Because (almost) everything is done in handlers now, merge the action files.
[open-adventure.git] / actions2.c
diff --git a/actions2.c b/actions2.c
deleted file mode 100644 (file)
index 72bd0b0..0000000
+++ /dev/null
@@ -1,405 +0,0 @@
-#include "advent.h"
-#include "database.h"
-
-/*  Carry an object.  Special cases for bird and cage (if bird in cage, can't
- *  take one without the other).  Liquids also special, since they depend on
- *  status of bottle.  Also various side effects, etc. */
-
-int carry(long obj)
-{
-    if (obj == INTRANSITIVE) {
-       /*  Carry, no object given yet.  OK if only one object present. */
-       if(game.atloc[game.loc] == 0 ||
-          game.link[game.atloc[game.loc]] != 0 ||
-          ATDWRF(game.loc) > 0)
-           return(8000);
-       obj=game.atloc[game.loc];
-    }
-
-    if (TOTING(obj)) return(2011);
-    SPK=25;
-    if (obj == PLANT && game.prop[PLANT] <= 0)SPK=115;
-    if (obj == BEAR && game.prop[BEAR] == 1)SPK=169;
-    if (obj == CHAIN && game.prop[BEAR] != 0)SPK=170;
-    if (obj == URN)SPK=215;
-    if (obj == CAVITY)SPK=217;
-    if (obj == BLOOD)SPK=239;
-    if (obj == RUG && game.prop[RUG] == 2)SPK=222;
-    if (obj == SIGN)SPK=196;
-    if (obj == MESSAG) {
-       SPK=190;
-       DSTROY(MESSAG);
-    }
-    if (game.fixed[obj] != 0)
-       return(2011);
-    if (obj == WATER || obj == OIL) {
-       if (!HERE(BOTTLE) || LIQ(0) != obj) {
-           if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
-               return(fill(BOTTLE));
-           if (game.prop[BOTTLE] != 1)SPK=105;
-           if (!TOTING(BOTTLE))SPK=104;
-           return(2011);
-       }
-       obj = BOTTLE;
-    }
-
-    SPK=92;
-    if (game.holdng >= INVLIMIT)
-       return(2011);
-    if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
-       if (game.prop[BIRD] == 2) {
-           SPK=238;
-           DSTROY(BIRD);
-           return(2011);
-       }
-       if (!TOTING(CAGE))SPK=27;
-       if (TOTING(ROD))SPK=26;
-       if (SPK/2 == 13) return(2011);
-       game.prop[BIRD]=1;
-    }
-    if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
-       CARRY(BIRD+CAGE-obj,game.loc);
-    CARRY(obj,game.loc);
-    if (obj == BOTTLE && LIQ(0) != 0)
-       game.place[LIQ(0)] = -1;
-    if (!GSTONE(obj) || game.prop[obj] == 0)
-       return(2009);
-    game.prop[obj]=0;
-    game.prop[CAVITY]=1;
-    return(2009);
-}
-
-/*  Discard object.  "Throw" also comes here for most objects.  Special cases for
- *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
- *  Drop coins at vending machine for extra batteries. */
-
-int discard(long obj, bool just_do_it) {
-    if (!just_do_it) {
-        if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
-        if (!TOTING(obj)) return(2011);
-        if (obj == BIRD && HERE(SNAKE)) {
-            RSPEAK(30);
-            if (game.closed) return(19000);
-            DSTROY(SNAKE);
-            /* Set game.prop for use by travel options */
-            game.prop[SNAKE]=1;
-
-        } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
-            RSPEAK(218);
-            game.prop[obj]=1;
-            game.prop[CAVITY]=0;
-            if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
-                    game.prop[RUG] == 2))) {
-                SPK=219;
-                if (TOTING(RUG))SPK=220;
-                if (obj == RUBY)SPK=221;
-                RSPEAK(SPK);
-                if (SPK != 220) {
-                    K=2-game.prop[RUG];
-                    game.prop[RUG]=K;
-                    if (K == 2)K=PLAC[SAPPH];
-                    MOVE(RUG+NOBJECTS,K);
-                }
-            }
-        } else if (obj == COINS && HERE(VEND)) {
-            DSTROY(COINS);
-            DROP(BATTER,game.loc);
-            PSPEAK(BATTER,0);
-            return(2012);
-        } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
-            RSPEAK(154);
-            DSTROY(BIRD);
-            game.prop[BIRD]=0;
-            return(2012);
-        } else if (obj == BEAR && AT(TROLL)) {
-            RSPEAK(163);
-            MOVE(TROLL,0);
-            MOVE(TROLL+NOBJECTS,0);
-            MOVE(TROLL2,PLAC[TROLL]);
-            MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
-            JUGGLE(CHASM);
