#include "advent.h"
#include "database.h"
-#define VRSION 25 /* bump on save format change */
+/* Limit visibility of ugly globals. Eventually these should go away. */
+extern long WD1, WD1X, WD2, WD2X;
/*
* Action handlers. Eventually we'll do lookup through a method table
- * that calls these. Absolutely nothing like the original FORTRAN.
+ * that calls these.
*/
-static int fill(long);
+static int fill(token_t verb, token_t);
-static int attack(FILE *input, long verb, long obj)
+static int attack(FILE *input, long verb, token_t obj)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
* enemies, or no enemies but 2 others. */
{
- int i =ATDWRF(game.loc);
+ int spk = ACTSPK[verb];
+ int i = ATDWRF(game.loc);
if (obj == 0) {
if (i > 0)
obj=DWARF;
}
}
if (obj == BIRD) {
- SPK=137;
- if (game.closed) return(2011);
+ spk=137;
+ if (game.closed)
+ {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
DSTROY(BIRD);
game.prop[BIRD]=0;
- SPK=45;
+ spk=45;
}
if (obj == VEND) {
PSPEAK(VEND,game.prop[VEND]+2);
game.prop[VEND]=3-game.prop[VEND];
- return(2012);
+ return GO_CLEAROBJ;
}
- if (obj == 0)SPK=44;
- if (obj == CLAM || obj == OYSTER)SPK=150;
- if (obj == SNAKE)SPK=46;
- if (obj == DWARF)SPK=49;
+ if (obj == 0)spk=44;
+ if (obj == CLAM || obj == OYSTER)spk=150;
+ if (obj == SNAKE)spk=46;
+ if (obj == DWARF)spk=49;
if (obj == DWARF && game.closed) return(19000);
- if (obj == DRAGON)SPK=167;
- if (obj == TROLL)SPK=157;
- if (obj == OGRE)SPK=203;
+ if (obj == DRAGON)spk=167;
+ if (obj == TROLL)spk=157;
+ if (obj == OGRE)spk=203;
if (obj == OGRE && i > 0) {
- RSPEAK(SPK);
+ RSPEAK(spk);
RSPEAK(6);
DSTROY(OGRE);
int k=0;
game.dseen[i]=false;
}
}
- SPK=SPK+1+1/k;
- return(2011);
+ spk=spk+1+1/k;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
- if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
- if (obj != DRAGON || game.prop[DRAGON] != 0) return(2011);
+ if (obj == BEAR)spk=165+(game.prop[BEAR]+1)/2;
+ if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
/* Fun stuff for dragon. If he insists on attacking it, win!
* Set game.prop to dead, move dragon to central loc (still
* fixed), move rug there (not fixed), and move him there,
MOVE(obj,k);
}
game.loc=k;
- K=NUL; /* FIXME: error if removed */
- return(8);
+ return GO_MOVE;
}
static int bigwords(long foo)
* word zips the eggs back to the giant room (unless already there). */
{
int k=VOCAB(foo,3);
- SPK=42;
+ int spk=42;
if (game.foobar != 1-k) {
- if (game.foobar != 0)SPK=151;
- return(2011);
+ if (game.foobar != 0)spk=151;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
} else {
game.foobar=k;
- if (k != 4) return(2009);
+ if (k != 4) {
+ RSPEAK(54);
+ return GO_CLEAROBJ;
+ }
game.foobar=0;
- if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
- return(2011);
+ if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
/* 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)
if (game.loc == PLAC[EGGS])k=0;
MOVE(EGGS,PLAC[EGGS]);
PSPEAK(EGGS,k);
- return(2012);
+ return GO_CLEAROBJ;
}
}
static int bivalve(token_t verb, token_t obj)
/* Clam/oyster actions */
{
- int k=0;
+ int spk, 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);
+ spk=124+k;
+ if (TOTING(obj))spk=120+k;
+ if (!TOTING(TRIDNT))spk=122+k;
+ if (verb == LOCK)spk=61;
+ if (spk == 124) {
+ DSTROY(CLAM);
+ DROP(OYSTER,game.loc);
+ DROP(PEARL,105);
+ }
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
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);
+ if (game.prop[ROD2] < 0 || !game.closed)
+ {
+ RSPEAK(67);
+ return GO_CLEAROBJ;
+ }
game.bonus=133;
- if (game.loc == 115)game.bonus=134;
- if (HERE(ROD2))game.bonus=135;
+ if (game.loc == 115)
+ game.bonus=134;
+ if (HERE(ROD2))
