+/*
+ * Action handlers. Eventually we'll do lookup through a method table
+ * that calls these. Absolutely nothing like the original FORTRAN.
+ */
+
+static int bigwords(long foo)
+/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
+ * Look up WD1 in section 3 of vocab to determine which word we've got. Last
+ * word zips the eggs back to the giant room (unless already there). */
+{
+ int k=VOCAB(foo,3);
+ SPK=42;
+ if (game.foobar != 1-k) {
+ if (game.foobar != 0)SPK=151;
+ return(2011);
+ } else {
+
+ game.foobar=k;
+ if (k != 4) return(2009);
+ game.foobar=0;
+ if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
+ return(2011);
+ /* Bring back troll if we steal the eggs back from him before
+ * crossing. */
+ if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
+ game.prop[TROLL]=1;
+ k=2;
+ if (HERE(EGGS))k=1;
+ if (game.loc == PLAC[EGGS])k=0;
+ MOVE(EGGS,PLAC[EGGS]);
+ PSPEAK(EGGS,k);
+ return(2012);
+ }
+}
+
+static int bivalve(token_t verb, token_t obj)
+/* Clam/oyster actions */
+{
+ int k=0;
+ if (obj == OYSTER)k=1;
+ SPK=124+k;
+ if (TOTING(obj))SPK=120+k;
+ if (!TOTING(TRIDNT))SPK=122+k;
+ if (verb == LOCK)SPK=61;
+ if (SPK != 124)
+ return(2011);
+ DSTROY(CLAM);
+ DROP(OYSTER,game.loc);
+ DROP(PEARL,105);
+ return(2011);
+}
+
+static int blast(void)
+/* Blast. No effect unless you've got dynamite, which is a neat trick! */
+{
+ if (game.prop[ROD2] < 0 || !game.closed) return(2011);
+ game.bonus=133;
+ if (game.loc == 115)game.bonus=134;
+ if (HERE(ROD2))game.bonus=135;
+ RSPEAK(game.bonus);
+ score(0);
+}
+
+static int vbreak(token_t obj)
+/* Break. Only works for mirror in repository and, of course, the vase. */
+{
+ if (obj == MIRROR)SPK=148;
+ if (obj == VASE && game.prop[VASE] == 0) {
+ SPK=198;
+ if (TOTING(VASE))DROP(VASE,game.loc);
+ game.prop[VASE]=2;
+ game.fixed[VASE]= -1;
+ return(2011);
+ } else {
+ if (obj != MIRROR || !game.closed) return(2011);
+ SPK=197;
+ return(18999);
+ }
+}
+
+
+static int brief(void)
+/* Brief. Intransitive only. Suppress long descriptions after first time. */
+{
+ SPK=156;
+ game.abbnum=10000;
+ game.detail=3;
+ return(2011);
+}
+
+static int chain(token_t verb)
+/* Do something to the bear's chain */
+{
+ if (verb != LOCK) {
+ SPK=171;
+ if (game.prop[BEAR] == 0)SPK=41;
+ if (game.prop[CHAIN] == 0)SPK=37;
+ if (SPK != 171) return(2011);
+ game.prop[CHAIN]=0;
+ game.fixed[CHAIN]=0;
+ if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
+ game.fixed[BEAR]=2-game.prop[BEAR];
+ return(2011);
+ } else {
+ SPK=172;
+ if (game.prop[CHAIN] != 0)SPK=34;
+ if (game.loc != PLAC[CHAIN])SPK=173;
+ if (SPK != 172) return(2011);
+ game.prop[CHAIN]=2;
+ if (TOTING(CHAIN))DROP(CHAIN,game.loc);
+ game.fixed[CHAIN]= -1;
+ return(2011);
+ }
+}
+
+static int drink(token_t obj)
+/* Drink. If no object, assume water and look for it here. If water is in
+ * the bottle, drink that, else must be at a water loc, so drink stream. */
+{
+ if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
+ return(8000);
+ if (obj != BLOOD) {
+ if (obj != 0 && obj != WATER)SPK=110;
+ if (SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
+ game.prop[BOTTLE]=1;
+ game.place[WATER]=0;
+ SPK=74;
+ return(2011);
+ } else {
+ DSTROY(BLOOD);
+ game.prop[DRAGON]=2;
+ OBJSND[BIRD]=OBJSND[BIRD]+3;
+ SPK=240;
+ return(2011);
+ }
+}
+
+static int eat(token_t obj)
+/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
