- 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). */
-
- 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 */ goto L8300;
- case 30: /* RESU */ goto L8310;
- case 31: /* FLY */ return fly(INTRANSITIVE);
- case 32: /* LISTE */ return listen();
- case 33: /* ZZZZ */ return reservoir();
- }
- BUG(23);
-
-/* Analyse a transitive verb. */
-
-L4090: switch (verb-1) {
- case 0: /* CARRY */ return carry(obj);
- case 1: /* DROP */ return discard(obj, false);
- case 2: /* SAY */ return say();
- case 3: /* UNLOC */ return lock(verb, obj);
- case 4: /* NOTHI */ return(2009);
- case 5: /* LOCK */ return lock(verb, obj);
- case 6: /* LIGHT */ return light(obj);
- case 7: /* EXTI */ return extinguish(obj);
- case 8: /* WAVE */ return wave(obj);
- case 9: /* CALM */ return(2011);
- case 10: /* WALK */ return(2011);
- case 11: /* ATTAC */ return attack(input, verb, obj);
- case 12: /* POUR */ return pour(obj);
- case 13: /* EAT */ return eat(obj);
- case 14: /* DRINK */ return drink(obj);
- case 15: /* RUB */ return rub(obj);
- case 16: /* TOSS */ return throw(input, verb, obj);
- case 17: /* QUIT */ return(2011);
- case 18: /* FIND */ return find(obj);
- case 19: /* INVEN */ return find(obj);
- case 20: /* FEED */ return feed(obj);
- case 21: /* FILL */ return fill(obj);
- case 22: /* BLAST */ return blast();
- case 23: /* SCOR */ return(2011);
- case 24: /* FOO */ return(2011);
- case 25: /* BRIEF */ return(2011);
- case 26: /* READ */ return read(input, obj);
- case 27: /* BREAK */ return vbreak(obj);
- case 28: /* WAKE */ return wake(obj);
- case 29: /* SUSP */ return(2011);
- case 30: /* RESU */ return(2011);
- 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. */
-
-/* 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). */
-
-L8300: SPK=201;
- RSPEAK(260);
- if (!YES(input,200,54,54)) return(2012);
- game.saved=game.saved+5;
- kk= -1;
-
-/* This next part is shared with the "resume" code. The two cases are
- * distinguished by the value of kk (-1 for suspend, +1 for resume). */
-
-L8305: DATIME(&I,&K);
- K=I+650*K;
- SAVWRD(kk,K);
- K=VRSION;
- SAVWRD(0,K);
- if (K != VRSION) goto L8312;
-/* Herewith are all the variables whose values can change during a game,
- * omitting a few (such as I, J, ATTACK) 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) goto L8318;
- K=NUL;
- game.zzword=RNDVOC(3,game.zzword);
- if (kk > 0) return(8);
- RSPEAK(266);
- exit(0);
-
-/* Resume. Read a suspended game back from a file. */
-
-L8310: kk=1;
- if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
- RSPEAK(268);
- if (!YES(input,200,54,54)) return(2012);
- goto L8305;
-
-L8312: SETPRM(1,K/10,MOD(K,10));
- SETPRM(3,VRSION/10,MOD(VRSION,10));
- RSPEAK(269);
- return(2000);
-
-L8318: RSPEAK(270);
- exit(0);
+ if (command->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(command->obj))
+ /* FALL THROUGH */;
+ else if (command->obj == GRATE) {
+ if (game.loc == LOC_START ||
+ game.loc == LOC_VALLEY ||
+ game.loc == LOC_SLIT) {
+ command->obj = DPRSSN;
+ }
+ if (game.loc == LOC_COBBLE ||
+ game.loc == LOC_DEBRIS ||
+ game.loc == LOC_AWKWARD ||
+ game.loc == LOC_BIRD ||
+ game.loc == LOC_PITTOP) {
+ command->obj = ENTRNC;
+ }
+ } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
+ /* FALL THROUGH */;
+ else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
+ command->obj == LIQLOC(game.loc))
+ /* FALL THROUGH */;
+ else if (command->obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
+ command->obj = URN;
+ /* FALL THROUGH */;
+ } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) {
+ command->obj = PLANT2;
+ /* FALL THROUGH */;
+ } else if (command->obj == KNIFE && game.knfloc == game.loc) {
+ game.knfloc = -1;
+ rspeak(KNIVES_VANISH);
+ return GO_CLEAROBJ;
+ } else if (command->obj == ROD && HERE(ROD2)) {
+ command->obj = ROD2;
+ /* FALL THROUGH */;
+ } else if ((command->verb == FIND ||
+ command->verb == INVENTORY) && (command->id2 == WORD_EMPTY || command->id2 == WORD_NOT_FOUND))
+ /* FALL THROUGH */;
+ else {
+ sspeak(NO_SEE, command->raw1);
+ return GO_CLEAROBJ;
+ }
+
+ if (command->id2 != WORD_EMPTY && command->id2 != WORD_NOT_FOUND)
+ return GO_WORD2;
+ if (command->verb != 0)
+ command->part = transitive;
+ }
+
+ switch (command->part) {
+ case intransitive:
+ if (command->wd2 > 0 && command->verb != SAY)
+ return GO_WORD2;
+ if (command->verb == SAY)
+ command->obj = command->wd2;