-            game.prop[TROLL]=2;
-        } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
-            RSPEAK(54);
-        } else {
-            game.prop[VASE]=2;
-            if (AT(PILLOW))game.prop[VASE]=0;
-            PSPEAK(VASE,game.prop[VASE]+1);
-            if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
-        }
-    }
-    K=LIQ(0);
-    if (K == obj)obj=BOTTLE;
-    if (obj == BOTTLE && K != 0)game.place[K]=0;
-    if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
-    DROP(obj,game.loc);
-    if (obj != BIRD) return(2012);
-    game.prop[BIRD]=0;
-    if (FOREST(game.loc))game.prop[BIRD]=2;
-    return(2012);
-}
-
-/*  Attack.  Assume target if unambiguous.  "Throw" also links here.  Attackable
- *  objects fall into two categories: enemies (snake, dwarf, etc.)  and others
- *  (bird, clam, machine).  Ambiguous if 2 enemies, or no enemies but 2 others. */
-
-int attack(FILE *input, long verb, long obj) {
-       int i =ATDWRF(game.loc);
-       if (obj == 0) {
-           if (i > 0)
-               obj=DWARF;
-           if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
-           if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
-           if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
-           if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
-           if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
-           if (obj > NOBJECTS) return(8000);
-           if (obj == 0) {
-               /* Can't attack bird or machine by throwing axe. */
-               if (HERE(BIRD) && verb != THROW)obj=BIRD;
-               if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
-               /* Clam and oyster both treated as clam for intransitive case;
-                * no harm done. */
-               if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
-               if (obj > NOBJECTS) return(8000);
-           }
-       }
-       if (obj == BIRD) {
-               SPK=137;
-               if (game.closed) return(2011);
-               DSTROY(BIRD);
-               game.prop[BIRD]=0;
-               SPK=45;
-       }
-       if (obj == VEND) {
-           PSPEAK(VEND,game.prop[VEND]+2);
-           game.prop[VEND]=3-game.prop[VEND];
-           return(2012);
-       }
-
-       if (obj == 0)SPK=44;
-       if (obj == CLAM || obj == OYSTER)SPK=150;
-       if (obj == SNAKE)SPK=46;
-       if (obj == DWARF)SPK=49;
-       if (obj == DWARF && game.closed) return(19000);
-       if (obj == DRAGON)SPK=167;
-       if (obj == TROLL)SPK=157;
-       if (obj == OGRE)SPK=203;
-       if (obj == OGRE && i > 0) {
-           RSPEAK(SPK);
-           RSPEAK(6);
-           DSTROY(OGRE);
-           int k=0;
-           for (i=1; i < PIRATE; i++) {
-               if (game.dloc[i] == game.loc) {
-                   ++k;
-                   game.dloc[i]=61;
-                   game.dseen[i]=false;
-               }
-           }
-           SPK=SPK+1+1/k;
-           return(2011);
-       }
-       if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
-       if (obj != DRAGON || game.prop[DRAGON] != 0) return(2011);
-       /*  Fun stuff for dragon.  If he insists on attacking it, win!
-        *  Set game.prop to dead, move dragon to central loc (still
-        *  fixed), move rug there (not fixed), and move him there,
-        *  too.  Then do a null motion to get new description. */
-       RSPEAK(49);
-       GETIN(input,WD1,WD1X,WD2,WD2X);
-       if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
-       PSPEAK(DRAGON,3);
-       game.prop[DRAGON]=1;
-       game.prop[RUG]=0;
-       K=(PLAC[DRAGON]+FIXD[DRAGON])/2;
-       MOVE(DRAGON+NOBJECTS,-1);
-       MOVE(RUG+NOBJECTS,0);
-       MOVE(DRAGON,K);
-       MOVE(RUG,K);
-       DROP(BLOOD,K);
-       for (obj=1; obj<=NOBJECTS; obj++) {
-       if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K);
-       /*etc*/ ;
-       } /* end loop */
-       game.loc=K;
-       K=NUL;
-       return(8);
-}
-
-int throw_support(long spk)
-{
-    RSPEAK(spk);
-    DROP(AXE,game.loc);
-    K=NUL;
-    return(8);
-}
-
-int throw(FILE *cmdin, long verb, long obj)
-/*  Throw.  Same as discard unless axe.  Then same as attack except
- *  ignore bird, and if dwarf is present then one might be killed.
