SPK=24;
156 static int inven(token_t obj)
157 /* Inventory. If object, treat same as find. Else report on current burden. */
161 for (i=1; i<=NOBJECTS; i++) {
162 if(i == BEAR || !TOTING(i))
164 if(SPK == 98)RSPEAK(99);
175 static int listen(void)
176 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
183 if(k < 0) return(2012);
186 SETPRM(1,game.zzword,0);
187 for (i=1; i<=NOBJECTS; i++) {
188 if(!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
190 PSPEAK(i,OBJSND[i]+game.prop[i]);
192 if(i == BIRD && OBJSND[i]+game.prop[i] == 8)
198 static int pour(token_t obj)
199 /* Pour. If no object, or object is bottle, assume contents of bottle.
200 * special tests for pouring water or oil on plant or rusty door. */
202 if(obj == BOTTLE || obj == 0)obj=LIQ(0);
203 if(obj == 0) return(8000);
204 if(!TOTING(obj)) return(2011);
206 if(obj != OIL && obj != WATER) return(2011);
207 if(HERE(URN) && game.prop[URN] == 0)
212 if(!(AT(PLANT) || AT(DOOR)))
216 if(obj != WATER) return(2011);
217 PSPEAK(PLANT,game.prop[PLANT]+3);
218 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
219 game.prop[PLANT2]=game.prop[PLANT];
224 if(obj == OIL)game.prop[DOOR]=1;
225 SPK=113+game.prop[DOOR];
230 static int quit(FILE *input)
231 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
233 if(YES(input,22,54,54))
238 static int rub(token_t obj)
239 /* Rub. Yields various snide remarks except for lit urn. */
241 if(obj != LAMP)SPK=76;
242 if(obj != URN || game.prop[URN] != 2) return(2011);
244 DROP(AMBER,game.loc);
246 game.tally=game.tally-1;
247 DROP(CAVITY,game.loc);
253 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
255 /* FIXME: ugly use of globals */
257 if(WD2 <= 0)SETPRM(1,WD1,WD1X);
260 if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
269 static int vscore(void)
270 /* Score. Call scoring routine but tell it to return. */
276 static int wake(token_t obj)
277 /* Wake. Only use is to disturb the dwarves. */
279 if(obj != DWARF || !game.closed) return(2011);
284 static int wave(token_t obj)
285 /* Wave. No effect unless waving rod at fissure or at bird. */
287 if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
290 (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
292 if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
293 if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
296 game.tally=game.tally-1;
300 if(game.closed) return(18999);
301 if(game.closng || !AT(FISSUR)) return(2011);
302 if(HERE(BIRD))RSPEAK(SPK);
303 game.prop[FISSUR]=1-game.prop[FISSUR];
304 PSPEAK(FISSUR,2-game.prop[FISSUR]);
309 /* This stuff was broken off as part of an effort to get the main program
310 * to compile without running out of memory. We're called with a number
311 * that says what label the caller wanted to "goto", and we return a
312 * similar label number for the caller to "goto".
315 /* Analyse a verb. Remember what it was, go back for object if second word
316 * unless verb is "say", which snarfs arbitrary second word.
319 int action(FILE *input, long STARTAT, long verb, long obj) {
322 case 4000: goto L4000;
323 case 4090: goto L4090;
324 case 5000: goto L5000;
330 if(WD2 > 0 && verb != SAY) return(2800);
331 if(verb == SAY)obj=WD2;
332 if(obj > 0) goto L4090;
334 /* Analyse an intransitive verb (ie, no object given yet). */
337 case 0: /* CARRY */ goto L8010;
338 case 1: /* DROP */ return(8000);
339 case 2: /* SAY */ return(8000);
340 case 3: /* UNLOC */ goto L8040;
341 case 4: /* NOTHI */ return(2009);
342 case 5: /* LOCK */ goto L8040;
343 case 6: /* LIGHT */ goto L8070;
344 case 7: /* EXTIN */ goto L8080;
345 case 8: /* WAVE */ return(8000);
346 case 9: /* CALM */ return(8000);
347 case 10: /* WALK */ return(2011);
348 case 11: /* ATTAC */ goto L9120;
349 case 12: /* POUR */ goto L9130;
350 case 13: /* EAT */ goto L8140;
351 case 14: /* DRINK */ goto L9150;
352 case 15: /* RUB */ return(8000);
353 case 16: /* TOSS */ return(8000);
354 case 17: /* QUIT */ goto L8180;
355 case 18: /* FIND */ return(8000);
356 case 19: /* INVEN */ goto L8200;
357 case 20: /* FEED */ return(8000);
358 case 21: /* FILL */ goto L9220;
359 case 22: /* BLAST */ goto L9230;
360 case 23: /* SCOR */ goto L8240;
361 case 24: /* FOO */ goto L8250;
362 case 25: /* BRIEF */ goto L8260;
363 case 26: /* READ */ goto L8270;
364 case 27: /* BREAK */ return(8000);
365 case 28: /* WAKE */ return(8000);
366 case 29: /* SUSP */ goto L8300;
