#include <stdbool.h>
#include "advent.h"
#include "database.h"
+#include "newdb.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);
- if (obj == 0) {
- if (i > 0)
- obj=DWARF;
- if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
- if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
- if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
- if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
- if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
- if (obj > NOBJECTS) return(8000);
- if (obj == 0) {
- /* Can't attack bird or machine by throwing axe. */
- if (HERE(BIRD) && verb != THROW)obj=BIRD;
- if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
- /* Clam and oyster both treated as clam for intransitive case;
- * no harm done. */
- if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
- if (obj > NOBJECTS) return(8000);
- }
+ int spk = ACTSPK[verb];
+ if (obj == 0 || obj == INTRANSITIVE) {
+ if (ATDWRF(game.loc) > 0)
+ obj = DWARF;
+ if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE;
+ if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
+ if (AT(TROLL))obj = obj * NOBJECTS + TROLL;
+ if (AT(OGRE))obj = obj * NOBJECTS + OGRE;
+ if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR;
+ if (obj > NOBJECTS) return GO_UNKNOWN;
+ if (obj == 0) {
+ /* Can't attack bird or machine by throwing axe. */
+ if (HERE(BIRD) && verb != THROW)obj = BIRD;
+ if (HERE(VEND) && verb != THROW)obj = obj * NOBJECTS + VEND;
+ /* Clam and oyster both treated as clam for intransitive case;
+ * no harm done. */
+ if (HERE(CLAM) || HERE(OYSTER))obj = NOBJECTS * obj + CLAM;
+ if (obj > NOBJECTS)
+ return GO_UNKNOWN;
+ }
}
if (obj == BIRD) {
- SPK=137;
- if (game.closed) return(2011);
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- SPK=45;
- }
- if (obj == VEND) {
- PSPEAK(VEND,game.prop[VEND]+2);
- game.prop[VEND]=3-game.prop[VEND];
- return(2012);
+ spk = UNHAPPY_BIRD;
+ if (game.closed) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ DESTROY(BIRD);
+ game.prop[BIRD] = 0;
+ spk = BIRD_DEAD;
+ } else if (obj == VEND) {
+ PSPEAK(VEND, game.prop[VEND] + 2);
+ game.prop[VEND] = 3 - game.prop[VEND];
+ 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 == DWARF && game.closed) return(19000);
- if (obj == DRAGON)SPK=167;
- if (obj == TROLL)SPK=157;
- if (obj == OGRE)SPK=203;
- if (obj == OGRE && i > 0) {
- RSPEAK(SPK);
- RSPEAK(6);
- DSTROY(OGRE);
- int k=0;
- for (i=1; i < PIRATE; i++) {
- if (game.dloc[i] == game.loc) {
- ++k;
- game.dloc[i]=61;
- game.dseen[i]=false;
- }
- }
- SPK=SPK+1+1/k;
- return(2011);
- }
- if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
- if (obj != DRAGON || game.prop[DRAGON] != 0) return(2011);
- /* 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,
- * 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);
- PSPEAK(DRAGON,3);
- game.prop[DRAGON]=1;
- game.prop[RUG]=0;
- int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
- MOVE(DRAGON+NOBJECTS,-1);
- MOVE(RUG+NOBJECTS,0);
- 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);
+ if (obj == 0)spk = NO_TARGET;
+ if (obj == CLAM || obj == OYSTER)spk = SHELL_IMPERVIOUS;
+ if (obj == SNAKE)spk = SNAKE_WARNING;
+ if (obj == DWARF)spk = BARE_HANDS_QUERY;
+ if (obj == DWARF && game.closed) return GO_DWARFWAKE;
+ if (obj == DRAGON)spk = ALREADY_DEAD;
+ if (obj == TROLL)spk = ROCKY_TROLL;
+ if (obj == OGRE)spk = OGRE_DODGE;
+ if (obj == OGRE && ATDWRF(game.loc) > 0) {
+ RSPEAK(spk);
+ RSPEAK(KNIFE_THROWN);
+ DESTROY(OGRE);
+ int dwarves = 0;
+ for (int i = 1; i < PIRATE; i++) {
+ if (game.dloc[i] == game.loc) {
+ ++dwarves;
+ game.dloc[i] = LOC_LONGWEST;
+ game.dseen[i] = false;
+ }
+ }
+ spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
+ } else if (obj == BEAR)
+ /* FIXME: Arithmetic on message numbers */
+ spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
+ else if (obj == DRAGON && game.prop[DRAGON] == 0) {
+ /* 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,
+ * too. Then do a null motion to get new description. */
+ RSPEAK(BARE_HANDS_QUERY);
+ GETIN(input, &WD1, &WD1X, &WD2, &WD2X);
+ if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
+ return GO_CHECKFOO;
+ PSPEAK(DRAGON, 3);
+ game.prop[DRAGON] = 1;
+ game.prop[RUG] = 0;
+ int k = (PLAC[DRAGON] + FIXD[DRAGON]) / 2;
+ MOVE(DRAGON + NOBJECTS, -1);
+ MOVE(RUG + NOBJECTS, 0);
+ 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);
+ }
+ game.loc = k;
+ return GO_MOVE;
}
- game.loc=k;
- K=NUL; /* FIXME: error if removed */
- return(8);
+
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
static int bigwords(long foo)
* 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);
+ int k = VOCAB(foo, 3);
+ int spk = NOTHING_HAPPENS;
+ if (game.foobar != 1 - k) {
+ if (game.foobar != 0)spk = START_OVER;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
} 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);
+ game.foobar = k;
+ if (k != 4) {
+ RSPEAK(OK_MAN);
+ return GO_CLEAROBJ;
+ }
+ game.foobar = 0;
+ if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ } else {
+ /* 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 GO_CLEAROBJ;
+ }
}
}
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);
+ int spk;
+ bool is_oyster = (obj == OYSTER);
+ spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
+ if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
+ if (!TOTING(TRIDENT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
+ if (verb == LOCK)spk = HUH_MAN;
+ if (spk == PEARL_FALLS) {
+ DESTROY(CLAM);
+ DROP(OYSTER, game.loc);
+ DROP(PEARL, LOC_CULDESAC);
+ }
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
-static int blast(void)
+static void 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);
+ if (game.prop[ROD2] < 0 || !game.closed)
+ RSPEAK(REQUIRES_DYNAMITE);
+ else {
+ game.bonus = VICTORY_MESSAGE;
+ if (game.loc == LOC_NE)
+ game.bonus = DEFEAT_MESSAGE;
+ if (HERE(ROD2))
+ game.bonus = SPLATTER_MESSAGE;
+ RSPEAK(game.bonus);
+ terminate(endgame);
+ }
}
-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 = TOO_FAR;
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);
+ if (TOTING(VASE))DROP(VASE, game.loc);
+ game.prop[VASE] = 2;
+ game.fixed[VASE] = -1;
+ spk = BREAK_VASE;
} else {
- if (obj != MIRROR || !game.closed) return(2011);
- SPK=197;
- return(18999);
+ if (obj == MIRROR && game.closed) {
+ RSPEAK(BREAK_MIRROR);
+ return GO_DWARFWAKE;
+ }
}
+ 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);
+ game.abbnum = 10000;
+ game.detail = 3;
+ RSPEAK(BRIEF_CONFIRM);
+ 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 ||
- game.link[game.atloc[game.loc]] != 0 ||
- ATDWRF(game.loc) > 0)
- return(8000);
- obj=game.atloc[game.loc];
+ /* Carry, no object given yet. OK if only one object present. */
+ if (game.atloc[game.loc] == 0 ||
+ game.link[game.atloc[game.loc]] != 0 ||
+ ATDWRF(game.loc) > 0)
+ return GO_UNKNOWN;
+ 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(ALREADY_CARRYING);
+ return GO_CLEAROBJ;
+ }
+ spk = YOU_JOKING;
+ if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
+ if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
+ if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED;
+ if (obj == URN)spk = URN_NOBUDGE;
+ if (obj == CAVITY)spk = DOUGHNUT_HOLES;
+ if (obj == BLOOD)spk = FEW_DROPS;
+ if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS;
+ if (obj == SIGN)spk = HAND_PASSTHROUGH;
if (obj == MESSAG) {
- SPK=190;
- DSTROY(MESSAG);
+ RSPEAK(REMOVE_MESSAGE);
+ DESTROY(MESSAG);
+ return GO_CLEAROBJ;
+ }
+ if (game.fixed[obj] != 0) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
- if (game.fixed[obj] != 0)
