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;
* Drop coins at vending machine for extra batteries. */
int discard(long obj, bool just_do_it) {
- if (just_do_it) goto L9021;
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj)) return(2011);
- if (obj != BIRD || !HERE(SNAKE)) goto L9023;
- RSPEAK(30);
- if (game.closed) return(19000);
- DSTROY(SNAKE);
- /* Set game.prop for use by travel options */
- game.prop[SNAKE]=1;
-L9021: 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);
-
-L9023: if (!(GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) goto L9024;
- 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))) goto L9021;
- SPK=219;
- if (TOTING(RUG))SPK=220;
- if (obj == RUBY)SPK=221;
- RSPEAK(SPK);
- if (SPK == 220) goto L9021;
- K=2-game.prop[RUG];
- game.prop[RUG]=K;
- if (K == 2)K=PLAC[SAPPH];
- MOVE(RUG+NOBJECTS,K);
- goto L9021;
-
-L9024: if (obj != COINS || !HERE(VEND)) goto L9025;
- DSTROY(COINS);
- DROP(BATTER,game.loc);
- PSPEAK(BATTER,0);
- return(2012);
-
-L9025: if (obj != BIRD || !AT(DRAGON) || game.prop[DRAGON] != 0) goto L9026;
- RSPEAK(154);
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- return(2012);
-
-L9026: if (obj != BEAR || !AT(TROLL)) goto L9027;
- RSPEAK(163);
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- game.prop[TROLL]=2;
- goto L9021;
-
-L9027: if (obj == VASE && game.loc != PLAC[PILLOW]) goto L9028;
- RSPEAK(54);
- goto L9021;
+ 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;
-L9028: 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;
- goto L9021;
+ } 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 obj, long verb) {
- I=ATDWRF(game.loc);
- if (obj != 0) goto L9124;
- 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) goto L9124;
- /* 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);
-L9124: if (obj == BIRD) {
+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;
}
-L9125: if (obj == VEND) {
+ if (obj == VEND) {
PSPEAK(VEND,game.prop[VEND]+2);
game.prop[VEND]=3-game.prop[VEND];
return(2012);
if (obj == DRAGON)SPK=167;
if (obj == TROLL)SPK=157;
if (obj == OGRE)SPK=203;
- if (obj == OGRE && I > 0) goto L9128;
+ 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!
} /* end loop */
game.loc=K;
K=NUL;
- return(8);
-
-L9128: RSPEAK(SPK);
- RSPEAK(6);
- DSTROY(OGRE);
- K=0;
- for (I=1; I < PIRATE; I++) {
- if (game.dloc[I] == game.loc) {
- K=K+1;
- game.dloc[I]=61;
- game.dseen[I]=false;
- }
- }
- SPK=SPK+1+1/K;
- return(2011);
+ return(8);
}
int throw_support(long spk)
return(8);
}
-int throw(FILE *cmdin, long obj, long verb)
+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
JUGGLE(BEAR);
return(2011);
}
- return(attack(cmdin, 0, verb));
+ return(attack(cmdin, verb, 0));
}
if (randrange(NDWARVES+1) < game.dflag) {