#include "advent.h"
#include "database.h"
-#define VRSION 25 /* bump on save format change */
-
/*
* Action handlers. Eventually we'll do lookup through a method table
* that calls these. Absolutely nothing like the original FORTRAN.
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;
- long i;
- 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);
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 {
}
}
-/* 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, 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;
+
+ 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);
+ }
+
+ if (WD2 > 0)
+ return(2800);
+ if (verb != 0)
+ part = transitive;
+ }
+
switch(part)
{
case intransitive:
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 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();
}
/* FALLTHRU */
case transitive:
- L4090:
/* Analyse a transitive verb. */
switch (verb-1) {
case 0: /* CARRY */ return carry(obj);
}
BUG(24);
case 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))
- goto L5100;
- L5010:
- if (WD2 > 0)
- return(2800);
- if (verb != 0)
- goto L4090;
+ /* Unknown verb, couldn't deduce object - might need hint */
SETPRM(1,WD1,WD1X);
RSPEAK(255);
return(2600);
-
- L5100:
- 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);
- }
-
- if (obj == DWARF && ATDWRF(game.loc) > 0)
- goto L5010;
- if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
- goto L5010;
- if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
- obj=URN;
- goto L5010;
- }
- if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
- obj=PLANT2;
- goto L5010;
- }
- if (obj == KNIFE && game.knfloc == game.loc) {
- game.knfloc= -1;
- SPK=116;
- return(2011);
- }
- if (obj == ROD && HERE(ROD2)) {
- obj=ROD2;
- goto L5010;
- }
- if ((verb == FIND || verb == INVENT) && WD2 <= 0)
- goto L5010;
-
- SETPRM(1,WD1,WD1X);
- RSPEAK(256);
- return(2012);
- default:
+ default:
BUG(99);
}
}