+ * ok, some things lose appetite, rest are ridiculous. */
+{
+ if (obj == INTRANSITIVE) {
+ if (!HERE(FOOD))
+ return(8000);
+ DSTROY(FOOD);
+ SPK=72;
+ return(2011);
+ } else {
+ if (obj == FOOD) {
+ DSTROY(FOOD);
+ SPK=72;
+ return(2011);
+ }
+ if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
+ DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
+ OGRE)SPK=71;
+ return(2011);
+ }
+}
+
+static int extinguish(int obj)
+/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
+{
+ if (obj == INTRANSITIVE) {
+ if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
+ if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
+ if (obj == 0 || obj > NOBJECTS) return(8000);
+ }
+
+ if (obj == URN) {
+ game.prop[URN]=game.prop[URN]/2;
+ SPK=210;
+ return(2011);
+ }
+ if (obj == LAMP) {
+ game.prop[LAMP]=0;
+ RSPEAK(40);
+ if (DARK(0))
+ RSPEAK(16);
+ return(2012);
+ }
+ if (obj == DRAGON || obj == VOLCAN)
+ SPK=146;
+ return(2011);
+}
+
+static int find(token_t obj)
+/* Find. Might be carrying it, or it might be here. Else give caveat. */
+{
+ if (AT(obj) ||
+ (LIQ(0) == obj && AT(BOTTLE)) ||
+ K == LIQLOC(game.loc) ||
+ (obj == DWARF && ATDWRF(game.loc) > 0))
+ SPK=94;
+ if (game.closed)SPK=138;
+ if (TOTING(obj))SPK=24;
+ return(2011);
+}
+
+static int fly(token_t obj)
+/* Fly. Snide remarks unless hovering rug is here. */
+{
+ if (obj == INTRANSITIVE) {
+ if (game.prop[RUG] != 2)SPK=224;
+ if (!HERE(RUG))SPK=225;
+ if (SPK/2 == 112) return(2011);
+ obj=RUG;
+ }
+
+ if (obj != RUG) return(2011);
+ SPK=223;
+ if (game.prop[RUG] != 2) return(2011);
+ game.oldlc2=game.oldloc;
+ game.oldloc=game.loc;
+ game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
+ SPK=226;
+ if (game.prop[SAPPH] >= 0)SPK=227;
+ RSPEAK(SPK);
+ return(2);
+}
+
+static int inven(token_t obj)
+/* Inventory. If object, treat same as find. Else report on current burden. */
+{
+ int i;
+ SPK=98;
+ for (i=1; i<=NOBJECTS; i++) {
+ if (i == BEAR || !TOTING(i))
+ continue;
+ if (SPK == 98)RSPEAK(99);
+ game.blklin=false;
+ PSPEAK(i,-1);
+ game.blklin=true;
+ SPK=0;
+ }
+ if (TOTING(BEAR))
+ SPK=141;
+ return(2011);
+}
+
+int light(token_t obj)
+/* Light. Applicable only to lamp and urn. */
+{
+ if (obj == INTRANSITIVE) {
+ if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
+ if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
+ if (obj == 0 || obj > NOBJECTS) return(8000);
+ }
+
+ if (obj == URN) {
+ SPK=38;
+ if (game.prop[URN] == 0)
+ return(2011);
+ SPK=209;
+ game.prop[URN]=2;
+ return(2011);
+ } else {
+ if (obj != LAMP) return(2011);
+ SPK=184;
+ if (game.limit < 0) return(2011);
+ game.prop[LAMP]=1;
+ RSPEAK(39);
+ if (game.wzdark) return(2000);
+ return(2012);
+ }
+}
+
+static int listen(void)
+/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
+{
+ int i, k;
+ SPK=228;
+ k=LOCSND[game.loc];
+ if (k != 0) {
+ RSPEAK(labs(k));
+ if (k < 0) return(2012);
+ SPK=0;
+ }
+ SETPRM(1,game.zzword,0);
+ for (i=1; i<=NOBJECTS; i++) {
+ if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
+ continue;
+ PSPEAK(i,OBJSND[i]+game.prop[i]);
+ SPK=0;
+ if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
+ DSTROY(BIRD);
+ }
+ return(2011);
+}
+
+static int lock(token_t verb, token_t obj)
+/* Lock, unlock, no object given. Assume various things if present. */
+{
+ int k;
+ if (obj == INTRANSITIVE) {
+ SPK=28;
+ if (HERE(CLAM))obj=CLAM;
+ if (HERE(OYSTER))obj=OYSTER;
