LIBS=-lrt
endif
-OBJS=main.o init.o actions1.o actions2.o score.o misc.o
+OBJS=main.o init.o actions.o score.o misc.o
SOURCES=$(OBJS:.o=.c) dungeon.c advent.h sizes.h adventure.text Makefile control linenoise/linenoise.[ch]
.c.o:
init.o: advent.h database.h database.c sizes.h
-actions1.o: advent.h database.h database.c sizes.h
-
-actions2.o: advent.h database.h database.c sizes.h
+actions.o: advent.h database.h database.c sizes.h
score.o: advent.h database.h database.c sizes.h
--- /dev/null
+#include <stdlib.h>
+#include <stdbool.h>
+#include "advent.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 fill(long);
+
+static int attack(FILE *input, long verb, long obj)
+/* Attack. Assume target if unambiguous. "Throw" also links here.
+ * Attackable objects fall into two categories: enemies (snake,
+ * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
+ * enemies, or no enemies but 2 others. */
+{
+ int i =ATDWRF(game.loc);
+ if (obj == 0) {
+ 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) {
+ /* 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);
+ }
+ }
+ if (obj == BIRD) {
+ SPK=137;
+ if (game.closed) return(2011);
+ DSTROY(BIRD);
+ game.prop[BIRD]=0;
+ SPK=45;
+ }
+ if (obj == VEND) {
+ PSPEAK(VEND,game.prop[VEND]+2);
+ game.prop[VEND]=3-game.prop[VEND];
+ return(2012);
+ }
+
+ 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) {
+ RSPEAK(SPK);
+ RSPEAK(6);
+ DSTROY(OGRE);
+ int k=0;
+ for (i=1; i < PIRATE; i++) {
+ if (game.dloc[i] == game.loc) {
+ ++k;
+ game.dloc[i]=61;
+ game.dseen[i]=false;
+ }
+ }
+ SPK=SPK+1+1/k;
+ return(2011);
+ }
+ 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);
+ PSPEAK(DRAGON,3);
+ game.prop[DRAGON]=1;
+ game.prop[RUG]=0;
+ K=(PLAC[DRAGON]+FIXD[DRAGON])/2;
+ MOVE(DRAGON+NOBJECTS,-1);
+ MOVE(RUG+NOBJECTS,0);
+ MOVE(DRAGON,K);
+ 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);
+ /*etc*/ ;
+ } /* end loop */
+ game.loc=K;
+ K=NUL;
+ return(8);
+}
+
+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 carry(long obj)
+/* Carry an object. Special cases for bird and cage (if bird in cage, can't
+ * take one without the other). Liquids also special, since they depend on
+ * status of bottle. Also various side effects, etc. */
+{
+ if (obj == INTRANSITIVE) {
+ /* Carry, no object given yet. OK if only one object present. */
+ if(game.atloc[game.loc] == 0 ||
+ game.link[game.atloc[game.loc]] != 0 ||
+ ATDWRF(game.loc) > 0)
+ return(8000);
+ obj=game.atloc[game.loc];
+ }
+
+ 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);
+ }
+ if (game.fixed[obj] != 0)
+ return(2011);
+ if (obj == WATER || obj == OIL) {
+ if (!HERE(BOTTLE) || LIQ(0) != obj) {
+ if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
+ return(fill(BOTTLE));
+ if (game.prop[BOTTLE] != 1)SPK=105;
+ if (!TOTING(BOTTLE))SPK=104;
+ return(2011);
+ }
+ obj = BOTTLE;
+ }
+
+ SPK=92;
+ if (game.holdng >= INVLIMIT)
+ 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;
+ }
+ if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
+ CARRY(BIRD+CAGE-obj,game.loc);
+ CARRY(obj,game.loc);
+ if (obj == BOTTLE && LIQ(0) != 0)
+ game.place[LIQ(0)] = -1;
+ if (!GSTONE(obj) || game.prop[obj] == 0)
+ return(2009);
+ game.prop[obj]=0;
+ game.prop[CAVITY]=1;
+ return(2009);
+}
+
+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 discard(long obj, bool just_do_it)
+/* Discard object. "Throw" also comes here for most objects. Special cases for
+ * bird (might attack snake or dragon) and cage (might contain bird) and vase.
