7 * Action handlers. Eventually we'll do lookup through a method table
8 * that calls these. Absolutely nothing like the original FORTRAN.
11 static int bigwords(long foo)
12 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
13 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
14 * word zips the eggs back to the giant room (unless already there). */
18 if (game.foobar != 1-k) {
19 if (game.foobar != 0)SPK=151;
24 if (k != 4) return(2009);
26 if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
28 /* Bring back troll if we steal the eggs back from him before
30 if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
34 if (game.loc == PLAC[EGGS])k=0;
35 MOVE(EGGS,PLAC[EGGS]);
41 static int bivalve(token_t verb, token_t obj)
42 /* Clam/oyster actions */
45 if (obj == OYSTER)k=1;
47 if (TOTING(obj))SPK=120+k;
48 if (!TOTING(TRIDNT))SPK=122+k;
49 if (verb == LOCK)SPK=61;
53 DROP(OYSTER,game.loc);
58 static int blast(void)
59 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
61 if (game.prop[ROD2] < 0 || !game.closed) return(2011);
63 if (game.loc == 115)game.bonus=134;
64 if (HERE(ROD2))game.bonus=135;
69 static int vbreak(token_t obj)
70 /* Break. Only works for mirror in repository and, of course, the vase. */
72 if (obj == MIRROR)SPK=148;
73 if (obj == VASE && game.prop[VASE] == 0) {
75 if (TOTING(VASE))DROP(VASE,game.loc);
80 if (obj != MIRROR || !game.closed) return(2011);
87 static int brief(void)
88 /* Brief. Intransitive only. Suppress long descriptions after first time. */
96 static int chain(token_t verb)
97 /* Do something to the bear's chain */
101 if (game.prop[BEAR] == 0)SPK=41;
102 if (game.prop[CHAIN] == 0)SPK=37;
103 if (SPK != 171) return(2011);
106 if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
107 game.fixed[BEAR]=2-game.prop[BEAR];
111 if (game.prop[CHAIN] != 0)SPK=34;
112 if (game.loc != PLAC[CHAIN])SPK=173;
113 if (SPK != 172) return(2011);
115 if (TOTING(CHAIN))DROP(CHAIN,game.loc);
116 game.fixed[CHAIN]= -1;
121 static int drink(token_t obj)
122 /* Drink. If no object, assume water and look for it here. If water is in
123 * the bottle, drink that, else must be at a water loc, so drink stream. */
125 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
128 if (obj != 0 && obj != WATER)SPK=110;
129 if (SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
137 OBJSND[BIRD]=OBJSND[BIRD]+3;
143 static int eat(token_t obj)
144 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
145 * ok, some things lose appetite, rest are ridiculous. */
147 if (obj == INTRANSITIVE) {
159 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
160 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
166 static int extinguish(int obj)
167 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
169 if (obj == INTRANSITIVE) {
170 if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
171 if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
172 if (obj == 0 || obj > NOBJECTS) return(8000);
176 game.prop[URN]=game.prop[URN]/2;
187 if (obj == DRAGON || obj == VOLCAN)
192 static int find(token_t obj)
193 /* Find. Might be carrying it, or it might be here. Else give caveat. */
196 (LIQ(0) == obj && AT(BOTTLE)) ||
197 K == LIQLOC(game.loc) ||
198 (obj == DWARF && ATDWRF(game.loc) > 0))
200 if (game.closed)SPK=138;
201 if (TOTING(obj))SPK=24;
205 static int fly(token_t obj)
206 /* Fly. Snide remarks unless hovering rug is here. */
208 if (obj == INTRANSITIVE) {
209 if (game.prop[RUG] != 2)SPK=224;
210 if (!HERE(RUG))SPK=225;
211 if (SPK/2 == 112) return(2011);
215 if (obj != RUG) return(2011);
217 if (game.prop[RUG] != 2) return(2011);
218 game.oldlc2=game.oldloc;
219 game.oldloc=game.loc;
220 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
222 if (game.prop[SAPPH] >= 0)SPK=227;
227 static int inven(token_t obj)
228 /* Inventory. If object, treat same as find. Else report on current burden. */
232 for (i=1; i<=NOBJECTS; i++) {
233 if (i == BEAR || !TOTING(i))
235 if (SPK == 98)RSPEAK(99);
246 int light(token_t obj)
247 /* Light. Applicable only to lamp and urn. */
249 if (obj == INTRANSITIVE) {
250 if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
251 if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
252 if (obj == 0 || obj > NOBJECTS) return(8000);
257 if (game.prop[URN] == 0)
263 if (obj != LAMP) return(2011);
265 if (game.limit < 0) return(2011);
268 if (game.wzdark) return(2000);