+ game.bonus=135;
RSPEAK(game.bonus);
score(0);
}
-static int vbreak(token_t obj)
+static int vbreak(token_t verb, token_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
- if (obj == MIRROR)SPK=148;
+ int spk = ACTSPK[verb];
+ 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);
+ spk=198;
} else {
- if (obj != MIRROR || !game.closed) return(2011);
- SPK=197;
- return(18999);
+ if (obj == MIRROR && game.closed) {
+ RSPEAK(197);
+ return(190000);
+ }
}
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
static int brief(void)
/* Brief. Intransitive only. Suppress long descriptions after first time. */
{
- SPK=156;
game.abbnum=10000;
game.detail=3;
- return(2011);
+ RSPEAK(156);
+ return GO_CLEAROBJ;
}
-static int carry(long obj)
+static int carry(token_t verb, token_t obj)
/* Carry an object. Special cases for bird and cage (if bird in cage, can't
* take one without the other). Liquids also special, since they depend on
* status of bottle. Also various side effects, etc. */
{
+ int spk;
if (obj == INTRANSITIVE) {
/* Carry, no object given yet. OK if only one object present. */
if(game.atloc[game.loc] == 0 ||
obj=game.atloc[game.loc];
}
- if (TOTING(obj)) return(2011);
- SPK=25;
- if (obj == PLANT && game.prop[PLANT] <= 0)SPK=115;
- if (obj == BEAR && game.prop[BEAR] == 1)SPK=169;
- if (obj == CHAIN && game.prop[BEAR] != 0)SPK=170;
- if (obj == URN)SPK=215;
- if (obj == CAVITY)SPK=217;
- if (obj == BLOOD)SPK=239;
- if (obj == RUG && game.prop[RUG] == 2)SPK=222;
- if (obj == SIGN)SPK=196;
+ if (TOTING(obj)) {RSPEAK(24); return GO_CLEAROBJ;}
+ spk=25;
+ if (obj == PLANT && game.prop[PLANT] <= 0)spk=115;
+ if (obj == BEAR && game.prop[BEAR] == 1)spk=169;
+ if (obj == CHAIN && game.prop[BEAR] != 0)spk=170;
+ if (obj == URN)spk=215;
+ if (obj == CAVITY)spk=217;
+ if (obj == BLOOD)spk=239;
+ if (obj == RUG && game.prop[RUG] == 2)spk=222;
+ if (obj == SIGN)spk=196;
if (obj == MESSAG) {
- SPK=190;
+ spk=190;
+ return GO_CLEAROBJ;
DSTROY(MESSAG);
}
- if (game.fixed[obj] != 0)
- return(2011);
+ if (game.fixed[obj] != 0) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
if (obj == WATER || obj == OIL) {
- if (!HERE(BOTTLE) || LIQ(0) != obj) {
+ if (!HERE(BOTTLE) || LIQUID() != obj) {
if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
- return(fill(BOTTLE));
- if (game.prop[BOTTLE] != 1)SPK=105;
- if (!TOTING(BOTTLE))SPK=104;
- return(2011);
+ return(fill(verb, BOTTLE));
+ if (game.prop[BOTTLE] != 1)spk=105;
+ if (!TOTING(BOTTLE))spk=104;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
obj = BOTTLE;
}
- SPK=92;
- if (game.holdng >= INVLIMIT)
- return(2011);
- if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
+ spk=92;
+ if (game.holdng >= INVLIMIT) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
if (game.prop[BIRD] == 2) {
- SPK=238;
DSTROY(BIRD);
- return(2011);
+ RSPEAK(238);
+ return GO_CLEAROBJ;
+ }
+ if (!TOTING(CAGE))spk=27;
+ if (TOTING(ROD))spk=26;
+ if (spk/2 == 13) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
- if (!TOTING(CAGE))SPK=27;
- if (TOTING(ROD))SPK=26;
- if (SPK/2 == 13) return(2011);
game.prop[BIRD]=1;
}
if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
CARRY(BIRD+CAGE-obj,game.loc);
CARRY(obj,game.loc);
- if (obj == BOTTLE && LIQ(0) != 0)
- game.place[LIQ(0)] = -1;
- if (!GSTONE(obj) || game.prop[obj] == 0)
- return(2009);
- game.prop[obj]=0;
- game.prop[CAVITY]=1;
- return(2009);
+ if (obj == BOTTLE && LIQUID() != 0)
+ game.place[LIQUID()] = -1;
+ if (GSTONE(obj) && game.prop[obj] != 0) {
+ game.prop[obj]=0;
+ game.prop[CAVITY]=1;
+ }
+ RSPEAK(54);
+ return GO_CLEAROBJ;
}
static int chain(token_t verb)
/* Do something to the bear's chain */
{
+ int spk;