+ * Drop coins at vending machine for extra batteries. */
+{
+ if (!just_do_it) {
+ if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
+ if (!TOTING(obj)) return(2011);
+ if (obj == BIRD && HERE(SNAKE)) {
+ RSPEAK(30);
+ if (game.closed) return(19000);
+ DSTROY(SNAKE);
+ /* Set game.prop for use by travel options */
+ game.prop[SNAKE]=1;
+
+ } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
+ RSPEAK(218);
+ game.prop[obj]=1;
+ game.prop[CAVITY]=0;
+ if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
+ game.prop[RUG] == 2))) {
+ SPK=219;
+ if (TOTING(RUG))SPK=220;
+ if (obj == RUBY)SPK=221;
+ RSPEAK(SPK);
+ if (SPK != 220) {
+ K=2-game.prop[RUG];
+ game.prop[RUG]=K;
+ if (K == 2)K=PLAC[SAPPH];
+ MOVE(RUG+NOBJECTS,K);
+ }
+ }
+ } else if (obj == COINS && HERE(VEND)) {
+ DSTROY(COINS);
+ DROP(BATTER,game.loc);
+ PSPEAK(BATTER,0);
+ return(2012);
+ } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
+ RSPEAK(154);
+ DSTROY(BIRD);
+ game.prop[BIRD]=0;
+ return(2012);
+ } else if (obj == BEAR && AT(TROLL)) {
+ RSPEAK(163);
+ MOVE(TROLL,0);
+ MOVE(TROLL+NOBJECTS,0);
+ MOVE(TROLL2,PLAC[TROLL]);
+ MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
+ JUGGLE(CHASM);
+ game.prop[TROLL]=2;
+ } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
+ RSPEAK(54);
+ } else {
+ game.prop[VASE]=2;
+ if (AT(PILLOW))game.prop[VASE]=0;
+ PSPEAK(VASE,game.prop[VASE]+1);
+ if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
+ }
+ }
+ 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);
+ DROP(obj,game.loc);
+ if (obj != BIRD) return(2012);
+ game.prop[BIRD]=0;
+ if (FOREST(game.loc))game.prop[BIRD]=2;
+ return(2012);
+}
+
+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 eat(token_t obj)
+/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
+ * ok, some things lose appetite, rest are ridiculous. */
+{
+ if (obj == INTRANSITIVE) {
+ if (!HERE(FOOD))
+ return(8000);
+ DSTROY(FOOD);
+ SPK=72;
+ return(2011);
+ } else {
+ if (obj == FOOD) {
+ DSTROY(FOOD);
+ SPK=72;
+ return(2011);
+ }
+ if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
+ DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
+ OGRE)SPK=71;
+ return(2011);
+ }
+}
+
+static int extinguish(int obj)
+/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
+{
+ if (obj == INTRANSITIVE) {
+ 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);
+ }
+
+ if (obj == URN) {
+ game.prop[URN]=game.prop[URN]/2;
+ SPK=210;
+ return(2011);
+ }
+ if (obj == LAMP) {
+ game.prop[LAMP]=0;
+ RSPEAK(40);
+ if (DARK(0))
+ RSPEAK(16);
+ return(2012);
+ }
+ if (obj == DRAGON || obj == VOLCAN)
+ SPK=146;
+ return(2011);
+}
+
+static int feed(long obj)
+/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
+ * mad. Bear, special. */
+{
+ if (obj == BIRD) {
+ SPK=100;
+ return(2011);
+ }
+
+ if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
+ 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);
+ SPK=101;
+ DSTROY(BIRD);
+ game.prop[BIRD]=0;
+ return(2011);
+ }
+
+ if (obj == DWARF) {
+ if (!HERE(FOOD))
+ return(2011);
+ SPK=103;
+ game.dflag=game.dflag+2;
+ return(2011);
+ }
+
+ if (obj == BEAR) {
+ 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;
+ game.prop[AXE]=0;
+ SPK=168;
+ return(2011);
+ }
+
+ if (obj == OGRE) {
+ if (HERE(FOOD))
+ SPK=202;
+ return(2011);
+ }
+
+ SPK=14;
+ return(2011);
+}
+
+int fill(long obj)
+/* Fill. Bottle or urn must be empty, and liquid available. (Vase
+ * is nasty.) */
+{
+ int k;
+ if (obj == VASE) {
+ SPK=29;
+ if (LIQLOC(game.loc) == 0)SPK=144;
+ if (LIQLOC(game.loc) == 0 || !TOTING(VASE))
+ return(2011);
+ RSPEAK(145);
+ game.prop[VASE]=2;
+ game.fixed[VASE]= -1;
+ return(discard(obj, true));
+ }
+
+ if (obj == URN){
+ SPK=213;
+ if (game.prop[URN] != 0) return(2011);
+ SPK=144;
+ k=LIQ(0);
+ if (k == 0 || !HERE(BOTTLE)) return(2011);
+ game.place[k]=0;
+ game.prop[BOTTLE]=1;
