#include "advent.h"
#include "database.h"
-#define VRSION 25 /* bump on save format change */
-
/*
* Action handlers. Eventually we'll do lookup through a method table
* that calls these. Absolutely nothing like the original FORTRAN.
}
if (obj == BIRD) {
SPK=137;
- if (game.closed) return(2011);
+ if (game.closed)
+ {
+ RSPEAK(SPK);
+ return 2012;
+ }
DSTROY(BIRD);
game.prop[BIRD]=0;
SPK=45;
}
}
SPK=SPK+1+1/k;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
- if (obj != DRAGON || game.prop[DRAGON] != 0) return(2011);
+ if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(SPK); return 2012;}
/* 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,
SPK=42;
if (game.foobar != 1-k) {
if (game.foobar != 0)SPK=151;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
} 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);
+ if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
+ RSPEAK(SPK);
+ return 2012;
+ }
/* 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 (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);
+ if (SPK == 124) {
+ DSTROY(CLAM);
+ DROP(OYSTER,game.loc);
+ DROP(PEARL,105);
+ }
+ RSPEAK(SPK);
+ return 2012;
}
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(SPK); return 2012;}
game.bonus=133;
if (game.loc == 115)game.bonus=134;
if (HERE(ROD2))game.bonus=135;
if (TOTING(VASE))DROP(VASE,game.loc);
game.prop[VASE]=2;
game.fixed[VASE]= -1;
- return(2011);
} else {
- if (obj != MIRROR || !game.closed) return(2011);
- SPK=197;
- return(18999);
+ if (obj == MIRROR && game.closed) {
+ SPK=197;
+ return(18999);
+ }
}
+ RSPEAK(SPK);
+ return 2012;
}
static int brief(void)
SPK=156;
game.abbnum=10000;
game.detail=3;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
static int carry(long obj)
obj=game.atloc[game.loc];
}
- if (TOTING(obj)) return(2011);
+ if (TOTING(obj)) {RSPEAK(SPK); return 2012;}
SPK=25;
if (obj == PLANT && game.prop[PLANT] <= 0)SPK=115;
if (obj == BEAR && game.prop[BEAR] == 1)SPK=169;
SPK=190;
DSTROY(MESSAG);
}
- if (game.fixed[obj] != 0)
- return(2011);
+ if (game.fixed[obj] != 0) {
+ RSPEAK(SPK);
+ return 2012;
+ }
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);
+ RSPEAK(SPK);
+ return 2012;
}
obj = BOTTLE;
}
SPK=92;
- if (game.holdng >= INVLIMIT)
- return(2011);
- if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
+ if (game.holdng >= INVLIMIT) {
+ RSPEAK(SPK);
+ return 2012;
+ }
+ 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 2012;
}
if (!TOTING(CAGE))SPK=27;
if (TOTING(ROD))SPK=26;
- if (SPK/2 == 13) return(2011);
+ if (SPK/2 == 13) {
+ RSPEAK(SPK);
+ return 2012;
+ }
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 (obj == BOTTLE && LIQUID() != 0)
+ game.place[LIQUID()] = -1;
if (!GSTONE(obj) || game.prop[obj] == 0)
return(2009);
game.prop[obj]=0;
SPK=171;
if (game.prop[BEAR] == 0)SPK=41;
if (game.prop[CHAIN] == 0)SPK=37;
- if (SPK != 171) return(2011);
+ if (SPK != 171) {RSPEAK(SPK); return 2012;}
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);
+ if (SPK != 172) {RSPEAK(SPK); return 2012;}
game.prop[CHAIN]=2;
if (TOTING(CHAIN))DROP(CHAIN,game.loc);
game.fixed[CHAIN]= -1;
- return(2011);
}
+ RSPEAK(SPK);
+ return 2012;
}
static int discard(long obj, bool just_do_it)
{
if (!just_do_it) {
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj)) return(2011);
+ if (!TOTING(obj)) {RSPEAK(SPK); return 2012;}
if (obj == BIRD && HERE(SNAKE)) {
RSPEAK(30);
if (game.closed) return(19000);
if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
}
}
- K=LIQ(0);
+ 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);