+ if (AT(DOOR))obj=DOOR;
+ if (AT(GRATE))obj=GRATE;
+ if (obj != 0 && HERE(CHAIN)) return(8000);
+ if (HERE(CHAIN))obj=CHAIN;
+ if (obj == 0) return(2011);
+ }
+
+ /* Lock, unlock object. Special stuff for opening clam/oyster
+ * and for chain. */
+ if (obj == CLAM || obj == OYSTER)
+ return bivalve(verb, obj);
+ if (obj == DOOR)SPK=111;
+ if (obj == DOOR && game.prop[DOOR] == 1)SPK=54;
+ if (obj == CAGE)SPK=32;
+ if (obj == KEYS)SPK=55;
+ if (obj == GRATE || obj == CHAIN)SPK=31;
+ if (SPK != 31 || !HERE(KEYS)) return(2011);
+ if (obj == CHAIN)
+ return chain(verb);
+ if (game.closng) {
+ SPK=130;
+ if (!game.panic)game.clock2=15;
+ game.panic=true;
+ return(2011);
+ }
+ SPK=34+game.prop[GRATE];
+ game.prop[GRATE]=1;
+ if (verb == LOCK)game.prop[GRATE]=0;
+ SPK=SPK+2*game.prop[GRATE];
+ return(2011);
+}
+
+static int pour(token_t obj)
+/* Pour. If no object, or object is bottle, assume contents of bottle.
+ * special tests for pouring water or oil on plant or rusty door. */
+{
+ if (obj == BOTTLE || obj == 0)obj=LIQ(0);
+ if (obj == 0) return(8000);
+ if (!TOTING(obj)) return(2011);
+ SPK=78;
+ if (obj != OIL && obj != WATER) return(2011);
+ if (HERE(URN) && game.prop[URN] == 0)
+ return fill(URN);
+ game.prop[BOTTLE]=1;
+ game.place[obj]=0;
+ SPK=77;
+ if (!(AT(PLANT) || AT(DOOR)))
+ return(2011);
+ if (!AT(DOOR)) {
+ SPK=112;
+ if (obj != WATER) return(2011);
+ PSPEAK(PLANT,game.prop[PLANT]+3);
+ game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
+ game.prop[PLANT2]=game.prop[PLANT];
+ K=NUL;
+ return(8);
+ } else {
+ game.prop[DOOR]=0;
+ if (obj == OIL)game.prop[DOOR]=1;
+ SPK=113+game.prop[DOOR];
+ return(2011);
+ }
+}
+
+static int quit(FILE *input)
+/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
+{
+ if (YES(input,22,54,54))
+ score(1);
+ return(2012);
+}
+
+static int rub(token_t obj)
+/* Rub. Yields various snide remarks except for lit urn. */
+{
+ if (obj != LAMP)SPK=76;
+ if (obj != URN || game.prop[URN] != 2) return(2011);
+ DSTROY(URN);
+ DROP(AMBER,game.loc);
+ game.prop[AMBER]=1;
+ game.tally=game.tally-1;
+ DROP(CAVITY,game.loc);
+ SPK=216;
+ return(2011);
+}
+
+static int say(void)
+/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
+{
+ /* FIXME: ugly use of globals */
+ SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X);
+ if (WD2 > 0)WD1=WD2;
+ int wd=VOCAB(WD1,-1);
+ if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
+ WD2=0;
+ return(2630);
+ }
+ RSPEAK(258);
+ return(2012);
+
+}
+
+static int vscore(void)
+/* Score. Call scoring routine but tell it to return. */
+{
+ score(-1);
+ return(2012);
+}
+
+static int wake(token_t obj)
+/* Wake. Only use is to disturb the dwarves. */
+{
+ if (obj != DWARF || !game.closed) return(2011);
+ SPK=199;
+ return(18999);
+}
+
+static int wave(token_t obj)
+/* Wave. No effect unless waving rod at fissure or at bird. */
+{
+ if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
+ if (obj != ROD ||
+ !TOTING(obj) ||
+ (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
+ return(2011);
+ if (HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
+ 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;
+ SPK=208;
+ return(2011);
+ } else {
+ if (game.closed) return(18999);
+ if (game.closng || !AT(FISSUR)) return(2011);
+ if (HERE(BIRD))RSPEAK(SPK);
+ game.prop[FISSUR]=1-game.prop[FISSUR];
+ PSPEAK(FISSUR,2-game.prop[FISSUR]);
+ return(2012);
+ }
+}
+