-/* Carry, no object given yet. OK if only one object present. */
-
-L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
- obj=game.atloc[game.loc];
-
-/* Transitive carry/drop are in separate file. */
-
-L9010: return(carry(obj));
-L9020: return(discard(obj, false));
-
-/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
-
-L9030: SETPRM(1,WD2,WD2X);
- if(WD2 <= 0)SETPRM(1,WD1,WD1X);
- if(WD2 > 0)WD1=WD2;
- I=VOCAB(WD1,-1);
- if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
- RSPEAK(258);
- return(2012);
-
-L9035: WD2=0;
- obj=0;
- return(2630);
-
-/* Lock, unlock, no object given. Assume various things if present. */
-
-L8040: SPK=28;
- if(HERE(CLAM))obj=CLAM;
- if(HERE(OYSTER))obj=OYSTER;
- if(AT(DOOR))obj=DOOR;
- if(AT(GRATE))obj=GRATE;
- if(obj != 0 && HERE(CHAIN)) return(8000);
- if(HERE(CHAIN))obj=CHAIN;
- if(obj == 0) return(2011);
-
-/* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
-
-L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
- if(obj == DOOR)SPK=111;
- if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
- if(obj == CAGE)SPK=32;
- if(obj == KEYS)SPK=55;
- if(obj == GRATE || obj == CHAIN)SPK=31;
- if(SPK != 31 || !HERE(KEYS)) return(2011);
- if(obj == CHAIN) goto L9048;
- if(!game.closng) goto L9043;
- K=130;
- if(!game.panic)game.clock2=15;
- game.panic=true;
- return(2010);
-
-L9043: K=34+game.prop[GRATE];
- game.prop[GRATE]=1;
- if(verb == LOCK)game.prop[GRATE]=0;
- K=K+2*game.prop[GRATE];
- return(2010);
-
-/* Clam/Oyster. */
-L9046: K=0;
- if(obj == OYSTER)K=1;
- SPK=124+K;
- if(TOTING(obj))SPK=120+K;
- if(!TOTING(TRIDNT))SPK=122+K;
- if(verb == LOCK)SPK=61;
- if(SPK != 124) return(2011);
- DSTROY(CLAM);
- DROP(OYSTER,game.loc);
- DROP(PEARL,105);
- return(2011);
-
-/* Chain. */
-L9048: return chain(verb);
-
-/* Light. Applicable only to lamp and urn. */
-
-L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
- if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
- if(obj == 0 || obj > NOBJECTS) return(8000);
-
-L9070: if(obj == URN) goto L9073;
- if(obj != LAMP) return(2011);
- SPK=184;
- if(game.limit < 0) return(2011);
- game.prop[LAMP]=1;
- RSPEAK(39);
- if(game.wzdark) return(2000);
- return(2012);
-
-L9073: SPK=38;
- if(game.prop[URN] == 0) return(2011);
- SPK=209;
- game.prop[URN]=2;
- return(2011);
-
-/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
-
-L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
- if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
- if(obj == 0 || obj > NOBJECTS) return(8000);
-
-L9080: if(obj == URN) goto L9083;
- if(obj == LAMP) goto L9086;
- if(obj == DRAGON || obj == VOLCAN)SPK=146;
- return(2011);
-
-L9083: game.prop[URN]=game.prop[URN]/2;
- SPK=210;
- return(2011);
-
-L9086: game.prop[LAMP]=0;
- RSPEAK(40);
- if(DARK(0))RSPEAK(16);
- return(2012);
-
-/* Wave. No effect unless waving rod at fissure or at bird. */
-
-L9090: if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
- if(obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
- return(2011);
- if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
- if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
- if(game.closed) return(18999);
- if(game.closng || !AT(FISSUR)) return(2011);
- if(HERE(BIRD))RSPEAK(SPK);
- game.prop[FISSUR]=1-game.prop[FISSUR];
- PSPEAK(FISSUR,2-game.prop[FISSUR]);
- return(2012);
-
-L9094: DROP(JADE,game.loc);
- game.prop[JADE]=0;
- game.tally=game.tally-1;
- SPK=208;
- return(2011);
-
-/* Attack also moved into separate module. */
-
-L9120: return(attack(input, obj, verb));
-
-/* Pour. If no object, or object is bottle, assume contents of bottle.