if (verb != LOCK) {
- SPK=171;
- if (game.prop[BEAR] == 0)SPK=41;
- if (game.prop[CHAIN] == 0)SPK=37;
- if (SPK != 171) return(2011);
+ spk=171;
+ if (game.prop[BEAR] == 0)spk=41;
+ if (game.prop[CHAIN] == 0)spk=37;
+ if (spk != 171) {RSPEAK(spk); return GO_CLEAROBJ;}
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);
+ spk=172;
+ if (game.prop[CHAIN] != 0)spk=34;
+ if (game.loc != PLAC[CHAIN])spk=173;
+ if (spk != 172) {RSPEAK(spk); return GO_CLEAROBJ;}
game.prop[CHAIN]=2;
if (TOTING(CHAIN))DROP(CHAIN,game.loc);
game.fixed[CHAIN]= -1;
- return(2011);
}
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
-static int discard(long obj, bool just_do_it)
+static int discard(token_t verb, token_t obj, bool just_do_it)
/* Discard object. "Throw" also comes here for most objects. Special cases for
* bird (might attack snake or dragon) and cage (might contain bird) and vase.
* Drop coins at vending machine for extra batteries. */
{
+ int spk = ACTSPK[verb];
if (!just_do_it) {
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj)) return(2011);
+ if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
if (obj == BIRD && HERE(SNAKE)) {
RSPEAK(30);
if (game.closed) return(19000);
game.prop[CAVITY]=0;
if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
game.prop[RUG] == 2))) {
- SPK=219;
- if (TOTING(RUG))SPK=220;
- if (obj == RUBY)SPK=221;
- RSPEAK(SPK);
- if (SPK != 220) {
- K=2-game.prop[RUG];
- game.prop[RUG]=K;
- if (K == 2)K=PLAC[SAPPH];
- MOVE(RUG+NOBJECTS,K);
+ spk=219;
+ if (TOTING(RUG))spk=220;
+ if (obj == RUBY)spk=221;
+ RSPEAK(spk);
+ if (spk != 220) {
+ int k = 2-game.prop[RUG];
+ game.prop[RUG] = k;
+ if (k == 2) k = PLAC[SAPPH];
+ MOVE(RUG+NOBJECTS, k);
}
}
} else if (obj == COINS && HERE(VEND)) {
DSTROY(COINS);
DROP(BATTER,game.loc);
PSPEAK(BATTER,0);
- return(2012);
+ return GO_CLEAROBJ;
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
RSPEAK(154);
DSTROY(BIRD);
game.prop[BIRD]=0;
- return(2012);
+ return GO_CLEAROBJ;
} else if (obj == BEAR && AT(TROLL)) {
RSPEAK(163);
MOVE(TROLL,0);
if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
}
}
- K=LIQ(0);
- if (K == obj)obj=BOTTLE;
- if (obj == BOTTLE && K != 0)game.place[K]=0;
+ int k = LIQUID();
+ if (k == obj)obj=BOTTLE;
+ if (obj == BOTTLE && k != 0)
+ game.place[k]=0;
if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
DROP(obj,game.loc);
- if (obj != BIRD) return(2012);
+ if (obj != BIRD) return GO_CLEAROBJ;
game.prop[BIRD]=0;
if (FOREST(game.loc))game.prop[BIRD]=2;
- return(2012);
+ return GO_CLEAROBJ;
}
-static int drink(token_t obj)
+static int drink(token_t verb, 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)))
+ int spk = ACTSPK[verb];
+ if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != 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);
+ if (obj != 0 && obj != WATER)spk=110;
+ if (spk == 110 || LIQUID() != WATER || !HERE(BOTTLE)) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
game.prop[BOTTLE]=1;
game.place[WATER]=0;
- SPK=74;
- return(2011);
+ spk=74;
} else {
DSTROY(BLOOD);
game.prop[DRAGON]=2;
OBJSND[BIRD]=OBJSND[BIRD]+3;
- SPK=240;
- return(2011);
+ spk=240;
}
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
-static int eat(token_t obj)
+static int eat(token_t verb, token_t obj)
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
+ int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
if (!HERE(FOOD))
return(8000);
DSTROY(FOOD);
- SPK=72;
- return(2011);
+ spk=72;
} else {
if (obj == FOOD) {
DSTROY(FOOD);
- SPK=72;
- return(2011);
+ spk=72;
}
if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)SPK=71;
- return(2011);
+ OGRE)spk=71;
}
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