- return(2011);
if (obj == WATER || obj == OIL) {
- if (!HERE(BOTTLE) || LIQ(0) != 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);
- }
- obj = BOTTLE;
+ if (!HERE(BOTTLE) || LIQUID() != obj) {
+ if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
+ return (fill(verb, BOTTLE));
+ else {
+ if (game.prop[BOTTLE] != 1)spk = BOTTLE_FULL;
+ if (!TOTING(BOTTLE))spk = NO_CONTAINER;
+ 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) {
- if (game.prop[BIRD] == 2) {
- SPK=238;
- DSTROY(BIRD);
- return(2011);
- }
- if (!TOTING(CAGE))SPK=27;
- if (TOTING(ROD))SPK=26;
- if (SPK/2 == 13) return(2011);
- game.prop[BIRD]=1;
+ spk = CARRY_LIMIT;
+ 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) {
+ DESTROY(BIRD);
+ RSPEAK(BIRD_CRAP);
+ return GO_CLEAROBJ;
+ }
+ if (!TOTING(CAGE))spk = CANNOT_CARRY;
+ if (TOTING(ROD))spk = BIRD_EVADES;
+ if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ 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 == 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 && LIQUID() != 0)
+ game.place[LIQUID()] = CARRIED;
+ if (GSTONE(obj) && game.prop[obj] != 0) {
+ game.prop[obj] = 0;
+ game.prop[CAVITY] = 1;
+ }
+ RSPEAK(OK_MAN);
+ 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);
- 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);
+ spk = CHAIN_UNLOCKED;
+ if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
+ if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
+ if (spk != CHAIN_UNLOCKED) {
+ 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];
} 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);
+ spk = CHAIN_LOCKED;
+ if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
+ if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE;
+ if (spk != CHAIN_LOCKED) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ game.prop[CHAIN] = 2;
+ if (TOTING(CHAIN))DROP(CHAIN, game.loc);
+ game.fixed[CHAIN] = -1;
}
+ 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(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
+ if (!TOTING(obj)) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
if (obj == BIRD && HERE(SNAKE)) {
- RSPEAK(30);
- if (game.closed) return(19000);
- DSTROY(SNAKE);
+ RSPEAK(BIRD_ATTACKS);
+ if (game.closed) return GO_DWARFWAKE;
+ DESTROY(SNAKE);
/* Set game.prop for use by travel options */
- game.prop[SNAKE]=1;
+ game.prop[SNAKE] = 1;
} else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
- RSPEAK(218);
- game.prop[obj]=1;
- 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);
+ RSPEAK(GEM_FITS);
+ game.prop[obj] = 1;
+ game.prop[CAVITY] = 0;
+ if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
+ game.prop[RUG] == 2))) {
+ spk = RUG_RISES;
+ if (TOTING(RUG))spk = RUG_WIGGLES;
+ if (obj == RUBY)spk = RUG_SETTLES;
+ RSPEAK(spk);
+ if (spk != RUG_WIGGLES) {
+ 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);
+ DESTROY(COINS);
+ DROP(BATTERY, game.loc);
+ PSPEAK(BATTERY, 0);
+ return GO_CLEAROBJ;
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
- RSPEAK(154);
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- return(2012);
+ RSPEAK(BIRD_BURNT);
+ DESTROY(BIRD);
+ game.prop[BIRD] = 0;
+ return GO_CLEAROBJ;
} else if (obj == BEAR && AT(TROLL)) {
- RSPEAK(163);
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
+ RSPEAK(TROLL_SCAMPERS);
+ MOVE(TROLL, 0);
+ MOVE(TROLL + NOBJECTS, 0);
+ MOVE(TROLL2, PLAC[TROLL]);
+ MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
JUGGLE(CHASM);
- game.prop[TROLL]=2;
+ game.prop[TROLL] = 2;
} else if (obj != VASE || game.loc == PLAC[PILLOW]) {
- RSPEAK(54);
+ RSPEAK(OK_MAN);
} else {
- game.prop[VASE]=2;
- if (AT(PILLOW))game.prop[VASE]=0;
- PSPEAK(VASE,game.prop[VASE]+1);
- if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
+ game.prop[VASE] = 2;
+ if (AT(PILLOW))game.prop[VASE] = 0;