+ if (k == OIL)game.prop[URN]=1;
+ SPK=211+game.prop[URN];
+ return(2011);
+ }
+
+ if (obj != 0 && obj != BOTTLE)
+ return(2011);
+ if (obj == 0 && !HERE(BOTTLE))
+ return(8000);
+ SPK=107;
+ if (LIQLOC(game.loc) == 0)
+ SPK=106;
+ if (HERE(URN) && game.prop[URN] != 0)
+ SPK=214;
+ if (LIQ(0) != 0)
+ SPK=105;
+ if (SPK != 107)
+ return(2011);
+ game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
+ k=LIQ(0);
+ if (TOTING(BOTTLE))
+ game.place[k]= -1;
+ if (k == OIL)
+ SPK=108;
+ 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 fly(token_t obj)
+/* Fly. Snide remarks unless hovering rug is here. */
+{
+ if (obj == INTRANSITIVE) {
+ if (game.prop[RUG] != 2)SPK=224;
+ if (!HERE(RUG))SPK=225;
+ if (SPK/2 == 112) return(2011);
+ obj=RUG;
+ }
+
+ if (obj != RUG) return(2011);
+ SPK=223;
+ if (game.prop[RUG] != 2) return(2011);
+ game.oldlc2=game.oldloc;
+ game.oldloc=game.loc;
+ game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
+ SPK=226;
+ if (game.prop[SAPPH] >= 0)SPK=227;
+ RSPEAK(SPK);
+ return(2);
+}
+
+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);
+}
+
+int light(token_t obj)
+/* Light. Applicable only to lamp and urn. */
+{
+ if (obj == INTRANSITIVE) {
+ 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);
+ }
+
+ if (obj == URN) {
+ SPK=38;
+ if (game.prop[URN] == 0)
+ return(2011);
+ SPK=209;
+ game.prop[URN]=2;
+ return(2011);
+ } else {
+ if (obj != LAMP) return(2011);
+ SPK=184;
+ if (game.limit < 0) return(2011);
+ game.prop[LAMP]=1;
+ RSPEAK(39);
+ if (game.wzdark) return(2000);
+ return(2012);
+ }
+}
+
+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 lock(token_t verb, token_t obj)
+/* Lock, unlock, no object given. Assume various things if present. */
+{
+ int k;
+ if (obj == INTRANSITIVE) {
+ 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);
+ }
+
+ /* Lock, unlock object. Special stuff for opening clam/oyster
+ * and for chain. */
+ if (obj == CLAM || obj == OYSTER)
+ return bivalve(verb, obj);
+ 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)
+ return chain(verb);
+ if (game.closng) {
+ SPK=130;
+ if (!game.panic)game.clock2=15;
+ game.panic=true;
+ return(2011);
+ }
+ SPK=34+game.prop[GRATE];
+ game.prop[GRATE]=1;
+ if (verb == LOCK)game.prop[GRATE]=0;
+ SPK=SPK+2*game.prop[GRATE];
+ 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 read(FILE *input, token_t obj)
+/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
+{
+ int i;
+ if (obj == INTRANSITIVE) {
+ obj = 0;
+ for (i=1; i<=NOBJECTS; i++) {
+ if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
+ obj = obj * NOBJECTS + i;
+ }
+ if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
+ }
+
+ if (DARK(0)) {
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(256);
+ return(2012);
+ }
+ if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
+ return(2011);
+ if (obj == OYSTER && !game.clshnt) {
+ game.clshnt=YES(input,192,193,54);
+ return(2012);
+ }
+ PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
+ return(2012);
+}
+
+static int reservoir(void)
+/* Z'ZZZ (word gets recomputed at startup; different each game). */
+{
+ if (!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
+ PSPEAK(RESER,game.prop[RESER]+1);
+ game.prop[RESER]=1-game.prop[RESER];
+ if (AT(RESER)) return(2012);
+ game.oldlc2=game.loc;
+ game.newloc=0;
+ RSPEAK(241);
+ return(2);
+}
+
+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;
+ int wd=VOCAB(WD1,-1);
+ if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
+ WD2=0;
+ return(2630);
+ }
+ RSPEAK(258);
+ return(2012);
+
+}
+
+static int throw_support(long spk)
+{
+ RSPEAK(spk);
+ DROP(AXE,game.loc);
+ K=NUL;
+ return(8);
+}
+
+static int throw(FILE *cmdin, long verb, long obj)
+/* Throw. Same as discard unless axe. Then same as attack except
+ * ignore bird, and if dwarf is present then one might be killed.
