* take one without the other). Liquids also special, since they depend on
* status of bottle. Also various side effects, etc. */
-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) 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);
+ }
+ 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(BOTTLE));
+ 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) {
+ 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;
-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);
-
-L9015: SPK=238;
- DSTROY(BIRD);
- return(2011);
+ }
+ 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);
}
/* Discard object. "Throw" also comes here for most objects. Special cases for
* Drop coins at vending machine for extra batteries. */
int discard(long obj, 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;
+ 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);
+ if (game.closed) return(19000);
DSTROY(SNAKE);
-/* SET game.prop FOR USE BY TRAVEL OPTIONS */
+ /* 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);
+ 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);
+ if (obj != BIRD) return(2012);
game.prop[BIRD]=0;
- if(FOREST(game.loc))game.prop[BIRD]=2;
+ if (FOREST(game.loc))game.prop[BIRD]=2;
return(2012);
-L9023: if(!(GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) goto L9024;
+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 &&
+ 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;
+ if (TOTING(RUG))SPK=220;
+ if (obj == RUBY)SPK=221;
RSPEAK(SPK);
- if(SPK == 220) goto L9021;
+ if (SPK == 220) goto L9021;
K=2-game.prop[RUG];
game.prop[RUG]=K;
- if(K == 2)K=PLAC[SAPPH];
+ if (K == 2)K=PLAC[SAPPH];
MOVE(RUG+NOBJECTS,K);
goto L9021;
-L9024: if(obj != COINS || !HERE(VEND)) goto L9025;
+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;
+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;
+L9026: if (obj != BEAR || !AT(TROLL)) goto L9027;
RSPEAK(163);
MOVE(TROLL,0);
MOVE(TROLL+NOBJECTS,0);
game.prop[TROLL]=2;
goto L9021;
-L9027: if(obj == VASE && game.loc != PLAC[PILLOW]) goto L9028;
+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;
+ if (AT(PILLOW))game.prop[VASE]=0;
PSPEAK(VASE,game.prop[VASE]+1);
- if(game.prop[VASE] != 0)game.fixed[VASE]= -1;
+ if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
goto L9021;
}
int attack(FILE *input, long obj, long verb) {
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) {
+ 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) {
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;
+L9125: if (obj != VEND) goto L9126;
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. */
+ 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. */
RSPEAK(49);
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;
DSTROY(OGRE);
K=0;
for (I=1; I < PIRATE; I++) {
- if(game.dloc[I] == game.loc) {
+ if (game.dloc[I] == game.loc) {
K=K+1;
game.dloc[I]=61;
game.dseen[I]=false;
* Axe also special for dragon, bear, and troll. Treasures special for troll. */
int throw(FILE *cmdin, long obj, long verb) {
- 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(obj, false));
+ 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(obj, false));
I=ATDWRF(game.loc);
- if(I > 0) goto L9172;
+ if (I > 0) goto L9172;
SPK=152;
- if(AT(DRAGON) && game.prop[DRAGON] == 0) goto L9175;
+ if (AT(DRAGON) && game.prop[DRAGON] == 0) goto L9175;
SPK=158;
- if(AT(TROLL)) goto L9175;
+ if (AT(TROLL)) goto L9175;
SPK=203;
- if(AT(OGRE)) goto L9175;
- if(HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
+ if (AT(OGRE)) goto L9175;
+ if (HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
obj=0;
return(attack(cmdin, obj, verb));
L9172: SPK=48;
- if(randrange(NDWARVES+1) < game.dflag) goto L9175;
+ 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;
+ if (game.dkill == 1)SPK=149;
L9175: RSPEAK(SPK);
DROP(AXE,game.loc);
K=NUL;
* mad. Bear, special. */
int feed(long obj) {
- if(obj != BIRD) goto L9212;
+ if (obj != BIRD) goto L9212;
SPK=100;
return(2011);
-L9212: if(obj != SNAKE && obj != DRAGON && obj != TROLL) goto L9213;
+L9212: if (obj != SNAKE && obj != DRAGON && obj != TROLL) goto L9213;
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);
-L9213: if(obj != DWARF) goto L9214;
- if(!HERE(FOOD)) return(2011);
+L9213: if (obj != DWARF) goto L9214;
+ if (!HERE(FOOD)) return(2011);
SPK=103;
game.dflag=game.dflag+2;
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);
+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);
DSTROY(FOOD);
game.prop[BEAR]=1;
game.fixed[AXE]=0;
SPK=168;
return(2011);
-L9215: if(obj != OGRE) goto L9216;
- if(HERE(FOOD))SPK=202;
+L9215: if (obj != OGRE) goto L9216;
+ if (HERE(FOOD))SPK=202;
return(2011);
L9216: SPK=14;
int fill(long obj)
{
- if(obj == VASE) {
+ if (obj == VASE) {
SPK=29;
- if(LIQLOC(game.loc) == 0)SPK=144;
- if(LIQLOC(game.loc) == 0 || !TOTING(VASE))
+ if (LIQLOC(game.loc) == 0)SPK=144;
+ if (LIQLOC(game.loc) == 0 || !TOTING(VASE))
return(2011);
RSPEAK(145);
game.prop[VASE]=2;
return(discard(obj, true));
}
- if(obj == URN){
+ if (obj == URN){
SPK=213;
- if(game.prop[URN] != 0) return(2011);
+ if (game.prop[URN] != 0) return(2011);
SPK=144;
K=LIQ(0);
- if(K == 0 || !HERE(BOTTLE)) return(2011);
+ 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);
}
- if(obj != 0 && obj != BOTTLE)
+ if (obj != 0 && obj != BOTTLE)
return(2011);
- if(obj == 0 && !HERE(BOTTLE))
+ if (obj == 0 && !HERE(BOTTLE))
return(8000);
SPK=107;
- if(LIQLOC(game.loc) == 0)
+ if (LIQLOC(game.loc) == 0)
SPK=106;
- if(HERE(URN) && game.prop[URN] != 0)
+ if (HERE(URN) && game.prop[URN] != 0)
SPK=214;
- if(LIQ(0) != 0)
+ if (LIQ(0) != 0)
SPK=105;
- if(SPK != 107)
+ if (SPK != 107)
return(2011);
game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
K=LIQ(0);
- if(TOTING(BOTTLE))
+ if (TOTING(BOTTLE))
game.place[K]= -1;
- if(K == OIL)
+ if (K == OIL)
SPK=108;
return(2011);
}