7 /* This stuff was broken off as part of an effort to get the main program
8 * to compile without running out of memory. We're called with a number
9 * that says what label the caller wanted to "goto", and we return a
10 * similar label number for the caller to "goto".
13 /* Analyse a verb. Remember what it was, go back for object if second word
14 * unless verb is "say", which snarfs arbitrary second word.
17 int action(FILE *input, long STARTAT, long verb, long obj) {
19 case 4000: goto L4000;
20 case 4090: goto L4090;
21 case 5000: goto L5000;
27 if(WD2 > 0 && verb != SAY) return(2800);
28 if(verb == SAY)obj=WD2;
29 if(obj > 0) goto L4090;
31 /* Analyse an intransitive verb (ie, no object given yet). */
34 case 0: goto L8010; /* CARRY */
35 case 1: return(8000); /* DROP */
36 case 2: return(8000); /* SAY */
37 case 3: goto L8040; /* UNLOC */
38 case 4: return(2009); /* NOTHI */
39 case 5: goto L8040; /* LOCK */
40 case 6: goto L8070; /* LIGHT */
41 case 7: goto L8080; /* EXTIN */
42 case 8: return(8000); /* WAVE */
43 case 9: return(8000); /* CALM */
44 case 10: return(2011); /* WALK */
45 case 11: goto L9120; /* ATTAC */
46 case 12: goto L9130; /* POUR */
47 case 13: goto L8140; /* EAT */
48 case 14: goto L9150; /* DRINK */
49 case 15: return(8000); /* RUB */
50 case 16: return(8000); /* TOSS */
51 case 17: goto L8180; /* QUIT */
52 case 18: return(8000); /* FIND */
53 case 19: goto L8200; /* INVEN */
54 case 20: return(8000); /* FEED */
55 case 21: goto L9220; /* FILL */
56 case 22: goto L9230; /* BLAST */
57 case 23: goto L8240; /* SCOR */
58 case 24: goto L8250; /* FOO */
59 case 25: goto L8260; /* BRIEF */
60 case 26: goto L8270; /* READ */
61 case 27: return(8000); /* BREAK */
62 case 28: return(8000); /* WAKE */
63 case 29: goto L8300; /* SUSP */
64 case 30: goto L8310; /* RESU */
65 case 31: goto L8320; /* FLY */
66 case 32: goto L8330; /* LISTEN */
67 case 33: goto L8340; /* ZZZZ */
71 /* Analyse a transitive verb. */
73 L4090: switch (verb-1) {
74 case 0: goto L9010; /* CARRY */
75 case 1: goto L9020; /* DROP */
76 case 2: goto L9030; /* SAY */
77 case 3: goto L9040; /* UNLOC */
78 case 4: return(2009); /* NOTHI */
79 case 5: goto L9040; /* LOCK */
80 case 6: goto L9070; /* LIGHT */
81 case 7: goto L9080; /* EXTI */
82 case 8: goto L9090; /* WAVE */
83 case 9: return(2011); /* CALM */
84 case 10: return(2011); /* WALK */
85 case 11: goto L9120; /* ATTAC */
86 case 12: goto L9130; /* POUR */
87 case 13: goto L9140; /* EAT */
88 case 14: goto L9150; /* DRINK */
89 case 15: goto L9160; /* RUB */
90 case 16: goto L9170; /* TOSS */
91 case 17: return(2011); /* QUIT */
92 case 18: goto L9190; /* FIND */
93 case 19: goto L9190; /* INVEN */
94 case 20: goto L9210; /* FEED */
95 case 21: goto L9220; /* FILL */
96 case 22: goto L9230; /* BLAST */
97 case 23: return(2011); /* SCOR */
98 case 24: return(2011); /* FOO */
99 case 25: return(2011); /* BRIEF */
100 case 26: goto L9270; /* READ */
101 case 27: goto L9280; /* BREAK */
102 case 28: goto L9290; /* WAKE */
103 case 29: return(2011); /* SUSP */
104 case 30: return(2011); /* RESU */
105 case 31: goto L9320; /* FLY */
106 case 32: return(2011); /* LISTEN */
107 case 33: goto L8340; /* ZZZZ */
111 /* Analyse an object word. See if the thing is here, whether we've got a verb
112 * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
113 * (and no new verb yet to be analysed). Water and oil are also funny, since
114 * they are never actually dropped at any location, but might be here inside
115 * the bottle or urn or as a feature of the location. */
118 if(!HERE(K)) goto L5100;
119 L5010: if(WD2 > 0) return(2800);
120 if(verb != 0) goto L4090;
125 L5100: if(K != GRATE) goto L5110;
126 if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
127 if(game.loc > 9 && game.loc < 15)K=ENTRNC;
128 if(K != GRATE) return(8);
129 L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
130 if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
131 if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