+ * (Only way to do so!) Axe also special for dragon, bear, and
+ * troll. Treasures special for troll. */
+{
+ if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
+ if (!TOTING(obj))
+ return(2011);
+ if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
+ SPK=159;
+ /* Snarf a treasure for the troll. */
+ DROP(obj,0);
+ MOVE(TROLL,0);
+ MOVE(TROLL+NOBJECTS,0);
+ DROP(TROLL2,PLAC[TROLL]);
+ DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
+ JUGGLE(CHASM);
+ return(2011);
+ }
+ if (obj == FOOD && HERE(BEAR)) {
+ /* But throwing food is another story. */
+ obj=BEAR;
+ return(feed(obj));
+ }
+ if (obj != AXE)
+ return(discard(obj, false));
+ I=ATDWRF(game.loc);
+ if (I <= 0) {
+ if (AT(DRAGON) && game.prop[DRAGON] == 0) {
+ SPK=152;
+ return throw_support(SPK);
+ }
+ if (AT(TROLL)) {
+ SPK=158;
+ return throw_support(SPK);
+ }
+ if (AT(OGRE)) {
+ SPK=203;
+ return throw_support(SPK);
+ }
+ if (HERE(BEAR) && game.prop[BEAR] == 0) {
+ /* This'll teach him to throw the axe at the bear! */
+ SPK=164;
+ DROP(AXE,game.loc);
+ game.fixed[AXE]= -1;
+ game.prop[AXE]=1;
+ JUGGLE(BEAR);
+ return(2011);
+ }
+ return(attack(cmdin, verb, 0));
+ }
+
+ if (randrange(NDWARVES+1) < game.dflag) {
+ SPK=48;
+ return throw_support(SPK);
+ }
+ game.dseen[I]=false;
+ game.dloc[I]=0;
+ SPK=47;
+ game.dkill=game.dkill+1;
+ if (game.dkill == 1)SPK=149;
+
+ return throw_support(SPK);
+}
+
+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
+ * similar label number for the caller to "goto".
+ */
+
+/* Analyse a verb. Remember what it was, go back for object if second word
+ * unless verb is "say", which snarfs arbitrary second word.
+ */
+
+int action(FILE *input, long STARTAT, long verb, long obj) {
+ int kk;
+ switch(STARTAT) {
+ case 4000: goto L4000;
+ case 4090: goto L4090;
+ case 5000: goto L5000;
+ }
+ BUG(99);
+
+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) {
+ 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: /* 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);
+
+/* 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. */
+
+L5000: obj=K;
+ if (!HERE(K)) goto L5100;
+L5010: if (WD2 > 0) return(2800);
+ if (verb != 0) goto L4090;
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(255);
+ return(2600);
+
+L5100: if (K != GRATE) goto L5110;
+ if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
+ if (game.loc > 9 && game.loc < 15)K=ENTRNC;
+ 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;
+ goto L5010;
+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;
+ game.knfloc= -1;
+ SPK=116;
+ return(2011);
+L5140: if (obj != ROD || !HERE(ROD2)) goto L5190;
+ obj=ROD2;
+ goto L5010;
+L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(256);
+ return(2012);
+
+
+/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
+ * transitive, plus ten times the verb number. Many intransitive verbs use the
+ * transitive code, and some verbs use code for other verbs, as noted below. */
+
+L8010: return carry(INTRANSITIVE);
+L9010: return carry(obj);
+L9020: return discard(obj, false);
+L9030: return say();
+L8040: return lock(verb, INTRANSITIVE);
+L9040: return lock(verb, obj);
+L9046: return bivalve(verb, obj);
+L9048: return chain(verb);
+L8070: return light(INTRANSITIVE);
+L9070: return light(obj);
+L8080: return extinguish(INTRANSITIVE);
+L9080: return extinguish(obj);
+L9090: return wave(obj);
+L9120: return attack(input, verb, obj);
+L9130: return pour(obj);
+L8140: return eat(INTRANSITIVE);
+L9140: return eat(obj);
+L9150: return drink(obj);
+L9160: return rub(obj);
+L9170: return throw(input, verb, obj);
+L8180: return quit(input);
+L9190: return find(obj);
+L8200: return inven(obj);
+L9210: return feed(obj);
+L9220: return fill(obj);
+L9230: return blast();
+L8240: return vscore();
+L8250: return bigwords(WD1);
+L8260: return brief();
+L8270: return read(input, INTRANSITIVE);
+L9270: return read(input, obj);
+L9280: return vbreak(obj);
+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
+ * learning zzword). */
+
+L8300: SPK=201;
+ RSPEAK(260);
+ if (!YES(input,200,54,54)) return(2012);
+ game.saved=game.saved+5;
+ 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);
+ K=VRSION;
+ SAVWRD(0,K);
+ if (K != VRSION) goto L8312;
+/* Herewith are all the variables whose values can change during a game,
+ * omitting a few (such as I, J, ATTACK) whose values between turns are
+ * irrelevant and some whose values when a game is
+ * suspended or resumed are guaranteed to match. If unsure whether a value
+ * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
+ * with junk variables to bring it up to 7 values. */
+ 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(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(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);
+ SAVARR(game.dloc,NDWARVES);
+ SAVARR(game.dseen,NDWARVES);
+ SAVARR(game.fixed,NOBJECTS);
+ SAVARR(game.hinted,HNTSIZ);