+ if (command->obj == NO_OBJECT ||
+ command->obj == INTRANSITIVE) {
+ /* Analyse an intransitive verb (ie, no object given yet). */
+ switch (command->verb) {
+ case CARRY:
+ return vcarry(command->verb, INTRANSITIVE);
+ case DROP:
+ return GO_UNKNOWN;
+ case SAY:
+ return GO_UNKNOWN;
+ case UNLOCK:
+ return lock(command->verb, INTRANSITIVE);
+ case NOTHING: {
+ rspeak(OK_MAN);
+ return (GO_CLEAROBJ);
+ }
+ case LOCK:
+ return lock(command->verb, INTRANSITIVE);
+ case LIGHT:
+ return light(command->verb, INTRANSITIVE);
+ case EXTINGUISH:
+ return extinguish(command->verb, INTRANSITIVE);
+ case WAVE:
+ return GO_UNKNOWN;
+ case TAME:
+ return GO_UNKNOWN;
+ case GO: {
+ speak(actions[command->verb].message);
+ return GO_CLEAROBJ;
+ }
+ case ATTACK:
+ command->obj = INTRANSITIVE;
+ return attack(command);
+ case POUR:
+ return pour(command->verb, INTRANSITIVE);
+ case EAT:
+ return eat(command->verb, INTRANSITIVE);
+ case DRINK:
+ return drink(command->verb, INTRANSITIVE);
+ case RUB:
+ return GO_UNKNOWN;
+ case THROW:
+ return GO_UNKNOWN;
+ case QUIT:
+ return quit();
+ case FIND:
+ return GO_UNKNOWN;
+ case INVENTORY:
+ return inven();
+ case FEED:
+ return GO_UNKNOWN;
+ case FILL:
+ return fill(command->verb, INTRANSITIVE);
+ case BLAST:
+ blast();
+ return GO_CLEAROBJ;
+ case SCORE:
+ score(scoregame);
+ return GO_CLEAROBJ;
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM:
+ return bigwords(command->id1);
+ case BRIEF:
+ return brief();
+ case READ:
+ command->obj = INTRANSITIVE;
+ return read(*command);
+ case BREAK:
+ return GO_UNKNOWN;
+ case WAKE:
+ return GO_UNKNOWN;
+ case SAVE:
+ return suspend();
+ case RESUME:
+ return resume();
+ case FLY:
+ return fly(command->verb, INTRANSITIVE);
+ case LISTEN:
+ return listen();
+ case PART:
+ return reservoir();
+ default:
+ BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ }
+ }
+ /* FALLTHRU */
+ case transitive:
+ /* Analyse a transitive verb. */
+ switch (command->verb) {
+ case CARRY:
+ return vcarry(command->verb, command->obj);
+ case DROP:
+ return discard(command->verb, command->obj);
+ case SAY:
+ return say(command);
+ case UNLOCK:
+ return lock(command->verb, command->obj);
+ case NOTHING: {
+ rspeak(OK_MAN);
+ return (GO_CLEAROBJ);
+ }
+ case LOCK:
+ return lock(command->verb, command->obj);
+ case LIGHT:
+ return light(command->verb, command->obj);
+ case EXTINGUISH:
+ return extinguish(command->verb, command->obj);
+ case WAVE:
+ return wave(command->verb, command->obj);
+ case TAME: {
+ speak(actions[command->verb].message);
+ return GO_CLEAROBJ;
+ }
+ case GO: {
+ speak(actions[command->verb].message);
+ return GO_CLEAROBJ;
+ }
+ case ATTACK:
+ return attack(command);
+ case POUR:
+ return pour(command->verb, command->obj);
+ case EAT:
+ return eat(command->verb, command->obj);
+ case DRINK:
+ return drink(command->verb, command->obj);
+ case RUB:
+ return rub(command->verb, command->obj);
+ case THROW:
+ return throw (command);
+ case QUIT: {
+ speak(actions[command->verb].message);
+ return GO_CLEAROBJ;
+ }
+ case FIND:
+ return find(command->verb, command->obj);
+ case INVENTORY:
+ return find(command->verb, command->obj);
+ case FEED:
+ return feed(command->verb, command->obj);
+ case FILL:
+ return fill(command->verb, command->obj);
+ case BLAST:
+ blast();
+ return GO_CLEAROBJ;
+ case SCORE: {
+ speak(actions[command->verb].message);
+ return GO_CLEAROBJ;
+ }
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM: {
+ speak(actions[command->verb].message);
+ return GO_CLEAROBJ;
+ }
+ case BRIEF: {
+ speak(actions[command->verb].message);
+ return GO_CLEAROBJ;
+ }
+ case READ:
+ return read(*command);
+ case BREAK:
+ return vbreak(command->verb, command->obj);
+ case WAKE:
+ return wake(command->verb, command->obj);
+ case SAVE: {
+ speak(actions[command->verb].message);
+ return GO_CLEAROBJ;
+ }
+ case RESUME: {
+ speak(actions[command->verb].message);
+ return GO_CLEAROBJ;
+ }
+ case FLY:
+ return fly(command->verb, command->obj);
+ case LISTEN: {
+ speak(actions[command->verb].message);
+ return GO_CLEAROBJ;
+ }
+ case PART:
+ return reservoir();
+ default:
+ BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ }
+ case unknown:
+ /* Unknown verb, couldn't deduce object - might need hint */
+ sspeak(WHAT_DO, command->raw1);
+ return GO_CHECKHINT;
+ default:
+ BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
+ }