#include "advent.h"
-#include "funcs.h"
+#include "database.h"
/* 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 carry(void) {
- 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(OBJ != MESSAG) goto L9011;
+int carry(long obj)
+{
+ 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 (obj == MESSAG) {
SPK=190;
DSTROY(MESSAG);
-L9011: if(game.fixed[OBJ] != 0) return(2011);
- if(OBJ != WATER && OBJ != OIL) goto L9017;
- K=OBJ;
- OBJ=BOTTLE;
- if(HERE(BOTTLE) && LIQ(0) == K) goto L9017;
- if(TOTING(BOTTLE) && game.prop[BOTTLE] == 1) return(fill(OBJ));
- if(game.prop[BOTTLE] != 1)SPK=105;
- if(!TOTING(BOTTLE))SPK=104;
- return(2011);
-L9017: SPK=92;
- if(game.holdng >= 7) return(2011);
- if(OBJ != BIRD || game.prop[BIRD] == 1 || -1-game.prop[BIRD] == 1) goto L9014;
- if(game.prop[BIRD] == 2) goto L9015;
- if(!TOTING(CAGE))SPK=27;
- if(TOTING(ROD))SPK=26;
- if(SPK/2 == 13) return(2011);
- game.prop[BIRD]=1;
-L9014: if((OBJ == BIRD || OBJ == CAGE) && (game.prop[BIRD] == 1 || -1-game.prop[BIRD] ==
- 1))CARRY(BIRD+CAGE-OBJ,game.loc);
- CARRY(OBJ,game.loc);
- K=LIQ(0);
- if(OBJ == BOTTLE && K != 0)game.place[K]= -1;
- if(!GSTONE(OBJ) || game.prop[OBJ] == 0) return(2009);
- game.prop[OBJ]=0;
- game.prop[CAVITY]=1;
- return(2009);
+ }
+ 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;
+ }
-L9015: SPK=238;
- DSTROY(BIRD);
- return(2011);
+ 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;
+ }
+ 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);
}
/* 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 discard(bool just_do_it) {
- if(just_do_it) goto L9021;
- if(TOTING(ROD2) && OBJ == ROD && !TOTING(ROD))OBJ=ROD2;
- if(!TOTING(OBJ)) return(2011);
- if(OBJ != BIRD || !HERE(SNAKE)) goto L9023;
- RSPEAK(30);
- if(game.closed) return(19000);
- DSTROY(SNAKE);
-/* SET game.prop FOR USE BY TRAVEL OPTIONS */
- game.prop[SNAKE]=1;
-L9021: 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);
-
-L9023: if(!(GSTONE(OBJ) && AT(CAVITY) && game.prop[CAVITY] != 0)) goto L9024;
- 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))) goto L9021;
- SPK=219;
- if(TOTING(RUG))SPK=220;
- if(OBJ == RUBY)SPK=221;
- RSPEAK(SPK);
- if(SPK == 220) goto L9021;
- K=2-game.prop[RUG];
- game.prop[RUG]=K;
- if(K == 2)K=PLAC[SAPPH];
- MOVE(RUG+NOBJECTS,K);
- goto L9021;
-
-L9024: if(OBJ != COINS || !HERE(VEND)) goto L9025;
- DSTROY(COINS);
- DROP(BATTER,game.loc);
- PSPEAK(BATTER,0);
- return(2012);
-
-L9025: if(OBJ != BIRD || !AT(DRAGON) || game.prop[DRAGON] != 0) goto L9026;
- RSPEAK(154);
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- return(2012);
-
-L9026: if(OBJ != BEAR || !AT(TROLL)) goto L9027;
- RSPEAK(163);
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- game.prop[TROLL]=2;
- goto L9021;
-
-L9027: if(OBJ == VASE && game.loc != PLAC[PILLOW]) goto L9028;
- RSPEAK(54);
- goto L9021;
-
-L9028: 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;
- goto L9021;
+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 (obj == BIRD && HERE(SNAKE)) {
+ RSPEAK(30);
+ if (game.closed) return(19000);
+ DSTROY(SNAKE);
+ /* Set game.prop for use by travel options */
+ 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);
+ }
+ }