-static int extinguish(int obj)
+static int extinguish(token_t verb, int obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
+ int spk = ACTSPK[verb];
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 == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000);
}
if (obj == URN) {
game.prop[URN]=game.prop[URN]/2;
- SPK=210;
- return(2011);
+ spk=210;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
- if (obj == LAMP) {
+ else if (obj == LAMP) {
game.prop[LAMP]=0;
RSPEAK(40);
- if (DARK(0))
+ if (DARK(game.loc))
RSPEAK(16);
- return(2012);
+ return GO_CLEAROBJ;
}
- if (obj == DRAGON || obj == VOLCAN)
- SPK=146;
- return(2011);
+ else if (obj == DRAGON || obj == VOLCAN)
+ spk=146;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
-static int feed(long obj)
+static int feed(token_t verb, token_t obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
+ int spk = ACTSPK[verb];
if (obj == BIRD) {
- SPK=100;
- return(2011);
+ RSPEAK(100);
+ return GO_CLEAROBJ;
}
if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
- SPK=102;
- if (obj == DRAGON && game.prop[DRAGON] != 0)SPK=110;
- if (obj == TROLL)SPK=182;
+ int spk=102;
+ if (obj == DRAGON && game.prop[DRAGON] != 0)spk=110;
+ if (obj == TROLL)spk=182;
if (obj != SNAKE || game.closed || !HERE(BIRD))
- return(2011);
- SPK=101;
+ {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
DSTROY(BIRD);
game.prop[BIRD]=0;
- return(2011);
+ RSPEAK(101);
+ return GO_CLEAROBJ;
}
if (obj == DWARF) {
if (!HERE(FOOD))
- return(2011);
- SPK=103;
+ {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
game.dflag=game.dflag+2;
- return(2011);
+ RSPEAK(103);
+ return GO_CLEAROBJ;
}
if (obj == BEAR) {
- if (game.prop[BEAR] == 0)SPK=102;
- if (game.prop[BEAR] == 3)SPK=110;
- if (!HERE(FOOD))
- return(2011);
+ if (game.prop[BEAR] == 0)spk=102;
+ if (game.prop[BEAR] == 3)spk=110;
+ if (!HERE(FOOD)) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
DSTROY(FOOD);
game.prop[BEAR]=1;
game.fixed[AXE]=0;
game.prop[AXE]=0;
- SPK=168;
- return(2011);
+ spk=168;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
if (obj == OGRE) {
if (HERE(FOOD))
- SPK=202;
- return(2011);
+ spk=202;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
- SPK=14;
- return(2011);
+ spk=14;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
-int fill(long obj)
+int fill(token_t verb, token_t obj)
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
* is nasty.) */
{
int k;
+ int spk = ACTSPK[verb];
if (obj == VASE) {
- SPK=29;
- if (LIQLOC(game.loc) == 0)SPK=144;
- if (LIQLOC(game.loc) == 0 || !TOTING(VASE))
- return(2011);
+ spk=29;
+ if (LIQLOC(game.loc) == 0)spk=144;
+ if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
RSPEAK(145);
game.prop[VASE]=2;
game.fixed[VASE]= -1;
- return(discard(obj, true));
+ return(discard(verb, obj, true));
}
if (obj == URN){
- SPK=213;
- if (game.prop[URN] != 0) return(2011);
- SPK=144;
- k=LIQ(0);
- if (k == 0 || !HERE(BOTTLE)) return(2011);
+ spk=213;
+ if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
+ spk=144;
+ k=LIQUID();
+ if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;}
game.place[k]=0;
game.prop[BOTTLE]=1;
if (k == OIL)game.prop[URN]=1;
- SPK=211+game.prop[URN];
- return(2011);
+ spk=211+game.prop[URN];
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
- if (obj != 0 && obj != BOTTLE)
- return(2011);
+ if (obj != 0 && obj != BOTTLE) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
if (obj == 0 && !HERE(BOTTLE))
return(8000);
- SPK=107;
+ spk=107;
if (LIQLOC(game.loc) == 0)
- SPK=106;
+ spk=106;
if (HERE(URN) && game.prop[URN] != 0)
- SPK=214;
- if (LIQ(0) != 0)
- SPK=105;
- if (SPK != 107)
- return(2011);
+ spk=214;