+ PSPEAK(VASE, game.prop[VASE] + 1);
+ 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;
- if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
- DROP(obj,game.loc);
- if (obj != BIRD) return(2012);
- game.prop[BIRD]=0;
- if (FOREST(game.loc))game.prop[BIRD]=2;
- return(2012);
+ int k = LIQUID();
+ if (k == obj)obj = BOTTLE;
+ if (obj == BOTTLE && k != 0)
+ game.place[k] = NOWHERE;
+ if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD, game.loc);
+ DROP(obj, game.loc);
+ if (obj != BIRD) return GO_CLEAROBJ;
+ game.prop[BIRD] = 0;
+ if (FOREST(game.loc))game.prop[BIRD] = 2;
+ 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)))
- return(8000);
+ int spk = ACTSPK[verb];
+ if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
+ return GO_UNKNOWN;
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);
+ if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
+ if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
+ game.prop[BOTTLE] = 1;
+ game.place[WATER] = NOWHERE;
+ spk = BOTTLE_EMPTY;
+ }
} else {
- DSTROY(BLOOD);
- game.prop[DRAGON]=2;
- OBJSND[BIRD]=OBJSND[BIRD]+3;
- SPK=240;
- return(2011);
+ DESTROY(BLOOD);
+ game.prop[DRAGON] = 2;
+ OBJSND[BIRD] = OBJSND[BIRD] + 3;
+ spk = HEAD_BUZZES;
}
+ 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);
+ if (!HERE(FOOD))
+ return GO_UNKNOWN;
+ DESTROY(FOOD);
+ spk = THANKS_DELICIOUS;
} 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);
+ if (obj == FOOD) {
+ DESTROY(FOOD);
+ spk = THANKS_DELICIOUS;
+ }
+ if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
+ DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
+ OGRE)spk = LOST_APPETITE;
}
+ 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 (HERE(LAMP) && game.prop[LAMP] == 1)obj = LAMP;
+ if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
+ if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
}
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);
+ game.prop[URN] = game.prop[URN] / 2;
+ spk = URN_DARK;
+ } else if (obj == LAMP) {
+ game.prop[LAMP] = 0;
+ RSPEAK(LAMP_OFF);
+ spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
+ } else if (obj == DRAGON || obj == VOLCANO)
+ spk = BEYOND_POWER;
+ 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);
- }
-
- if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
- 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;
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- return(2011);
- }
-
- if (obj == DWARF) {
- if (!HERE(FOOD))
- return(2011);
- SPK=103;
- game.dflag=game.dflag+2;
- return(2011);
- }
-
- if (obj == BEAR) {
- if (game.prop[BEAR] == 0)SPK=102;
- if (game.prop[BEAR] == 3)SPK=110;
- if (!HERE(FOOD))
- return(2011);
- DSTROY(FOOD);
- game.prop[BEAR]=1;
- game.fixed[AXE]=0;
- game.prop[AXE]=0;
- SPK=168;
- return(2011);
- }
-
- if (obj == OGRE) {
- if (HERE(FOOD))
- SPK=202;
- return(2011);
+ RSPEAK(BIRD_PINING);
+ return GO_CLEAROBJ;
+ } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
+ spk = NOTHING_EDIBLE;
+ if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT;
+ if (obj == TROLL)spk = TROLL_VICES;
+ if (obj == SNAKE && !game.closed && HERE(BIRD)) {
+ DESTROY(BIRD);
+ game.prop[BIRD] = 0;
+ spk = BIRD_DEVOURED;
+ }
+ } else if (obj == DWARF) {
+ if (HERE(FOOD)) {
+ game.dflag += 2;
+ spk = REALLY_MAD;
+ }
+ } else if (obj == BEAR) {
+ if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
+ if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
+ if (HERE(FOOD)) {
+ DESTROY(FOOD);
+ game.prop[BEAR] = 1;
+ game.fixed[AXE] = 0;
+ game.prop[AXE] = 0;
+ spk = BEAR_TAMED;
+ }
+ } else if (obj == OGRE) {
+ if (HERE(FOOD))
+ spk = OGRE_FULL;
+ } else {
+ spk = AM_GAME;
}
-
- SPK=14;
- return(2011);
+ 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);
- RSPEAK(145);
- game.prop[VASE]=2;
- game.fixed[VASE]= -1;
