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 chain(int verb)
15 if(game.prop[BEAR] == 0)SPK=41;
16 if(game.prop[CHAIN] == 0)SPK=37;
17 if(SPK != 171) return(2011);
20 if(game.prop[BEAR] != 3)game.prop[BEAR]=2;
21 game.fixed[BEAR]=2-game.prop[BEAR];
25 if(game.prop[CHAIN] != 0)SPK=34;
26 if(game.loc != PLAC[CHAIN])SPK=173;
27 if(SPK != 172) return(2011);
29 if(TOTING(CHAIN))DROP(CHAIN,game.loc);
30 game.fixed[CHAIN]= -1;
35 /* This stuff was broken off as part of an effort to get the main program
36 * to compile without running out of memory. We're called with a number
37 * that says what label the caller wanted to "goto", and we return a
38 * similar label number for the caller to "goto".
41 /* Analyse a verb. Remember what it was, go back for object if second word
42 * unless verb is "say", which snarfs arbitrary second word.
45 int action(FILE *input, long STARTAT, long verb, long obj) {
48 case 4000: goto L4000;
49 case 4090: goto L4090;
50 case 5000: goto L5000;
56 if(WD2 > 0 && verb != SAY) return(2800);
57 if(verb == SAY)obj=WD2;
58 if(obj > 0) goto L4090;
60 /* Analyse an intransitive verb (ie, no object given yet). */
63 case 0: goto L8010; /* CARRY */
64 case 1: return(8000); /* DROP */
65 case 2: return(8000); /* SAY */
66 case 3: goto L8040; /* UNLOC */
67 case 4: return(2009); /* NOTHI */
68 case 5: goto L8040; /* LOCK */
69 case 6: goto L8070; /* LIGHT */
70 case 7: goto L8080; /* EXTIN */
71 case 8: return(8000); /* WAVE */
72 case 9: return(8000); /* CALM */
73 case 10: return(2011); /* WALK */
74 case 11: goto L9120; /* ATTAC */
75 case 12: goto L9130; /* POUR */
76 case 13: goto L8140; /* EAT */
77 case 14: goto L9150; /* DRINK */
78 case 15: return(8000); /* RUB */
79 case 16: return(8000); /* TOSS */
80 case 17: goto L8180; /* QUIT */
81 case 18: return(8000); /* FIND */
82 case 19: goto L8200; /* INVEN */
83 case 20: return(8000); /* FEED */
84 case 21: goto L9220; /* FILL */
85 case 22: goto L9230; /* BLAST */
86 case 23: goto L8240; /* SCOR */
87 case 24: goto L8250; /* FOO */
88 case 25: goto L8260; /* BRIEF */
89 case 26: goto L8270; /* READ */
90 case 27: return(8000); /* BREAK */
91 case 28: return(8000); /* WAKE */
92 case 29: goto L8300; /* SUSP */
93 case 30: goto L8310; /* RESU */
94 case 31: goto L8320; /* FLY */
95 case 32: goto L8330; /* LISTEN */
96 case 33: goto L8340; /* ZZZZ */
100 /* Analyse a transitive verb. */
102 L4090: switch (verb-1) {
103 case 0: goto L9010; /* CARRY */
104 case 1: goto L9020; /* DROP */
105 case 2: goto L9030; /* SAY */
106 case 3: goto L9040; /* UNLOC */
107 case 4: return(2009); /* NOTHI */
108 case 5: goto L9040; /* LOCK */
109 case 6: goto L9070; /* LIGHT */
110 case 7: goto L9080; /* EXTI */
111 case 8: goto L9090; /* WAVE */
112 case 9: return(2011); /* CALM */
113 case 10: return(2011); /* WALK */
114 case 11: goto L9120; /* ATTAC */
115 case 12: goto L9130; /* POUR */
116 case 13: goto L9140; /* EAT */
117 case 14: goto L9150; /* DRINK */
118 case 15: goto L9160; /* RUB */
119 case 16: goto L9170; /* TOSS */
120 case 17: return(2011); /* QUIT */
121 case 18: goto L9190; /* FIND */
122 case 19: goto L9190; /* INVEN */
123 case 20: goto L9210; /* FEED */
124 case 21: goto L9220; /* FILL */
125 case 22: goto L9230; /* BLAST */
126 case 23: return(2011); /* SCOR */
127 case 24: return(2011); /* FOO */
128 case 25: return(2011); /* BRIEF */
129 case 26: goto L9270; /* READ */
130 case 27: goto L9280; /* BREAK */
131 case 28: goto L9290; /* WAKE */
132 case 29: return(2011); /* SUSP */
133 case 30: return(2011); /* RESU */
134 case 31: goto L9320; /* FLY */
135 case 32: return(2011); /* LISTEN */
136 case 33: goto L8340; /* ZZZZ */
140 /* Analyse an object word. See if the thing is here, whether we've got a verb
141 * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
142 * (and no new verb yet to be analysed). Water and oil are also funny, since
143 * they are never actually dropped at any location, but might be here inside
144 * the bottle or urn or as a feature of the location. */
147 if(!HERE(K)) goto L5100;