134 L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
137 L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
141 L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
144 L5190: if((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
152 /* Routines for performing the various action verbs */
154 /* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
155 * transitive, plus ten times the verb number. Many intransitive verbs use the
156 * transitive code, and some verbs use code for other verbs, as noted below. */
158 /* Carry, no object given yet. OK if only one object present. */
160 L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
161 obj=game.atloc[game.loc];
163 /* Transitive carry/drop are in separate file. */
165 L9010: return(carry(obj));
166 L9020: return(discard(obj, false));
168 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
170 L9030: SETPRM(1,WD2,WD2X);
171 if(WD2 <= 0)SETPRM(1,WD1,WD1X);
174 if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
182 /* Lock, unlock, no object given. Assume various things if present. */
185 if(HERE(CLAM))obj=CLAM;
186 if(HERE(OYSTER))obj=OYSTER;
187 if(AT(DOOR))obj=DOOR;
188 if(AT(GRATE))obj=GRATE;
189 if(obj != 0 && HERE(CHAIN)) return(8000);
190 if(HERE(CHAIN))obj=CHAIN;
191 if(obj == 0) return(2011);
193 /* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
195 L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
196 if(obj == DOOR)SPK=111;
197 if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
198 if(obj == CAGE)SPK=32;
199 if(obj == KEYS)SPK=55;
200 if(obj == GRATE || obj == CHAIN)SPK=31;
201 if(SPK != 31 || !HERE(KEYS)) return(2011);
202 if(obj == CHAIN) goto L9048;
203 if(!game.closng) goto L9043;
205 if(!game.panic)game.clock2=15;
209 L9043: K=34+game.prop[GRATE];
211 if(verb == LOCK)game.prop[GRATE]=0;
212 K=K+2*game.prop[GRATE];
217 if(obj == OYSTER)K=1;
219 if(TOTING(obj))SPK=120+K;
220 if(!TOTING(TRIDNT))SPK=122+K;
221 if(verb == LOCK)SPK=61;
222 if(SPK != 124) return(2011);
224 DROP(OYSTER,game.loc);
229 L9048: if(verb == LOCK) goto L9049;
231 if(game.prop[BEAR] == 0)SPK=41;
232 if(game.prop[CHAIN] == 0)SPK=37;
233 if(SPK != 171) return(2011);
236 if(game.prop[BEAR] != 3)game.prop[BEAR]=2;
237 game.fixed[BEAR]=2-game.prop[BEAR];
241 if(game.prop[CHAIN] != 0)SPK=34;
242 if(game.loc != PLAC[CHAIN])SPK=173;
243 if(SPK != 172) return(2011);
245 if(TOTING(CHAIN))DROP(CHAIN,game.loc);
246 game.fixed[CHAIN]= -1;
249 /* Light. Applicable only to lamp and urn. */
251 L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
252 if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
253 if(obj == 0 || obj > NOBJECTS) return(8000);
255 L9070: if(obj == URN) goto L9073;
256 if(obj != LAMP) return(2011);
258 if(game.limit < 0) return(2011);
261 if(game.wzdark) return(2000);
265 if(game.prop[URN] == 0) return(2011);
270 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
272 L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
273 if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
274 if(obj == 0 || obj > NOBJECTS) return(8000);
276 L9080: if(obj == URN) goto L9083;
277 if(obj == LAMP) goto L9086;
278 if(obj == DRAGON || obj == VOLCAN)SPK=146;
281 L9083: game.prop[URN]=game.prop[URN]/2;
285 L9086: game.prop[LAMP]=0;
287 if(DARK(0))RSPEAK(16);
290 /* Wave. No effect unless waving rod at fissure or at bird. */
292 L9090: if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
293 if(obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
295 if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
296 if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
297 if(game.closed) return(18999);
298 if(game.closng || !AT(FISSUR)) return(2011);
299 if(HERE(BIRD))RSPEAK(SPK);
300 game.prop[FISSUR]=1-game.prop[FISSUR];
301 PSPEAK(FISSUR,2-game.prop[FISSUR]);
304 L9094: DROP(JADE,game.loc);
306 game.tally=game.tally-1;
310 /* Attack also moved into separate module. */
312 L9120: return(attack(input, obj, verb));
314 /* Pour. If no object, or object is bottle, assume contents of bottle.
