X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions1.c;h=1f337155361f4bad3fc6b238634545959e83029b;hb=ee20cd086108d4e67ca76fbf32c0f258bd33c419;hp=560d698d915ecd0cd5e9b65a807d600fc6b85853;hpb=df83a345a212b8b9326cd0ffa89e2edf09e83811;p=open-adventure.git diff --git a/actions1.c b/actions1.c index 560d698..1f33715 100644 --- a/actions1.c +++ b/actions1.c @@ -1,9 +1,68 @@ #include #include #include "advent.h" -#include "funcs.h" #include "database.h" +/* + * Action handlers. Eventually we'll do lookup through a method table + * that calls these. Absolutely nothing like the original FORTRAN + */ + +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); +} + +static int chain(token_t verb) +/* Do something to the bear's chain */ +{ + 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); + } 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); + } +} + +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)) || + K == LIQLOC(game.loc) || + (obj == DWARF && ATDWRF(game.loc) > 0)) + SPK=94; + if(game.closed)SPK=138; + if(TOTING(obj))SPK=24; + return(2011); +} + /* This stuff was broken off as part of an effort to get the main program * to compile without running out of memory. We're called with a number * that says what label the caller wanted to "goto", and we return a @@ -11,9 +70,11 @@ */ /* Analyse a verb. Remember what it was, go back for object if second word - * unless verb is "say", which snarfs arbitrary second word. */ + * unless verb is "say", which snarfs arbitrary second word. + */ -int action(FILE *input, long STARTAT) { +int action(FILE *input, long STARTAT, long verb, long obj) { + int kk; switch(STARTAT) { case 4000: goto L4000; case 4090: goto L4090; @@ -21,15 +82,15 @@ int action(FILE *input, long STARTAT) { } BUG(99); -L4000: VERB=K; - SPK=ACTSPK[VERB]; - if(WD2 > 0 && VERB != SAY) return(2800); - if(VERB == SAY)OBJ=WD2; - if(OBJ > 0) goto L4090; +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) { + switch (verb-1) { case 0: goto L8010; /* CARRY */ case 1: return(8000); /* DROP */ case 2: return(8000); /* SAY */ @@ -69,7 +130,7 @@ L4000: VERB=K; /* Analyse a transitive verb. */ -L4090: switch (VERB-1) { +L4090: switch (verb-1) { case 0: goto L9010; /* CARRY */ case 1: goto L9020; /* DROP */ case 2: goto L9030; /* SAY */ @@ -113,10 +174,10 @@ L4090: switch (VERB-1) { * 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: OBJ=K; +L5000: obj=K; if(!HERE(K)) goto L5100; L5010: if(WD2 > 0) return(2800); - if(VERB != 0) goto L4090; + if(verb != 0) goto L4090; SETPRM(1,WD1,WD1X); RSPEAK(255); return(2600); @@ -127,20 +188,20 @@ L5100: if(K != GRATE) goto L5110; if(K != GRATE) return(8); L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010; if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010; - if(OBJ != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120; - OBJ=URN; + 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; +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; +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; +L5140: if(obj != ROD || !HERE(ROD2)) goto L5190; + obj=ROD2; goto L5010; -L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010; +L5190: if((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010; SETPRM(1,WD1,WD1X); RSPEAK(256); return(2012); @@ -157,12 +218,12 @@ L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010; /* 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]; + obj=game.atloc[game.loc]; /* Transitive carry/drop are in separate file. */ -L9010: return(carry()); -L9020: return(discard(OBJ, false)); +L9010: return(carry(obj)); +L9020: return(discard(obj, false)); /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ @@ -175,84 +236,56 @@ L9030: SETPRM(1,WD2,WD2X); return(2012); L9035: WD2=0; - OBJ=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); + 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; +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) goto