/* 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)))
+ 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 (SPK == 110 || LIQUID() != WATER || !HERE(BOTTLE)) {RSPEAK(SPK); return 2012;}
game.prop[BOTTLE]=1;
game.place[WATER]=0;
SPK=74;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
} else {
DSTROY(BLOOD);
game.prop[DRAGON]=2;
OBJSND[BIRD]=OBJSND[BIRD]+3;
SPK=240;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
}
return(8000);
DSTROY(FOOD);
SPK=72;
- return(2011);
} else {
if (obj == FOOD) {
DSTROY(FOOD);
SPK=72;
- return(2011);
}
if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
OGRE)SPK=71;
- return(2011);
}
+ RSPEAK(SPK);
+ return 2012;
}
static int extinguish(int obj)
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);
+ RSPEAK(SPK);
+ return 2012;
}
- if (obj == LAMP) {
+ else if (obj == LAMP) {
game.prop[LAMP]=0;
RSPEAK(40);
- if (DARK(0))
+ if (DARK(game.loc))
RSPEAK(16);
return(2012);
}
- if (obj == DRAGON || obj == VOLCAN)
+ else if (obj == DRAGON || obj == VOLCAN)
SPK=146;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
static int feed(long obj)
{
if (obj == BIRD) {
SPK=100;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
if (obj == DRAGON && game.prop[DRAGON] != 0)SPK=110;
if (obj == TROLL)SPK=182;
if (obj != SNAKE || game.closed || !HERE(BIRD))
- return(2011);
+ {RSPEAK(SPK); return 2012;}
SPK=101;
DSTROY(BIRD);
game.prop[BIRD]=0;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
if (obj == DWARF) {
if (!HERE(FOOD))
- return(2011);
+ {RSPEAK(SPK); return 2012;}
SPK=103;
game.dflag=game.dflag+2;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
if (obj == BEAR) {
if (game.prop[BEAR] == 0)SPK=102;
if (game.prop[BEAR] == 3)SPK=110;
- if (!HERE(FOOD))
- return(2011);
+ if (!HERE(FOOD)) {
+ RSPEAK(SPK);
+ return 2012;
+ }
DSTROY(FOOD);
game.prop[BEAR]=1;
game.fixed[AXE]=0;
game.prop[AXE]=0;
SPK=168;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
if (obj == OGRE) {
if (HERE(FOOD))
SPK=202;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
SPK=14;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
int fill(long obj)
if (obj == VASE) {
SPK=29;
if (LIQLOC(game.loc) == 0)SPK=144;
- if (LIQLOC(game.loc) == 0 || !TOTING(VASE))
- return(2011);
+ if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
+ RSPEAK(SPK);
+ return 2012;
+ }
RSPEAK(145);
game.prop[VASE]=2;
game.fixed[VASE]= -1;
if (obj == URN){
SPK=213;
- if (game.prop[URN] != 0) return(2011);
+ if (game.prop[URN] != 0) {RSPEAK(SPK); return 2012;}
SPK=144;
- k=LIQ(0);
- if (k == 0 || !HERE(BOTTLE)) return(2011);
+ k=LIQUID();
+ if (k == 0 || !HERE(BOTTLE)) {RSPEAK(SPK); return 2012;}
game.place[k]=0;
game.prop[BOTTLE]=1;
if (k == OIL)game.prop[URN]=1;
SPK=211+game.prop[URN];
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
- if (obj != 0 && obj != BOTTLE)
- return(2011);
+ if (obj != 0 && obj != BOTTLE) {
+ RSPEAK(SPK);
+ return 2012;
+ }
if (obj == 0 && !HERE(BOTTLE))
return(8000);
SPK=107;
SPK=106;
if (HERE(URN) && game.prop[URN] != 0)
SPK=214;
- if (LIQ(0) != 0)
+ if (LIQUID() != 0)
SPK=105;
if (SPK != 107)
- return(2011);
+ {RSPEAK(SPK); return 2012;}
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);
+ RSPEAK(SPK);
+ return 2012;
}
static int find(token_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
if (AT(obj) ||
- (LIQ(0) == obj && AT(BOTTLE)) ||
+ (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);
+ RSPEAK(SPK);
+ return 2012;
}
static int fly(token_t obj)
if (obj == INTRANSITIVE) {
if (game.prop[RUG] != 2)SPK=224;
if (!HERE(RUG))SPK=225;