- return(discard(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);
- game.place[k]=0;
- game.prop[BOTTLE]=1;
- if (k == OIL)game.prop[URN]=1;
- SPK=211+game.prop[URN];
- return(2011);
- }
-
- if (obj != 0 && obj != BOTTLE)
- return(2011);
- if (obj == 0 && !HERE(BOTTLE))
- return(8000);
- SPK=107;
+ spk = ARENT_CARRYING;
+ if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
+ if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ RSPEAK(SHATTER_VASE);
+ game.prop[VASE] = 2;
+ game.fixed[VASE] = -1;
+ return (discard(verb, obj, true));
+ } else if (obj == URN) {
+ spk = FULL_URN;
+ if (game.prop[URN] != 0) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ spk = FILL_INVALID;
+ k = LIQUID();
+ if (k == 0 || !HERE(BOTTLE)) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ game.place[k] = NOWHERE;
+ game.prop[BOTTLE] = 1;
+ if (k == OIL)game.prop[URN] = 1;
+ spk = WATER_URN + game.prop[URN];
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ } else if (obj != 0 && obj != BOTTLE) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ } else if (obj == 0 && !HERE(BOTTLE))
+ return GO_UNKNOWN;
+ spk = BOTTLED_WATER;
if (LIQLOC(game.loc) == 0)
- SPK=106;
+ spk = NO_LIQUID;
if (HERE(URN) && game.prop[URN] != 0)
- SPK=214;
- if (LIQ(0) != 0)
- SPK=105;
- if (SPK != 107)
- return(2011);
- game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
- k=LIQ(0);
- if (TOTING(BOTTLE))
- game.place[k]= -1;
- if (k == OIL)
- SPK=108;
- return(2011);
+ spk = URN_NOPOUR;
+ if (LIQUID() != 0)
+ spk = BOTTLE_FULL;
+ if (spk == BOTTLED_WATER) {
+ game.prop[BOTTLE] = MOD(COND[game.loc], 4) / 2 * 2;
+ k = LIQUID();
+ if (TOTING(BOTTLE))
+ game.place[k] = CARRIED;
+ if (k == OIL)
+ spk = BOTTLED_OIL;
+ }
+ 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)) ||
- obj == LIQLOC(game.loc) ||
- (obj == DWARF && ATDWRF(game.loc) > 0))
- SPK=94;
- if (game.closed)SPK=138;
- if (TOTING(obj))SPK=24;
- return(2011);
+ (LIQUID() == obj && AT(BOTTLE)) ||
+ obj == LIQLOC(game.loc) ||
+ (obj == DWARF && ATDWRF(game.loc) > 0))
+ spk = YOU_HAVEIT;
+ if (game.closed)spk = NEEDED_NEreplace;
+ if (TOTING(obj))spk = ALREADY_CARRYING;
+ 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);
- obj=RUG;
+ if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
+ if (!HERE(RUG))spk = FLAP_ARMS;
+ if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ 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);
+ if (obj != RUG) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ spk = RUG_NOTHING1;
+ 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 = RUG_GOES;
+ if (game.prop[SAPPH] >= 0)
+ spk = RUG_RETURNS;
+ RSPEAK(spk);
+ return GO_TERMINATE;
}
-
-static int inven(token_t obj)
+
+static int inven(void)
/* 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;
+ int spk = NO_CARRY;
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (i == BEAR || !TOTING(i))
+ continue;
+ if (spk == NO_CARRY)
+ RSPEAK(NOW_HOLDING);
+ game.blklin = false;
+ PSPEAK(i, -1);
+ game.blklin = true;
+ spk = NO_MESSAGE;
}
if (TOTING(BEAR))
- SPK=141;
- return(2011);
+ spk = TAME_BEAR;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
-int light(token_t obj)
+static 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 (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj = LAMP;
+ if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN;
+ if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
}
if (obj == URN) {
- SPK=38;
- if (game.prop[URN] == 0)
- return(2011);
- SPK=209;
- game.prop[URN]=2;
- return(2011);
+ if (game.prop[URN] == 0) {
+ RSPEAK(URN_EMPTY);
+ } else {
+ game.prop[URN] = 2;
+ RSPEAK(URN_LIT);
+ }
+ return GO_CLEAROBJ;
} 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);
- }
+ if (obj != LAMP) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ spk = LAMP_OUT;