+ if (LIQUID() != 0)
+ spk=105;
+ if (spk != 107)
+ {RSPEAK(spk); return GO_CLEAROBJ;}
game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
- k=LIQ(0);
+ k=LIQUID();
if (TOTING(BOTTLE))
game.place[k]= -1;
if (k == OIL)
- SPK=108;
- return(2011);
+ spk=108;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
-static int find(token_t obj)
+static int find(token_t verb, token_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
+ int spk = ACTSPK[verb];
if (AT(obj) ||
- (LIQ(0) == obj && AT(BOTTLE)) ||
+ (LIQUID() == obj && AT(BOTTLE)) ||
obj == LIQLOC(game.loc) ||
(obj == DWARF && ATDWRF(game.loc) > 0))
- SPK=94;
- if (game.closed)SPK=138;
- if (TOTING(obj))SPK=24;
- return(2011);
+ spk=94;
+ if (game.closed)spk=138;
+ if (TOTING(obj))spk=24;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
-static int fly(token_t obj)
+static int fly(token_t verb, token_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
+ int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- if (game.prop[RUG] != 2)SPK=224;
- if (!HERE(RUG))SPK=225;
- if (SPK/2 == 112) return(2011);
+ if (game.prop[RUG] != 2)spk=224;
+ if (!HERE(RUG))spk=225;
+ if (spk/2 == 112) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
obj=RUG;
}
- if (obj != RUG) return(2011);
- SPK=223;
- if (game.prop[RUG] != 2) return(2011);
+ if (obj != RUG) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ spk=223;
+ if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
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);
+ spk=226;
+ if (game.prop[SAPPH] >= 0)spk=227;
+ RSPEAK(spk);
+ return GO_TERMINATE;
}
static int inven(token_t obj)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
int i;
- SPK=98;
+ int spk=98;
for (i=1; i<=NOBJECTS; i++) {
if (i == BEAR || !TOTING(i))
continue;
- if (SPK == 98)RSPEAK(99);
+ if (spk == 98)
+ RSPEAK(99);
game.blklin=false;
PSPEAK(i,-1);
game.blklin=true;
- SPK=0;
+ spk=0;
}
if (TOTING(BEAR))
- SPK=141;
- return(2011);
+ spk=141;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
-int light(token_t obj)
+int light(token_t verb, token_t obj)
/* Light. Applicable only to lamp and urn. */
{
+ int spk = ACTSPK[verb];
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 == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000);
}
if (obj == URN) {
- SPK=38;
+ spk=38;
if (game.prop[URN] == 0)
- return(2011);
- SPK=209;
+ {RSPEAK(spk); return GO_CLEAROBJ;}
+ spk=209;
game.prop[URN]=2;
- return(2011);
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
} else {
- if (obj != LAMP) return(2011);
- SPK=184;
- if (game.limit < 0) return(2011);
+ if (obj != LAMP)
+ {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ spk=184;
+ if (game.limit < 0) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
game.prop[LAMP]=1;
RSPEAK(39);
- if (game.wzdark) return(2000);
- return(2012);
+ if (game.wzdark)
+ return GO_TOP;
+ else
+ return GO_CLEAROBJ;
}
}
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
{
int i, k;
- SPK=228;
+ int spk=228;
k=LOCSND[game.loc];
if (k != 0) {
RSPEAK(labs(k));
- if (k < 0) return(2012);
- SPK=0;
+ if (k < 0) return GO_CLEAROBJ;
+ 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;
+ spk=0;
if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
DSTROY(BIRD);
}
- return(2011);
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
static int lock(token_t verb, token_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
int k;
+ int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- SPK=28;
+ 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);
+ if (obj == 0) {RSPEAK(spk); return GO_CLEAROBJ;}
}
/* 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 == 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)) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