273 static int listen(void)
274 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
281 if (k < 0) return(2012);
284 SETPRM(1,game.zzword,0);
285 for (i=1; i<=NOBJECTS; i++) {
286 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
288 PSPEAK(i,OBJSND[i]+game.prop[i]);
290 if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
296 static int lock(token_t verb, token_t obj)
297 /* Lock, unlock, no object given. Assume various things if present. */
300 if (obj == INTRANSITIVE) {
302 if (HERE(CLAM))obj=CLAM;
303 if (HERE(OYSTER))obj=OYSTER;
304 if (AT(DOOR))obj=DOOR;
305 if (AT(GRATE))obj=GRATE;
306 if (obj != 0 && HERE(CHAIN)) return(8000);
307 if (HERE(CHAIN))obj=CHAIN;
308 if (obj == 0) return(2011);
311 /* Lock, unlock object. Special stuff for opening clam/oyster
313 if (obj == CLAM || obj == OYSTER)
314 return bivalve(verb, obj);
315 if (obj == DOOR)SPK=111;
316 if (obj == DOOR && game.prop[DOOR] == 1)SPK=54;
317 if (obj == CAGE)SPK=32;
318 if (obj == KEYS)SPK=55;
319 if (obj == GRATE || obj == CHAIN)SPK=31;
320 if (SPK != 31 || !HERE(KEYS)) return(2011);
325 if (!game.panic)game.clock2=15;
329 SPK=34+game.prop[GRATE];
331 if (verb == LOCK)game.prop[GRATE]=0;
332 SPK=SPK+2*game.prop[GRATE];
336 static int pour(token_t obj)
337 /* Pour. If no object, or object is bottle, assume contents of bottle.
338 * special tests for pouring water or oil on plant or rusty door. */
340 if (obj == BOTTLE || obj == 0)obj=LIQ(0);
341 if (obj == 0) return(8000);
342 if (!TOTING(obj)) return(2011);
344 if (obj != OIL && obj != WATER) return(2011);
345 if (HERE(URN) && game.prop[URN] == 0)
350 if (!(AT(PLANT) || AT(DOOR)))
354 if (obj != WATER) return(2011);
355 PSPEAK(PLANT,game.prop[PLANT]+3);
356 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
357 game.prop[PLANT2]=game.prop[PLANT];
362 if (obj == OIL)game.prop[DOOR]=1;
363 SPK=113+game.prop[DOOR];
368 static int quit(FILE *input)
369 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
371 if (YES(input,22,54,54))
376 static int read(FILE *input, token_t obj)
377 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
380 if (obj == INTRANSITIVE) {
382 for (i=1; i<=NOBJECTS; i++) {
383 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
384 obj = obj * NOBJECTS + i;
386 if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
394 if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
396 if (obj == OYSTER && !game.clshnt) {
397 game.clshnt=YES(input,192,193,54);
400 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
404 static int reservoir(void)
405 /* Z'ZZZ (word gets recomputed at startup; different each game). */
407 if (!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
408 PSPEAK(RESER,game.prop[RESER]+1);
409 game.prop[RESER]=1-game.prop[RESER];
410 if (AT(RESER)) return(2012);
411 game.oldlc2=game.loc;
417 static int rub(token_t obj)
418 /* Rub. Yields various snide remarks except for lit urn. */
420 if (obj != LAMP)SPK=76;
421 if (obj != URN || game.prop[URN] != 2) return(2011);
423 DROP(AMBER,game.loc);
425 game.tally=game.tally-1;
426 DROP(CAVITY,game.loc);
432 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
434 /* FIXME: ugly use of globals */
435 SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X);
437 int wd=VOCAB(WD1,-1);
438 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
447 static int vscore(void)
448 /* Score. Call scoring routine but tell it to return. */
454 static int wake(token_t obj)
455 /* Wake. Only use is to disturb the dwarves. */
457 if (obj != DWARF || !game.closed) return(2011);
462 static int wave(token_t obj)
463 /* Wave. No effect unless waving rod at fissure or at bird. */
465 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
468 (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
470 if (HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
471 if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
474 game.tally=game.tally-1;
478 if (game.closed) return(18999);
479 if (game.closng || !AT(FISSUR)) return(2011);
480 if (HERE(BIRD))RSPEAK(SPK);
481 game.prop[FISSUR]=1-game.prop[FISSUR];
482 PSPEAK(FISSUR,2-game.prop[FISSUR]);
487 /* This stuff was broken off as part of an effort to get the main program
488 * to compile without running out of memory. We're called with a number
489 * that says what label the caller wanted to "goto", and we return a
490 * similar label number for the caller to "goto".
