* 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 */
{
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. */
{
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);
- 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);
-
-L9132: game.prop[DOOR]=0;
- if(obj == OIL)game.prop[DOOR]=1;
- SPK=113+game.prop[DOOR];
- return(2011);
-
-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. */
L8240: return vscore();
-/* 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). */
-
-L8250: K=VOCAB(WD1,3);
- SPK=42;
- if(game.foobar == 1-K) goto L8252;
- if(game.foobar != 0)SPK=151;
- return(2011);
-
-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);
+L8250: return bigwords(WD1);
L8260: return brief();