+ if (game.limit < 0) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ game.prop[LAMP] = 1;
+ RSPEAK(LAMP_ON);
+ if (game.wzdark)
+ return GO_TOP;
+ else
+ return GO_CLEAROBJ;
+ }
}
static int listen(void)
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
{
- int i, k;
- SPK=228;
- k=LOCSND[game.loc];
+ int k;
+ int spk = ALL_SILENT;
+ k = LOCSND[game.loc];
if (k != 0) {
- RSPEAK(labs(k));
- if (k < 0) return(2012);
- SPK=0;
+ RSPEAK(labs(k));
+ if (k < 0) return GO_CLEAROBJ;
+ spk = NO_MESSAGE;
}
- 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);
+ SETPRM(1, game.zzword, 0);
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
+ continue;
+ PSPEAK(i, OBJSND[i] + game.prop[i]);
+ spk = NO_MESSAGE;
+ if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
+ DESTROY(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;
- 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);
+ spk = NOTHING_LOCKED;
+ 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 GO_UNKNOWN;
+ if (HERE(CHAIN))obj = CHAIN;
+ if (obj == 0 || obj == INTRANSITIVE) {
+ 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 == CHAIN)
- return chain(verb);
- if (game.closng) {
- SPK=130;
- if (!game.panic)game.clock2=15;
- game.panic=true;
- return(2011);
+ return bivalve(verb, obj);
+ if (obj == DOOR)spk = RUSTY_DOOR;
+ if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN;
+ if (obj == CAGE)spk = NO_LOCK;
+ if (obj == KEYS)spk = CANNOT_UNLOCK;
+ if (obj == GRATE || obj == CHAIN) {
+ spk = NO_KEYS;
+ if (HERE(KEYS)) {
+ if (obj == CHAIN)
+ return chain(verb);
+ if (game.closng) {
+ spk = EXIT_CLOSED;
+ if (!game.panic)game.clock2 = PANICTIME;
+ game.panic = true;
+ } else {
+ spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
+ game.prop[GRATE] = 1;
+ if (verb == LOCK)game.prop[GRATE] = 0;
+ spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
+ }
+ }
}
- SPK=34+game.prop[GRATE];
- game.prop[GRATE]=1;
- if (verb == LOCK)game.prop[GRATE]=0;
- SPK=SPK+2*game.prop[GRATE];
- return(2011);
+ 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);
- if (obj == 0) return(8000);
- if (!TOTING(obj)) return(2011);
- SPK=78;
- if (obj != OIL && obj != WATER) return(2011);
+ int spk = ACTSPK[verb];
+ if (obj == BOTTLE || obj == 0)obj = LIQUID();
+ if (obj == 0) return GO_UNKNOWN;
+ if (!TOTING(obj)) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ spk = CANT_POUR;
+ if (obj != OIL && obj != WATER) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
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);
+ return fill(verb, URN);
+ game.prop[BOTTLE] = 1;
+ game.place[obj] = NOWHERE;
+ spk = GROUND_WET;
+ if (!(AT(PLANT) || AT(DOOR))) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
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);
+ spk = SHAKING_LEAVES;
+ 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];
+ return GO_MOVE;
} else {
- game.prop[DOOR]=0;
- if (obj == OIL)game.prop[DOOR]=1;
- SPK=113+game.prop[DOOR];
- return(2011);
+ game.prop[DOOR] = 0;
+ if (obj == OIL)game.prop[DOOR] = 1;
+ spk = RUSTED_HINGES + game.prop[DOOR];
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
}
}
-static int quit(FILE *input)
+static int quit(void)
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
- if (YES(input,22,54,54))
- score(1);
- return(2012);
+ if (YES(REALLY_QUIT, OK_MAN, OK_MAN))
+ terminate(quitgame);
+ return GO_CLEAROBJ;
}
-static int read(FILE *input, token_t obj)
+static int read(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);
+ obj = 0;
+ for (int 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(game.loc)) return GO_UNKNOWN;
}
-
- if (DARK(0)) {
- SETPRM(1,WD1,WD1X);
- RSPEAK(256);
- return(2012);
+
+ if (DARK(game.loc)) {
+ SETPRM(1, WD1, WD1X);
+ RSPEAK(NO_SEE);
+ 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);