148 L5010: if(WD2 > 0) return(2800);
149 if(verb != 0) goto L4090;
154 L5100: if(K != GRATE) goto L5110;
155 if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
156 if(game.loc > 9 && game.loc < 15)K=ENTRNC;
157 if(K != GRATE) return(8);
158 L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
159 if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
160 if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
163 L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
166 L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
170 L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
173 L5190: if((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
181 /* Routines for performing the various action verbs */
183 /* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
184 * transitive, plus ten times the verb number. Many intransitive verbs use the
185 * transitive code, and some verbs use code for other verbs, as noted below. */
187 /* Carry, no object given yet. OK if only one object present. */
189 L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
190 obj=game.atloc[game.loc];
192 /* Transitive carry/drop are in separate file. */
194 L9010: return(carry(obj));
195 L9020: return(discard(obj, false));
197 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
199 L9030: SETPRM(1,WD2,WD2X);
200 if(WD2 <= 0)SETPRM(1,WD1,WD1X);
203 if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
211 /* Lock, unlock, no object given. Assume various things if present. */
214 if(HERE(CLAM))obj=CLAM;
215 if(HERE(OYSTER))obj=OYSTER;
216 if(AT(DOOR))obj=DOOR;
217 if(AT(GRATE))obj=GRATE;
218 if(obj != 0 && HERE(CHAIN)) return(8000);
219 if(HERE(CHAIN))obj=CHAIN;
220 if(obj == 0) return(2011);
222 /* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
224 L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
225 if(obj == DOOR)SPK=111;
226 if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
227 if(obj == CAGE)SPK=32;
228 if(obj == KEYS)SPK=55;
229 if(obj == GRATE || obj == CHAIN)SPK=31;
230 if(SPK != 31 || !HERE(KEYS)) return(2011);
231 if(obj == CHAIN) goto L9048;
232 if(!game.closng) goto L9043;
234 if(!game.panic)game.clock2=15;
238 L9043: K=34+game.prop[GRATE];
240 if(verb == LOCK)game.prop[GRATE]=0;
241 K=K+2*game.prop[GRATE];
246 if(obj == OYSTER)K=1;
248 if(TOTING(obj))SPK=120+K;
249 if(!TOTING(TRIDNT))SPK=122+K;
250 if(verb == LOCK)SPK=61;
251 if(SPK != 124) return(2011);
253 DROP(OYSTER,game.loc);
258 L9048: return chain(verb);
260 /* Light. Applicable only to lamp and urn. */
262 L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
263 if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
264 if(obj == 0 || obj > NOBJECTS) return(8000);
266 L9070: if(obj == URN) goto L9073;
267 if(obj != LAMP) return(2011);
269 if(game.limit < 0) return(2011);
272 if(game.wzdark) return(2000);
276 if(game.prop[URN] == 0) return(2011);
281 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
283 L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
284 if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
285 if(obj == 0 || obj > NOBJECTS) return(8000);
287 L9080: if(obj == URN) goto L9083;
288 if(obj == LAMP) goto L9086;
289 if(obj == DRAGON || obj == VOLCAN)SPK=146;
292 L9083: game.prop[URN]=game.prop[URN]/2;
296 L9086: game.prop[LAMP]=0;
298 if(DARK(0))RSPEAK(16);
301 /* Wave. No effect unless waving rod at fissure or at bird. */
303 L9090: if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
304 if(obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
306 if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
307 if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
308 if(game.closed) return(18999);
309 if(game.closng || !AT(FISSUR)) return(2011);
310 if(HERE(BIRD))RSPEAK(SPK);
311 game.prop[FISSUR]=1-game.prop[FISSUR];
312 PSPEAK(FISSUR,2-game.prop[FISSUR]);
315 L9094: DROP(JADE,game.loc);
317 game.tally=game.tally-1;
321 /* Attack also moved into separate module. */
323 L9120: return(attack(input, obj, verb));
325 /* Pour. If no object, or object is bottle, assume contents of bottle.