- *  (Only way to do so!)  Axe also special for dragon, bear, and
- *  troll.  Treasures special for troll. */
-{
-    if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
-    if (!TOTING(obj))
-       return(2011);
-    if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
-        SPK=159;
-        /*  Snarf a treasure for the troll. */
-        DROP(obj,0);
-        MOVE(TROLL,0);
-        MOVE(TROLL+NOBJECTS,0);
-        DROP(TROLL2,PLAC[TROLL]);
-        DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
-        JUGGLE(CHASM);
-        return(2011);
-    }
-    if (obj == FOOD && HERE(BEAR)) {
-    /* But throwing food is another story. */
-        obj=BEAR;
-        return(feed(obj));
-    }
-    if (obj != AXE)
-       return(discard(obj, false));
-    I=ATDWRF(game.loc);
-    if (I <= 0) {
-        if (AT(DRAGON) && game.prop[DRAGON] == 0) {
-            SPK=152;
-            return throw_support(SPK);
-        }
-        if (AT(TROLL)) {
-            SPK=158;
-            return throw_support(SPK);
-        }
-        if (AT(OGRE)) {
-            SPK=203;
-            return throw_support(SPK);
-        }
-        if (HERE(BEAR) && game.prop[BEAR] == 0) {
-            /* This'll teach him to throw the axe at the bear! */
-            SPK=164;
-            DROP(AXE,game.loc);
-            game.fixed[AXE]= -1;
-            game.prop[AXE]=1;
-            JUGGLE(BEAR);
-            return(2011);
-        }
-        return(attack(cmdin, verb, 0));
-    }
-
-    if (randrange(NDWARVES+1) < game.dflag) {
-        SPK=48;
-        return throw_support(SPK);
-    }
-    game.dseen[I]=false;
-    game.dloc[I]=0;
-    SPK=47;
-    game.dkill=game.dkill+1;
-    if (game.dkill == 1)SPK=149;
-
-    return throw_support(SPK);
-}
-
-int feed(long obj)
-/*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
- *  mad.  Bear, special. */
-{
-    if (obj == BIRD) {
-       SPK=100;
-       return(2011);
-    }
-
-    if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
-       SPK=102;
-       if (obj == DRAGON && game.prop[DRAGON] != 0)SPK=110;
-       if (obj == TROLL)SPK=182;
-       if (obj != SNAKE || game.closed || !HERE(BIRD))
-           return(2011);
-       SPK=101;
-       DSTROY(BIRD);
-       game.prop[BIRD]=0;
-       return(2011);
-    }
-
-    if (obj == DWARF) {
-       if (!HERE(FOOD))
-           return(2011);
-       SPK=103;
-       game.dflag=game.dflag+2;
-       return(2011);
-    }
-
-    if (obj == BEAR) {
-       if (game.prop[BEAR] == 0)SPK=102;
-       if (game.prop[BEAR] == 3)SPK=110;
-       if (!HERE(FOOD))
-           return(2011);
-       DSTROY(FOOD);
-       game.prop[BEAR]=1;
-       game.fixed[AXE]=0;
-       game.prop[AXE]=0;
-       SPK=168;
-       return(2011);
-    }
-
-    if (obj == OGRE) {
-       if (HERE(FOOD))
-           SPK=202;
-       return(2011);
-    }
-
-    SPK=14;
-    return(2011);
-}
-
-int fill(long obj)
-/*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
- *  is nasty.) */
-{
-    int k;
-    if (obj == VASE) {
-       SPK=29;
-       if (LIQLOC(game.loc) == 0)SPK=144;
-       if (LIQLOC(game.loc) == 0 || !TOTING(VASE))
-           return(2011);
-       RSPEAK(145);
-       game.prop[VASE]=2;
-       game.fixed[VASE]= -1;
-       return(discard(obj, true));
-    }
-
-    if (obj == URN){
-       SPK=213;
-       if (game.prop[URN] != 0) return(2011);
-       SPK=144;
-       k=LIQ(0);
-       if (k == 0 || !HERE(BOTTLE)) return(2011);
-       game.place[k]=0;
-       game.prop[BOTTLE]=1;
-       if (k == OIL)game.prop[URN]=1;
-       SPK=211+game.prop[URN];
-       return(2011);
-    }
-
-    if (obj != 0 && obj != BOTTLE)
-       return(2011);
-    if (obj == 0 && !HERE(BOTTLE))
-       return(8000);
-    SPK=107;
-    if (LIQLOC(game.loc) == 0)
-       SPK=106;
-    if (HERE(URN) && game.prop[URN] != 0)
-       SPK=214;
-    if (LIQ(0) != 0)
-       SPK=105;
-    if (SPK != 107)
-       return(2011);
-    game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
-    k=LIQ(0);
-    if (TOTING(BOTTLE))
-       game.place[k]= -1;
-    if (k == OIL)
-       SPK=108;
-    return(2011);
-}