+ SAVARR(game.hintlc,HNTSIZ);
+ SAVARR(game.link,NOBJECTS*2);
+ SAVARR(game.odloc,NDWARVES);
+ SAVARR(game.place,NOBJECTS);
+ SAVARR(game.prop,NOBJECTS);
+ SAVWRD(kk,K);
+ if (K != 0) goto L8318;
+ K=NUL;
+ game.zzword=RNDVOC(3,game.zzword);
+ if (kk > 0) return(8);
+ RSPEAK(266);
+ exit(0);
+
+/* Resume. Read a suspended game back from a file. */
+
+L8310: kk=1;
+ if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
+ RSPEAK(268);
+ if (!YES(input,200,54,54)) return(2012);
+ goto L8305;
+
+L8312: SETPRM(1,K/10,MOD(K,10));
+ SETPRM(3,VRSION/10,MOD(VRSION,10));
+ RSPEAK(269);
+ return(2000);
+
+L8318: RSPEAK(270);
+ exit(0);
+
+L8320: return fly(INTRANSITIVE);
+L9320: return fly(obj);
+L8330: return listen();
+L8340: return reservoir();
+}
+++ /dev/null
-#include <stdlib.h>
-#include <stdbool.h>
-#include "advent.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 eat(token_t obj)
-/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
- * ok, some things lose appetite, rest are ridiculous. */
-{
- if (obj == INTRANSITIVE) {
- if (!HERE(FOOD))
- return(8000);
- DSTROY(FOOD);
- SPK=72;
- return(2011);
- } else {
- if (obj == FOOD) {
- DSTROY(FOOD);
- SPK=72;
- return(2011);
- }
- if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
- DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)SPK=71;
- return(2011);
- }
-}
-
-static int extinguish(int obj)
-/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
-{
- if (obj == INTRANSITIVE) {
- 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);
- }
-
- if (obj == URN) {
- game.prop[URN]=game.prop[URN]/2;
- SPK=210;
- return(2011);
- }
- if (obj == LAMP) {
- game.prop[LAMP]=0;
- RSPEAK(40);
- if (DARK(0))
- RSPEAK(16);
- return(2012);
- }
- if (obj == DRAGON || obj == VOLCAN)
- SPK=146;
- 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 fly(token_t obj)
-/* Fly. Snide remarks unless hovering rug is here. */
-{
- if (obj == INTRANSITIVE) {
- if (game.prop[RUG] != 2)SPK=224;
- if (!HERE(RUG))SPK=225;
- if (SPK/2 == 112) return(2011);
- obj=RUG;
- }
-
- if (obj != RUG) return(2011);
- SPK=223;
- if (game.prop[RUG] != 2) return(2011);
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
- game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
- SPK=226;
- if (game.prop[SAPPH] >= 0)SPK=227;
- RSPEAK(SPK);
- return(2);
-}
-
-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);
-}
-
-int light(token_t obj)
-/* Light. Applicable only to lamp and urn. */
-{
- if (obj == INTRANSITIVE) {
- 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);
- }
-
- if (obj == URN) {
- SPK=38;
- if (game.prop[URN] == 0)
- return(2011);
- SPK=209;
- game.prop[URN]=2;
- return(2011);
- } else {
- if (obj != LAMP) return(2011);
- SPK=184;
- if (game.limit < 0) return(2011);
- game.prop[LAMP]=1;
- RSPEAK(39);
- if (game.wzdark) return(2000);
- return(2012);
- }
-}
-
-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 lock(token_t verb, token_t obj)
-/* Lock, unlock, no object given. Assume various things if present. */
-{
- int k;
- if (obj == INTRANSITIVE) {
- 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);
- }
-
- /* Lock, unlock object. Special stuff for opening clam/oyster
- * and for chain. */
- if (obj == CLAM || obj == OYSTER)
- return bivalve(verb, obj);
- 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)
- return chain(verb);
- if (game.closng) {
- SPK=130;
- if (!game.panic)game.clock2=15;
- game.panic=true;
- return(2011);
- }
- SPK=34+game.prop[GRATE];
- game.prop[GRATE]=1;
- if (verb == LOCK)game.prop[GRATE]=0;
- SPK=SPK+2*game.prop[GRATE];
- 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 read(FILE *input, token_t obj)
-/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
-{
- int i;
- if (obj == INTRANSITIVE) {
- obj = 0;
- for (i=1; i<=NOBJECTS; i++) {
- if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
- obj = obj * NOBJECTS + i;
- }
- if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
- }
-
- if (DARK(0)) {
- SETPRM(1,WD1,WD1X);
- RSPEAK(256);
- return(2012);
- }
- if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
- return(2011);
- if (obj == OYSTER && !game.clshnt) {
- game.clshnt=YES(input,192,193,54);
- return(2012);
- }
- PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
- return(2012);
-}
-
-static int reservoir(void)
-/* Z'ZZZ (word gets recomputed at startup; different each game). */
-{
- if (!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
- PSPEAK(RESER,game.prop[RESER]+1);
- game.prop[RESER]=1-game.prop[RESER];
- if (AT(RESER)) return(2012);
- game.oldlc2=game.loc;
- game.newloc=0;
- RSPEAK(241);
- return(2);
-}
-
-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;
- int wd=VOCAB(WD1,-1);
- if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
- WD2=0;
- return(2630);
- }
- RSPEAK(258);
- return(2012);
-
-}
-
-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
- * similar label number for the caller to "goto".