- if (SPK/2 == 112) return(2011);
+ if (SPK/2 == 112) {
+ RSPEAK(SPK);
+ return 2012;
+ }
obj=RUG;
}
- if (obj != RUG) return(2011);
+ if (obj != RUG) {
+ RSPEAK(SPK);
+ return 2012;
+ }
SPK=223;
- if (game.prop[RUG] != 2) return(2011);
+ if (game.prop[RUG] != 2) {RSPEAK(SPK); return 2012;}
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
}
if (TOTING(BEAR))
SPK=141;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
int light(token_t obj)
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;
if (game.prop[URN] == 0)
- return(2011);
+ {RSPEAK(SPK); return 2012;}
SPK=209;
game.prop[URN]=2;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
} else {
- if (obj != LAMP) return(2011);
+ if (obj != LAMP)
+ {
+ RSPEAK(SPK);
+ return 2012;
+ }
SPK=184;
- if (game.limit < 0) return(2011);
+ if (game.limit < 0) {
+ RSPEAK(SPK);
+ return 2012;
+ }
game.prop[LAMP]=1;
RSPEAK(39);
- if (game.wzdark) return(2000);
+ if (game.wzdark)
+ return(2000);
return(2012);
}
}
if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
DSTROY(BIRD);
}
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
static int lock(token_t verb, token_t obj)
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 2012;}
}
/* Lock, unlock object. Special stuff for opening clam/oyster
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 (SPK != 31 || !HERE(KEYS)) {
+ RSPEAK(SPK);
+ return 2012;
+ }
if (obj == CHAIN)
return chain(verb);
if (game.closng) {
SPK=130;
if (!game.panic)game.clock2=15;
game.panic=true;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
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 2012;
}
static int pour(token_t obj)
/* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */
{
- if (obj == BOTTLE || obj == 0)obj=LIQ(0);
+ if (obj == BOTTLE || obj == 0)obj=LIQUID();
if (obj == 0) return(8000);
- if (!TOTING(obj)) return(2011);
+ if (!TOTING(obj)) {RSPEAK(SPK); return 2012;}
SPK=78;
- if (obj != OIL && obj != WATER) return(2011);
+ if (obj != OIL && obj != WATER) {RSPEAK(SPK); return 2012;}
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);
+ {RSPEAK(SPK); return 2012;}
if (!AT(DOOR)) {
SPK=112;
- if (obj != WATER) return(2011);
+ if (obj != WATER) {RSPEAK(SPK); return 2012;}
PSPEAK(PLANT,game.prop[PLANT]+3);
game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
game.prop[PLANT2]=game.prop[PLANT];
game.prop[DOOR]=0;
if (obj == OIL)game.prop[DOOR]=1;
SPK=113+game.prop[DOOR];
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
}
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);
}
if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
- return(2011);
+ {RSPEAK(SPK); return 2012;}
if (obj == OYSTER && !game.clshnt) {
game.clshnt=YES(input,192,193,54);
return(2012);
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(SPK); return 2012;}
PSPEAK(RESER,game.prop[RESER]+1);
game.prop[RESER]=1-game.prop[RESER];
if (AT(RESER)) return(2012);
/* Rub. Yields various snide remarks except for lit urn. */
{
if (obj != LAMP)SPK=76;
- if (obj != URN || game.prop[URN] != 2) return(2011);
+ if (obj != URN || game.prop[URN] != 2) {RSPEAK(SPK); return 2012;}
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);
+ RSPEAK(SPK);
+ return 2012;
}
static int say(void)
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). */
+ return 2012;
- /*
- * FIXME: This is way more complicated than it needs to be in C.
- * What we ought to do is define a save-block structure that
- * includes a game state block and then use a single fread/fwrite
- * for I/O. All the SAV* functions can be scrapped.
