4 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
5 * take one without the other). Liquids also special, since they depend on
6 * status of bottle. Also various side effects, etc. */
9 if(TOTING(obj)) return(2011);
11 if(obj == PLANT && game.prop[PLANT] <= 0)SPK=115;
12 if(obj == BEAR && game.prop[BEAR] == 1)SPK=169;
13 if(obj == CHAIN && game.prop[BEAR] != 0)SPK=170;
14 if(obj == URN)SPK=215;
15 if(obj == CAVITY)SPK=217;
16 if(obj == BLOOD)SPK=239;
17 if(obj == RUG && game.prop[RUG] == 2)SPK=222;
18 if(obj == SIGN)SPK=196;
19 if(obj != MESSAG) goto L9011;
22 L9011: if(game.fixed[obj] != 0) return(2011);
23 if(obj != WATER && obj != OIL) goto L9017;
26 if(HERE(BOTTLE) && LIQ(0) == K) goto L9017;
27 if(TOTING(BOTTLE) && game.prop[BOTTLE] == 1) return(fill(obj));
28 if(game.prop[BOTTLE] != 1)SPK=105;
29 if(!TOTING(BOTTLE))SPK=104;
32 if(game.holdng >= 7) return(2011);
33 if(obj != BIRD || game.prop[BIRD] == 1 || -1-game.prop[BIRD] == 1) goto L9014;
34 if(game.prop[BIRD] == 2) goto L9015;
35 if(!TOTING(CAGE))SPK=27;
36 if(TOTING(ROD))SPK=26;
37 if(SPK/2 == 13) return(2011);
39 L9014: if((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == 1 || -1-game.prop[BIRD] ==
40 1))CARRY(BIRD+CAGE-obj,game.loc);
43 if(obj == BOTTLE && K != 0)game.place[K]= -1;
44 if(!GSTONE(obj) || game.prop[obj] == 0) return(2009);
54 /* Discard object. "Throw" also comes here for most objects. Special cases for
55 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
56 * Drop coins at vending machine for extra batteries. */
58 int discard(long obj, bool just_do_it) {
59 if(just_do_it) goto L9021;
60 if(TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
61 if(!TOTING(obj)) return(2011);
62 if(obj != BIRD || !HERE(SNAKE)) goto L9023;
64 if(game.closed) return(19000);
66 /* SET game.prop FOR USE BY TRAVEL OPTIONS */
69 if(K == obj)obj=BOTTLE;
70 if(obj == BOTTLE && K != 0)game.place[K]=0;
71 if(obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
73 if(obj != BIRD) return(2012);
75 if(FOREST(game.loc))game.prop[BIRD]=2;
78 L9023: if(!(GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) goto L9024;
82 if(!HERE(RUG) || !((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
83 game.prop[RUG] == 2))) goto L9021;
85 if(TOTING(RUG))SPK=220;
86 if(obj == RUBY)SPK=221;
88 if(SPK == 220) goto L9021;
91 if(K == 2)K=PLAC[SAPPH];
95 L9024: if(obj != COINS || !HERE(VEND)) goto L9025;
97 DROP(BATTER,game.loc);
101 L9025: if(obj != BIRD || !AT(DRAGON) || game.prop[DRAGON] != 0) goto L9026;
107 L9026: if(obj != BEAR || !AT(TROLL)) goto L9027;
110 MOVE(TROLL+NOBJECTS,0);
111 MOVE(TROLL2,PLAC[TROLL]);
112 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
117 L9027: if(obj == VASE && game.loc != PLAC[PILLOW]) goto L9028;
121 L9028: game.prop[VASE]=2;
122 if(AT(PILLOW))game.prop[VASE]=0;
123 PSPEAK(VASE,game.prop[VASE]+1);
124 if(game.prop[VASE] != 0)game.fixed[VASE]= -1;
128 /* Attack. Assume target if unambiguous. "Throw" also links here. Attackable
129 * objects fall into two categories: enemies (snake, dwarf, etc.) and others
130 * (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
132 int attack(FILE *input, long obj, long verb) {
134 if(obj != 0) goto L9124;
136 if(HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
137 if(AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
138 if(AT(TROLL))obj=obj*NOBJECTS+TROLL;
139 if(AT(OGRE))obj=obj*NOBJECTS+OGRE;
140 if(HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
141 if(obj > NOBJECTS) return(8000);
142 if(obj != 0) goto L9124;
143 /* CAN'T ATTACK BIRD OR MACHINE BY THROWING AXE. */
144 if(HERE(BIRD) && verb != THROW)obj=BIRD;
145 if(HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
146 /* CLAM AND OYSTER BOTH TREATED AS CLAM FOR INTRANSITIVE CASE; NO HARM DONE. */
147 if(HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
148 if(obj > NOBJECTS) return(8000);
