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 */
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 extinguish(int obj)
144 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
146 if (obj == INTRANSITIVE) {
147 if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
148 if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
149 if(obj == 0 || obj > NOBJECTS) return(8000);
153 game.prop[URN]=game.prop[URN]/2;
164 if(obj == DRAGON || obj == VOLCAN)
169 static int find(token_t obj)
170 /* Find. Might be carrying it, or it might be here. Else give caveat. */
173 (LIQ(0) == obj && AT(BOTTLE)) ||
174 K == LIQLOC(game.loc) ||
175 (obj == DWARF && ATDWRF(game.loc) > 0))
177 if(game.closed)SPK=138;
178 if(TOTING(obj))SPK=24;
182 static int inven(token_t obj)
183 /* Inventory. If object, treat same as find. Else report on current burden. */
187 for (i=1; i<=NOBJECTS; i++) {
188 if(i == BEAR || !TOTING(i))
190 if(SPK == 98)RSPEAK(99);
201 int light(token_t obj)
202 /* Light. Applicable only to lamp and urn. */
204 if (obj == INTRANSITIVE) {
205 if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
206 if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
207 if(obj == 0 || obj > NOBJECTS) return(8000);
212 if(game.prop[URN] == 0)
218 if(obj != LAMP) return(2011);
220 if(game.limit < 0) return(2011);
223 if(game.wzdark) return(2000);
228 static int listen(void)
229 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
236 if(k < 0) return(2012);
239 SETPRM(1,game.zzword,0);
240 for (i=1; i<=NOBJECTS; i++) {
241 if(!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
243 PSPEAK(i,OBJSND[i]+game.prop[i]);
245 if(i == BIRD && OBJSND[i]+game.prop[i] == 8)
251 static int lock(token_t verb, token_t obj)
252 /* Lock, unlock, no object given. Assume various things if present. */
255 if (obj == INTRANSITIVE) {
257 if(HERE(CLAM))obj=CLAM;
258 if(HERE(OYSTER))obj=OYSTER;
259 if(AT(DOOR))obj=DOOR;
260 if(AT(GRATE))obj=GRATE;
261 if(obj != 0 && HERE(CHAIN)) return(8000);
262 if(HERE(CHAIN))obj=CHAIN;
263 if(obj == 0) return(2011);
266 /* Lock, unlock object. Special stuff for opening clam/oyster
268 if(obj == CLAM || obj == OYSTER)
269 return bivalve(verb, obj);
270 if(obj == DOOR)SPK=111;
271 if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
272 if(obj == CAGE)SPK=32;
273 if(obj == KEYS)SPK=55;
274 if(obj == GRATE || obj == CHAIN)SPK=31;
275 if(SPK != 31 || !HERE(KEYS)) return(2011);
280 if(!game.panic)game.clock2=15;
284 SPK=34+game.prop[GRATE];
286 if(verb == LOCK)game.prop[GRATE]=0;
287 SPK=SPK+2*game.prop[GRATE];
291 static int pour(token_t obj)
292 /* Pour. If no object, or object is bottle, assume contents of bottle.
293 * special tests for pouring water or oil on plant or rusty door. */
295 if(obj == BOTTLE || obj == 0)obj=LIQ(0);
296 if(obj == 0) return(8000);
297 if(!TOTING(obj)) return(2011);
299 if(obj != OIL && obj != WATER) return(2011);
300 if(HERE(URN) && game.prop[URN] == 0)
305 if(!(AT(PLANT) || AT(DOOR)))
309 if(obj != WATER) return(2011);
310 PSPEAK(PLANT,game.prop[PLANT]+3);
311 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
312 game.prop[PLANT2]=game.prop[PLANT];
317 if(obj == OIL)game.prop[DOOR]=1;
318 SPK=113+game.prop[DOOR];
323 static int quit(FILE *input)
324 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
326 if(YES(input,22,54,54))
331 static int rub(token_t obj)
332 /* Rub. Yields various snide remarks except for lit urn. */
334 if(obj != LAMP)SPK=76;
335 if(obj != URN || game.prop[URN] != 2) return(2011);
337 DROP(AMBER,game.loc);
339 game.tally=game.tally-1;
340 DROP(CAVITY,game.loc);
346 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
348 /* FIXME: ugly use of globals */
350 if(WD2 <= 0)SETPRM(1,WD1,WD1X);
353 if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
362 static int vscore(void)
363 /* Score. Call scoring routine but tell it to return. */
369 static int wake(token_t obj)
370 /* Wake. Only use is to disturb the dwarves. */
372 if(obj != DWARF || !game.closed) return(2011);
377 static int wave(token_t obj)
378 /* Wave. No effect unless waving rod at fissure or at bird. */
380 if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
383 (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
385 if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
386 if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
389 game.tally=game.tally-1;
393 if(game.closed) return(18999);
394 if(game.closng || !AT(FISSUR)) return(2011);
395 if(HERE(BIRD))RSPEAK(SPK);
396 game.prop[FISSUR]=1-game.prop[FISSUR];
397 PSPEAK(FISSUR,2-game.prop[FISSUR]);
402 /* This stuff was broken off as part of an effort to get the main program
403 * to compile without running out of memory. We're called with a number
404 * that says what label the caller wanted to "goto", and we return a
405 * similar label number for the caller to "goto".
