/*
* Action handlers. Eventually we'll do lookup through a method table
- * that calls these. Absolutely nothing like the original FORTRAN
+ * that calls these. Absolutely nothing like the original FORTRAN.
*/
static int bigwords(long foo)
}
}
+static int extinguish(int obj)
+/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
+{
+ if (obj == INTRANSITIVE) {
+ if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
+ if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
+ if(obj == 0 || obj > NOBJECTS) return(8000);
+ }
+
+ if(obj == URN) {
+ game.prop[URN]=game.prop[URN]/2;
+ SPK=210;
+ return(2011);
+ }
+ if(obj == LAMP) {
+ game.prop[LAMP]=0;
+ RSPEAK(40);
+ if(DARK(0))
+ RSPEAK(16);
+ return(2012);
+ }
+ if(obj == DRAGON || obj == VOLCAN)
+ SPK=146;
+ return(2011);
+}
+
static int find(token_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
return(2011);
}
+int light(token_t obj)
+/* Light. Applicable only to lamp and urn. */
+{
+ if (obj == INTRANSITIVE) {
+ if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
+ if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
+ if(obj == 0 || obj > NOBJECTS) return(8000);
+ }
+
+ if (obj == URN) {
+ SPK=38;
+ if(game.prop[URN] == 0)
+ return(2011);
+ SPK=209;
+ game.prop[URN]=2;
+ return(2011);
+ } else {
+ if(obj != LAMP) return(2011);
+ SPK=184;
+ if(game.limit < 0) return(2011);
+ game.prop[LAMP]=1;
+ RSPEAK(39);
+ if(game.wzdark) return(2000);
+ return(2012);
+ }
+}
+
static int listen(void)
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
{
return(2011);
}
+static int lock(token_t verb, token_t obj)
+/* Lock, unlock, no object given. Assume various things if present. */
+{
+ int k;
+ if (obj == INTRANSITIVE) {
+ SPK=28;
+ if(HERE(CLAM))obj=CLAM;
+ if(HERE(OYSTER))obj=OYSTER;
+ if(AT(DOOR))obj=DOOR;
+ if(AT(GRATE))obj=GRATE;
+ if(obj != 0 && HERE(CHAIN)) return(8000);
+ if(HERE(CHAIN))obj=CHAIN;
+ if(obj == 0) return(2011);
+ }
+
+ /* Lock, unlock object. Special stuff for opening clam/oyster
+ * and for chain. */
+ if(obj == CLAM || obj == OYSTER)
+ return bivalve(verb, obj);
+ if(obj == DOOR)SPK=111;
+ if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
+ if(obj == CAGE)SPK=32;
+ if(obj == KEYS)SPK=55;
+ if(obj == GRATE || obj == CHAIN)SPK=31;
+ if(SPK != 31 || !HERE(KEYS)) return(2011);
+ if(obj == CHAIN)
+ return chain(verb);
+ if (game.closng) {
+ SPK=130;
+ if(!game.panic)game.clock2=15;
+ game.panic=true;
+ return(2011);
+ }
+ SPK=34+game.prop[GRATE];
+ game.prop[GRATE]=1;
+ if(verb == LOCK)game.prop[GRATE]=0;
+ SPK=SPK+2*game.prop[GRATE];
+ return(2011);
+}
+
static int pour(token_t obj)
/* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */
return(2011);
}
+static int say(void)
+/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
+{
+ /* FIXME: ugly use of globals */
+ SETPRM(1,WD2,WD2X);
+ if(WD2 <= 0)SETPRM(1,WD1,WD1X);
+ if(WD2 > 0)WD1=WD2;
+ I=VOCAB(WD1,-1);
+ if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
+ RSPEAK(258);
+ return(2012);
+
+L9035: WD2=0;
+ //obj=0;
+ return(2630);
+}
+
static int vscore(void)
/* Score. Call scoring routine but tell it to return. */
{
/* Analyse an intransitive verb (ie, no object given yet). */
switch (verb-1) {
- case 0: goto L8010; /* CARRY */
- case 1: return(8000); /* DROP */
- case 2: return(8000); /* SAY */
- case 3: goto L8040; /* UNLOC */
- case 4: return(2009); /* NOTHI */
- case 5: goto L8040; /* LOCK */
- case 6: goto L8070; /* LIGHT */
- case 7: goto L8080; /* EXTIN */
- case 8: return(8000); /* WAVE */
- case 9: return(8000); /* CALM */
- case 10: return(2011); /* WALK */
- case 11: goto L9120; /* ATTAC */
- case 12: goto L9130; /* POUR */
- case 13: goto L8140; /* EAT */
- case 14: goto L9150; /* DRINK */