367 case 30: /* RESU */ goto L8310;
368 case 31: /* FLY */ goto L8320;
369 case 32: /* LISTE */ goto L8330;
370 case 33: /* ZZZZ */ goto L8340;
374 /* Analyse a transitive verb. */
376 L4090: switch (verb-1) {
377 case 0: /* CARRY */ goto L9010;
378 case 1: /* DROP */ goto L9020;
379 case 2: /* SAY */ goto L9030;
380 case 3: /* UNLOC */ goto L9040;
381 case 4: /* NOTHI */ return(2009);
382 case 5: /* LOCK */ goto L9040;
383 case 6: /* LIGHT */ goto L9070;
384 case 7: /* EXTI */ goto L9080;
385 case 8: /* WAVE */ goto L9090;
386 case 9: /* CALM */ return(2011);
387 case 10: /* WALK */ return(2011);
388 case 11: /* ATTAC */ goto L9120;
389 case 12: /* POUR */ goto L9130;
390 case 13: /* EAT */ goto L9140;
391 case 14: /* DRINK */ goto L9150;
392 case 15: /* RUB */ goto L9160;
393 case 16: /* TOSS */ goto L9170;
394 case 17: /* QUIT */ return(2011);
395 case 18: /* FIND */ goto L9190;
396 case 19: /* INVEN */ goto L9190;
397 case 20: /* FEED */ goto L9210;
398 case 21: /* FILL */ goto L9220;
399 case 22: /* BLAST */ goto L9230;
400 case 23: /* SCOR */ return(2011);
401 case 24: /* FOO */ return(2011);
402 case 25: /* BRIEF */ return(2011);
403 case 26: /* READ */ goto L9270;
404 case 27: /* BREAK */ goto L9280;
405 case 28: /* WAKE */ goto L9290;
406 case 29: /* SUSP */ return(2011);
407 case 30: /* RESU */ return(2011);
408 case 31: /* FLY */ goto L9320;
409 case 32: /* LISTE */ return(2011);
410 case 33: /* ZZZZ */ goto L8340;
414 /* Analyse an object word. See if the thing is here, whether we've got a verb
415 * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
416 * (and no new verb yet to be analysed). Water and oil are also funny, since
417 * they are never actually dropped at any location, but might be here inside
418 * the bottle or urn or as a feature of the location. */
421 if(!HERE(K)) goto L5100;
422 L5010: if(WD2 > 0) return(2800);
423 if(verb != 0) goto L4090;
428 L5100: if(K != GRATE) goto L5110;
429 if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
430 if(game.loc > 9 && game.loc < 15)K=ENTRNC;
431 if(K != GRATE) return(8);
432 L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
433 if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
434 if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
437 L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
440 L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
444 L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
447 L5190: if((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
455 /* Routines for performing the various action verbs */
457 /* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
458 * transitive, plus ten times the verb number. Many intransitive verbs use the
459 * transitive code, and some verbs use code for other verbs, as noted below. */
461 /* Carry, no object given yet. OK if only one object present. */
463 L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
464 obj=game.atloc[game.loc];
466 /* Transitive carry/drop are in separate file. */
468 L9010: return carry(obj);
469 L9020: return discard(obj, false);
473 /* Lock, unlock, no object given. Assume various things if present. */
476 if(HERE(CLAM))obj=CLAM;
477 if(HERE(OYSTER))obj=OYSTER;
478 if(AT(DOOR))obj=DOOR;
479 if(AT(GRATE))obj=GRATE;
480 if(obj != 0 && HERE(CHAIN)) return(8000);
481 if(HERE(CHAIN))obj=CHAIN;
482 if(obj == 0) return(2011);
484 /* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
486 L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
487 if(obj == DOOR)SPK=111;
488 if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
489 if(obj == CAGE)SPK=32;
490 if(obj == KEYS)SPK=55;
491 if(obj == GRATE || obj == CHAIN)SPK=31;
492 if(SPK != 31 || !HERE(KEYS)) return(2011);
493 if(obj == CHAIN) goto L9048;
496 if(!game.panic)game.clock2=15;
500 K=34+game.prop[GRATE];
502 if(verb == LOCK)game.prop[GRATE]=0;
503 K=K+2*game.prop[GRATE];
507 L9046: return bivalve(verb, obj);
510 L9048: return chain(verb);
512 /* Light. Applicable only to lamp and urn. */
514 L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
515 if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
516 if(obj == 0 || obj > NOBJECTS) return(8000);
518 L9070: if(obj == URN) goto L9073;
519 if(obj != LAMP) return(2011);
521 if(game.limit < 0) return(2011);
524 if(game.wzdark) return(2000);
528 if(game.prop[URN] == 0) return(2011);