+ } else if (obj == COINS && HERE(VEND)) {
+ DSTROY(COINS);
+ DROP(BATTER,game.loc);
+ PSPEAK(BATTER,0);
+ return(2012);
+ } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
+ RSPEAK(154);
+ DSTROY(BIRD);
+ game.prop[BIRD]=0;
+ return(2012);
+ } else if (obj == BEAR && AT(TROLL)) {
+ RSPEAK(163);
+ MOVE(TROLL,0);
+ MOVE(TROLL+NOBJECTS,0);
+ MOVE(TROLL2,PLAC[TROLL]);
+ MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
+ JUGGLE(CHASM);
+ game.prop[TROLL]=2;
+ } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
+ RSPEAK(54);
+ } 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;
+ }
+ }
+ 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);
}
/* 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 attack(FILE *input, long obj) {
- I=ATDWRF(game.loc);
- if(obj != 0) goto L9124;
- 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) goto L9124;
-/* 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);
-L9124: if(obj == BIRD) {
+int attack(FILE *input, long verb, long obj) {
+ 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);
+ }
+ }
+ if (obj == BIRD) {
SPK=137;
- if(game.closed) return(2011);
+ if (game.closed) return(2011);
DSTROY(BIRD);
game.prop[BIRD]=0;
SPK=45;
}
-L9125: if(obj != VEND) goto L9126;
- PSPEAK(VEND,game.prop[VEND]+2);
- game.prop[VEND]=3-game.prop[VEND];
- return(2012);
+ if (obj == VEND) {
+ PSPEAK(VEND,game.prop[VEND]+2);
+ game.prop[VEND]=3-game.prop[VEND];
+ return(2012);
+ }
-L9126: 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) goto L9128;
- 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. */
+ 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);
- VERB=0;
- obj=0;
GETIN(input,WD1,WD1X,WD2,WD2X);
- if(WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
+ if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
PSPEAK(DRAGON,3);
game.prop[DRAGON]=1;
game.prop[RUG]=0;
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 (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K);
/*etc*/ ;
} /* end loop */
game.loc=K;
K=NUL;
- return(8);
-
-L9128: RSPEAK(SPK);
- RSPEAK(6);
- DSTROY(OGRE);
- K=0;
- for (I=1; I < PIRATE; I++) {
- if(game.dloc[I] == game.loc) {
- K=K+1;
- game.dloc[I]=61;
- game.dseen[I]=false;
- }
- }
- SPK=SPK+1+1/K;
- return(2011);
+ return(8);
}
-/* 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 throw(FILE *cmdin, long obj) {
- if(TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if(!TOTING(obj)) return(2011);
- if(obj >= 50 && obj <= MAXTRS && AT(TROLL)) goto L9178;
- if(obj == FOOD && HERE(BEAR)) goto L9177;
- if(obj != AXE) return(discard(false));
- I=ATDWRF(game.loc);
- if(I > 0) goto L9172;
- SPK=152;
- if(AT(DRAGON) && game.prop[DRAGON] == 0) goto L9175;
- SPK=158;
- if(AT(TROLL)) goto L9175;
- SPK=203;
- if(AT(OGRE)) goto L9175;
- if(HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
- obj=0;
- return(attack(cmdin, obj));
-
-L9172: SPK=48;
- if(randrange(NDWARVES+1) < game.dflag) goto L9175;
- game.dseen[I]=false;
- game.dloc[I]=0;
- SPK=47;
- game.dkill=game.dkill+1;
- if(game.dkill == 1)SPK=149;
-L9175: RSPEAK(SPK);
- DROP(AXE,game.loc);
- K=NUL;
- return(8);
-
-/* This'll teach him to throw the axe at the bear! */
-L9176: SPK=164;
- DROP(AXE,game.loc);