- case 15: return(8000); /* RUB */
- case 16: return(8000); /* TOSS */
- case 17: goto L8180; /* QUIT */
- case 18: return(8000); /* FIND */
- case 19: goto L8200; /* INVEN */
- case 20: return(8000); /* FEED */
- case 21: goto L9220; /* FILL */
- case 22: goto L9230; /* BLAST */
- case 23: goto L8240; /* SCOR */
- case 24: goto L8250; /* FOO */
- case 25: goto L8260; /* BRIEF */
- case 26: goto L8270; /* READ */
- case 27: return(8000); /* BREAK */
- case 28: return(8000); /* WAKE */
- case 29: goto L8300; /* SUSP */
- case 30: goto L8310; /* RESU */
- case 31: goto L8320; /* FLY */
- case 32: goto L8330; /* LISTEN */
- case 33: goto L8340; /* ZZZZ */
+ case 0: /* CARRY */ goto L8010;
+ case 1: /* DROP */ return(8000);
+ case 2: /* SAY */ return(8000);
+ case 3: /* UNLOC */ goto L8040;
+ case 4: /* NOTHI */ return(2009);
+ case 5: /* LOCK */ goto L8040;
+ case 6: /* LIGHT */ goto L8070;
+ case 7: /* EXTIN */ goto L8080;
+ case 8: /* WAVE */ return(8000);
+ case 9: /* CALM */ return(8000);
+ case 10: /* WALK */ return(2011);
+ case 11: /* ATTAC */ goto L9120;
+ case 12: /* POUR */ goto L9130;
+ case 13: /* EAT */ goto L8140;
+ case 14: /* DRINK */ goto L9150;
+ case 15: /* RUB */ return(8000);
+ case 16: /* TOSS */ return(8000);
+ case 17: /* QUIT */ goto L8180;
+ case 18: /* FIND */ return(8000);
+ case 19: /* INVEN */ goto L8200;
+ case 20: /* FEED */ return(8000);
+ case 21: /* FILL */ goto L9220;
+ case 22: /* BLAST */ goto L9230;
+ case 23: /* SCOR */ goto L8240;
+ case 24: /* FOO */ goto L8250;
+ case 25: /* BRIEF */ goto L8260;
+ case 26: /* READ */ goto L8270;
+ case 27: /* BREAK */ return(8000);
+ case 28: /* WAKE */ return(8000);
+ case 29: /* SUSP */ goto L8300;
+ case 30: /* RESU */ goto L8310;
+ case 31: /* FLY */ goto L8320;
+ case 32: /* LISTE */ goto L8330;
+ case 33: /* ZZZZ */ goto L8340;
}
BUG(23);
/* Analyse a transitive verb. */
L4090: switch (verb-1) {
- case 0: goto L9010; /* CARRY */
- case 1: goto L9020; /* DROP */
- case 2: goto L9030; /* SAY */
- case 3: goto L9040; /* UNLOC */
- case 4: return(2009); /* NOTHI */
- case 5: goto L9040; /* LOCK */
- case 6: goto L9070; /* LIGHT */
- case 7: goto L9080; /* EXTI */
- case 8: goto L9090; /* WAVE */
- case 9: return(2011); /* CALM */
- case 10: return(2011); /* WALK */
- case 11: goto L9120; /* ATTAC */
- case 12: goto L9130; /* POUR */
- case 13: goto L9140; /* EAT */
- case 14: goto L9150; /* DRINK */
- case 15: goto L9160; /* RUB */
- case 16: goto L9170; /* TOSS */
- case 17: return(2011); /* QUIT */
- case 18: goto L9190; /* FIND */
- case 19: goto L9190; /* INVEN */
- case 20: goto L9210; /* FEED */
- case 21: goto L9220; /* FILL */
- case 22: goto L9230; /* BLAST */
- case 23: return(2011); /* SCOR */
- case 24: return(2011); /* FOO */
- case 25: return(2011); /* BRIEF */
- case 26: goto L9270; /* READ */
- case 27: goto L9280; /* BREAK */
- case 28: goto L9290; /* WAKE */
- case 29: return(2011); /* SUSP */
- case 30: return(2011); /* RESU */
- case 31: goto L9320; /* FLY */
- case 32: return(2011); /* LISTEN */
- case 33: goto L8340; /* ZZZZ */
+ case 0: /* CARRY */ goto L9010;
+ case 1: /* DROP */ goto L9020;
+ case 2: /* SAY */ goto L9030;
+ case 3: /* UNLOC */ goto L9040;
+ case 4: /* NOTHI */ return(2009);
+ case 5: /* LOCK */ goto L9040;
+ case 6: /* LIGHT */ goto L9070;
+ case 7: /* EXTI */ goto L9080;
+ case 8: /* WAVE */ goto L9090;
+ case 9: /* CALM */ return(2011);
+ case 10: /* WALK */ return(2011);
+ case 11: /* ATTAC */ goto L9120;
+ case 12: /* POUR */ goto L9130;
+ case 13: /* EAT */ goto L9140;
+ case 14: /* DRINK */ goto L9150;
+ case 15: /* RUB */ goto L9160;
+ case 16: /* TOSS */ goto L9170;
+ case 17: /* QUIT */ return(2011);
+ case 18: /* FIND */ goto L9190;
