-/* 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) {
- switch(STARTAT) {
- case 4000: goto L4000;
- case 4090: goto L4090;
- case 5000: goto L5000;
- }
- BUG(99);
-
-L4000: VERB=K;
- SPK=ACTSPK[VERB];
- if(WD2 > 0 && VERB != SAY) return(2800);
- if(VERB == SAY)OBJ=WD2;
- if(OBJ > 0) goto L4090;
-
-/* Analyse an intransitive verb (ie, no object given yet). */
-
- switch (VERB-1) {
- case 0: goto L8010; /* CARRY */
- case 1: return(8000); /* DROP */
- case 2: return(8000); /* SAY */
- case 3: goto L8040; /* UNLOC */
- case 4: return(2009); /* NOTHI */
- case 5: goto L8040; /* LOCK */
- case 6: goto L8070; /* LIGHT */
- case 7: goto L8080; /* EXTIN */
- case 8: return(8000); /* WAVE */
- case 9: return(8000); /* CALM */
- case 10: return(2011); /* WALK */
- case 11: goto L9120; /* ATTAC */
- case 12: goto L9130; /* POUR */
- case 13: goto L8140; /* EAT */
- case 14: goto L9150; /* DRINK */
- case 15: return(8000); /* RUB */
- case 16: return(8000); /* TOSS */
- case 17: goto L8180; /* QUIT */
- case 18: return(8000); /* FIND */
- case 19: goto L8200; /* INVEN */
- case 20: return(8000); /* FEED */
- case 21: goto L9220; /* FILL */
- case 22: goto L9230; /* BLAST */
- case 23: goto L8240; /* SCOR */
- case 24: goto L8250; /* FOO */
- case 25: goto L8260; /* BRIEF */
- case 26: goto L8270; /* READ */
- case 27: return(8000); /* BREAK */
- case 28: return(8000); /* WAKE */
- case 29: goto L8300; /* SUSP */
- case 30: goto L8310; /* RESU */
- case 31: goto L8320; /* FLY */
- case 32: goto L8330; /* LISTEN */
- case 33: goto L8340; /* ZZZZ */
- }
- BUG(23);
-
-/* Analyse a transitive verb. */
-
-L4090: switch (VERB-1) {
- case 0: goto L9010; /* CARRY */
- case 1: goto L9020; /* DROP */
- case 2: goto L9030; /* SAY */
- case 3: goto L9040; /* UNLOC */
- case 4: return(2009); /* NOTHI */
- case 5: goto L9040; /* LOCK */
- case 6: goto L9070; /* LIGHT */
- case 7: goto L9080; /* EXTI */
- case 8: goto L9090; /* WAVE */
- case 9: return(2011); /* CALM */
- case 10: return(2011); /* WALK */
- case 11: goto L9120; /* ATTAC */
- case 12: goto L9130; /* POUR */
- case 13: goto L9140; /* EAT */
- case 14: goto L9150; /* DRINK */
- case 15: goto L9160; /* RUB */
- case 16: goto L9170; /* TOSS */
- case 17: return(2011); /* QUIT */
- case 18: goto L9190; /* FIND */
- case 19: goto L9190; /* INVEN */
- case 20: goto L9210; /* FEED */
- case 21: goto L9220; /* FILL */
- case 22: goto L9230; /* BLAST */
- case 23: return(2011); /* SCOR */
- case 24: return(2011); /* FOO */
- case 25: return(2011); /* BRIEF */
- case 26: goto L9270; /* READ */
- case 27: goto L9280; /* BREAK */
- case 28: goto L9290; /* WAKE */
- case 29: return(2011); /* SUSP */
- case 30: return(2011); /* RESU */
- case 31: goto L9320; /* FLY */
- case 32: return(2011); /* LISTEN */
- case 33: goto L8340; /* ZZZZ */
- }
- BUG(24);
-
-/* Analyse an object word. See if the thing is here, whether we've got a verb
- * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
- * (and no new verb yet to be analysed). Water and oil are also funny, since
- * they are never actually dropped at any location, but might be here inside
- * the bottle or urn or as a feature of the location. */
-
-L5000: OBJ=K;
- if(!HERE(K)) goto L5100;
-L5010: if(WD2 > 0) return(2800);
- if(VERB != 0) goto L4090;
- SETPRM(1,WD1,WD1X);
- RSPEAK(255);
- return(2600);
-
-L5100: if(K != GRATE) goto L5110;
- if(LOC == 1 || LOC == 4 || LOC == 7)K=DPRSSN;
- if(LOC > 9 && LOC < 15)K=ENTRNC;
- if(K != GRATE) return(8);
-L5110: if(K == DWARF && ATDWRF(LOC) > 0) goto L5010;
- if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(LOC)) goto L5010;
- if(OBJ != OIL || !HERE(URN) || PROP[URN] == 0) goto L5120;
- OBJ=URN;
- goto L5010;
-L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
- OBJ=PLANT2;
- goto L5010;
-L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
- game.knfloc= -1;
- SPK=116;
- return(2011);
-L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
- OBJ=ROD2;
- goto L5010;
-L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010;
- SETPRM(1,WD1,WD1X);
- RSPEAK(256);
- return(2012);
-
-
-
-
-/* Routines for performing the various action verbs */
-
-/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
- * 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. */
-
-/* Carry, no object given yet. OK if only one object present. */
-
-L8010: if(game.atloc[LOC] == 0 || game.link[game.atloc[LOC]] != 0 || ATDWRF(LOC) > 0) return(8000);
- OBJ=game.atloc[LOC];