- */
-
-/* Analyse a verb. Remember what it was, go back for object if second word
- * unless verb is "say", which snarfs arbitrary second word.
- */
-
-int action(FILE *input, long STARTAT, long verb, long obj) {
- int kk;
- switch(STARTAT) {
- case 4000: goto L4000;
- case 4090: goto L4090;
- case 5000: goto L5000;
- }
- BUG(99);
-
-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) {
- 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: /* 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);
-
-/* 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. */
-
-L5000: obj=K;
- if (!HERE(K)) goto L5100;
-L5010: if (WD2 > 0) return(2800);
- if (verb != 0) goto L4090;
- SETPRM(1,WD1,WD1X);
- RSPEAK(255);
- return(2600);
-
-L5100: if (K != GRATE) goto L5110;
- if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
- if (game.loc > 9 && game.loc < 15)K=ENTRNC;
- 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;
- goto L5010;
-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;
- game.knfloc= -1;
- SPK=116;
- return(2011);
-L5140: if (obj != ROD || !HERE(ROD2)) goto L5190;
- obj=ROD2;
- goto L5010;
-L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
- SETPRM(1,WD1,WD1X);
- RSPEAK(256);
- return(2012);
-
-
-/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
- * transitive, plus ten times the verb number. Many intransitive verbs use the
- * transitive code, and some verbs use code for other verbs, as noted below. */
-
-L8010: return carry(INTRANSITIVE);
-L9010: return carry(obj);
-L9020: return discard(obj, false);
-L9030: return say();
-L8040: return lock(verb, INTRANSITIVE);
-L9040: return lock(verb, obj);
-L9046: return bivalve(verb, obj);
-L9048: return chain(verb);
-L8070: return light(INTRANSITIVE);
-L9070: return light(obj);
-L8080: return extinguish(INTRANSITIVE);
-L9080: return extinguish(obj);
-L9090: return wave(obj);
-L9120: return attack(input, verb, obj);
-L9130: return pour(obj);
-L8140: return eat(INTRANSITIVE);
-L9140: return eat(obj);
-L9150: return drink(obj);
-L9160: return rub(obj);
-L9170: return throw(input, verb, obj);
-L8180: return quit(input);
-L9190: return find(obj);
-L8200: return inven(obj);
-L9210: return feed(obj);
-L9220: return fill(obj);
-L9230: return blast();
-L8240: return vscore();
-L8250: return bigwords(WD1);
-L8260: return brief();
-L8270: return read(input, INTRANSITIVE);
-L9270: return read(input, obj);
-L9280: return vbreak(obj);
-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
- * learning zzword). */
-
-L8300: SPK=201;
- RSPEAK(260);
- if (!YES(input,200,54,54)) return(2012);
- game.saved=game.saved+5;
- 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);
- K=VRSION;
- SAVWRD(0,K);
- if (K != VRSION) goto L8312;
-/* Herewith are all the variables whose values can change during a game,
- * omitting a few (such as I, J, ATTACK) whose values between turns are
- * irrelevant and some whose values when a game is
- * suspended or resumed are guaranteed to match. If unsure whether a value
- * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
- * with junk variables to bring it up to 7 values. */
- 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(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(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);
- SAVARR(game.dloc,NDWARVES);
- SAVARR(game.dseen,NDWARVES);
- SAVARR(game.fixed,NOBJECTS);
- SAVARR(game.hinted,HNTSIZ);
- SAVARR(game.hintlc,HNTSIZ);
- SAVARR(game.link,NOBJECTS*2);
- SAVARR(game.odloc,NDWARVES);
- SAVARR(game.place,NOBJECTS);
- SAVARR(game.prop,NOBJECTS);
- SAVWRD(kk,K);
- if (K != 0) goto L8318;
- K=NUL;
- game.zzword=RNDVOC(3,game.zzword);
- if (kk > 0) return(8);
- RSPEAK(266);
- exit(0);
-
-/* Resume. Read a suspended game back from a file. */
-
-L8310: kk=1;
- if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
- RSPEAK(268);
- if (!YES(input,200,54,54)) return(2012);
- goto L8305;
-
-L8312: SETPRM(1,K/10,MOD(K,10));
- SETPRM(3,VRSION/10,MOD(VRSION,10));
- RSPEAK(269);
- return(2000);
-
-L8318: RSPEAK(270);
- exit(0);
-
-L8320: return fly(INTRANSITIVE);
-L9320: return fly(obj);
-L8330: return listen();
-L8340: return reservoir();
-}
+++ /dev/null
-#include "advent.h"
-#include "database.h"
-
-/* Carry an object. Special cases for bird and cage (if bird in cage, can't