- */
-
- DATIME(&i,&K);
- K=i+650*K;
- SAVWRD(kk,K);
- K=VRSION;
- SAVWRD(0,K);
- if (K != VRSION) {
- SETPRM(1,K/10,MOD(K,10));
- SETPRM(3,VRSION/10,MOD(VRSION,10));
- RSPEAK(269);
- return(2000);
- }
- /* Herewith are all the variables whose values can change during a game,
- * omitting a few (such as I, J) whose values between turns are
- * irrelevant and some whose values when a game is
- * suspended or resumed are guaranteed to match. If unsure whether a value
- * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
- * with junk variables to bring it up to 7 values. */
- SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
- SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
- SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
- SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
- SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
- SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
- SAVARR(game.abbrev,LOCSIZ);
- SAVARR(game.atloc,LOCSIZ);
- SAVARR(game.dloc,NDWARVES);
- SAVARR(game.dseen,NDWARVES);
- SAVARR(game.fixed,NOBJECTS);
- SAVARR(game.hinted,HNTSIZ);
- SAVARR(game.hintlc,HNTSIZ);
- SAVARR(game.link,NOBJECTS*2);
- SAVARR(game.odloc,NDWARVES);
- SAVARR(game.place,NOBJECTS);
- SAVARR(game.prop,NOBJECTS);
- SAVWRD(kk,K);
- if (K != 0) {
- RSPEAK(270);
- exit(0);
- }
- K=NUL;
- game.zzword=RNDVOC(3,game.zzword);
- if (kk > 0) return(8);
- RSPEAK(266);
- exit(0);
}
static int throw_support(long spk)
{
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
if (!TOTING(obj))
- return(2011);
+ {RSPEAK(SPK); return 2012;}
if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
SPK=159;
/* Snarf a treasure for the troll. */
DROP(TROLL2,PLAC[TROLL]);
DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
}
if (obj == FOOD && HERE(BEAR)) {
/* But throwing food is another story. */
game.fixed[AXE]= -1;
game.prop[AXE]=1;
JUGGLE(BEAR);
- return(2011);
+ {RSPEAK(SPK); return 2012;}
}
return(attack(cmdin, verb, 0));
}
game.dseen[i]=false;
game.dloc[i]=0;
SPK=47;
- game.dkill=game.dkill+1;
+ ++game.dkill;
if (game.dkill == 1)SPK=149;
return throw_support(SPK);
/* Score. Call scoring routine but tell it to return. */
{
score(-1);
- return(2012);
+ return 2012;
}
static int wake(token_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
- if (obj != DWARF || !game.closed) return(2011);
+ if (obj != DWARF || !game.closed) {RSPEAK(SPK); return 2012;}
SPK=199;
return(18999);
}
if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
if (obj != ROD ||
!TOTING(obj) ||
- (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
- return(2011);
+ (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
+ RSPEAK(SPK);
+ return 2012;
+ }
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;
+ --game.tally;
SPK=208;
- return(2011);
+ RSPEAK(SPK);
+ return 2012;
} else {
if (game.closed) return(18999);
- if (game.closng || !AT(FISSUR)) return(2011);
+ if (game.closng || !AT(FISSUR)) {RSPEAK(SPK); return 2012;}
if (HERE(BIRD))RSPEAK(SPK);
game.prop[FISSUR]=1-game.prop[FISSUR];
PSPEAK(FISSUR,2-game.prop[FISSUR]);
- return(2012);
+ return 2012;
}
}
-/* We're called with a number that says what label the caller wanted
- * to "goto", and we return a similar label number for the caller to
- * "goto".