315 * special tests for pouring water or oil on plant or rusty door. */
317 L9130: if(obj == BOTTLE || obj == 0)obj=LIQ(0);
318 if(obj == 0) return(8000);
319 if(!TOTING(obj)) return(2011);
321 if(obj != OIL && obj != WATER) return(2011);
322 if(HERE(URN) && game.prop[URN] == 0) goto L9134;
326 if(!(AT(PLANT) || AT(DOOR))) return(2011);
328 if(AT(DOOR)) goto L9132;
330 if(obj != WATER) return(2011);
331 PSPEAK(PLANT,game.prop[PLANT]+3);
332 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
333 game.prop[PLANT2]=game.prop[PLANT];
337 L9132: game.prop[DOOR]=0;
338 if(obj == OIL)game.prop[DOOR]=1;
339 SPK=113+game.prop[DOOR];
345 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
346 * ok, some things lose appetite, rest are ridiculous. */
348 L8140: if(!HERE(FOOD)) return(8000);
353 L9140: if(obj == FOOD) goto L8142;
354 if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
355 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
359 /* Drink. If no object, assume water and look for it here. If water is in
360 * the bottle, drink that, else must be at a water loc, so drink stream. */
362 L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
364 if(obj == BLOOD) goto L9153;
365 if(obj != 0 && obj != WATER)SPK=110;
366 if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
372 L9153: DSTROY(BLOOD);
374 OBJSND[BIRD]=OBJSND[BIRD]+3;
378 /* Rub. Yields various snide remarks except for lit urn. */
380 L9160: if(obj != LAMP)SPK=76;
381 if(obj != URN || game.prop[URN] != 2) return(2011);
383 DROP(AMBER,game.loc);
385 game.tally=game.tally-1;
386 DROP(CAVITY,game.loc);
390 /* Throw moved into separate module. */
392 L9170: return(throw(input, obj, verb));
394 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
396 L8180: if(YES(input,22,54,54)) score(1);
399 /* Find. Might be carrying it, or it might be here. Else give caveat. */
401 L9190: if(AT(obj) || (LIQ(0) == obj && AT(BOTTLE)) || K == LIQLOC(game.loc) || (obj ==
402 DWARF && ATDWRF(game.loc) > 0))SPK=94;
403 if(game.closed)SPK=138;
404 if(TOTING(obj))SPK=24;
407 /* Inventory. If object, treat same as find. Else report on current burden. */
410 /* 8201 */ for (I=1; I<=NOBJECTS; I++) {
411 if(I == BEAR || !TOTING(I)) goto L8201;
412 if(SPK == 98)RSPEAK(99);
419 if(TOTING(BEAR))SPK=141;
422 /* Feed/fill are in the other module. */
424 L9210: return(feed(obj));
425 L9220: return(fill(obj));
427 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
429 L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011);
431 if(game.loc == 115)game.bonus=134;
432 if(HERE(ROD2))game.bonus=135;
436 /* Score. Call scoring routine but tell it to return. */
439 SETPRM(1,SCORE,MXSCOR);
440 SETPRM(3,game.turns,game.turns);
444 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
445 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
446 * word zips the eggs back to the giant room (unless already there). */
448 L8250: K=VOCAB(WD1,3);
450 if(game.foobar == 1-K) goto L8252;
451 if(game.foobar != 0)SPK=151;
454 L8252: game.foobar=K;
455 if(K != 4) return(2009);
457 if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
459 /* Bring back troll if we steal the eggs back from him before crossing. */
460 if(game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] ==
461 0)game.prop[TROLL]=1;
464 if(game.loc == PLAC[EGGS])K=0;
465 MOVE(EGGS,PLAC[EGGS]);
469 /* Brief. Intransitive only. Suppress long descriptions after first time. */
476 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
478 L8270: for (I=1; I<=NOBJECTS; I++) {
479 if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
481 if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
