}
+static int suspendresume(FILE *input, bool resume)
+/* Suspend and resume */
+{
+ int kk;
+ if (!resume) {
+ /* 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 learning zzword). */
+ SPK=201;
+ RSPEAK(260);
+ if (!YES(input,200,54,54)) return(2012);
+ game.saved=game.saved+5;
+ kk= -1;
+ }
+ else
+ {
+ /* Resume. Read a suspended game back from a file. */
+ kk=1;
+ if (game.loc != 1 || game.abbrev[1] != 1) {
+ RSPEAK(268);
+ if (!YES(input,200,54,54)) return(2012);
+ }
+ }
+
+ /* Suspend vs resume cases are distinguished by the value of kk
+ * (-1 for suspend, +1 for resume). */
+
+ /*
+ * FIXME: This is way more complicated than it needs to be in C.
+ * What we ought to do is define a save-block structure that
+ * includes a game state block and then use a single fread/fwrite
+ * for I/O. All the SAV* functions can be scrapped.
+ */
+
+ DATIME(&I,&K);
+ K=I+650*K;
+ SAVWRD(kk,K);
+ K=VRSION;
+ SAVWRD(0,K);
+ if (K != VRSION) {
+ SETPRM(1,K/10,MOD(K,10));
+ SETPRM(3,VRSION/10,MOD(VRSION,10));
+ RSPEAK(269);
+ return(2000);
+ }
+ /* Herewith are all the variables whose values can change during a game,
+ * omitting a few (such as I, J) whose values between turns are
+ * irrelevant and some whose values when a game is
+ * suspended or resumed are guaranteed to match. If unsure whether a value
+ * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
+ * with junk variables to bring it up to 7 values. */
+ SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
+ SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
+ SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
+ SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
+ SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
+ SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
+ SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
+ SAVARR(game.abbrev,LOCSIZ);
+ SAVARR(game.atloc,LOCSIZ);
+ SAVARR(game.dloc,NDWARVES);
+ SAVARR(game.dseen,NDWARVES);
+ SAVARR(game.fixed,NOBJECTS);
+ SAVARR(game.hinted,HNTSIZ);
+ SAVARR(game.hintlc,HNTSIZ);
+ SAVARR(game.link,NOBJECTS*2);
+ SAVARR(game.odloc,NDWARVES);
+ SAVARR(game.place,NOBJECTS);
+ SAVARR(game.prop,NOBJECTS);
+ SAVWRD(kk,K);
+ if (K != 0) {
+ RSPEAK(270);
+ exit(0);
+ }
+ K=NUL;
+ game.zzword=RNDVOC(3,game.zzword);
+ if (kk > 0) return(8);
+ RSPEAK(266);
+ exit(0);
+}
+
static int throw_support(long spk)
{
RSPEAK(spk);
* similar label number for the caller to "goto".
*/
+int action(FILE *input, long STARTAT, long verb, long obj)
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
*/
-
-int action(FILE *input, long STARTAT, long verb, long obj) {
+{
int kk;
switch(STARTAT) {
case 4000: goto L4000;
/* Analyse an intransitive verb (ie, no object given yet). */
switch (verb-1) {
- case 0: /* CARRY */ goto L8010;
+ case 0: /* CARRY */ return carry(INTRANSITIVE);
case 1: /* DROP */ return(8000);
case 2: /* SAY */ return(8000);
- case 3: /* UNLOC */ goto L8040;
+ case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
case 4: /* NOTHI */ return(2009);
- case 5: /* LOCK */ goto L8040;
- case 6: /* LIGHT */ goto L8070;
- case 7: /* EXTIN */ goto L8080;
+ case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
+ case 6: /* LIGHT */ return light(INTRANSITIVE);
+ case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
case 8: /* WAVE */ return(8000);
case 9: /* CALM */ return(8000);
case 10: /* WALK */ return(2011);
- case 11: /* ATTAC */ goto L9120;
- case 12: /* POUR */ goto L9130;
- case 13: /* EAT */ goto L8140;