149 L9124: if(obj == BIRD) {
151 if(game.closed) return(2011);
156 L9125: if(obj != VEND) goto L9126;
157 PSPEAK(VEND,game.prop[VEND]+2);
158 game.prop[VEND]=3-game.prop[VEND];
161 L9126: if(obj == 0)SPK=44;
162 if(obj == CLAM || obj == OYSTER)SPK=150;
163 if(obj == SNAKE)SPK=46;
164 if(obj == DWARF)SPK=49;
165 if(obj == DWARF && game.closed) return(19000);
166 if(obj == DRAGON)SPK=167;
167 if(obj == TROLL)SPK=157;
168 if(obj == OGRE)SPK=203;
169 if(obj == OGRE && I > 0) goto L9128;
170 if(obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
171 if(obj != DRAGON || game.prop[DRAGON] != 0) return(2011);
172 /* Fun stuff for dragon. If he insists on attacking it, win! Set game.prop to dead,
173 * move dragon to central loc (still fixed), move rug there (not fixed), and
174 * move him there, too. Then do a null motion to get new description. */
176 GETIN(input,WD1,WD1X,WD2,WD2X);
177 if(WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
181 K=(PLAC[DRAGON]+FIXD[DRAGON])/2;
182 MOVE(DRAGON+NOBJECTS,-1);
183 MOVE(RUG+NOBJECTS,0);
187 for (obj=1; obj<=NOBJECTS; obj++) {
188 if(game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K);
199 for (I=1; I < PIRATE; I++) {
200 if(game.dloc[I] == game.loc) {
210 /* Throw. Same as discard unless axe. Then same as attack except ignore bird,
211 * and if dwarf is present then one might be killed. (Only way to do so!)
212 * Axe also special for dragon, bear, and troll. Treasures special for troll. */
214 int throw(FILE *cmdin, long obj, long verb) {
215 if(TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
216 if(!TOTING(obj)) return(2011);
217 if(obj >= 50 && obj <= MAXTRS && AT(TROLL)) goto L9178;
218 if(obj == FOOD && HERE(BEAR)) goto L9177;
219 if(obj != AXE) return(discard(obj, false));
221 if(I > 0) goto L9172;
223 if(AT(DRAGON) && game.prop[DRAGON] == 0) goto L9175;
225 if(AT(TROLL)) goto L9175;
227 if(AT(OGRE)) goto L9175;
228 if(HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
230 return(attack(cmdin, obj, verb));
233 if(randrange(NDWARVES+1) < game.dflag) goto L9175;
237 game.dkill=game.dkill+1;
238 if(game.dkill == 1)SPK=149;
244 /* This'll teach him to throw the axe at the bear! */
252 /* But throwing food is another story. */
257 /* Snarf a treasure for the troll. */
260 MOVE(TROLL+NOBJECTS,0);
261 DROP(TROLL2,PLAC[TROLL]);
262 DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
267 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
268 * mad. Bear, special. */
271 if(obj != BIRD) goto L9212;
275 L9212: if(obj != SNAKE && obj != DRAGON && obj != TROLL) goto L9213;
277 if(obj == DRAGON && game.prop[DRAGON] != 0)SPK=110;
278 if(obj == TROLL)SPK=182;
279 if(obj != SNAKE || game.closed || !HERE(BIRD)) return(2011);
285 L9213: if(obj != DWARF) goto L9214;
286 if(!HERE(FOOD)) return(2011);
288 game.dflag=game.dflag+2;
291 L9214: if(obj != BEAR) goto L9215;
292 if(game.prop[BEAR] == 0)SPK=102;
293 if(game.prop[BEAR] == 3)SPK=110;
294 if(!HERE(FOOD)) return(2011);
302 L9215: if(obj != OGRE) goto L9216;
303 if(HERE(FOOD))SPK=202;
310 /* Fill. Bottle or urn must be empty, and liquid available. (Vase is nasty.) */
313 if(obj == VASE) goto L9222;
314 if(obj == URN) goto L9224;
315 if(obj != 0 && obj != BOTTLE) return(2011);
316 if(obj == 0 && !HERE(BOTTLE)) return(8000);
318 if(LIQLOC(game.loc) == 0)SPK=106;
319 if(HERE(URN) && game.prop[URN] != 0)SPK=214;
320 if(LIQ(0) != 0)SPK=105;
321 if(SPK != 107) return(2011);
322 game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
324 if(TOTING(BOTTLE))game.place[K]= -1;
329 if(LIQLOC(game.loc) == 0)SPK=144;
330 if(LIQLOC(game.loc) == 0 || !TOTING(VASE)) return(2011);
333 game.fixed[VASE]= -1;
334 return(discard(obj, true));
337 if(game.prop[URN] != 0) return(2011);
340 if(K == 0 || !HERE(BOTTLE)) return(2011);
343 if(K == OIL)game.prop[URN]=1;
344 SPK=211+game.prop[URN];