- * special tests for pouring water or oil on plant or rusty door. */
-
-L9130: if(obj == BOTTLE || obj == 0)obj=LIQ(0);
- if(obj == 0) return(8000);
- if(!TOTING(obj)) return(2011);
- SPK=78;
- if(obj != OIL && obj != WATER) return(2011);
- if(HERE(URN) && game.prop[URN] == 0) goto L9134;
- game.prop[BOTTLE]=1;
- game.place[obj]=0;
- SPK=77;
- if(!(AT(PLANT) || AT(DOOR))) return(2011);
-
- if(AT(DOOR)) goto L9132;
- SPK=112;
- if(obj != WATER) return(2011);
- PSPEAK(PLANT,game.prop[PLANT]+3);
- game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
- game.prop[PLANT2]=game.prop[PLANT];
- K=NUL;
- return(8);
-
-L9132: game.prop[DOOR]=0;
- if(obj == OIL)game.prop[DOOR]=1;
- SPK=113+game.prop[DOOR];
- return(2011);
-
-L9134: obj=URN;
- goto L9220;
-
-/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
- * ok, some things lose appetite, rest are ridiculous. */
-
-L8140: if(!HERE(FOOD)) return(8000);
-L8142: DSTROY(FOOD);
- SPK=72;
- return(2011);
-
-L9140: if(obj == FOOD) goto L8142;
- if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
- DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)SPK=71;
- return(2011);
-
-/* Drink. If no object, assume water and look for it here. If water is in
- * the bottle, drink that, else must be at a water loc, so drink stream. */
-
-L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
- return(8000);
- if(obj == BLOOD) goto L9153;
- if(obj != 0 && obj != WATER)SPK=110;
- if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
- game.prop[BOTTLE]=1;
- game.place[WATER]=0;
- SPK=74;
- return(2011);
-
-L9153: DSTROY(BLOOD);
- game.prop[DRAGON]=2;
- OBJSND[BIRD]=OBJSND[BIRD]+3;
- SPK=240;
- return(2011);
-
-/* Rub. Yields various snide remarks except for lit urn. */
-
-L9160: if(obj != LAMP)SPK=76;
- if(obj != URN || game.prop[URN] != 2) return(2011);
- DSTROY(URN);
- DROP(AMBER,game.loc);
- game.prop[AMBER]=1;
- game.tally=game.tally-1;
- DROP(CAVITY,game.loc);
- SPK=216;
- return(2011);
-
-/* Throw moved into separate module. */
-
-L9170: return(throw(input, obj, verb));
-
-/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
-
-L8180: if(YES(input,22,54,54)) score(1);
- return(2012);
-
-/* Find. Might be carrying it, or it might be here. Else give caveat. */
-
-L9190: if(AT(obj) || (LIQ(0) == obj && AT(BOTTLE)) || K == LIQLOC(game.loc) || (obj ==
- DWARF && ATDWRF(game.loc) > 0))SPK=94;
- if(game.closed)SPK=138;
- if(TOTING(obj))SPK=24;
- return(2011);
-
-/* Inventory. If object, treat same as find. Else report on current burden. */
-
-L8200: SPK=98;
- /* 8201 */ for (I=1; I<=NOBJECTS; I++) {
- if(I == BEAR || !TOTING(I)) goto L8201;
- if(SPK == 98)RSPEAK(99);
- game.blklin=false;
- PSPEAK(I,-1);
- game.blklin=true;
- SPK=0;
-L8201: /*etc*/ ;
- } /* end loop */
- if(TOTING(BEAR))SPK=141;
- return(2011);
-
-/* Feed/fill are in the other module. */
-
-L9210: return(feed(obj));
-L9220: return(fill(obj));
-
-/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-
-L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011);
- game.bonus=133;
- if(game.loc == 115)game.bonus=134;
- if(HERE(ROD2))game.bonus=135;
- RSPEAK(game.bonus);
- score(0);
-
-/* Score. Call scoring routine but tell it to return. */
-
-L8240: score(-1);
- return(2012);
-
-/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
- * Look up WD1 in section 3 of vocab to determine which word we've got. Last
- * word zips the eggs back to the giant room (unless already there). */
-
-L8250: K=VOCAB(WD1,3);
- SPK=42;
- if(game.foobar == 1-K) goto L8252;
- if(game.foobar != 0)SPK=151;
- return(2011);
-
-L8252: game.foobar=K;
- if(K != 4) return(2009);
- game.foobar=0;
- if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
- return(2011);
-/* Bring back troll if we steal the eggs back from him before crossing. */
- if(game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] ==
- 0)game.prop[TROLL]=1;
- K=2;
- if(HERE(EGGS))K=1;
- if(game.loc == PLAC[EGGS])K=0;
- MOVE(EGGS,PLAC[EGGS]);
- PSPEAK(EGGS,K);
- return(2012);
-
-/* Brief. Intransitive only. Suppress long descriptions after first time. */
-
-L8260: SPK=156;
- game.abbnum=10000;
- game.detail=3;
- return(2011);
-
-/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
-
-L8270: for (I=1; I<=NOBJECTS; I++) {
- if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
- } /* end loop */
- if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
-
-L9270: if(DARK(0)) goto L5190;
- if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
- if(obj == OYSTER && !game.clshnt) goto L9275;
- PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
- return(2012);
-
-L9275: game.clshnt=YES(input,192,193,54);
- return(2012);
-
-/* Break. Only works for mirror in repository and, of course, the vase. */
-
-L9280: if(obj == MIRROR)SPK=148;
- if(obj == VASE && game.prop[VASE] == 0) goto L9282;
- if(obj != MIRROR || !game.closed) return(2011);
- SPK=197;
- return(18999);
-
-L9282: SPK=198;
- if(TOTING(VASE))DROP(VASE,game.loc);
- game.prop[VASE]=2;
- game.fixed[VASE]= -1;
- return(2011);
-
-/* Wake. Only use is to disturb the dwarves. */
-
-L9290: if(obj != DWARF || !game.closed) return(2011);
- SPK=199;
- return(18999);