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 */
{
}
}
+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 find(token_t obj)
-/* Find. Might be carrying it, or it might be here. Else give caveat. */
+/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
if(AT(obj) ||
(LIQ(0) == obj && AT(BOTTLE)) ||
return(2011);
}
+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);
+}
+
+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 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 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 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
if(DARK(0))RSPEAK(16);
return(2012);
-/* Wave. No effect unless waving rod at fissure or at bird. */
-
-L9090: 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) goto L9094;
- 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);
-
-L9094: DROP(JADE,game.loc);
- game.prop[JADE]=0;
- game.tally=game.tally-1;
- SPK=208;
- return(2011);
-
-/* Attack also moved into separate module. */
+L9090: return wave(obj);
-L9120: return(attack(input, verb, obj));
+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. */
OGRE)SPK=71;
return(2011);
-/* 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. */
-
-L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
- return(8000);
- if(obj == BLOOD) goto L9153;
- 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);
-
-L9153: DSTROY(BLOOD);
- game.prop[DRAGON]=2;
- OBJSND[BIRD]=OBJSND[BIRD]+3;
- SPK=240;
- return(2011);
-
-/* Rub. Yields various snide remarks except for lit urn. */
+L9150: return drink(obj);
-L9160: 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);
+L9160: return rub(obj);
-L9170: return(throw(input, verb, obj));
+L9170: return throw(input, verb, obj);
-/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
+L8180: return quit(input);
-L8180: if(YES(input,22,54,54)) score(1);
- return(2012);
+L9190: return find(obj);
+L8200: return inven(obj);
-L9190: return find(obj);
+L9210: return feed(obj);
-/* Inventory. If object, treat same as find. Else report on current burden. */
+L9220: return fill(obj);
-L8200: SPK=98;
- /* 8201 */ for (I=1; I<=NOBJECTS; I++) {
- if(I == BEAR || !TOTING(I)) goto L8201;
- if(SPK == 98)RSPEAK(99);
- game.blklin=false;
- PSPEAK(I,-1);
- game.blklin=true;
- SPK=0;
-L8201: /*etc*/ ;
- } /* end loop */
- if(TOTING(BEAR))SPK=141;
- return(2011);
-
-/* Feed/fill are in the other module. */
+L9230: return blast();
-L9210: return(feed(obj));
-L9220: return(fill(obj));
-
-/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-
-L9230: 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);
-
-/* Score. Call scoring routine but tell it to return. */
-
-L8240: score(-1);
- return(2012);
+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
PSPEAK(EGGS,K);
return(2012);
-/* Brief. Intransitive only. Suppress long descriptions after first time. */
-
-L8260: SPK=156;
- game.abbnum=10000;
- game.detail=3;
- return(2011);
+L8260: return brief();
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
L9275: game.clshnt=YES(input,192,193,54);
return(2012);
-/* Break. Only works for mirror in repository and, of course, the vase. */
+L9280: return vbreak(obj);
-L9280: if(obj == MIRROR)SPK=148;
- if(obj == VASE && game.prop[VASE] == 0) goto L9282;
- if(obj != MIRROR || !game.closed) return(2011);
- SPK=197;
- return(18999);
-
-L9282: SPK=198;
- if(TOTING(VASE))DROP(VASE,game.loc);
- game.prop[VASE]=2;
- game.fixed[VASE]= -1;
- return(2011);
-
-/* Wake. Only use is to disturb the dwarves. */
-
-L9290: if(obj != DWARF || !game.closed) return(2011);
- SPK=199;
- return(18999);
+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
RSPEAK(SPK);
return(2);
-/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
-
-L8330: SPK=228;
- K=LOCSND[game.loc];
- if(K == 0) goto L8332;
- RSPEAK(labs(K));
- if(K < 0) return(2012);
- SPK=0;
-L8332: SETPRM(1,game.zzword,0);
- /* 8335 */ for (I=1; I<=NOBJECTS; I++) {
- if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335;
- PSPEAK(I,OBJSND[I]+game.prop[I]);
- SPK=0;
- if(I == BIRD && OBJSND[I]+game.prop[I] == 8)DSTROY(BIRD);
-L8335: /*etc*/ ;
- } /* end loop */
- return(2011);
+L8330: return listen();
/* Z'ZZZ (word gets recomputed at startup; different each game). */