L9043; - K=130; - if(!game.panic)game.clock2=15; - game.panic=true; - return(2010); - -L9043: K=34+game.prop[GRATE]; + 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; + if(verb == LOCK)game.prop[GRATE]=0; K=K+2*game.prop[GRATE]; return(2010); /* Clam/Oyster. */ -L9046: 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); +L9046: return bivalve(verb, obj); /* Chain. */ -L9048: if(VERB == LOCK) goto L9049; - 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); - -L9049: 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); +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); +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); +L9070: if(obj == URN) goto L9073; + if(obj != LAMP) return(2011); SPK=184; if(game.limit < 0) return(2011); game.prop[LAMP]=1; @@ -268,13 +301,13 @@ L9073: SPK=38; /* 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); +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; +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; @@ -288,8 +321,8 @@ L9086: game.prop[LAMP]=0; /* Wave. No effect unless waving rod at fissure or at bird. */ -L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29; - if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) +L9090: if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29; + if(obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) return(2011); if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2); if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094; @@ -308,25 +341,25 @@ L9094: DROP(JADE,game.loc); /* Attack also moved into separate module. */ -L9120: return(attack(input, OBJ)); +L9120: return(attack(input, verb, 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. */ -L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0); - if(OBJ == 0) return(8000); - if(!TOTING(OBJ)) return(2011); +L9130: 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); + if(obj != OIL && obj != WATER) return(2011); if(HERE(URN) && game.prop[URN] == 0) goto L9134; game.prop[BOTTLE]=1; - game.place[OBJ]=0; + game.place[obj]=0; SPK=77; if(!(AT(PLANT) || AT(DOOR))) return(2011); if(AT(DOOR)) goto L9132; SPK=112; - if(OBJ != WATER) return(2011); + 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]; @@ -334,11 +367,11 @@ L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0); return(8); L9132: game.prop[DOOR]=0; - if(OBJ == OIL)game.prop[DOOR]=1; + if(obj == OIL)game.prop[DOOR]=1; SPK=113+game.prop[DOOR]; return(2011); -L9134: OBJ=URN; +L9134: obj=URN; goto L9220; /* Eat. Intransitive: assume food if present, else ask what. Transitive: food @@ -349,19 +382,19 @@ L8142: DSTROY(FOOD); SPK=72; return(2011); -L9140: if(OBJ == FOOD) goto L8142; - if(OBJ == BIRD || OBJ == SNAKE || OBJ == CLAM || OBJ == OYSTER || OBJ == - DWARF || OBJ == DRAGON || OBJ == TROLL || OBJ == BEAR || OBJ == +L9140: if(obj == FOOD) goto L8142; + if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == + DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == OGRE)SPK=71; return(2011); /* 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. */ -L9150: if(OBJ == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) +L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) return(8000); - if(OBJ == BLOOD) goto L9153; - if(OBJ != 0 && OBJ != WATER)SPK=110; + if(obj == BLOOD) goto L9153; + 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; @@ -376,32 +409,25 @@ L9153: DSTROY(BLOOD); /* Rub. Yields various snide remarks except for lit urn. */ -L9160: if(OBJ != LAMP)SPK=76; - if(OBJ != URN || game.prop[URN] != 2) return(2011); +L9160: 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); - -/* Throw moved into separate module. */ + return(2011); -L9170: return(throw(input, OBJ)); +L9170: return(throw(input, verb, obj)); /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ L8180: if(YES(input,22,54,54)) score(1); return(2012); -/* Find. Might be carrying it, or it might be