493 /* Analyse a verb. Remember what it was, go back for object if second word
494 * unless verb is "say", which snarfs arbitrary second word.
497 int action(FILE *input, long STARTAT, long verb, long obj) {
500 case 4000: goto L4000;
501 case 4090: goto L4090;
502 case 5000: goto L5000;
508 if (WD2 > 0 && verb != SAY) return(2800);
509 if (verb == SAY)obj=WD2;
510 if (obj > 0) goto L4090;
512 /* Analyse an intransitive verb (ie, no object given yet). */
515 case 0: /* CARRY */ goto L8010;
516 case 1: /* DROP */ return(8000);
517 case 2: /* SAY */ return(8000);
518 case 3: /* UNLOC */ goto L8040;
519 case 4: /* NOTHI */ return(2009);
520 case 5: /* LOCK */ goto L8040;
521 case 6: /* LIGHT */ goto L8070;
522 case 7: /* EXTIN */ goto L8080;
523 case 8: /* WAVE */ return(8000);
524 case 9: /* CALM */ return(8000);
525 case 10: /* WALK */ return(2011);
526 case 11: /* ATTAC */ goto L9120;
527 case 12: /* POUR */ goto L9130;
528 case 13: /* EAT */ goto L8140;
529 case 14: /* DRINK */ goto L9150;
530 case 15: /* RUB */ return(8000);
531 case 16: /* TOSS */ return(8000);
532 case 17: /* QUIT */ goto L8180;
533 case 18: /* FIND */ return(8000);
534 case 19: /* INVEN */ goto L8200;
535 case 20: /* FEED */ return(8000);
536 case 21: /* FILL */ goto L9220;
537 case 22: /* BLAST */ goto L9230;
538 case 23: /* SCOR */ goto L8240;
539 case 24: /* FOO */ goto L8250;
540 case 25: /* BRIEF */ goto L8260;
541 case 26: /* READ */ goto L8270;
542 case 27: /* BREAK */ return(8000);
543 case 28: /* WAKE */ return(8000);
544 case 29: /* SUSP */ goto L8300;
545 case 30: /* RESU */ goto L8310;
546 case 31: /* FLY */ goto L8320;
547 case 32: /* LISTE */ goto L8330;
548 case 33: /* ZZZZ */ goto L8340;
552 /* Analyse a transitive verb. */
554 L4090: switch (verb-1) {
555 case 0: /* CARRY */ goto L9010;
556 case 1: /* DROP */ goto L9020;
557 case 2: /* SAY */ goto L9030;
558 case 3: /* UNLOC */ goto L9040;
559 case 4: /* NOTHI */ return(2009);
560 case 5: /* LOCK */ goto L9040;
561 case 6: /* LIGHT */ goto L9070;
562 case 7: /* EXTI */ goto L9080;
563 case 8: /* WAVE */ goto L9090;
564 case 9: /* CALM */ return(2011);
565 case 10: /* WALK */ return(2011);
566 case 11: /* ATTAC */ goto L9120;
567 case 12: /* POUR */ goto L9130;
568 case 13: /* EAT */ goto L9140;
569 case 14: /* DRINK */ goto L9150;
570 case 15: /* RUB */ goto L9160;
571 case 16: /* TOSS */ goto L9170;
572 case 17: /* QUIT */ return(2011);
573 case 18: /* FIND */ goto L9190;
574 case 19: /* INVEN */ goto L9190;
575 case 20: /* FEED */ goto L9210;
576 case 21: /* FILL */ goto L9220;
577 case 22: /* BLAST */ goto L9230;
578 case 23: /* SCOR */ return(2011);
579 case 24: /* FOO */ return(2011);
580 case 25: /* BRIEF */ return(2011);
581 case 26: /* READ */ goto L9270;
582 case 27: /* BREAK */ goto L9280;
583 case 28: /* WAKE */ goto L9290;
584 case 29: /* SUSP */ return(2011);
585 case 30: /* RESU */ return(2011);
586 case 31: /* FLY */ goto L9320;
587 case 32: /* LISTE */ return(2011);
588 case 33: /* ZZZZ */ goto L8340;
592 /* Analyse an object word. See if the thing is here, whether we've got a verb
593 * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
594 * (and no new verb yet to be analysed). Water and oil are also funny, since
595 * they are never actually dropped at any location, but might be here inside
596 * the bottle or urn or as a feature of the location. */
599 if (!HERE(K)) goto L5100;
600 L5010: if (WD2 > 0) return(2800);
601 if (verb != 0) goto L4090;
606 L5100: if (K != GRATE) goto L5110;
607 if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
608 if (game.loc > 9 && game.loc < 15)K=ENTRNC;
609 if (K != GRATE) return(8);
610 L5110: if (K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