326 * special tests for pouring water or oil on plant or rusty door. */
328 L9130: if(obj == BOTTLE || obj == 0)obj=LIQ(0);
329 if(obj == 0) return(8000);
330 if(!TOTING(obj)) return(2011);
332 if(obj != OIL && obj != WATER) return(2011);
333 if(HERE(URN) && game.prop[URN] == 0) goto L9134;
337 if(!(AT(PLANT) || AT(DOOR))) return(2011);
339 if(AT(DOOR)) goto L9132;
341 if(obj != WATER) return(2011);
342 PSPEAK(PLANT,game.prop[PLANT]+3);
343 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
344 game.prop[PLANT2]=game.prop[PLANT];
348 L9132: game.prop[DOOR]=0;
349 if(obj == OIL)game.prop[DOOR]=1;
350 SPK=113+game.prop[DOOR];
356 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
357 * ok, some things lose appetite, rest are ridiculous. */
359 L8140: if(!HERE(FOOD)) return(8000);
364 L9140: if(obj == FOOD) goto L8142;
365 if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
366 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
370 /* Drink. If no object, assume water and look for it here. If water is in
371 * the bottle, drink that, else must be at a water loc, so drink stream. */
373 L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
375 if(obj == BLOOD) goto L9153;
376 if(obj != 0 && obj != WATER)SPK=110;
377 if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
383 L9153: DSTROY(BLOOD);
385 OBJSND[BIRD]=OBJSND[BIRD]+3;
389 /* Rub. Yields various snide remarks except for lit urn. */
391 L9160: if(obj != LAMP)SPK=76;
392 if(obj != URN || game.prop[URN] != 2) return(2011);
394 DROP(AMBER,game.loc);
396 game.tally=game.tally-1;
397 DROP(CAVITY,game.loc);
401 /* Throw moved into separate module. */
403 L9170: return(throw(input, obj, verb));
405 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
407 L8180: if(YES(input,22,54,54)) score(1);
410 /* Find. Might be carrying it, or it might be here. Else give caveat. */
412 L9190: if(AT(obj) || (LIQ(0) == obj && AT(BOTTLE)) || K == LIQLOC(game.loc) || (obj ==
413 DWARF && ATDWRF(game.loc) > 0))SPK=94;
414 if(game.closed)SPK=138;
415 if(TOTING(obj))SPK=24;
418 /* Inventory. If object, treat same as find. Else report on current burden. */
421 /* 8201 */ for (I=1; I<=NOBJECTS; I++) {
422 if(I == BEAR || !TOTING(I)) goto L8201;
423 if(SPK == 98)RSPEAK(99);
430 if(TOTING(BEAR))SPK=141;
433 /* Feed/fill are in the other module. */
435 L9210: return(feed(obj));
436 L9220: return(fill(obj));
438 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
440 L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011);
442 if(game.loc == 115)game.bonus=134;
443 if(HERE(ROD2))game.bonus=135;
447 /* Score. Call scoring routine but tell it to return. */
452 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
453 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
454 * word zips the eggs back to the giant room (unless already there). */
456 L8250: K=VOCAB(WD1,3);
458 if(game.foobar == 1-K) goto L8252;
459 if(game.foobar != 0)SPK=151;
462 L8252: game.foobar=K;
463 if(K != 4) return(2009);
465 if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
467 /* Bring back troll if we steal the eggs back from him before crossing. */
468 if(game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] ==
469 0)game.prop[TROLL]=1;
472 if(game.loc == PLAC[EGGS])K=0;
473 MOVE(EGGS,PLAC[EGGS]);
477 /* Brief. Intransitive only. Suppress long descriptions after first time. */
484 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
486 L8270: for (I=1; I<=NOBJECTS; I++) {
487 if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
489 if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
491 L9270: if(DARK(0)) goto L5190;