- case 14: /* DRINK */ goto L9150;
+ case 11: /* ATTAC */ return attack(input, verb, obj);
+ case 12: /* POUR */ return pour(obj);
+ case 13: /* EAT */ return eat(INTRANSITIVE);
+ case 14: /* DRINK */ return drink(obj);
case 15: /* RUB */ return(8000);
case 16: /* TOSS */ return(8000);
- case 17: /* QUIT */ goto L8180;
+ case 17: /* QUIT */ return quit(input);
case 18: /* FIND */ return(8000);
- case 19: /* INVEN */ goto L8200;
+ case 19: /* INVEN */ return inven(obj);
case 20: /* FEED */ return(8000);
- case 21: /* FILL */ goto L9220;
- case 22: /* BLAST */ goto L9230;
- case 23: /* SCOR */ goto L8240;
- case 24: /* FOO */ goto L8250;
- case 25: /* BRIEF */ goto L8260;
- case 26: /* READ */ goto L8270;
+ case 21: /* FILL */ return fill(obj);
+ case 22: /* BLAST */ return blast();
+ case 23: /* SCOR */ return vscore();
+ case 24: /* FOO */ return bigwords(WD1);
+ case 25: /* BRIEF */ return brief();
+ case 26: /* READ */ return read(input, INTRANSITIVE);
case 27: /* BREAK */ return(8000);
case 28: /* WAKE */ return(8000);
- case 29: /* SUSP */ goto L8300;
- case 30: /* RESU */ goto L8310;
- case 31: /* FLY */ goto L8320;
- case 32: /* LISTE */ goto L8330;
- case 33: /* ZZZZ */ goto L8340;
+ case 29: /* SUSP */ return suspendresume(input, false);
+ case 30: /* RESU */ return suspendresume(input, true);
+ case 31: /* FLY */ return fly(INTRANSITIVE);
+ case 32: /* LISTE */ return listen();
+ case 33: /* ZZZZ */ return reservoir();
}
BUG(23);
/* Analyse a transitive verb. */
L4090: switch (verb-1) {
- case 0: /* CARRY */ goto L9010;
- case 1: /* DROP */ goto L9020;
- case 2: /* SAY */ goto L9030;
- case 3: /* UNLOC */ goto L9040;
+ case 0: /* CARRY */ return carry(obj);
+ case 1: /* DROP */ return discard(obj, false);
+ case 2: /* SAY */ return say();
+ case 3: /* UNLOC */ return lock(verb, obj);
case 4: /* NOTHI */ return(2009);
- case 5: /* LOCK */ goto L9040;
- case 6: /* LIGHT */ goto L9070;
- case 7: /* EXTI */ goto L9080;
- case 8: /* WAVE */ goto L9090;
+ case 5: /* LOCK */ return lock(verb, obj);
+ case 6: /* LIGHT */ return light(obj);
+ case 7: /* EXTI */ return extinguish(obj);
+ case 8: /* WAVE */ return wave(obj);
case 9: /* CALM */ return(2011);
case 10: /* WALK */ return(2011);
- case 11: /* ATTAC */ goto L9120;
- case 12: /* POUR */ goto L9130;
- case 13: /* EAT */ goto L9140;
- case 14: /* DRINK */ goto L9150;
- case 15: /* RUB */ goto L9160;
- case 16: /* TOSS */ goto L9170;
+ case 11: /* ATTAC */ return attack(input, verb, obj);
+ case 12: /* POUR */ return pour(obj);
+ case 13: /* EAT */ return eat(obj);
+ case 14: /* DRINK */ return drink(obj);
+ case 15: /* RUB */ return rub(obj);
+ case 16: /* TOSS */ return throw(input, verb, obj);
case 17: /* QUIT */ return(2011);
- case 18: /* FIND */ goto L9190;
- case 19: /* INVEN */ goto L9190;
- case 20: /* FEED */ goto L9210;
- case 21: /* FILL */ goto L9220;
- case 22: /* BLAST */ goto L9230;
+ case 18: /* FIND */ return find(obj);
+ case 19: /* INVEN */ return find(obj);
+ case 20: /* FEED */ return feed(obj);
+ case 21: /* FILL */ return fill(obj);
+ case 22: /* BLAST */ return blast();
case 23: /* SCOR */ return(2011);
case 24: /* FOO */ return(2011);
case 25: /* BRIEF */ return(2011);
- case 26: /* READ */ goto L9270;
- case 27: /* BREAK */ goto L9280;
- case 28: /* WAKE */ goto L9290;
+ case 26: /* READ */ return read(input, obj);
+ case 27: /* BREAK */ return vbreak(obj);
+ case 28: /* WAKE */ return wake(obj);
case 29: /* SUSP */ return(2011);