533 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
535 L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
536 if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
537 if(obj == 0 || obj > NOBJECTS) return(8000);
539 L9080: if(obj == URN) goto L9083;
540 if(obj == LAMP) goto L9086;
541 if(obj == DRAGON || obj == VOLCAN)SPK=146;
544 L9083: game.prop[URN]=game.prop[URN]/2;
548 L9086: game.prop[LAMP]=0;
550 if(DARK(0))RSPEAK(16);
553 L9090: return wave(obj);
555 L9120: return attack(input, verb, obj);
557 L9130: return pour(obj);
559 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
560 * ok, some things lose appetite, rest are ridiculous. */
562 L8140: if(!HERE(FOOD)) return(8000);
567 L9140: if(obj == FOOD) goto L8142;
568 if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
569 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
573 L9150: return drink(obj);
575 L9160: return rub(obj);
577 L9170: return throw(input, verb, obj);
579 L8180: return quit(input);
581 L9190: return find(obj);
583 L8200: return inven(obj);
585 L9210: return feed(obj);
587 L9220: return fill(obj);
589 L9230: return blast();
591 L8240: return vscore();
593 L8250: return bigwords(WD1);
595 L8260: return brief();
597 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
599 L8270: for (I=1; I<=NOBJECTS; I++) {
600 if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
602 if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
604 L9270: if(DARK(0)) goto L5190;
605 if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
606 if(obj == OYSTER && !game.clshnt) goto L9275;
607 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
610 L9275: game.clshnt=YES(input,192,193,54);
613 L9280: return vbreak(obj);
615 L9290: return wake(obj);
617 /* Suspend. Offer to save things in a file, but charging some points (so
618 * can't win by using saved games to retry battles or to start over after
619 * learning zzword). */
623 if(!YES(input,200,54,54)) return(2012);
624 game.saved=game.saved+5;
627 /* This next part is shared with the "resume" code. The two cases are
628 * distinguished by the value of kk (-1 for suspend, +1 for resume). */
630 L8305: DATIME(&I,&K);
635 if(K != VRSION) goto L8312;
636 /* Herewith are all the variables whose values can change during a game,
637 * omitting a few (such as I, J, ATTACK) whose values between turns are
638 * irrelevant and some whose values when a game is
639 * suspended or resumed are guaranteed to match. If unsure whether a value
640 * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
641 * with junk variables to bring it up to 7 values. */
642 SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
643 SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
644 SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
645 SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
646 SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
647 SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
648 SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
649 SAVARR(game.abbrev,LOCSIZ);
650 SAVARR(game.atloc,LOCSIZ);
651 SAVARR(game.dloc,NDWARVES);
652 SAVARR(game.dseen,NDWARVES);
653 SAVARR(game.fixed,NOBJECTS);
654 SAVARR(game.hinted,HNTSIZ);
655 SAVARR(game.hintlc,HNTSIZ);
656 SAVARR(game.link,NOBJECTS*2);
657 SAVARR(game.odloc,NDWARVES);
658 SAVARR(game.place,NOBJECTS);
659 SAVARR(game.prop,NOBJECTS);
661 if(K != 0) goto L8318;
663 game.zzword=RNDVOC(3,game.zzword);
664 if(kk > 0) return(8);
668 /* Resume. Read a suspended game back from a file. */
671 if(game.loc == 1 && game.abbrev[1] == 1) goto L8305;
673 if(!YES(input,200,54,54)) return(2012);
676 L8312: SETPRM(1,K/10,MOD(K,10));
677 SETPRM(3,VRSION/10,MOD(VRSION,10));
684 /* Fly. Snide remarks unless hovering rug is here. */
686 L8320: if(game.prop[RUG] != 2)SPK=224;
687 if(!HERE(RUG))SPK=225;
688 if(SPK/2 == 112) return(2011);
691 L9320: if(obj != RUG) return(2011);
693 if(game.prop[RUG] != 2) return(2011);
694 game.oldlc2=game.oldloc;
695 game.oldloc=game.loc;
696 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
698 if(game.prop[SAPPH] >= 0)SPK=227;
702 L8330: return listen();
704 /* Z'ZZZ (word gets recomputed at startup; different each game). */
706 L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
707 PSPEAK(RESER,game.prop[RESER]+1);
708 game.prop[RESER]=1-game.prop[RESER];
709 if(AT(RESER)) return(2012);
710 game.oldlc2=game.loc;