if (obj == CHAIN)
return chain(verb);
if (game.closng) {
- SPK=130;
+ spk=130;
if (!game.panic)game.clock2=15;
game.panic=true;
- return(2011);
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
- SPK=34+game.prop[GRATE];
+ spk=34+game.prop[GRATE];
game.prop[GRATE]=1;
if (verb == LOCK)game.prop[GRATE]=0;
- SPK=SPK+2*game.prop[GRATE];
- return(2011);
+ spk=spk+2*game.prop[GRATE];
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
-static int pour(token_t obj)
+static int pour(token_t verb, 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);
+ int spk = ACTSPK[verb];
+ if (obj == BOTTLE || obj == 0)obj=LIQUID();
if (obj == 0) return(8000);
- if (!TOTING(obj)) return(2011);
- SPK=78;
- if (obj != OIL && obj != WATER) return(2011);
+ if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
+ spk=78;
+ if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
if (HERE(URN) && game.prop[URN] == 0)
- return fill(URN);
+ return fill(verb, URN);
game.prop[BOTTLE]=1;
game.place[obj]=0;
- SPK=77;
+ spk=77;
if (!(AT(PLANT) || AT(DOOR)))
- return(2011);
+ {RSPEAK(spk); return GO_CLEAROBJ;}
if (!AT(DOOR)) {
- SPK=112;
- if (obj != WATER) return(2011);
+ spk=112;
+ if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
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);
+ return GO_MOVE;
} else {
game.prop[DOOR]=0;
if (obj == OIL)game.prop[DOOR]=1;
- SPK=113+game.prop[DOOR];
- return(2011);
+ spk=113+game.prop[DOOR];
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
}
{
if (YES(input,22,54,54))
score(1);
- return(2012);
+ return GO_CLEAROBJ;
}
-static int read(FILE *input, token_t obj)
+static int read(FILE *input, token_t verb, token_t obj)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
int i;
+ int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
obj = 0;
for (i=1; i<=NOBJECTS; i++) {
if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
obj = obj * NOBJECTS + i;
}
- if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
+ if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return(8000);
}
- if (DARK(0)) {
+ if (DARK(game.loc)) {
SETPRM(1,WD1,WD1X);
RSPEAK(256);
- return(2012);
+ return GO_CLEAROBJ;
+ }
+ if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
- if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
- return(2011);
if (obj == OYSTER && !game.clshnt) {
game.clshnt=YES(input,192,193,54);
- return(2012);
+ return GO_CLEAROBJ;
}
PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
- return(2012);
+ return GO_CLEAROBJ;
}
static int reservoir(void)
/* Z'ZZZ (word gets recomputed at startup; different each game). */
{
- if (!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
+ if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {
+ RSPEAK(75);
+ return GO_CLEAROBJ;
+ }
PSPEAK(RESER,game.prop[RESER]+1);
game.prop[RESER]=1-game.prop[RESER];
- if (AT(RESER)) return(2012);
+ if (AT(RESER)) return GO_CLEAROBJ;
game.oldlc2=game.loc;
game.newloc=0;
RSPEAK(241);
- return(2);
+ return GO_TERMINATE;
}
-static int rub(token_t obj)
+static int rub(token_t verb, 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);
+ int spk = ACTSPK[verb];
+ if (obj != LAMP)spk=76;
+ if (obj != URN || game.prop[URN] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
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);
+ spk=216;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
static int say(void)
-/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
+/* 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;
+ 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 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.