case 30: /* RESU */ return(2011);
- case 31: /* FLY */ goto L9320;
+ case 31: /* FLY */ return fly(obj);
case 32: /* LISTE */ return(2011);
- case 33: /* ZZZZ */ goto L8340;
+ case 33: /* ZZZZ */ return reservoir();
}
BUG(24);
* transitive, plus ten times the verb number. Many intransitive verbs use the
* transitive code, and some verbs use code for other verbs, as noted below. */
-L8010: return carry(INTRANSITIVE);
-L9010: return carry(obj);
-L9020: return discard(obj, false);
-L9030: return say();
-L8040: return lock(verb, INTRANSITIVE);
-L9040: return lock(verb, obj);
-L9046: return bivalve(verb, obj);
-L9048: return chain(verb);
-L8070: return light(INTRANSITIVE);
-L9070: return light(obj);
-L8080: return extinguish(INTRANSITIVE);
-L9080: return extinguish(obj);
-L9090: return wave(obj);
-L9120: return attack(input, verb, obj);
-L9130: return pour(obj);
-L8140: return eat(INTRANSITIVE);
-L9140: return eat(obj);
-L9150: return drink(obj);
-L9160: return rub(obj);
-L9170: return throw(input, verb, obj);
-L8180: return quit(input);
-L9190: return find(obj);
-L8200: return inven(obj);
-L9210: return feed(obj);
-L9220: return fill(obj);
-L9230: return blast();
-L8240: return vscore();
-L8250: return bigwords(WD1);
-L8260: return brief();
-L8270: return read(input, INTRANSITIVE);
-L9270: return read(input, obj);
-L9280: return vbreak(obj);
-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
- * learning zzword). */
-
-L8300: SPK=201;
- RSPEAK(260);
- if (!YES(input,200,54,54)) return(2012);
- game.saved=game.saved+5;
- kk= -1;
-
-/* This next part is shared with the "resume" code. The two cases are
- * distinguished by the value of kk (-1 for suspend, +1 for resume). */
-
-L8305: DATIME(&I,&K);
- K=I+650*K;
- SAVWRD(kk,K);
- K=VRSION;
- SAVWRD(0,K);
- if (K != VRSION) goto L8312;
-/* Herewith are all the variables whose values can change during a game,
- * omitting a few (such as I, J, ATTACK) whose values between turns are
- * irrelevant and some whose values when a game is
- * suspended or resumed are guaranteed to match. If unsure whether a value
- * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
- * with junk variables to bring it up to 7 values. */
- SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
- SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
- SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
- SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
- SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
- SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
- SAVARR(game.abbrev,LOCSIZ);
- SAVARR(game.atloc,LOCSIZ);
- SAVARR(game.dloc,NDWARVES);
- SAVARR(game.dseen,NDWARVES);
- SAVARR(game.fixed,NOBJECTS);
- SAVARR(game.hinted,HNTSIZ);
- SAVARR(game.hintlc,HNTSIZ);
- SAVARR(game.link,NOBJECTS*2);
- SAVARR(game.odloc,NDWARVES);
- SAVARR(game.place,NOBJECTS);
- SAVARR(game.prop,NOBJECTS);
- SAVWRD(kk,K);
- if (K != 0) goto L8318;
- K=NUL;
- game.zzword=RNDVOC(3,game.zzword);
- if (kk > 0) return(8);
- RSPEAK(266);
- exit(0);
-
-/* Resume. Read a suspended game back from a file. */
-
-L8310: kk=1;
- if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
- RSPEAK(268);
- if (!YES(input,200,54,54)) return(2012);
- goto L8305;
-
-L8312: SETPRM(1,K/10,MOD(K,10));
- SETPRM(3,VRSION/10,MOD(VRSION,10));
- RSPEAK(269);
- return(2000);
-
-L8318: RSPEAK(270);
- exit(0);
-
-L8320: return fly(INTRANSITIVE);
-L9320: return fly(obj);
-L8330: return listen();
-L8340: return reservoir();
}