+ game.clshnt = YES(CLUE_QUERY, WAYOUT_CLUE, OK_MAN);
+ return GO_CLEAROBJ;
}
- PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
- return(2012);
+ PSPEAK(obj, OBJTXT[obj] + game.prop[obj]);
+ 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);
- PSPEAK(RESER,game.prop[RESER]+1);
- game.prop[RESER]=1-game.prop[RESER];
- if (AT(RESER)) return(2012);
- game.oldlc2=game.loc;
- game.newloc=0;
- RSPEAK(241);
- return(2);
+ if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
+ RSPEAK(NOTHING_HAPPENS);
+ return GO_CLEAROBJ;
+ } else {
+ PSPEAK(RESER, game.prop[RESER] + 1);
+ game.prop[RESER] = 1 - game.prop[RESER];
+ if (AT(RESER))
+ return GO_CLEAROBJ;
+ else {
+ game.oldlc2 = game.loc;
+ game.newloc = 0;
+ RSPEAK(NOT_BRIGHT);
+ 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);
- DSTROY(URN);
- DROP(AMBER,game.loc);
- game.prop[AMBER]=1;
- game.tally=game.tally-1;
- DROP(CAVITY,game.loc);
- SPK=216;
- return(2011);
+ int spk = ACTSPK[verb];
+ if (obj != LAMP)
+ spk = PECULIAR_NOTHING;
+ if (obj == URN && game.prop[URN] == 2) {
+ DESTROY(URN);
+ DROP(AMBER, game.loc);
+ game.prop[AMBER] = 1;
+ --game.tally;
+ DROP(CAVITY, game.loc);
+ spk = URN_GENIES;
+ }
+ 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;
- int wd=VOCAB(WD1,-1);
+ SETPRM(1, WD2, WD2X);
+ if (WD2 <= 0)
+ SETPRM(1, WD1, WD1X);
+ if (WD2 > 0)
+ WD1 = WD2;
+ int wd = VOCAB(WD1, -1);
+ /* FIXME: Magic numbers */
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;
- 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);
+ WD2 = 0;
+ return GO_LOOKUP;
}
- K=NUL;
- game.zzword=RNDVOC(3,game.zzword);
- if (kk > 0) return(8);
- RSPEAK(266);
- exit(0);
+ RSPEAK(OKEY_DOKEY);
+ return GO_CLEAROBJ;
}
static int throw_support(long spk)
{
RSPEAK(spk);
- DROP(AXE,game.loc);
- K=NUL;
- return(8);
+ DROP(AXE, game.loc);
+ 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. */
{
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj))
- return(2011);
- if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
- SPK=159;
+ int spk = ACTSPK[verb];
+ if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
+ if (!TOTING(obj)) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
+ spk = TROLL_SATISFIED;
/* Snarf a treasure for the troll. */
- DROP(obj,0);
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- DROP(TROLL2,PLAC[TROLL]);
- DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
+ DROP(obj, 0);
+ MOVE(TROLL, 0);
+ MOVE(TROLL + NOBJECTS, 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));
+ /* But throwing food is another story. */
+ obj = BEAR;
+ return (feed(verb, obj));
}
if (obj != AXE)
- return(discard(obj, false));
- int i=ATDWRF(game.loc);
+ 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);
- }
- if (AT(TROLL)) {
- SPK=158;
- return throw_support(SPK);
- }
- if (AT(OGRE)) {
- SPK=203;
- return throw_support(SPK);
- }
- if (HERE(BEAR) && game.prop[BEAR] == 0) {
+ if (AT(DRAGON) && game.prop[DRAGON] == 0)
+ return throw_support(DRAGON_SCALES);
+ if (AT(TROLL))
+ return throw_support(TROLL_RETURNS);
+ else if (AT(OGRE))
+ return throw_support(OGRE_DODGE);
+ else if (HERE(BEAR) && game.prop[BEAR] == 0) {
/* This'll teach him to throw the axe at the bear! */
- SPK=164;
- DROP(AXE,game.loc);
- game.fixed[AXE]= -1;
- game.prop[AXE]=1;
+ DROP(AXE, game.loc);
+ game.fixed[AXE] = -1;
+ game.prop[AXE] = 1;
JUGGLE(BEAR);
- return(2011);
+ RSPEAK(AXE_LOST);
+ return GO_CLEAROBJ;
}
- return(attack(cmdin, verb, 0));
+ return (attack(cmdin, verb, 0));
}
- if (randrange(NDWARVES+1) < game.dflag) {
- SPK=48;
- return throw_support(SPK);
+ if (randrange(NDWARVES + 1) < game.dflag) {
+ return throw_support(DWARF_DODGES);
}
- game.dseen[i]=false;
- game.dloc[i]=0;
- SPK=47;
- game.dkill=game.dkill+1;
- if (game.dkill == 1)SPK=149;
-