- */
+ return GO_CLEAROBJ;
- 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);
DROP(AXE,game.loc);
- K=NUL;
- return(8);
+ return GO_MOVE;
}
-static int throw(FILE *cmdin, long verb, long obj)
+static int throw(FILE *cmdin, long verb, token_t obj)
/* Throw. Same as discard unless axe. Then same as attack except
* ignore bird, and if dwarf is present then one might be killed.
* (Only way to do so!) Axe also special for dragon, bear, and
* troll. Treasures special for troll. */
{
+ int spk = ACTSPK[verb];
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj))
- return(2011);
+ if (!TOTING(obj)) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
- SPK=159;
+ spk=159;
/* Snarf a treasure for the troll. */
DROP(obj,0);
MOVE(TROLL,0);
DROP(TROLL2,PLAC[TROLL]);
DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- return(2011);
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
if (obj == FOOD && HERE(BEAR)) {
/* But throwing food is another story. */
obj=BEAR;
- return(feed(obj));
+ return(feed(verb, obj));
}
if (obj != AXE)
- return(discard(obj, false));
- I=ATDWRF(game.loc);
- if (I <= 0) {
+ return(discard(verb, obj, false));
+ int i=ATDWRF(game.loc);
+ if (i <= 0) {
if (AT(DRAGON) && game.prop[DRAGON] == 0) {
- SPK=152;
- return throw_support(SPK);
+ spk=152;
+ return throw_support(spk);
}
if (AT(TROLL)) {
- SPK=158;
- return throw_support(SPK);
+ spk=158;
+ return throw_support(spk);
}
if (AT(OGRE)) {
- SPK=203;
- return throw_support(SPK);
+ spk=203;
+ return throw_support(spk);
}
if (HERE(BEAR) && game.prop[BEAR] == 0) {
/* This'll teach him to throw the axe at the bear! */
- SPK=164;
+ spk=164;
DROP(AXE,game.loc);
game.fixed[AXE]= -1;
game.prop[AXE]=1;
JUGGLE(BEAR);
- return(2011);
+ {RSPEAK(spk); return GO_CLEAROBJ;}
}
return(attack(cmdin, verb, 0));
}
if (randrange(NDWARVES+1) < game.dflag) {
- SPK=48;
- return throw_support(SPK);
+ spk=48;
+ return throw_support(spk);
}
- game.dseen[I]=false;
- game.dloc[I]=0;
- SPK=47;
- game.dkill=game.dkill+1;
- if (game.dkill == 1)SPK=149;
+ game.dseen[i]=false;
+ game.dloc[i]=0;
+ spk=47;
+ ++game.dkill;
+ if (game.dkill == 1)spk=149;
- return throw_support(SPK);
+ return throw_support(spk);
}
static int vscore(void)
/* Score. Call scoring routine but tell it to return. */
{
score(-1);
- return(2012);
+ return GO_CLEAROBJ;
}
-static int wake(token_t obj)
+static int wake(token_t verb, token_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
- if (obj != DWARF || !game.closed) return(2011);
- SPK=199;
- return(18999);
+ if (obj != DWARF || !game.closed) {RSPEAK(ACTSPK[verb]); return GO_CLEAROBJ;}
+ RSPEAK(199);
+ return(19000);
}
-static int wave(token_t obj)
+static int wave(token_t verb, token_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
- if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
+ int spk = ACTSPK[verb];
+ 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) {
+ (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ 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);
+ --game.tally;
+ spk=208;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
} else {
- if (game.closed) return(18999);
- if (game.closng || !AT(FISSUR)) return(2011);
- if (HERE(BIRD))RSPEAK(SPK);
+ if (game.closed) {
+ RSPEAK(spk);
+ return(19000);
+ }
+ if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;}
+ if (HERE(BIRD))RSPEAK(spk);
game.prop[FISSUR]=1-game.prop[FISSUR];
PSPEAK(FISSUR,2-game.prop[FISSUR]);
- return(2012);
+ return GO_CLEAROBJ;
}
}
-/* 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, token_t 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). */
-
- 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();
- }
- BUG(23);
+ token_t spk=ACTSPK[verb];