- * 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 (obj == INTRANSITIVE) {
- /* Carry, no object given yet. OK if only one object present. */
- if(game.atloc[game.loc] == 0 ||
- game.link[game.atloc[game.loc]] != 0 ||
- ATDWRF(game.loc) > 0)
- return(8000);
- obj=game.atloc[game.loc];
- }
-
- 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);
- }
- if (game.fixed[obj] != 0)
- return(2011);
- if (obj == WATER || obj == OIL) {
- if (!HERE(BOTTLE) || LIQ(0) != obj) {
- if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
- return(fill(BOTTLE));
- if (game.prop[BOTTLE] != 1)SPK=105;
- if (!TOTING(BOTTLE))SPK=104;
- return(2011);
- }
- obj = BOTTLE;
- }
-
- SPK=92;
- if (game.holdng >= INVLIMIT)
- 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;
- }
- if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
- CARRY(BIRD+CAGE-obj,game.loc);
- CARRY(obj,game.loc);
- if (obj == BOTTLE && LIQ(0) != 0)
- game.place[LIQ(0)] = -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
- * bird (might attack snake or dragon) and cage (might contain bird) and vase.
- * Drop coins at vending machine for extra batteries. */
-
-int discard(long obj, bool just_do_it) {
- if (!just_do_it) {
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj)) return(2011);
- if (obj == BIRD && HERE(SNAKE)) {
- RSPEAK(30);
- if (game.closed) return(19000);
- DSTROY(SNAKE);
- /* Set game.prop for use by travel options */
- game.prop[SNAKE]=1;
-
- } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
- RSPEAK(218);
- game.prop[obj]=1;
- game.prop[CAVITY]=0;
- if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
- game.prop[RUG] == 2))) {
- SPK=219;
- if (TOTING(RUG))SPK=220;
- if (obj == RUBY)SPK=221;
- RSPEAK(SPK);
- if (SPK != 220) {
- K=2-game.prop[RUG];
- game.prop[RUG]=K;
- if (K == 2)K=PLAC[SAPPH];
- MOVE(RUG+NOBJECTS,K);
- }
- }
- } else if (obj == COINS && HERE(VEND)) {
- DSTROY(COINS);
- DROP(BATTER,game.loc);
- PSPEAK(BATTER,0);
- return(2012);
- } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
- RSPEAK(154);
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- return(2012);
- } else if (obj == BEAR && AT(TROLL)) {
- RSPEAK(163);
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- game.prop[TROLL]=2;
- } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
- RSPEAK(54);
- } else {
- game.prop[VASE]=2;
- if (AT(PILLOW))game.prop[VASE]=0;
- PSPEAK(VASE,game.prop[VASE]+1);
- if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
- }
- }
- 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);
- DROP(obj,game.loc);
- if (obj != BIRD) return(2012);
- game.prop[BIRD]=0;
- if (FOREST(game.loc))game.prop[BIRD]=2;
- return(2012);
-}
-
-/* Attack. Assume target if unambiguous. "Throw" also links here. Attackable
- * objects fall into two categories: enemies (snake, dwarf, etc.) and others
- * (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
-
-int attack(FILE *input, long verb, long obj) {
- int i =ATDWRF(game.loc);
- if (obj == 0) {
- 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) {
- /* 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);
- }
- }
- if (obj == BIRD) {
- SPK=137;
- if (game.closed) return(2011);
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- SPK=45;
- }
- if (obj == VEND) {
- PSPEAK(VEND,game.prop[VEND]+2);
- game.prop[VEND]=3-game.prop[VEND];
- return(2012);
- }
-
- 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) {
- RSPEAK(SPK);
- RSPEAK(6);
- DSTROY(OGRE);
- int k=0;
- for (i=1; i < PIRATE; i++) {
- if (game.dloc[i] == game.loc) {
- ++k;
- game.dloc[i]=61;
- game.dseen[i]=false;
- }
- }
- SPK=SPK+1+1/k;
- return(2011);
- }
- 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);
- PSPEAK(DRAGON,3);
- game.prop[DRAGON]=1;
- game.prop[RUG]=0;
- K=(PLAC[DRAGON]+FIXD[DRAGON])/2;
- MOVE(DRAGON+NOBJECTS,-1);
- MOVE(RUG+NOBJECTS,0);
- MOVE(DRAGON,K);
- 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);
- /*etc*/ ;
- } /* end loop */
- game.loc=K;
- K=NUL;
- return(8);
-}
-
-int throw_support(long spk)
-{
- RSPEAK(spk);
- DROP(AXE,game.loc);
- K=NUL;
- return(8);
-}
-
-int throw(FILE *cmdin, long verb, long obj)
-/* Throw. Same as discard unless axe. Then same as attack except
- * ignore bird, and if dwarf is present then one might be killed.
- * (Only way to do so!) Axe also special for dragon, bear, and
- * troll. Treasures special for troll. */
-{
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj))
- return(2011);
- if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
- SPK=159;
- /* Snarf a treasure for the troll. */
- DROP(obj,0);
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- DROP(TROLL2,PLAC[TROLL]);
- DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- return(2011);
- }
- if (obj == FOOD && HERE(BEAR)) {
- /* But throwing food is another story. */
- obj=BEAR;
- return(feed(obj));
- }
- if (obj != AXE)
- return(discard(obj, false));
- I=ATDWRF(game.loc);
- if (I <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == 0) {
- SPK=152;
- return throw_support(SPK);
- }
- if (AT(TROLL)) {
- SPK=158;
- return throw_support(SPK);
- }
- if (AT(OGRE)) {
- SPK=203;
- return throw_support(SPK);
- }
- if (HERE(BEAR) && game.prop[BEAR] == 0) {
- /* This'll teach him to throw the axe at the bear! */
- SPK=164;
- DROP(AXE,game.loc);
- game.fixed[AXE]= -1;
- game.prop[AXE]=1;
- JUGGLE(BEAR);
- return(2011);
- }
- return(attack(cmdin, verb, 0));
- }
-
- if (randrange(NDWARVES+1) < game.dflag) {
- SPK=48;
- return throw_support(SPK);
- }
- game.dseen[I]=false;
- game.dloc[I]=0;
- SPK=47;
- game.dkill=game.dkill+1;
- if (game.dkill == 1)SPK=149;
-
- return throw_support(SPK);
-}
-
-int feed(long obj)
-/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
- * mad. Bear, special. */
-{
- if (obj == BIRD) {
- SPK=100;
- return(2011);
- }
-
- if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
- 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);
- SPK=101;
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- return(2011);
- }
-
- if (obj == DWARF) {
- if (!HERE(FOOD))
- return(2011);
- SPK=103;
- game.dflag=game.dflag+2;
- return(2011);
- }
-
- if (obj == BEAR) {
- 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;
- game.prop[AXE]=0;
- SPK=168;
- return(2011);
- }
-
- if (obj == OGRE) {
- if (HERE(FOOD))
- SPK=202;
- return(2011);
- }
-
- SPK=14;
- return(2011);
-}
-
-int fill(long obj)
-/* Fill. Bottle or urn must be empty, and liquid available. (Vase
- * is nasty.) */
-{
- int k;
- if (obj == VASE) {
- SPK=29;
- if (LIQLOC(game.loc) == 0)SPK=144;
- if (LIQLOC(game.loc) == 0 || !TOTING(VASE))
- return(2011);
- RSPEAK(145);
- game.prop[VASE]=2;
- game.fixed[VASE]= -1;
- return(discard(obj, true));
- }
-
- if (obj == URN){
- SPK=213;
- if (game.prop[URN] != 0) return(2011);
- SPK=144;
- k=LIQ(0);
- if (k == 0 || !HERE(BOTTLE)) return(2011);
- game.place[k]=0;
- game.prop[BOTTLE]=1;
- if (k == OIL)game.prop[URN]=1;
- SPK=211+game.prop[URN];
- return(2011);
- }
-
- if (obj != 0 && obj != BOTTLE)
- return(2011);
- if (obj == 0 && !HERE(BOTTLE))
- return(8000);
- SPK=107;
- if (LIQLOC(game.loc) == 0)
- SPK=106;
- if (HERE(URN) && game.prop[URN] != 0)
- SPK=214;
- if (LIQ(0) != 0)
- SPK=105;
- if (SPK != 107)
- return(2011);
- game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
- k=LIQ(0);
- if (TOTING(BOTTLE))
- game.place[k]= -1;
- if (k == OIL)
- SPK=108;
- return(2011);
-}
extern unsigned long get_next_lcg_value(void);
extern long randrange(long);
extern void score(long);
-extern int carry(long);
-extern int discard(long, bool);
-extern int attack(FILE *, long, long);
-extern int throw(FILE *, long, long);
-extern int feed(long);
-extern int fill(long);
/* Statement functions
*