- game.fixed[AXE]= -1;
- game.prop[AXE]=1;
- JUGGLE(BEAR);
- return(2011);
-
-/* But throwing food is another story. */
-L9177: obj=BEAR;
- return(feed(obj));
+int throw_support(long spk)
+{
+ RSPEAK(spk);
+ DROP(AXE,game.loc);
+ K=NUL;
+ return(8);
+}
-L9178: SPK=159;
-/* 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]);
- JUGGLE(CHASM);
- return(2011);
+int throw(FILE *cmdin, long verb, long 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;
+ /* 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]);
+ JUGGLE(CHASM);
+ return(2011);
+ }
+ if (obj == FOOD && HERE(BEAR)) {
+ /* But throwing food is another story. */
+ obj=BEAR;
+ return(feed(obj));
+ }
+ if (obj != AXE)
+ return(discard(obj, false));
+ 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) {
+ /* 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;
+ JUGGLE(BEAR);
+ return(2011);
+ }
+ return(attack(cmdin, verb, 0));
+ }
+
+ if (randrange(NDWARVES+1) < game.dflag) {
+ 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;
+
+ return throw_support(SPK);
}
+int feed(long obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
-
-int feed(long obj) {
- if(obj != BIRD) goto L9212;
+{
+ if (obj == BIRD) {
SPK=100;
- return(2011);
+ return(2011);
+ }
-L9212: if(obj != SNAKE && obj != DRAGON && obj != TROLL) goto L9213;
+ 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);
+ 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);
+ return(2011);
+ }
-L9213: if(obj != DWARF) goto L9214;
- if(!HERE(FOOD)) return(2011);
+ if (obj == DWARF) {
+ if (!HERE(FOOD))
+ return(2011);
SPK=103;
game.dflag=game.dflag+2;
- return(2011);
+ return(2011);
+ }
-L9214: if(obj != BEAR) goto L9215;
- if(game.prop[BEAR] == 0)SPK=102;
- if(game.prop[BEAR] == 3)SPK=110;
- if(!HERE(FOOD)) 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);
+ return(2011);
+ }
-L9215: if(obj != OGRE) goto L9216;
- if(HERE(FOOD))SPK=202;
- return(2011);
+ if (obj == OGRE) {
+ if (HERE(FOOD))
+ SPK=202;
+ return(2011);
+ }
-L9216: SPK=14;
- return(2011);
+ SPK=14;
+ return(2011);
}
-/* Fill. Bottle or urn must be empty, and liquid available. (Vase is nasty.) */
-
-int fill(long obj) {
- if(obj == VASE) goto L9222;
- if(obj == URN) goto L9224;
- if(obj != 0 && obj != BOTTLE) return(2011);
- if(obj == 0 && !HERE(BOTTLE)) return(8000);
- SPK=107;
- if(LIQLOC(game.loc) == 0)SPK=106;
- 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);
-
-L9222: SPK=29;
- if(LIQLOC(game.loc) == 0)SPK=144;
- if(LIQLOC(game.loc) == 0 || !TOTING(VASE)) return(2011);
+int fill(long obj)
+/* Fill. Bottle or urn must be empty, and liquid available. (Vase
+ * is nasty.) */
+{
+ int k;
+ 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(true));
+ return(discard(obj, true));
+ }
-L9224: SPK=213;
- if(game.prop[URN] != 0) return(2011);
+ 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;
+ 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;
+ if (k == OIL)game.prop[URN]=1;
SPK=211+game.prop[URN];
- return(2011);
+ return(2011);
+ }
+
+ if (obj != 0 && obj != BOTTLE)
+ return(2011);
+ if (obj == 0 && !HERE(BOTTLE))
+ return(8000);
+ SPK=107;
+ if (LIQLOC(game.loc) == 0)
+ SPK=106;
+ 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);
}