* fixed), move rug there (not fixed), and move him there,
* too. Then do a null motion to get new description. */
RSPEAK(49);
- GETIN(input,WD1,WD1X,WD2,WD2X);
- if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
+ GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
+ if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
+ return(2607);
PSPEAK(DRAGON,3);
game.prop[DRAGON]=1;
game.prop[RUG]=0;
- K=(PLAC[DRAGON]+FIXD[DRAGON])/2;
+ int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
MOVE(DRAGON+NOBJECTS,-1);
MOVE(RUG+NOBJECTS,0);
- MOVE(DRAGON,K);
- MOVE(RUG,K);
- DROP(BLOOD,K);
+ MOVE(DRAGON,k);
+ MOVE(RUG,k);
+ DROP(BLOOD,k);
for (obj=1; obj<=NOBJECTS; obj++) {
- if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K);
- /*etc*/ ;
- } /* end loop */
- game.loc=K;
- K=NUL;
+ if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
+ MOVE(obj,k);
+ }
+ game.loc=k;
+ K=NUL; /* FIXME: error if removed */
return(8);
}
if (game.foobar != 0)SPK=151;
return(2011);
} else {
-
game.foobar=k;
if (k != 4) return(2009);
game.foobar=0;
}
}
-
static int brief(void)
/* Brief. Intransitive only. Suppress long descriptions after first time. */
{
{
if (AT(obj) ||
(LIQ(0) == obj && AT(BOTTLE)) ||
- K == LIQLOC(game.loc) ||
+ obj == LIQLOC(game.loc) ||
(obj == DWARF && ATDWRF(game.loc) > 0))
SPK=94;
if (game.closed)SPK=138;
DSTROY(URN);
DROP(AMBER,game.loc);
game.prop[AMBER]=1;
- game.tally=game.tally-1;
+ --game.tally;
DROP(CAVITY,game.loc);
SPK=216;
return(2011);
}
-static int suspendresume(FILE *input, bool resume)
-/* Suspend and resume */
-{
- int kk;
- if (!resume) {
- /* Suspend. Offer to save things in a file, but charging
- * some points (so can't win by using saved games to retry
- * battles or to start over after learning zzword). */
- SPK=201;
- RSPEAK(260);
- if (!YES(input,200,54,54)) return(2012);
- game.saved=game.saved+5;
- kk= -1;
- }
- else
- {
- /* Resume. Read a suspended game back from a file. */
- kk=1;
- if (game.loc != 1 || game.abbrev[1] != 1) {
- RSPEAK(268);
- if (!YES(input,200,54,54)) return(2012);
- }
- }
-
- /* Suspend vs resume cases are distinguished by the value of kk
- * (-1 for suspend, +1 for resume). */
-
- /*
- * FIXME: This is way more complicated than it needs to be in C.
- * What we ought to do is define a save-block structure that
- * includes a game state block and then use a single fread/fwrite
- * for I/O. All the SAV* functions can be scrapped.
- */
-
- DATIME(&I,&K);
- K=I+650*K;
- SAVWRD(kk,K);
- K=VRSION;
- SAVWRD(0,K);
- if (K != VRSION) {
- SETPRM(1,K/10,MOD(K,10));
- SETPRM(3,VRSION/10,MOD(VRSION,10));
- RSPEAK(269);
- return(2000);
- }
- /* Herewith are all the variables whose values can change during a game,
- * omitting a few (such as I, J) whose values between turns are
- * irrelevant and some whose values when a game is
- * suspended or resumed are guaranteed to match. If unsure whether a value
- * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
- * with junk variables to bring it up to 7 values. */
- SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
- SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
- SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
- SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
- SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
- SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
- SAVARR(game.abbrev,LOCSIZ);
- SAVARR(game.atloc,LOCSIZ);
- SAVARR(game.dloc,NDWARVES);
- SAVARR(game.dseen,NDWARVES);
- SAVARR(game.fixed,NOBJECTS);
- SAVARR(game.hinted,HNTSIZ);
- SAVARR(game.hintlc,HNTSIZ);
- SAVARR(game.link,NOBJECTS*2);
- SAVARR(game.odloc,NDWARVES);
- SAVARR(game.place,NOBJECTS);
- SAVARR(game.prop,NOBJECTS);
- SAVWRD(kk,K);
- if (K != 0) {
- RSPEAK(270);
- exit(0);
- }
- K=NUL;
- game.zzword=RNDVOC(3,game.zzword);
- if (kk > 0) return(8);
- RSPEAK(266);
- exit(0);
-}
-
static int throw_support(long spk)
{
RSPEAK(spk);
}
if (obj != AXE)
return(discard(obj, false));
- I=ATDWRF(game.loc);
- if (I <= 0) {
+ int i=ATDWRF(game.loc);
+ if (i <= 0) {
if (AT(DRAGON) && game.prop[DRAGON] == 0) {
SPK=152;
return throw_support(SPK);
SPK=48;
return throw_support(SPK);
}
- game.dseen[I]=false;
- game.dloc[I]=0;
+ game.dseen[i]=false;
+ game.dloc[i]=0;
SPK=47;
- game.dkill=game.dkill+1;
+ ++game.dkill;
if (game.dkill == 1)SPK=149;
return throw_support(SPK);
if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
DROP(JADE,game.loc);
game.prop[JADE]=0;
- game.tally=game.tally-1;
+ --game.tally;
SPK=208;
return(2011);
} else {
}
}
-/* This stuff was broken off as part of an effort to get the main program
- * to compile without running out of memory. We're called with a number
- * that says what label the caller wanted to "goto", and we return a
- * similar label number for the caller to "goto".
