X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions1.c;h=a0ba0b060a8f337a11f298b890a5878c46641e23;hb=c8a231275555289cbfe215e7a4f49930eff691f2;hp=f1de63b3bd9e014e20ca41e29f6c98c1fae19140;hpb=14fee6b979b9803e8d499f19c4cd1e0373665155;p=open-adventure.git diff --git a/actions1.c b/actions1.c index f1de63b..a0ba0b0 100644 --- a/actions1.c +++ b/actions1.c @@ -1,9 +1,311 @@ #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 bigwords(long foo) +/* 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 + * 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); + } 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); + } +} + +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 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); +} + +static int vbreak(token_t obj) +/* Break. Only works for mirror in repository and, of course, the vase. */ +{ + if(obj == MIRROR)SPK=148; + 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); + } else { + if(obj != MIRROR || !game.closed) return(2011); + SPK=197; + return(18999); + } +} + + +static int brief(void) +/* Brief. Intransitive only. Suppress long descriptions after first time. */ +{ + SPK=156; + game.abbnum=10000; + game.detail=3; + 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 drink(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); + 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); + } else { + DSTROY(BLOOD); + game.prop[DRAGON]=2; + OBJSND[BIRD]=OBJSND[BIRD]+3; + SPK=240; + 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); +} + +static int inven(token_t obj) +/* 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; + } + if(TOTING(BEAR)) + SPK=141; + return(2011); +} + +static int listen(void) +/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ +{ + int i, k; + SPK=228; + k=LOCSND[game.loc]; + if(k != 0) { + RSPEAK(labs(k)); + if(k < 0) return(2012); + SPK=0; + } + 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); + } + 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. */ +{ + 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(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); + 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); + } else { + game.prop[DOOR]=0; + if(obj == OIL)game.prop[DOOR]=1; + SPK=113+game.prop[DOOR]; + return(2011); + } +} + +static int quit(FILE *input) +/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ +{ + if(YES(input,22,54,54)) + score(1); + return(2012); +} + +static int rub(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); +} + +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. */ +{ + score(-1); + return(2012); +} + +static int wake(token_t obj) +/* Wake. Only use is to disturb the dwarves. */ +{ + if(obj != DWARF || !game.closed) return(2011); + SPK=199; + return(18999); +} + +static int wave(token_t obj) +/* Wave. No effect unless waving rod at fissure or at bird. */ +{ + 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) { + DROP(JADE,game.loc); + game.prop[JADE]=0; + game.tally=game.tally-1; + SPK=208; + return(2011); + } 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); + } +} + /* 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 @@ -32,80 +334,80 @@ L4000: /* 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); @@ -163,22 +465,10 @@ L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || A /* 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. */ +L9010: return carry(obj); +L9020: return discard(obj, false); -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); +L9030: return say(); /* Lock, unlock, no object given. Assume various things if present. */ @@ -201,51 +491,23 @@ L9040: if(obj == CLAM || obj == OYSTER) goto L9046; 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 (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: 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. */ @@ -288,60 +550,11 @@ L9086: game.prop[LAMP]=0; if(DARK(0))RSPEAK(16); return(2012); -/* 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)))) - 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; - 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); - -L9094: DROP(JADE,game.loc); - game.prop[JADE]=0; - game.tally=game.tally-1; - SPK=208; - return(2011); - -/* Attack also moved into separate module. */ - -L9120: return(attack(input, obj, verb)); - -/* 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); - SPK=78; - if(obj != OIL && obj != WATER) return(2011); - if(HERE(URN) && game.prop[URN] == 0) goto L9134; - game.prop[BOTTLE]=1; - 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); - 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); +L9090: return wave(obj); -L9132: game.prop[DOOR]=0; - if(obj == OIL)game.prop[DOOR]=1; - SPK=113+game.prop[DOOR]; - return(2011); +L9120: return attack(input, verb, obj); -L9134: obj=URN; - goto L9220; +L9130: return pour(obj); /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ @@ -357,119 +570,29 @@ L9140: if(obj == FOOD) goto L8142; 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))) - return(8000); - 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; - SPK=74; - return(2011); - -L9153: DSTROY(BLOOD); - game.prop[DRAGON]=2; - OBJSND[BIRD]=OBJSND[BIRD]+3; - SPK=240; - return(2011); - -/* Rub. Yields various snide remarks except for lit urn. */ - -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. */ - -L9170: return(throw(input, obj, verb)); - -/* 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); - -/* Inventory. If object, treat same as find. Else report on current burden. */ - -L8200: SPK=98; - /* 8201 */ for (I=1; I<=NOBJECTS; I++) { - if(I == BEAR || !TOTING(I)) goto L8201; - if(SPK == 98)RSPEAK(99); - game.blklin=false; - PSPEAK(I,-1); - game.blklin=true; - SPK=0; -L8201: /*etc*/ ; - } /* end loop */ - if(TOTING(BEAR))SPK=141; - return(2011); +L9150: return drink(obj); -/* Feed/fill are in the other module. */ +L9160: return rub(obj); -L9210: return(feed(obj)); -L9220: return(fill(obj)); +L9170: return throw(input, verb, obj); -/* Blast. No effect unless you've got dynamite, which is a neat trick! */ +L8180: return quit(input); -L9230: 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); +L9190: return find(obj); -/* Score. Call scoring routine but tell it to return. */ +L8200: return inven(obj); -L8240: score(-1); - return(2012); +L9210: return feed(obj); -/* 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 - * word zips the eggs back to the giant room (unless already there). */ +L9220: return fill(obj); -L8250: K=VOCAB(WD1,3); - SPK=42; - if(game.foobar == 1-K) goto L8252; - if(game.foobar != 0)SPK=151; - return(2011); +L9230: return blast(); -L8252: 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); +L8240: return vscore(); -/* Brief. Intransitive only. Suppress long descriptions after first time. */ +L8250: return bigwords(WD1); -L8260: SPK=156; - game.abbnum=10000; - game.detail=3; - return(2011); +L8260: return brief(); /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ @@ -487,25 +610,9 @@ L9270: if(DARK(0)) goto L5190; L9275: game.clshnt=YES(input,192,193,54); return(2012); -/* 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); - SPK=197; - return(18999); - -L9282: SPK=198; - if(TOTING(VASE))DROP(VASE,game.loc); - game.prop[VASE]=2; - game.fixed[VASE]= -1; - return(2011); +L9280: return vbreak(obj); -/* Wake. Only use is to disturb the dwarves. */ - -L9290: if(obj != DWARF || !game.closed) return(2011); - SPK=199; - return(18999); +L9290: return wake(obj); /* 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 @@ -592,23 +699,7 @@ L9320: if(obj != RUG) return(2011); RSPEAK(SPK); return(2); -/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ - -L8330: SPK=228; - K=LOCSND[game.loc]; - if(K == 0) goto L8332; - RSPEAK(labs(K)); - if(K < 0) return(2012); - SPK=0; -L8332: SETPRM(1,game.zzword,0); - /* 8335 */ for (I=1; I<=NOBJECTS; I++) { - if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335; - PSPEAK(I,OBJSND[I]+game.prop[I]); - SPK=0; - if(I == BIRD && OBJSND[I]+game.prop[I] == 8)DSTROY(BIRD); -L8335: /*etc*/ ; - } /* end loop */ - return(2011); +L8330: return listen(); /* Z'ZZZ (word gets recomputed at startup; different each game). */