408 /* Analyse a verb. Remember what it was, go back for object if second word
409 * unless verb is "say", which snarfs arbitrary second word.
412 int action(FILE *input, long STARTAT, long verb, long obj) {
415 case 4000: goto L4000;
416 case 4090: goto L4090;
417 case 5000: goto L5000;
423 if(WD2 > 0 && verb != SAY) return(2800);
424 if(verb == SAY)obj=WD2;
425 if(obj > 0) goto L4090;
427 /* Analyse an intransitive verb (ie, no object given yet). */
430 case 0: /* CARRY */ goto L8010;
431 case 1: /* DROP */ return(8000);
432 case 2: /* SAY */ return(8000);
433 case 3: /* UNLOC */ goto L8040;
434 case 4: /* NOTHI */ return(2009);
435 case 5: /* LOCK */ goto L8040;
436 case 6: /* LIGHT */ goto L8070;
437 case 7: /* EXTIN */ goto L8080;
438 case 8: /* WAVE */ return(8000);
439 case 9: /* CALM */ return(8000);
440 case 10: /* WALK */ return(2011);
441 case 11: /* ATTAC */ goto L9120;
442 case 12: /* POUR */ goto L9130;
443 case 13: /* EAT */ goto L8140;
444 case 14: /* DRINK */ goto L9150;
445 case 15: /* RUB */ return(8000);
446 case 16: /* TOSS */ return(8000);
447 case 17: /* QUIT */ goto L8180;
448 case 18: /* FIND */ return(8000);
449 case 19: /* INVEN */ goto L8200;
450 case 20: /* FEED */ return(8000);
451 case 21: /* FILL */ goto L9220;
452 case 22: /* BLAST */ goto L9230;
453 case 23: /* SCOR */ goto L8240;
454 case 24: /* FOO */ goto L8250;
455 case 25: /* BRIEF */ goto L8260;
456 case 26: /* READ */ goto L8270;
457 case 27: /* BREAK */ return(8000);
458 case 28: /* WAKE */ return(8000);
459 case 29: /* SUSP */ goto L8300;
460 case 30: /* RESU */ goto L8310;
461 case 31: /* FLY */ goto L8320;
462 case 32: /* LISTE */ goto L8330;
463 case 33: /* ZZZZ */ goto L8340;
467 /* Analyse a transitive verb. */
469 L4090: switch (verb-1) {
470 case 0: /* CARRY */ goto L9010;
471 case 1: /* DROP */ goto L9020;
472 case 2: /* SAY */ goto L9030;
473 case 3: /* UNLOC */ goto L9040;
474 case 4: /* NOTHI */ return(2009);
475 case 5: /* LOCK */ goto L9040;
476 case 6: /* LIGHT */ goto L9070;
477 case 7: /* EXTI */ goto L9080;
478 case 8: /* WAVE */ goto L9090;
479 case 9: /* CALM */ return(2011);
480 case 10: /* WALK */ return(2011);
481 case 11: /* ATTAC */ goto L9120;
482 case 12: /* POUR */ goto L9130;
483 case 13: /* EAT */ goto L9140;
484 case 14: /* DRINK */ goto L9150;
485 case 15: /* RUB */ goto L9160;
486 case 16: /* TOSS */ goto L9170;
487 case 17: /* QUIT */ return(2011);
488 case 18: /* FIND */ goto L9190;
489 case 19: /* INVEN */ goto L9190;
490 case 20: /* FEED */ goto L9210;
491 case 21: /* FILL */ goto L9220;
492 case 22: /* BLAST */ goto L9230;
493 case 23: /* SCOR */ return(2011);
494 case 24: /* FOO */ return(2011);
495 case 25: /* BRIEF */ return(2011);
496 case 26: /* READ */ goto L9270;
497 case 27: /* BREAK */ goto L9280;
498 case 28: /* WAKE */ goto L9290;
499 case 29: /* SUSP */ return(2011);
500 case 30: /* RESU */ return(2011);
501 case 31: /* FLY */ goto L9320;
502 case 32: /* LISTE */ return(2011);
503 case 33: /* ZZZZ */ goto L8340;
507 /* Analyse an object word. See if the thing is here, whether we've got a verb
508 * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
509 * (and no new verb yet to be analysed). Water and oil are also funny, since
510 * they are never actually dropped at any location, but might be here inside
511 * the bottle or urn or as a feature of the location. */
514 if(!HERE(K)) goto L5100;
515 L5010: if(WD2 > 0) return(2800);
516 if(verb != 0) goto L4090;
521 L5100: if(K != GRATE) goto L5110;
522 if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
523 if(game.loc > 9 && game.loc < 15)K=ENTRNC;
524 if(K != GRATE) return(8);
525 L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
526 if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
527 if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
530 L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
533 L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
537 L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
540 L5190: if((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
548 /* Routines for performing the various action verbs */
550 /* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
551 * transitive, plus ten times the verb number. Many intransitive verbs use the
552 * transitive code, and some verbs use code for other verbs, as noted below. */