- */
-
-int action(FILE *input, long STARTAT, long verb, long obj)
+int action(FILE *input, enum speechpart part, long verb, long obj)
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
*/
{
- int kk;
- switch(STARTAT) {
- case 4000: goto L4000;
- case 4090: goto L4090;
- case 5000: goto L5000;
- }
- BUG(99);
-
-L4000:
- SPK=ACTSPK[verb];
- if (WD2 > 0 && verb != SAY) return(2800);
- if (verb == SAY)obj=WD2;
- if (obj > 0) goto L4090;
-
-/* Analyse an intransitive verb (ie, no object given yet). */
+ int kk;
- switch (verb-1) {
- case 0: /* CARRY */ return carry(INTRANSITIVE);
- case 1: /* DROP */ return(8000);
- case 2: /* SAY */ return(8000);
- case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
- case 4: /* NOTHI */ return(2009);
- case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
- case 6: /* LIGHT */ return light(INTRANSITIVE);
- case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
- case 8: /* WAVE */ return(8000);
- case 9: /* CALM */ return(8000);
- case 10: /* WALK */ return(2011);
- case 11: /* ATTAC */ return attack(input, verb, obj);
- case 12: /* POUR */ return pour(obj);
- case 13: /* EAT */ return eat(INTRANSITIVE);
- case 14: /* DRINK */ return drink(obj);
- case 15: /* RUB */ return(8000);
- case 16: /* TOSS */ return(8000);
- case 17: /* QUIT */ return quit(input);
- case 18: /* FIND */ return(8000);
- case 19: /* INVEN */ return inven(obj);
- case 20: /* FEED */ return(8000);
- case 21: /* FILL */ return fill(obj);
- case 22: /* BLAST */ return blast();
- case 23: /* SCOR */ return vscore();
- case 24: /* FOO */ return bigwords(WD1);
- case 25: /* BRIEF */ return brief();
- case 26: /* READ */ return read(input, INTRANSITIVE);
- case 27: /* BREAK */ return(8000);
- case 28: /* WAKE */ return(8000);
- case 29: /* SUSP */ return suspendresume(input, false);
- case 30: /* RESU */ return suspendresume(input, true);
- case 31: /* FLY */ return fly(INTRANSITIVE);
- case 32: /* LISTE */ return listen();
- case 33: /* ZZZZ */ return reservoir();
+ if (part == unknown)
+ {
+ /* Analyse an object word. See if the thing is here, whether
+ * we've got a verb yet, and so on. Object must be here
+ * unless verb is "find" or "invent(ory)" (and no new verb
+ * yet to be analysed). Water and oil are also funny, since
+ * they are never actually dropped at any location, but might
+ * be here inside the bottle or urn or as a feature of the
+ * location. */
+ if (HERE(obj))
+ /* FALL THROUGH */;
+ else if (obj == GRATE) {
+ if (game.loc == 1 || game.loc == 4 || game.loc == 7)
+ obj=DPRSSN;
+ if (game.loc > 9 && game.loc < 15)
+ obj=ENTRNC;
+ if (obj != GRATE)
+ return(8);
+ }
+ else if (obj == DWARF && ATDWRF(game.loc) > 0)
+ /* FALL THROUGH */;
+ else if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
+ /* FALL THROUGH */;
+ else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
+ obj=URN;
+ /* FALL THROUGH */;
+ }
+ else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
+ obj=PLANT2;
+ /* FALL THROUGH */;
+ }
+ else if (obj == KNIFE && game.knfloc == game.loc) {
+ game.knfloc= -1;
+ SPK=116;
+ return(2011);
+ }
+ else if (obj == ROD && HERE(ROD2)) {
+ obj=ROD2;
+ /* FALL THROUGH */;
+ }
+ else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
+ /* FALL THROUGH */;
+ else {
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(256);
+ return(2012);
}
- BUG(23);
-/* Analyse a transitive verb. */
+ if (WD2 > 0)
+ return(2800);
+ if (verb != 0)
+ part = transitive;
+ }
-L4090: switch (verb-1) {
+ switch(part)
+ {
+ case intransitive:
+ SPK=ACTSPK[verb];
+ if (WD2 > 0 && verb != SAY) return(2800);
+ if (verb == SAY)obj=WD2;
