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);
252 static int vscore(void)
253 /* Score. Call scoring routine but tell it to return. */
259 static int wake(token_t obj)
260 /* Wake. Only use is to disturb the dwarves. */
262 if(obj != DWARF || !game.closed) return(2011);
267 static int wave(token_t obj)
268 /* Wave. No effect unless waving rod at fissure or at bird. */
270 if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
273 (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
275 if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
276 if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
279 game.tally=game.tally-1;
283 if(game.closed) return(18999);
284 if(game.closng || !AT(FISSUR)) return(2011);
285 if(HERE(BIRD))RSPEAK(SPK);
286 game.prop[FISSUR]=1-game.prop[FISSUR];
287 PSPEAK(FISSUR,2-game.prop[FISSUR]);
292 /* This stuff was broken off as part of an effort to get the main program
293 * to compile without running out of memory. We're called with a number
294 * that says what label the caller wanted to "goto", and we return a
295 * similar label number for the caller to "goto".
298 /* Analyse a verb. Remember what it was, go back for object if second word
299 * unless verb is "say", which snarfs arbitrary second word.
302 int action(FILE *input, long STARTAT, long verb, long obj) {
305 case 4000: goto L4000;
306 case 4090: goto L4090;
307 case 5000: goto L5000;
313 if(WD2 > 0 && verb != SAY) return(2800);
314 if(verb == SAY)obj=WD2;
315 if(obj > 0) goto L4090;
317 /* Analyse an intransitive verb (ie, no object given yet). */
320 case 0: goto L8010; /* CARRY */
321 case 1: return(8000); /* DROP */
322 case 2: return(8000); /* SAY */
323 case 3: goto L8040; /* UNLOC */
324 case 4: return(2009); /* NOTHI */
325 case 5: goto L8040; /* LOCK */
326 case 6: goto L8070; /* LIGHT */
327 case 7: goto L8080; /* EXTIN */
328 case 8: return(8000); /* WAVE */
329 case 9: return(8000); /* CALM */
330 case 10: return(2011); /* WALK */
331 case 11: goto L9120; /* ATTAC */
332 case 12: goto L9130; /* POUR */
333 case 13: goto L8140; /* EAT */
334 case 14: goto L9150; /* DRINK */
335 case 15: return(8000); /* RUB */
336 case 16: return(8000); /* TOSS */
337 case 17: goto L8180; /* QUIT */
338 case 18: return(8000); /* FIND */
339 case 19: goto L8200; /* INVEN */
340 case 20: return(8000); /* FEED */
341 case 21: goto L9220; /* FILL */
342 case 22: goto L9230; /* BLAST */
343 case 23: goto L8240; /* SCOR */
344 case 24: goto L8250; /* FOO */
345 case 25: goto L8260; /* BRIEF */
346 case 26: goto L8270; /* READ */
347 case 27: return(8000); /* BREAK */
348 case 28: return(8000); /* WAKE */
349 case 29: goto L8300; /* SUSP */
350 case 30: goto L8310; /* RESU */
351 case 31: goto L8320; /* FLY */
352 case 32: goto L8330; /* LISTEN */
353 case 33: goto L8340; /* ZZZZ */
357 /* Analyse a transitive verb. */
359 L4090: switch (verb-1) {
360 case 0: goto L9010; /* CARRY */
361 case 1: goto L9020; /* DROP */
362 case 2: goto L9030; /* SAY */
363 case 3: goto L9040; /* UNLOC */
364 case 4: return(2009); /* NOTHI */
365 case 5: goto L9040; /* LOCK */
366 case 6: goto L9070; /* LIGHT */
367 case 7: goto L9080; /* EXTI */
368 case 8: goto L9090; /* WAVE */
369 case 9: return(2011); /* CALM */
370 case 10: return(2011); /* WALK */
371 case 11: goto L9120; /* ATTAC */
372 case 12: goto L9130; /* POUR */
373 case 13: goto L9140; /* EAT */
374 case 14: goto L9150; /* DRINK */
375 case 15: goto L9160; /* RUB */
376 case 16: goto L9170; /* TOSS */
377 case 17: return(2011); /* QUIT */
378 case 18: goto L9190; /* FIND */
379 case 19: goto L9190; /* INVEN */
380 case 20: goto L9210; /* FEED */
381 case 21: goto L9220; /* FILL */
382 case 22: goto L9230; /* BLAST */
383 case 23: return(2011); /* SCOR */
384 case 24: return(2011); /* FOO */
385 case 25: return(2011); /* BRIEF */
386 case 26: goto L9270; /* READ */