554 L8010: return carry(INTRANSITIVE);
555 L9010: return carry(obj);
556 L9020: return discard(obj, false);
558 L8040: return lock(verb, INTRANSITIVE);
559 L9040: return lock(verb, obj);
560 L9046: return bivalve(verb, obj);
561 L9048: return chain(verb);
562 L8070: return light(INTRANSITIVE);
563 L9070: return light(obj);
564 L8080: return extinguish(INTRANSITIVE);
565 L9080: return extinguish(obj);
566 L9090: return wave(obj);
567 L9120: return attack(input, verb, obj);
568 L9130: return pour(obj);
570 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
571 * ok, some things lose appetite, rest are ridiculous. */
573 L8140: if(!HERE(FOOD)) return(8000);
578 L9140: if(obj == FOOD) goto L8142;
579 if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
580 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
584 L9150: return drink(obj);
585 L9160: return rub(obj);
586 L9170: return throw(input, verb, obj);
587 L8180: return quit(input);
588 L9190: return find(obj);
589 L8200: return inven(obj);
590 L9210: return feed(obj);
591 L9220: return fill(obj);
592 L9230: return blast();
593 L8240: return vscore();
594 L8250: return bigwords(WD1);
595 L8260: return brief();
597 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
599 L8270: for (I=1; I<=NOBJECTS; I++) {
600 if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
602 if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
604 L9270: if(DARK(0)) goto L5190;
605 if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
606 if(obj == OYSTER && !game.clshnt) goto L9275;
607 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
610 L9275: game.clshnt=YES(input,192,193,54);
613 L9280: return vbreak(obj);
615 L9290: return wake(obj);
617 /* Suspend. Offer to save things in a file, but charging some points (so
618 * can't win by using saved games to retry battles or to start over after
619 * learning zzword). */
623 if(!YES(input,200,54,54)) return(2012);
624 game.saved=game.saved+5;
627 /* This next part is shared with the "resume" code. The two cases are
628 * distinguished by the value of kk (-1 for suspend, +1 for resume). */
630 L8305: DATIME(&I,&K);
635 if(K != VRSION) goto L8312;
636 /* Herewith are all the variables whose values can change during a game,
637 * omitting a few (such as I, J, ATTACK) whose values between turns are
638 * irrelevant and some whose values when a game is
639 * suspended or resumed are guaranteed to match. If unsure whether a value
640 * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
641 * with junk variables to bring it up to 7 values. */
642 SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
643 SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
644 SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
645 SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
646 SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
647 SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
648 SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
649 SAVARR(game.abbrev,LOCSIZ);
650 SAVARR(game.atloc,LOCSIZ);
651 SAVARR(game.dloc,NDWARVES);
652 SAVARR(game.dseen,NDWARVES);
653 SAVARR(game.fixed,NOBJECTS);
654 SAVARR(game.hinted,HNTSIZ);
655 SAVARR(game.hintlc,HNTSIZ);
656 SAVARR(game.link,NOBJECTS*2);
657 SAVARR(game.odloc,NDWARVES);
658 SAVARR(game.place,NOBJECTS);
659 SAVARR(game.prop,NOBJECTS);
661 if(K != 0) goto L8318;
663 game.zzword=RNDVOC(3,game.zzword);
664 if(kk > 0) return(8);
668 /* Resume. Read a suspended game back from a file. */
671 if(game.loc == 1 && game.abbrev[1] == 1) goto L8305;
673 if(!YES(input,200,54,54)) return(2012);
676 L8312: SETPRM(1,K/10,MOD(K,10));
677 SETPRM(3,VRSION/10,MOD(VRSION,10));
684 /* Fly. Snide remarks unless hovering rug is here. */
686 L8320: if(game.prop[RUG] != 2)SPK=224;
687 if(!HERE(RUG))SPK=225;
688 if(SPK/2 == 112) return(2011);
691 L9320: if(obj != RUG) return(2011);
693 if(game.prop[RUG] != 2) return(2011);
694 game.oldlc2=game.oldloc;
695 game.oldloc=game.loc;
696 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
698 if(game.prop[SAPPH] >= 0)SPK=227;
702 L8330: return listen();
704 /* Z'ZZZ (word gets recomputed at startup; different each game). */
706 L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
707 PSPEAK(RESER,game.prop[RESER]+1);
708 game.prop[RESER]=1-game.prop[RESER];
709 if(AT(RESER)) return(2012);
710 game.oldlc2=game.loc;