-/* Analyse a transitive verb. */
+ 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 GO_MOVE;
+ }
+ else if (obj == DWARF && ATDWRF(game.loc) > 0)
+ /* FALL THROUGH */;
+ else if ((LIQUID() == 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;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ 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 GO_CLEAROBJ;
+ }
-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();
+ if (WD2 > 0)
+ return(2800);
+ if (verb != 0)
+ part = transitive;
}
- 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:
- if (!HERE(obj))
- goto L5100;
-L5010:
- if (WD2 > 0)
- return(2800);
- if (verb != 0)
- goto L4090;
- 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);
+ switch(part)
+ {
+ case intransitive:
+ 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(verb, INTRANSITIVE);
+ case 1: /* DROP */ return(8000);
+ case 2: /* SAY */ return(8000);
+ case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
+ case 4: /* NOTHI */ {RSPEAK(54); return(20012);}
+ case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
+ case 6: /* LIGHT */ return light(verb, INTRANSITIVE);
+ case 7: /* EXTIN */ return extinguish(verb, INTRANSITIVE);
+ case 8: /* WAVE */ return(8000);
+ case 9: /* CALM */ return(8000);
+ case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
+ case 11: /* ATTAC */ return attack(input, verb, obj);
+ case 12: /* POUR */ return pour(verb, obj);
+ case 13: /* EAT */ return eat(verb, INTRANSITIVE);
+ case 14: /* DRINK */ return drink(verb, 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(verb, 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, verb, 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(verb, 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(verb, obj);
+ case 1: /* DROP */ return discard(verb, obj, false);
+ case 2: /* SAY */ return say();
+ case 3: /* UNLOC */ return lock(verb, obj);
+ case 4: /* NOTHI */ {RSPEAK(54); return(20012);}
+ case 5: /* LOCK */ return lock(verb, obj);
+ case 6: /* LIGHT */ return light(verb, obj);
+ case 7: /* EXTI */ return extinguish(verb, obj);
+ case 8: /* WAVE */ return wave(verb, obj);
+ case 9: /* CALM */ {RSPEAK(spk); return GO_CLEAROBJ;}
+ case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
+ case 11: /* ATTAC */ return attack(input, verb, obj);
+ case 12: /* POUR */ return pour(verb, obj);
+ case 13: /* EAT */ return eat(verb, obj);
+ case 14: /* DRINK */ return drink(verb, obj);
+ case 15: /* RUB */ return rub(verb, obj);
+ case 16: /* TOSS */ return throw(input, verb, obj);
+ case 17: /* QUIT */ {RSPEAK(spk); return GO_CLEAROBJ;}
+ case 18: /* FIND */ return find(verb, obj);
+ case 19: /* INVEN */ return find(verb, obj);
+ case 20: /* FEED */ return feed(verb, obj);
+ case 21: /* FILL */ return fill(verb, obj);
+ case 22: /* BLAST */ return blast();
+ case 23: /* SCOR */ {RSPEAK(spk); return GO_CLEAROBJ;}
+ case 24: /* FOO */ {RSPEAK(spk); return GO_CLEAROBJ;}
+ case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;}
+ case 26: /* READ */ return read(input, verb, obj);
+ case 27: /* BREAK */ return vbreak(verb, obj);
+ case 28: /* WAKE */ return wake(verb, obj);
+ case 29: /* SUSP */ {RSPEAK(spk); return GO_CLEAROBJ;}
+ case 30: /* RESU */ {RSPEAK(spk); return GO_CLEAROBJ;}
+ case 31: /* FLY */ return fly(verb, obj);
+ case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;}
+ case 33: /* ZZZZ */ return reservoir();
+ }
+ BUG(24);
+ case unknown:
+ /* Unknown verb, couldn't deduce object - might need hint */
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(255);
+ return GO_CHECKHINT;
+ default:
+ BUG(99);
}
-
- 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)
- 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);
}