- return throw_support(SPK);
+ game.dseen[i] = false;
+ game.dloc[i] = 0;
+ return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF);
}
-static int vscore(void)
-/* Score. Call scoring routine but tell it to return. */
-{
- score(-1);
- return(2012);
-}
-
-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;
+ } else {
+ RSPEAK(PROD_DWARF);
+ return GO_DWARFWAKE;
+ }
}
-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 = ARENT_CARRYING;
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);
+ !TOTING(obj) ||
+ (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2);
+ if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
+ DROP(JADE, game.loc);
+ game.prop[JADE] = 0;
+ --game.tally;
+ spk = NECKLACE_FLY;
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
} 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);
+ if (game.closed) {
+ RSPEAK(spk);
+ return GO_DWARFWAKE;
+ }
+ if (game.closng || !AT(FISSURE)) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+ if (HERE(BIRD))RSPEAK(spk);
+ game.prop[FISSURE] = 1 - game.prop[FISSURE];
+ PSPEAK(FISSURE, 2 - game.prop[FISSURE]);
+ 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);
-
-/* Analyse a transitive verb. */
+ token_t spk = ACTSPK[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 == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
+ obj = DPRSSN;
+ if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
+ game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
+ 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 = KNIVES_VANISH;
+ 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(NO_SEE);
+ 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 GO_WORD2;
+ 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 || obj == INTRANSITIVE) {
+ /* Analyse an intransitive verb (ie, no object given yet). */
+ switch (verb - 1) {
+ case 0: /* CARRY */
+ return carry(verb, INTRANSITIVE);
+ case 1: /* DROP */
+ return GO_UNKNOWN;
+ case 2: /* SAY */
+ return GO_UNKNOWN;
+ case 3: /* UNLOC */
+ return lock(verb, INTRANSITIVE);
+ case 4: { /* NOTHI */
+ RSPEAK(OK_MAN);
+ return (GO_CLEAROBJ);
+ }
+ 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 GO_UNKNOWN;
+ case 9: /* CALM */
+ return GO_UNKNOWN;
+ 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 GO_UNKNOWN;
+ case 16: /* TOSS */
+ return GO_UNKNOWN;
+ case 17: /* QUIT */
+ return quit();
+ case 18: /* FIND */
+ return GO_UNKNOWN;
+ case 19: /* INVEN */
+ return inven();
+ case 20: /* FEED */
+ return GO_UNKNOWN;
+ case 21: /* FILL */
+ return fill(verb, obj);
+ case 22: /* BLAST */
+ blast();
+ return GO_CLEAROBJ;
+ case 23: /* SCOR */
+ score(scoregame);
+ return GO_CLEAROBJ;
+ case 24: /* FOO */
+ return bigwords(WD1);
+ case 25: /* BRIEF */
+ return brief();
+ case 26: /* READ */
+ return read(verb, INTRANSITIVE);
+ case 27: /* BREAK */
+ return GO_UNKNOWN;
+ case 28: /* WAKE */
+ return GO_UNKNOWN;
+ case 29: /* SUSP */
+ return suspend();
+ case 30: /* RESU */
+ return resume();
+ case 31: /* FLY */
+ return fly(verb, INTRANSITIVE);
+ case 32: /* LISTE */
+ return listen();
+ case 33: /* ZZZZ */
+ return reservoir();
+ }
+ BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
+ }
+ /* 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(OK_MAN);
+ return (GO_CLEAROBJ);
+ }
+ 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 */
+ blast();
+ return GO_CLEAROBJ;
+ 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(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(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
+ case unknown:
+ /* Unknown verb, couldn't deduce object - might need hint */
+ SETPRM(1, WD1, WD1X);
+ RSPEAK(WHAT_DO);
+ return GO_CHECKHINT;
+ default:
+ BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
}
-
- 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);
}