}
}
-/* We're called with a number that says what label the caller wanted
- * to "goto", and we return a similar label number for the caller to
- * "goto".
- */
-
int action(FILE *input, enum speechpart part, long verb, long obj)
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
*/
{
int kk;
+
+ if (part == unknown)
+ {
+ /* Analyse an object word. See if the thing is here, whether
+ * we've got a verb yet, and so on. Object must be here
+ * unless verb is "find" or "invent(ory)" (and no new verb
+ * yet to be analysed). Water and oil are also funny, since
+ * they are never actually dropped at any location, but might
+ * be here inside the bottle or urn or as a feature of the
+ * location. */
+ if (HERE(obj))
+ /* FALL THROUGH */;
+ else if (obj == GRATE) {
+ if (game.loc == 1 || game.loc == 4 || game.loc == 7)
+ obj=DPRSSN;
+ if (game.loc > 9 && game.loc < 15)
+ obj=ENTRNC;
+ if (obj != GRATE)
+ return(8);
+ }
+ else if (obj == DWARF && ATDWRF(game.loc) > 0)
+ /* FALL THROUGH */;
+ else if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
+ /* FALL THROUGH */;
+ else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
+ obj=URN;
+ /* FALL THROUGH */;
+ }
+ else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
+ obj=PLANT2;
+ /* FALL THROUGH */;
+ }
+ else if (obj == KNIFE && game.knfloc == game.loc) {
+ game.knfloc= -1;
+ SPK=116;
+ return(2011);
+ }
+ else if (obj == ROD && HERE(ROD2)) {
+ obj=ROD2;
+ /* FALL THROUGH */;
+ }
+ else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
+ /* FALL THROUGH */;
+ else {
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(256);
+ return(2012);
+ }
+
+ if (WD2 > 0)
+ return(2800);
+ if (verb != 0)
+ part = transitive;
+ }
+
switch(part)
{
case intransitive:
}
/* FALLTHRU */
case transitive:
- L4090:
/* Analyse a transitive verb. */
switch (verb-1) {
case 0: /* CARRY */ return carry(obj);
}
BUG(24);
case unknown:
- /* Analyse an object word. See if the thing is here, whether
- * we've got a verb yet, and so on. Object must be here
- * unless verb is "find" or "invent(ory)" (and no new verb
- * yet to be analysed). Water and oil are also funny, since
- * they are never actually dropped at any location, but might
- * be here inside the bottle or urn or as a feature of the
- * location. */
- if (HERE(obj))
- /* FALL THROUGH */;
- else if (obj == GRATE) {
- if (game.loc == 1 || game.loc == 4 || game.loc == 7)
- obj=DPRSSN;
- if (game.loc > 9 && game.loc < 15)
- obj=ENTRNC;
- if (obj != GRATE)
- return(8);
- }
- else if (obj == DWARF && ATDWRF(game.loc) > 0)
- /* FALL THROUGH */;
- else if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
- /* FALL THROUGH */;
- else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
- obj=URN;
- /* FALL THROUGH */;
- }
- else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
- obj=PLANT2;
- /* FALL THROUGH */;
- }
- else if (obj == KNIFE && game.knfloc == game.loc) {
- game.knfloc= -1;
- SPK=116;
- return(2011);
- }
- else if (obj == ROD && HERE(ROD2)) {
- obj=ROD2;
- /* FALL THROUGH */;
- }
- else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
- /* FALL THROUGH */;
- else {
- SETPRM(1,WD1,WD1X);
- RSPEAK(256);
- return(2012);
- }
-
- if (WD2 > 0)
- return(2800);
- if (verb != 0)
- goto L4090;
SETPRM(1,WD1,WD1X);
RSPEAK(255);
return(2600);