483 L9270: if(DARK(0)) goto L5190;
484 if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
485 if(obj == OYSTER && !game.clshnt) goto L9275;
486 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
489 L9275: game.clshnt=YES(input,192,193,54);
492 /* Break. Only works for mirror in repository and, of course, the vase. */
494 L9280: if(obj == MIRROR)SPK=148;
495 if(obj == VASE && game.prop[VASE] == 0) goto L9282;
496 if(obj != MIRROR || !game.closed) return(2011);
501 if(TOTING(VASE))DROP(VASE,game.loc);
503 game.fixed[VASE]= -1;
506 /* Wake. Only use is to disturb the dwarves. */
508 L9290: if(obj != DWARF || !game.closed) return(2011);
512 /* Suspend. Offer to save things in a file, but charging some points (so
513 * can't win by using saved games to retry battles or to start over after
514 * learning zzword). */
518 if(!YES(input,200,54,54)) return(2012);
519 game.saved=game.saved+5;
522 /* This next part is shared with the "resume" code. The two cases are
523 * distinguished by the value of kk (-1 for suspend, +1 for resume). */
525 L8305: DATIME(&I,&K);
530 if(K != VRSION) goto L8312;
531 /* Herewith are all the variables whose values can change during a game,
532 * omitting a few (such as I, J, ATTACK) whose values between turns are
533 * irrelevant and some whose values when a game is
534 * suspended or resumed are guaranteed to match. If unsure whether a value
535 * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
536 * with junk variables to bring it up to 7 values. */
537 SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
538 SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
539 SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
540 SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
541 SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
542 SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
543 SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
544 SAVARR(game.abbrev,LOCSIZ);
545 SAVARR(game.atloc,LOCSIZ);
546 SAVARR(game.dloc,NDWARVES);
547 SAVARR(game.dseen,NDWARVES);
548 SAVARR(game.fixed,NOBJECTS);
549 SAVARR(game.hinted,HNTSIZ);
550 SAVARR(game.hintlc,HNTSIZ);
551 SAVARR(game.link,NOBJECTS*2);
552 SAVARR(game.odloc,NDWARVES);
553 SAVARR(game.place,NOBJECTS);
554 SAVARR(game.prop,NOBJECTS);
556 if(K != 0) goto L8318;
558 game.zzword=RNDVOC(3,game.zzword);
559 if(KK > 0) return(8);
563 /* Resume. Read a suspended game back from a file. */
566 if(game.loc == 1 && game.abbrev[1] == 1) goto L8305;
568 if(!YES(input,200,54,54)) return(2012);
571 L8312: SETPRM(1,K/10,MOD(K,10));
572 SETPRM(3,VRSION/10,MOD(VRSION,10));
579 /* Fly. Snide remarks unless hovering rug is here. */
581 L8320: if(game.prop[RUG] != 2)SPK=224;
582 if(!HERE(RUG))SPK=225;
583 if(SPK/2 == 112) return(2011);
586 L9320: if(obj != RUG) return(2011);
588 if(game.prop[RUG] != 2) return(2011);
589 game.oldlc2=game.oldloc;
590 game.oldloc=game.loc;
591 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
593 if(game.prop[SAPPH] >= 0)SPK=227;
597 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
601 if(K == 0) goto L8332;
603 if(K < 0) return(2012);
605 L8332: SETPRM(1,game.zzword,0);
606 /* 8335 */ for (I=1; I<=NOBJECTS; I++) {
607 if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335;
608 PSPEAK(I,OBJSND[I]+game.prop[I]);
610 if(I == BIRD && OBJSND[I]+game.prop[I] == 8)DSTROY(BIRD);
615 /* Z'ZZZ (word gets recomputed at startup; different each game). */
617 L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
618 PSPEAK(RESER,game.prop[RESER]+1);
619 game.prop[RESER]=1-game.prop[RESER];
620 if(AT(RESER)) return(2012);
621 game.oldlc2=game.loc;