here. Else give caveat. */ -L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(game.loc) || (OBJ == - DWARF && ATDWRF(game.loc) > 0))SPK=94; - if(game.closed)SPK=138; - if(TOTING(OBJ))SPK=24; - return(2011); +L9190: return find(obj); /* Inventory. If object, treat same as find. Else report on current burden. */ @@ -420,8 +446,8 @@ L8201: /*etc*/ ; /* Feed/fill are in the other module. */ -L9210: return(feed(OBJ)); -L9220: return(fill(OBJ)); +L9210: return(feed(obj)); +L9220: return(fill(obj)); /* Blast. No effect unless you've got dynamite, which is a neat trick! */ @@ -435,10 +461,7 @@ L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011); /* Score. Call scoring routine but tell it to return. */ L8240: score(-1); - SETPRM(1,SCORE,MXSCOR); - SETPRM(3,game.turns,game.turns); - RSPEAK(259); - return(2012); + return(2012); /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. * Look up WD1 in section 3 of vocab to determine which word we've got. Last @@ -475,14 +498,14 @@ L8260: SPK=156; /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ L8270: for (I=1; I<=NOBJECTS; I++) { - if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)OBJ=OBJ*NOBJECTS+I; + if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I; } /* end loop */ - if(OBJ > NOBJECTS || OBJ == 0 || DARK(0)) return(8000); + if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000); L9270: if(DARK(0)) goto L5190; - if(OBJTXT[OBJ] == 0 || game.prop[OBJ] < 0) return(2011); - if(OBJ == OYSTER && !game.clshnt) goto L9275; - PSPEAK(OBJ,OBJTXT[OBJ]+game.prop[OBJ]); + if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011); + if(obj == OYSTER && !game.clshnt) goto L9275; + PSPEAK(obj,OBJTXT[obj]+game.prop[obj]); return(2012); L9275: game.clshnt=YES(input,192,193,54); @@ -490,9 +513,9 @@ L9275: game.clshnt=YES(input,192,193,54); /* Break. Only works for mirror in repository and, of course, the vase. */ -L9280: if(OBJ == MIRROR)SPK=148; - if(OBJ == VASE && game.prop[VASE] == 0) goto L9282; - if(OBJ != MIRROR || !game.closed) return(2011); +L9280: if(obj == MIRROR)SPK=148; + if(obj == VASE && game.prop[VASE] == 0) goto L9282; + if(obj != MIRROR || !game.closed) return(2011); SPK=197; return(18999); @@ -504,7 +527,7 @@ L9282: SPK=198; /* Wake. Only use is to disturb the dwarves. */ -L9290: if(OBJ != DWARF || !game.closed) return(2011); +L9290: if(obj != DWARF || !game.closed) return(2011); SPK=199; return(18999); @@ -516,14 +539,14 @@ L8300: SPK=201; RSPEAK(260); if(!YES(input,200,54,54)) return(2012); game.saved=game.saved+5; - KK= -1; + kk= -1; /* This next part is shared with the "resume" code. The two cases are * distinguished by the value of kk (-1 for suspend, +1 for resume). */ L8305: DATIME(&I,&K); K=I+650*K; - SAVWRD(KK,K); + SAVWRD(kk,K); K=VRSION; SAVWRD(0,K); if(K != VRSION) goto L8312; @@ -536,9 +559,9 @@ L8305: DATIME(&I,&K); 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(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup); + 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(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]); + 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); @@ -551,17 +574,17 @@ L8305: DATIME(&I,&K); SAVARR(game.odloc,NDWARVES); SAVARR(game.place,NOBJECTS); SAVARR(game.prop,NOBJECTS); - SAVWRD(KK,K); + SAVWRD(kk,K); if(K != 0) goto L8318; K=NUL; game.zzword=RNDVOC(3,game.zzword); - if(KK > 0) return(8); + if(kk > 0) return(8); RSPEAK(266); exit(0); /* Resume. Read a suspended game back from a file. */ -L8310: KK=1; +L8310: kk=1; if(game.loc == 1 && game.abbrev[1] == 1) goto L8305; RSPEAK(268); if(!YES(input,200,54,54)) return(2012); @@ -580,9 +603,9 @@ L8318: RSPEAK(270); L8320: if(game.prop[RUG] != 2)SPK=224; if(!HERE(RUG))SPK=225; if(SPK/2 == 112) return(2011); - OBJ=RUG; + obj=RUG; -L9320: if(OBJ != RUG) return(2011); +L9320: if(obj != RUG) return(2011); SPK=223; if(game.prop[RUG] != 2) return(2011); game.oldlc2=game.oldloc;