+ if (obj == 0) {
+ /* Analyse an intransitive verb (ie, no object given yet). */
+ switch (verb-1) {
+ case 0: /* CARRY */ return carry(INTRANSITIVE);
+ case 1: /* DROP */ return(8000);
+ case 2: /* SAY */ return(8000);
+ case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
+ case 4: /* NOTHI */ return(2009);
+ case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
+ case 6: /* LIGHT */ return light(INTRANSITIVE);
+ case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
+ case 8: /* WAVE */ return(8000);
+ case 9: /* CALM */ return(8000);
+ case 10: /* WALK */ return(2011);
+ case 11: /* ATTAC */ return attack(input, verb, obj);
+ case 12: /* POUR */ return pour(obj);
+ case 13: /* EAT */ return eat(INTRANSITIVE);
+ case 14: /* DRINK */ return drink(obj);
+ case 15: /* RUB */ return(8000);
+ case 16: /* TOSS */ return(8000);
+ case 17: /* QUIT */ return quit(input);
+ case 18: /* FIND */ return(8000);
+ case 19: /* INVEN */ return inven(obj);
+ case 20: /* FEED */ return(8000);
+ case 21: /* FILL */ return fill(obj);
+ case 22: /* BLAST */ return blast();
+ case 23: /* SCOR */ return vscore();
+ case 24: /* FOO */ return bigwords(WD1);
+ case 25: /* BRIEF */ return brief();
+ case 26: /* READ */ return read(input, INTRANSITIVE);
+ case 27: /* BREAK */ return(8000);
+ case 28: /* WAKE */ return(8000);
+ case 29: /* SUSP */ return saveresume(input, false);
+ case 30: /* RESU */ return saveresume(input, true);
+ case 31: /* FLY */ return fly(INTRANSITIVE);
+ case 32: /* LISTE */ return listen();
+ case 33: /* ZZZZ */ return reservoir();
+ }
+ BUG(23);
+ }
+ /* FALLTHRU */
+ case transitive:
+ /* Analyse a transitive verb. */
+ switch (verb-1) {
case 0: /* CARRY */ return carry(obj);
case 1: /* DROP */ return discard(obj, false);
case 2: /* SAY */ return say();
case 31: /* FLY */ return fly(obj);
case 32: /* LISTE */ return(2011);
case 33: /* ZZZZ */ return reservoir();
- }
- BUG(24);
-
-/* Analyse an object word. See if the thing is here, whether we've got a verb
- * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
- * (and no new verb yet to be analysed). Water and oil are also funny, since
- * they are never actually dropped at any location, but might be here inside
- * the bottle or urn or as a feature of the location. */
-
-L5000: obj=K;
- if (!HERE(K)) goto L5100;
-L5010: if (WD2 > 0) return(2800);
- if (verb != 0) goto L4090;
- SETPRM(1,WD1,WD1X);
- RSPEAK(255);
- return(2600);
-
-L5100: if (K != GRATE) goto L5110;
- if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
- if (game.loc > 9 && game.loc < 15)K=ENTRNC;
- if (K != GRATE) return(8);
-L5110: if (K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
- if ((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
- if (obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
- obj=URN;
- goto L5010;
-L5120: if (obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
- obj=PLANT2;
- goto L5010;
-L5130: if (obj != KNIFE || game.knfloc != game.loc) goto L5140;
- game.knfloc= -1;
- SPK=116;
- return(2011);
-L5140: if (obj != ROD || !HERE(ROD2)) goto L5190;
- obj=ROD2;
- goto L5010;
-L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
- SETPRM(1,WD1,WD1X);
- RSPEAK(256);
- return(2012);
-
-
-/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
- * transitive, plus ten times the verb number. Many intransitive verbs use the
- * transitive code, and some verbs use code for other verbs, as noted below. */
-
+ }
+ BUG(24);
+ case unknown:
+ /* Unknown verb, couldn't deduce object - might need hint */
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(255);
+ return(2600);
+ default:
+ BUG(99);
+ }
}