- */
-
int action(FILE *input, enum speechpart part, long verb, long obj)
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
*/
{
int kk;
+
+ if (part == unknown)
+ {
+ /* Analyse an object word. See if the thing is here, whether
+ * we've got a verb yet, and so on. Object must be here
+ * unless verb is "find" or "invent(ory)" (and no new verb
+ * yet to be analysed). Water and oil are also funny, since
+ * they are never actually dropped at any location, but might
+ * be here inside the bottle or urn or as a feature of the
+ * location. */
+ if (HERE(obj))
+ /* FALL THROUGH */;
+ else if (obj == GRATE) {
+ if (game.loc == 1 || game.loc == 4 || game.loc == 7)
+ obj=DPRSSN;
+ if (game.loc > 9 && game.loc < 15)
+ obj=ENTRNC;
+ if (obj != GRATE)
+ return(8);
+ }
+ else if (obj == DWARF && ATDWRF(game.loc) > 0)
+ /* FALL THROUGH */;
+ else if ((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 2012;}
+ }
+ else if (obj == ROD && HERE(ROD2)) {
+ obj=ROD2;
+ /* FALL THROUGH */;
+ }
+ else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
+ /* FALL THROUGH */;
+ else {
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(256);
+ return(2012);
+ }
+
+ if (WD2 > 0)
+ return(2800);
+ if (verb != 0)
+ part = transitive;
+ }
+
switch(part)
{
case intransitive:
case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
case 8: /* WAVE */ return(8000);
case 9: /* CALM */ return(8000);
- case 10: /* WALK */ return(2011);
+ case 10: /* WALK */ {RSPEAK(SPK); return 2012;}
case 11: /* ATTAC */ return attack(input, verb, obj);
case 12: /* POUR */ return pour(obj);
case 13: /* EAT */ return eat(INTRANSITIVE);
case 26: /* READ */ return read(input, INTRANSITIVE);
case 27: /* BREAK */ return(8000);
case 28: /* WAKE */ return(8000);
- case 29: /* SUSP */ return suspendresume(input, false);
- case 30: /* RESU */ return suspendresume(input, true);
+ case 29: /* SUSP */ return saveresume(input, false);
+ case 30: /* RESU */ return saveresume(input, true);
case 31: /* FLY */ return fly(INTRANSITIVE);
case 32: /* LISTE */ return listen();
case 33: /* ZZZZ */ return reservoir();
}
/* FALLTHRU */
case transitive:
- L4090:
/* Analyse a transitive verb. */
switch (verb-1) {
case 0: /* CARRY */ return carry(obj);
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 9: /* CALM */ {RSPEAK(SPK); return 2012;}
+ case 10: /* WALK */ {RSPEAK(SPK); return 2012;}
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 17: /* QUIT */ {RSPEAK(SPK); return 2012;}
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 23: /* SCOR */ {RSPEAK(SPK); return 2012;}
+ case 24: /* FOO */ {RSPEAK(SPK); return 2012;}
+ case 25: /* BRIEF */ {RSPEAK(SPK); return 2012;}
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 29: /* SUSP */ {RSPEAK(SPK); return 2012;}
+ case 30: /* RESU */ {RSPEAK(SPK); return 2012;}
case 31: /* FLY */ return fly(obj);
- case 32: /* LISTE */ return(2011);
+ case 32: /* LISTE */ {RSPEAK(SPK); return 2012;}
case 33: /* ZZZZ */ return reservoir();
}
BUG(24);
case unknown:
- /* Analyse an object word. See if the thing is here, whether
- * we've got a verb yet, and so on. Object must be here
- * unless verb is "find" or "invent(ory)" (and no new verb
- * yet to be analysed). Water and oil are also funny, since
- * they are never actually dropped at any location, but might
- * be here inside the bottle or urn or as a feature of the
- * location. */
- if (!HERE(obj))
- goto L5100;
- L5010:
- if (WD2 > 0)
- return(2800);
- if (verb != 0)
- goto L4090;
+ /* Unknown verb, couldn't deduce object - might need hint */
SETPRM(1,WD1,WD1X);
RSPEAK(255);
return(2600);
-
- L5100:
- if (obj == GRATE) {
- if (game.loc == 1 || game.loc == 4 || game.loc == 7)
- obj=DPRSSN;
- if (game.loc > 9 && game.loc < 15)
- obj=ENTRNC;
- if (obj != GRATE)
- return(8);
- }
-
- if (obj == DWARF && ATDWRF(game.loc) > 0)
- goto L5010;
- if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
- goto L5010;
- if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
- obj=URN;
- goto L5010;
- }
- if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
- obj=PLANT2;
- goto L5010;
- }
- if (obj == KNIFE && game.knfloc == game.loc) {
- game.knfloc= -1;
- SPK=116;
- return(2011);
- }
- if (obj == ROD && HERE(ROD2)) {
- obj=ROD2;
- goto L5010;
- }
- if ((verb == FIND || verb == INVENT) && WD2 <= 0)
- goto L5010;
-
- SETPRM(1,WD1,WD1X);
- RSPEAK(256);
- return(2012);
- default:
+ default:
BUG(99);
}
}