387 case 27: goto L9280; /* BREAK */
388 case 28: goto L9290; /* WAKE */
389 case 29: return(2011); /* SUSP */
390 case 30: return(2011); /* RESU */
391 case 31: goto L9320; /* FLY */
392 case 32: return(2011); /* LISTEN */
393 case 33: goto L8340; /* ZZZZ */
397 /* Analyse an object word. See if the thing is here, whether we've got a verb
398 * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
399 * (and no new verb yet to be analysed). Water and oil are also funny, since
400 * they are never actually dropped at any location, but might be here inside
401 * the bottle or urn or as a feature of the location. */
404 if(!HERE(K)) goto L5100;
405 L5010: if(WD2 > 0) return(2800);
406 if(verb != 0) goto L4090;
411 L5100: if(K != GRATE) goto L5110;
412 if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
413 if(game.loc > 9 && game.loc < 15)K=ENTRNC;
414 if(K != GRATE) return(8);
415 L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
416 if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
417 if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
420 L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
423 L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
427 L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
430 L5190: if((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
438 /* Routines for performing the various action verbs */
440 /* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
441 * transitive, plus ten times the verb number. Many intransitive verbs use the
442 * transitive code, and some verbs use code for other verbs, as noted below. */
444 /* Carry, no object given yet. OK if only one object present. */
446 L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
447 obj=game.atloc[game.loc];
449 /* Transitive carry/drop are in separate file. */
451 L9010: return(carry(obj));
452 L9020: return(discard(obj, false));
454 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
456 L9030: SETPRM(1,WD2,WD2X);
457 if(WD2 <= 0)SETPRM(1,WD1,WD1X);
460 if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
468 /* Lock, unlock, no object given. Assume various things if present. */
471 if(HERE(CLAM))obj=CLAM;
472 if(HERE(OYSTER))obj=OYSTER;
473 if(AT(DOOR))obj=DOOR;
474 if(AT(GRATE))obj=GRATE;
475 if(obj != 0 && HERE(CHAIN)) return(8000);
476 if(HERE(CHAIN))obj=CHAIN;
477 if(obj == 0) return(2011);
479 /* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
481 L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
482 if(obj == DOOR)SPK=111;
483 if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
484 if(obj == CAGE)SPK=32;
485 if(obj == KEYS)SPK=55;
486 if(obj == GRATE || obj == CHAIN)SPK=31;
487 if(SPK != 31 || !HERE(KEYS)) return(2011);
488 if(obj == CHAIN) goto L9048;
491 if(!game.panic)game.clock2=15;
495 K=34+game.prop[GRATE];
497 if(verb == LOCK)game.prop[GRATE]=0;
498 K=K+2*game.prop[GRATE];
502 L9046: return bivalve(verb, obj);
505 L9048: return chain(verb);
507 /* Light. Applicable only to lamp and urn. */
509 L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
510 if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
511 if(obj == 0 || obj > NOBJECTS) return(8000);
513 L9070: if(obj == URN) goto L9073;
514 if(obj != LAMP) return(2011);
516 if(game.limit < 0) return(2011);
519 if(game.wzdark) return(2000);
523 if(game.prop[URN] == 0) return(2011);
528 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
530 L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
531 if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
532 if(obj == 0 || obj > NOBJECTS) return(8000);
534 L9080: if(obj == URN) goto L9083;
535 if(obj == LAMP) goto L9086;
536 if(obj == DRAGON || obj == VOLCAN)SPK=146;
539 L9083: game.prop[URN]=game.prop[URN]/2;
543 L9086: game.prop[LAMP]=0;
545 if(DARK(0))RSPEAK(16);
548 L9090: return wave(obj);
550 L9120: return attack(input, verb, obj);