+ case 19: /* INVEN */ goto L9190;
+ case 20: /* FEED */ goto L9210;
+ case 21: /* FILL */ goto L9220;
+ case 22: /* BLAST */ goto L9230;
+ case 23: /* SCOR */ return(2011);
+ case 24: /* FOO */ return(2011);
+ case 25: /* BRIEF */ return(2011);
+ case 26: /* READ */ goto L9270;
+ case 27: /* BREAK */ goto L9280;
+ case 28: /* WAKE */ goto L9290;
+ case 29: /* SUSP */ return(2011);
+ case 30: /* RESU */ return(2011);
+ case 31: /* FLY */ goto L9320;
+ case 32: /* LISTE */ return(2011);
+ case 33: /* ZZZZ */ goto L8340;
}
BUG(24);
* transitive, plus ten times the verb number. Many intransitive verbs use the
* transitive code, and some verbs use code for other verbs, as noted below. */
-/* Carry, no object given yet. OK if only one object present. */
-
-L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
- obj=game.atloc[game.loc];
-
-/* Transitive carry/drop are in separate file. */
-
-L9010: return(carry(obj));
-L9020: return(discard(obj, false));
-
-/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
-
-L9030: SETPRM(1,WD2,WD2X);
- if(WD2 <= 0)SETPRM(1,WD1,WD1X);
- if(WD2 > 0)WD1=WD2;
- I=VOCAB(WD1,-1);
- if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
- RSPEAK(258);
- return(2012);
-
-L9035: WD2=0;
- obj=0;
- return(2630);
-
-/* Lock, unlock, no object given. Assume various things if present. */
-
-L8040: SPK=28;
- if(HERE(CLAM))obj=CLAM;
- if(HERE(OYSTER))obj=OYSTER;
- if(AT(DOOR))obj=DOOR;
- if(AT(GRATE))obj=GRATE;
- if(obj != 0 && HERE(CHAIN)) return(8000);
- if(HERE(CHAIN))obj=CHAIN;
- if(obj == 0) return(2011);
-
-/* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
-
-L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
- 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) goto L9048;
- if (game.closng) {
- K=130;
- if(!game.panic)game.clock2=15;
- game.panic=true;
- return(2010);
- }
- K=34+game.prop[GRATE];
- game.prop[GRATE]=1;
- if(verb == LOCK)game.prop[GRATE]=0;
- K=K+2*game.prop[GRATE];
- return(2010);
-
-/* Clam/Oyster. */
-L9046: return bivalve(verb, obj);
-
-/* Chain. */
-L9048: return chain(verb);
-
-/* Light. Applicable only to lamp and urn. */
-
-L8070: 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);
-
-L9070: if(obj == URN) goto L9073;
- 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);
-
-L9073: SPK=38;
- if(game.prop[URN] == 0) return(2011);
- SPK=209;
- game.prop[URN]=2;
- return(2011);
-
-/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
-
-L8080: 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);
-
-L9080: if(obj == URN) goto L9083;
- if(obj == LAMP) goto L9086;
- if(obj == DRAGON || obj == VOLCAN)SPK=146;
- return(2011);
-
-L9083: game.prop[URN]=game.prop[URN]/2;
- SPK=210;
- return(2011);
-
-L9086: game.prop[LAMP]=0;
- RSPEAK(40);
- if(DARK(0))RSPEAK(16);
- return(2012);
-
+L8010: return carry(INTRANSITIVE);
+L9010: return carry(obj);
+L9020: return discard(obj, false);
+L9030: return say();
+L8040: return lock(verb, INTRANSITIVE);
+L9040: return lock(verb, obj);
+L9046: return bivalve(verb, obj);
+L9048: return chain(verb);
+L8070: return light(INTRANSITIVE);
+L9070: return light(obj);
+L8080: return extinguish(INTRANSITIVE);
+L9080: return extinguish(obj);
L9090: return wave(obj);
-
L9120: return attack(input, verb, obj);
-
L9130: return pour(obj);
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
return(2011);
L9150: return drink(obj);
-
L9160: return rub(obj);
-
L9170: return throw(input, verb, obj);
-
L8180: return quit(input);
-
L9190: return find(obj);
-
L8200: return inven(obj);
-
L9210: return feed(obj);
-
L9220: return fill(obj);
-
L9230: return blast();
-
L8240: return vscore();
-
L8250: return bigwords(WD1);
-
L8260: return brief();
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */