/* Limit visibility of ugly globals. Eventually these should go away. */
extern long WD1, WD1X, WD2, WD2X;
-static long SPK; /* This should go away too */
-
/*
* Action handlers. Eventually we'll do lookup through a method table
* that calls these. Absolutely nothing like the original FORTRAN.
static int fill(token_t verb, token_t);
-static int attack(FILE *input, long verb, long obj)
+static int attack(FILE *input, long verb, token_t 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
return 2012;
}
-static int carry(token_t verb, long obj)
+static int carry(token_t verb, token_t 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. */
return 2012;
}
-static int discard(token_t verb, long obj, bool just_do_it)
+static int discard(token_t verb, token_t 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 (!HERE(FOOD))
return(8000);
DSTROY(FOOD);
- SPK=72;
+ spk=72;
} else {
if (obj == FOOD) {
DSTROY(FOOD);
- SPK=72;
+ spk=72;
}
if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)SPK=71;
+ OGRE)spk=71;
}
- RSPEAK(SPK);
+ RSPEAK(spk);
return 2012;
}
return 2012;
}
-static int feed(token_t verb, long obj)
+static int feed(token_t verb, token_t obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
return 2012;
}
-int fill(token_t verb, long obj)
+int fill(token_t verb, token_t obj)
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
* is nasty.) */
{
return 2012;
}
-static int find(token_t obj)
+static int find(token_t verb, token_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
+ int spk = ACTSPK[verb];
if (AT(obj) ||
(LIQUID() == obj && AT(BOTTLE)) ||
obj == LIQLOC(game.loc) ||
(obj == DWARF && ATDWRF(game.loc) > 0))
- SPK=94;
- if (game.closed)SPK=138;
- if (TOTING(obj))SPK=24;
- RSPEAK(SPK);
+ spk=94;
+ if (game.closed)spk=138;
+ if (TOTING(obj))spk=24;
+ RSPEAK(spk);
return 2012;
}
-static int fly(token_t obj)
+static int fly(token_t verb, token_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
+ int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- if (game.prop[RUG] != 2)SPK=224;
- if (!HERE(RUG))SPK=225;
- if (SPK/2 == 112) {
- RSPEAK(SPK);
+ if (game.prop[RUG] != 2)spk=224;
+ if (!HERE(RUG))spk=225;
+ if (spk/2 == 112) {
+ RSPEAK(spk);
return 2012;
}
obj=RUG;
}
if (obj != RUG) {
- RSPEAK(SPK);
+ RSPEAK(spk);
return 2012;
}
- SPK=223;
- if (game.prop[RUG] != 2) {RSPEAK(SPK); return 2012;}
+ spk=223;
+ if (game.prop[RUG] != 2) {RSPEAK(spk); return 2012;}
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);
+ spk=226;
+ if (game.prop[SAPPH] >= 0)spk=227;
+ RSPEAK(spk);
return(2);
}
/* Inventory. If object, treat same as find. Else report on current burden. */
{
int i;
- SPK=98;
+ int spk=98;
for (i=1; i<=NOBJECTS; i++) {
if (i == BEAR || !TOTING(i))
continue;
- if (SPK == 98)
+ if (spk == 98)
RSPEAK(99);
game.blklin=false;
PSPEAK(i,-1);
game.blklin=true;
- SPK=0;
+ spk=0;
}
if (TOTING(BEAR))
- SPK=141;
- RSPEAK(SPK);
+ spk=141;
+ RSPEAK(spk);
return 2012;
}
/* Lock, unlock, no object given. Assume various things if present. */
{
int k;
+ int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- SPK=28;
+ 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) {RSPEAK(SPK); return 2012;}
+ if (obj == 0) {RSPEAK(spk); return 2012;}
}
/* 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)) {
- RSPEAK(SPK);
+ 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)) {
+ RSPEAK(spk);
return 2012;
}
if (obj == CHAIN)
return chain(verb);
if (game.closng) {
- SPK=130;
+ spk=130;
if (!game.panic)game.clock2=15;
game.panic=true;
- RSPEAK(SPK);
+ RSPEAK(spk);
return 2012;
}
- SPK=34+game.prop[GRATE];
+ spk=34+game.prop[GRATE];
game.prop[GRATE]=1;
if (verb == LOCK)game.prop[GRATE]=0;
- SPK=SPK+2*game.prop[GRATE];
- RSPEAK(SPK);
+ spk=spk+2*game.prop[GRATE];
+ RSPEAK(spk);
return 2012;
}
/* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */
{
+ int spk = ACTSPK[verb];
if (obj == BOTTLE || obj == 0)obj=LIQUID();
if (obj == 0) return(8000);
- if (!TOTING(obj)) {RSPEAK(SPK); return 2012;}
- SPK=78;
- if (obj != OIL && obj != WATER) {RSPEAK(SPK); return 2012;}
+ if (!TOTING(obj)) {RSPEAK(spk); return 2012;}
+ spk=78;
+ if (obj != OIL && obj != WATER) {RSPEAK(spk); return 2012;}
if (HERE(URN) && game.prop[URN] == 0)
return fill(verb, URN);
game.prop[BOTTLE]=1;
game.place[obj]=0;
- SPK=77;
+ spk=77;
if (!(AT(PLANT) || AT(DOOR)))
- {RSPEAK(SPK); return 2012;}
+ {RSPEAK(spk); return 2012;}
if (!AT(DOOR)) {
- SPK=112;
- if (obj != WATER) {RSPEAK(SPK); return 2012;}
+ spk=112;
+ if (obj != WATER) {RSPEAK(spk); return 2012;}
PSPEAK(PLANT,game.prop[PLANT]+3);
game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
game.prop[PLANT2]=game.prop[PLANT];
} else {
game.prop[DOOR]=0;
if (obj == OIL)game.prop[DOOR]=1;
- SPK=113+game.prop[DOOR];
- RSPEAK(SPK);
+ spk=113+game.prop[DOOR];
+ RSPEAK(spk);
return 2012;
}
}
return(2012);
}
-static int read(FILE *input, token_t obj)
+static int read(FILE *input, token_t verb, token_t obj)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
int i;
+ int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
obj = 0;
for (i=1; i<=NOBJECTS; i++) {
RSPEAK(256);
return(2012);
}
- if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
- {RSPEAK(SPK); return 2012;}
+ if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
+ RSPEAK(spk);
+ return 2012;
+ }
if (obj == OYSTER && !game.clshnt) {
game.clshnt=YES(input,192,193,54);
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) {RSPEAK(SPK); return 2012;}
+ if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {
+ RSPEAK(75);
+ return 2012;
+ }
PSPEAK(RESER,game.prop[RESER]+1);
game.prop[RESER]=1-game.prop[RESER];
if (AT(RESER)) return(2012);
return(2);
}
-static int rub(token_t obj)
+static int rub(token_t verb, token_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
- if (obj != LAMP)SPK=76;
- if (obj != URN || game.prop[URN] != 2) {RSPEAK(SPK); return 2012;}
+ int spk = ACTSPK[verb];
+ if (obj != LAMP)spk=76;
+ if (obj != URN || game.prop[URN] != 2) {RSPEAK(spk); return 2012;}
DSTROY(URN);
DROP(AMBER,game.loc);
game.prop[AMBER]=1;
--game.tally;
DROP(CAVITY,game.loc);
- SPK=216;
- RSPEAK(SPK);
+ spk=216;
+ RSPEAK(spk);
return 2012;
}
/* 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;
+ 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(8);
}
-static int throw(FILE *cmdin, long verb, long obj)
+static int throw(FILE *cmdin, long verb, token_t 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. */
{
+ int spk = ACTSPK[verb];
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
if (!TOTING(obj)) {
- RSPEAK(SPK); /* FIXME: Defaults from ACTSPK */
+ RSPEAK(spk);
return 2012;
}
if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
- SPK=159;
+ spk=159;
/* Snarf a treasure for the troll. */
DROP(obj,0);
MOVE(TROLL,0);
DROP(TROLL2,PLAC[TROLL]);
DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- RSPEAK(SPK);
+ RSPEAK(spk);
return 2012;
}
if (obj == FOOD && HERE(BEAR)) {
int i=ATDWRF(game.loc);
if (i <= 0) {
if (AT(DRAGON) && game.prop[DRAGON] == 0) {
- SPK=152;
- return throw_support(SPK);
+ spk=152;
+ return throw_support(spk);
}
if (AT(TROLL)) {
- SPK=158;
- return throw_support(SPK);
+ spk=158;
+ return throw_support(spk);
}
if (AT(OGRE)) {
- SPK=203;
- return throw_support(SPK);
+ 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;
+ spk=164;
DROP(AXE,game.loc);
game.fixed[AXE]= -1;
game.prop[AXE]=1;
JUGGLE(BEAR);
- {RSPEAK(SPK); return 2012;}
+ {RSPEAK(spk); return 2012;}
}
return(attack(cmdin, verb, 0));
}
if (randrange(NDWARVES+1) < game.dflag) {
- SPK=48;
- return throw_support(SPK);
+ spk=48;
+ return throw_support(spk);
}
game.dseen[i]=false;
game.dloc[i]=0;
- SPK=47;
+ spk=47;
++game.dkill;
- if (game.dkill == 1)SPK=149;
+ if (game.dkill == 1)spk=149;
- return throw_support(SPK);
+ return throw_support(spk);
}
static int vscore(void)
return 2012;
}
-static int wake(token_t obj)
+static int wake(token_t verb, token_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
- if (obj != DWARF || !game.closed) {RSPEAK(SPK); return 2012;}
+ if (obj != DWARF || !game.closed) {RSPEAK(ACTSPK[verb]); return 2012;}
RSPEAK(199);
return(19000);
}
-static int wave(token_t obj)
+static int wave(token_t verb, token_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
- if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
+ int spk = ACTSPK[verb];
+ if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk=29;
if (obj != ROD ||
!TOTING(obj) ||
(!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
- RSPEAK(SPK);
+ RSPEAK(spk);
return 2012;
}
- if (HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
- if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
+ 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;
- SPK=208;
- RSPEAK(SPK);
+ spk=208;
+ RSPEAK(spk);
return 2012;
} else {
if (game.closed) {
- RSPEAK(SPK); /* FIXME: How is SPK set here? */
+ RSPEAK(spk);
return(19000);
}
- if (game.closng || !AT(FISSUR)) {RSPEAK(SPK); return 2012;}
- if (HERE(BIRD))RSPEAK(SPK);
+ if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return 2012;}
+ if (HERE(BIRD))RSPEAK(spk);
game.prop[FISSUR]=1-game.prop[FISSUR];
PSPEAK(FISSUR,2-game.prop[FISSUR]);
return 2012;
}
}
-int action(FILE *input, enum speechpart part, long verb, long obj)
+int action(FILE *input, enum speechpart part, long verb, token_t 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;
+ token_t spk=ACTSPK[verb];
if (part == unknown)
{
}
else if (obj == KNIFE && game.knfloc == game.loc) {
game.knfloc= -1;
- SPK=116;
- {RSPEAK(SPK); return 2012;}
+ spk=116;
+ RSPEAK(spk);
+ return 2012;
}
else if (obj == ROD && HERE(ROD2)) {
obj=ROD2;
switch(part)
{
case intransitive:
- SPK=ACTSPK[verb];
if (WD2 > 0 && verb != SAY) return(2800);
if (verb == SAY)obj=WD2;
if (obj == 0) {
case 7: /* EXTIN */ return extinguish(verb, INTRANSITIVE);
case 8: /* WAVE */ return(8000);
case 9: /* CALM */ return(8000);
- case 10: /* WALK */ {RSPEAK(SPK); return 2012;}
+ case 10: /* WALK */ {RSPEAK(spk); return 2012;}
case 11: /* ATTAC */ return attack(input, verb, obj);
case 12: /* POUR */ return pour(verb, obj);
case 13: /* EAT */ return eat(verb, INTRANSITIVE);
case 23: /* SCOR */ return vscore();
case 24: /* FOO */ return bigwords(WD1);
case 25: /* BRIEF */ return brief();
- case 26: /* READ */ return read(input, INTRANSITIVE);
+ case 26: /* READ */ return read(input, verb, INTRANSITIVE);
case 27: /* BREAK */ return(8000);
case 28: /* WAKE */ return(8000);
case 29: /* SUSP */ return saveresume(input, false);
case 30: /* RESU */ return saveresume(input, true);
- case 31: /* FLY */ return fly(INTRANSITIVE);
+ case 31: /* FLY */ return fly(verb, INTRANSITIVE);
case 32: /* LISTE */ return listen();
case 33: /* ZZZZ */ return reservoir();
}
case 5: /* LOCK */ return lock(verb, obj);
case 6: /* LIGHT */ return light(obj);
case 7: /* EXTI */ return extinguish(verb, obj);
- case 8: /* WAVE */ return wave(obj);
- case 9: /* CALM */ {RSPEAK(SPK); return 2012;}
- case 10: /* WALK */ {RSPEAK(SPK); return 2012;}
+ case 8: /* WAVE */ return wave(verb, obj);
+ case 9: /* CALM */ {RSPEAK(spk); return 2012;}
+ case 10: /* WALK */ {RSPEAK(spk); return 2012;}
case 11: /* ATTAC */ return attack(input, verb, obj);
case 12: /* POUR */ return pour(verb, obj);
case 13: /* EAT */ return eat(verb, obj);
case 14: /* DRINK */ return drink(verb, obj);
- case 15: /* RUB */ return rub(obj);
+ case 15: /* RUB */ return rub(verb, obj);
case 16: /* TOSS */ return throw(input, verb, obj);
- case 17: /* QUIT */ {RSPEAK(SPK); return 2012;}
- case 18: /* FIND */ return find(obj);
- case 19: /* INVEN */ return find(obj);
+ case 17: /* QUIT */ {RSPEAK(spk); return 2012;}
+ case 18: /* FIND */ return find(verb, obj);
+ case 19: /* INVEN */ return find(verb, obj);
case 20: /* FEED */ return feed(verb, obj);
case 21: /* FILL */ return fill(verb, obj);
case 22: /* BLAST */ return blast();
- case 23: /* SCOR */ {RSPEAK(SPK); return 2012;}
- case 24: /* FOO */ {RSPEAK(SPK); return 2012;}
- case 25: /* BRIEF */ {RSPEAK(SPK); return 2012;}
- case 26: /* READ */ return read(input, obj);
+ case 23: /* SCOR */ {RSPEAK(spk); return 2012;}
+ case 24: /* FOO */ {RSPEAK(spk); return 2012;}
+ case 25: /* BRIEF */ {RSPEAK(spk); return 2012;}
+ case 26: /* READ */ return read(input, verb, obj);
case 27: /* BREAK */ return vbreak(verb, obj);
- case 28: /* WAKE */ return wake(obj);
- case 29: /* SUSP */ {RSPEAK(SPK); return 2012;}
- case 30: /* RESU */ {RSPEAK(SPK); return 2012;}
- case 31: /* FLY */ return fly(obj);
- case 32: /* LISTE */ {RSPEAK(SPK); return 2012;}
+ case 28: /* WAKE */ return wake(verb, obj);
+ case 29: /* SUSP */ {RSPEAK(spk); return 2012;}
+ case 30: /* RESU */ {RSPEAK(spk); return 2012;}
+ case 31: /* FLY */ return fly(verb, obj);
+ case 32: /* LISTE */ {RSPEAK(spk); return 2012;}
case 33: /* ZZZZ */ return reservoir();
}
BUG(24);