492 if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
493 if(obj == OYSTER && !game.clshnt) goto L9275;
494 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
497 L9275: game.clshnt=YES(input,192,193,54);
500 /* Break. Only works for mirror in repository and, of course, the vase. */
502 L9280: if(obj == MIRROR)SPK=148;
503 if(obj == VASE && game.prop[VASE] == 0) goto L9282;
504 if(obj != MIRROR || !game.closed) return(2011);
509 if(TOTING(VASE))DROP(VASE,game.loc);
511 game.fixed[VASE]= -1;
514 /* Wake. Only use is to disturb the dwarves. */
516 L9290: if(obj != DWARF || !game.closed) return(2011);
520 /* Suspend. Offer to save things in a file, but charging some points (so
521 * can't win by using saved games to retry battles or to start over after
522 * learning zzword). */
526 if(!YES(input,200,54,54)) return(2012);
527 game.saved=game.saved+5;
530 /* This next part is shared with the "resume" code. The two cases are
531 * distinguished by the value of kk (-1 for suspend, +1 for resume). */
533 L8305: DATIME(&I,&K);
538 if(K != VRSION) goto L8312;
539 /* Herewith are all the variables whose values can change during a game,
540 * omitting a few (such as I, J, ATTACK) whose values between turns are
541 * irrelevant and some whose values when a game is
542 * suspended or resumed are guaranteed to match. If unsure whether a value
543 * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
544 * with junk variables to bring it up to 7 values. */
545 SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
546 SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
547 SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
548 SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
549 SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
550 SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
551 SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
552 SAVARR(game.abbrev,LOCSIZ);
553 SAVARR(game.atloc,LOCSIZ);
554 SAVARR(game.dloc,NDWARVES);
555 SAVARR(game.dseen,NDWARVES);
556 SAVARR(game.fixed,NOBJECTS);
557 SAVARR(game.hinted,HNTSIZ);
558 SAVARR(game.hintlc,HNTSIZ);
559 SAVARR(game.link,NOBJECTS*2);
560 SAVARR(game.odloc,NDWARVES);
561 SAVARR(game.place,NOBJECTS);
562 SAVARR(game.prop,NOBJECTS);
564 if(K != 0) goto L8318;
566 game.zzword=RNDVOC(3,game.zzword);
567 if(kk > 0) return(8);
571 /* Resume. Read a suspended game back from a file. */
574 if(game.loc == 1 && game.abbrev[1] == 1) goto L8305;
576 if(!YES(input,200,54,54)) return(2012);
579 L8312: SETPRM(1,K/10,MOD(K,10));
580 SETPRM(3,VRSION/10,MOD(VRSION,10));
587 /* Fly. Snide remarks unless hovering rug is here. */
589 L8320: if(game.prop[RUG] != 2)SPK=224;
590 if(!HERE(RUG))SPK=225;
591 if(SPK/2 == 112) return(2011);
594 L9320: if(obj != RUG) return(2011);
596 if(game.prop[RUG] != 2) return(2011);
597 game.oldlc2=game.oldloc;
598 game.oldloc=game.loc;
599 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
601 if(game.prop[SAPPH] >= 0)SPK=227;
605 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
609 if(K == 0) goto L8332;
611 if(K < 0) return(2012);
613 L8332: SETPRM(1,game.zzword,0);
614 /* 8335 */ for (I=1; I<=NOBJECTS; I++) {
615 if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335;
616 PSPEAK(I,OBJSND[I]+game.prop[I]);
618 if(I == BIRD && OBJSND[I]+game.prop[I] == 8)DSTROY(BIRD);
623 /* Z'ZZZ (word gets recomputed at startup; different each game). */
625 L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
626 PSPEAK(RESER,game.prop[RESER]+1);
627 game.prop[RESER]=1-game.prop[RESER];
628 if(AT(RESER)) return(2012);
629 game.oldlc2=game.loc;