611 if ((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
612 if (obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
615 L5120: if (obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
618 L5130: if (obj != KNIFE || game.knfloc != game.loc) goto L5140;
622 L5140: if (obj != ROD || !HERE(ROD2)) goto L5190;
625 L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
631 /* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
632 * transitive, plus ten times the verb number. Many intransitive verbs use the
633 * transitive code, and some verbs use code for other verbs, as noted below. */
635 L8010: return carry(INTRANSITIVE);
636 L9010: return carry(obj);
637 L9020: return discard(obj, false);
639 L8040: return lock(verb, INTRANSITIVE);
640 L9040: return lock(verb, obj);
641 L9046: return bivalve(verb, obj);
642 L9048: return chain(verb);
643 L8070: return light(INTRANSITIVE);
644 L9070: return light(obj);
645 L8080: return extinguish(INTRANSITIVE);
646 L9080: return extinguish(obj);
647 L9090: return wave(obj);
648 L9120: return attack(input, verb, obj);
649 L9130: return pour(obj);
650 L8140: return eat(INTRANSITIVE);
651 L9140: return eat(obj);
652 L9150: return drink(obj);
653 L9160: return rub(obj);
654 L9170: return throw(input, verb, obj);
655 L8180: return quit(input);
656 L9190: return find(obj);
657 L8200: return inven(obj);
658 L9210: return feed(obj);
659 L9220: return fill(obj);
660 L9230: return blast();
661 L8240: return vscore();
662 L8250: return bigwords(WD1);
663 L8260: return brief();
664 L8270: return read(input, INTRANSITIVE);
665 L9270: return read(input, obj);
666 L9280: return vbreak(obj);
667 L9290: return wake(obj);
669 /* Suspend. Offer to save things in a file, but charging some points (so
670 * can't win by using saved games to retry battles or to start over after
671 * learning zzword). */
675 if (!YES(input,200,54,54)) return(2012);
676 game.saved=game.saved+5;
679 /* This next part is shared with the "resume" code. The two cases are
680 * distinguished by the value of kk (-1 for suspend, +1 for resume). */
682 L8305: DATIME(&I,&K);
687 if (K != VRSION) goto L8312;
688 /* Herewith are all the variables whose values can change during a game,
689 * omitting a few (such as I, J, ATTACK) whose values between turns are
690 * irrelevant and some whose values when a game is
691 * suspended or resumed are guaranteed to match. If unsure whether a value
692 * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
693 * with junk variables to bring it up to 7 values. */
694 SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
695 SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
696 SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
697 SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
698 SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
699 SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
700 SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
701 SAVARR(game.abbrev,LOCSIZ);
702 SAVARR(game.atloc,LOCSIZ);
703 SAVARR(game.dloc,NDWARVES);
704 SAVARR(game.dseen,NDWARVES);
705 SAVARR(game.fixed,NOBJECTS);
706 SAVARR(game.hinted,HNTSIZ);
707 SAVARR(game.hintlc,HNTSIZ);
708 SAVARR(game.link,NOBJECTS*2);
709 SAVARR(game.odloc,NDWARVES);
710 SAVARR(game.place,NOBJECTS);
711 SAVARR(game.prop,NOBJECTS);
713 if (K != 0) goto L8318;
715 game.zzword=RNDVOC(3,game.zzword);
716 if (kk > 0) return(8);
720 /* Resume. Read a suspended game back from a file. */
723 if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
725 if (!YES(input,200,54,54)) return(2012);
728 L8312: SETPRM(1,K/10,MOD(K,10));
729 SETPRM(3,VRSION/10,MOD(VRSION,10));
736 L8320: return fly(INTRANSITIVE);
737 L9320: return fly(obj);
738 L8330: return listen();
739 L8340: return reservoir();