+++ /dev/null
-#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);
-}