552 L9130: return pour(obj);
554 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
555 * ok, some things lose appetite, rest are ridiculous. */
557 L8140: if(!HERE(FOOD)) return(8000);
562 L9140: if(obj == FOOD) goto L8142;
563 if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
564 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
568 L9150: return drink(obj);
570 L9160: return rub(obj);
572 L9170: return throw(input, verb, obj);
574 L8180: return quit(input);
576 L9190: return find(obj);
578 L8200: return inven(obj);
580 L9210: return feed(obj);
582 L9220: return fill(obj);
584 L9230: return blast();
586 L8240: return vscore();
588 L8250: return bigwords(WD1);
590 L8260: return brief();
592 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
594 L8270: for (I=1; I<=NOBJECTS; I++) {
595 if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
597 if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
599 L9270: if(DARK(0)) goto L5190;
600 if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
601 if(obj == OYSTER && !game.clshnt) goto L9275;
602 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
605 L9275: game.clshnt=YES(input,192,193,54);
608 L9280: return vbreak(obj);
610 L9290: return wake(obj);
612 /* Suspend. Offer to save things in a file, but charging some points (so
613 * can't win by using saved games to retry battles or to start over after
614 * learning zzword). */
618 if(!YES(input,200,54,54)) return(2012);
619 game.saved=game.saved+5;
622 /* This next part is shared with the "resume" code. The two cases are
623 * distinguished by the value of kk (-1 for suspend, +1 for resume). */
625 L8305: DATIME(&I,&K);
630 if(K != VRSION) goto L8312;
631 /* Herewith are all the variables whose values can change during a game,
632 * omitting a few (such as I, J, ATTACK) whose values between turns are
633 * irrelevant and some whose values when a game is
634 * suspended or resumed are guaranteed to match. If unsure whether a value
635 * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
636 * with junk variables to bring it up to 7 values. */
637 SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
638 SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
639 SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
640 SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
641 SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
642 SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
643 SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
644 SAVARR(game.abbrev,LOCSIZ);
645 SAVARR(game.atloc,LOCSIZ);
646 SAVARR(game.dloc,NDWARVES);
647 SAVARR(game.dseen,NDWARVES);
648 SAVARR(game.fixed,NOBJECTS);
649 SAVARR(game.hinted,HNTSIZ);
650 SAVARR(game.hintlc,HNTSIZ);
651 SAVARR(game.link,NOBJECTS*2);
652 SAVARR(game.odloc,NDWARVES);
653 SAVARR(game.place,NOBJECTS);
654 SAVARR(game.prop,NOBJECTS);
656 if(K != 0) goto L8318;
658 game.zzword=RNDVOC(3,game.zzword);
659 if(kk > 0) return(8);
663 /* Resume. Read a suspended game back from a file. */
666 if(game.loc == 1 && game.abbrev[1] == 1) goto L8305;
668 if(!YES(input,200,54,54)) return(2012);
671 L8312: SETPRM(1,K/10,MOD(K,10));
672 SETPRM(3,VRSION/10,MOD(VRSION,10));
679 /* Fly. Snide remarks unless hovering rug is here. */
681 L8320: if(game.prop[RUG] != 2)SPK=224;
682 if(!HERE(RUG))SPK=225;
683 if(SPK/2 == 112) return(2011);
686 L9320: if(obj != RUG) return(2011);
688 if(game.prop[RUG] != 2) return(2011);
689 game.oldlc2=game.oldloc;
690 game.oldloc=game.loc;
691 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
693 if(game.prop[SAPPH] >= 0)SPK=227;
697 L8330: return listen();
699 /* Z'ZZZ (word gets recomputed at startup; different each game). */
701 L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
702 PSPEAK(RESER,game.prop[RESER]+1);
703 game.prop[RESER]=1-game.prop[RESER];
704 if(AT(RESER)) return(2012);
705 game.oldlc2=game.loc;