X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=cbf73f27417b1535dac27c6558ba7a73fea17bdb;hp=2b9973a55a7836348a22c05d74a5c974a66db73b;hb=f862f9f1d508e00bccc208e66b1d31a5e530ab3e;hpb=9344b8b329161df4c2322f8c44cb84fecc8ba378 diff --git a/actions.c b/actions.c index 2b9973a..cbf73f2 100644 --- a/actions.c +++ b/actions.c @@ -2,6 +2,7 @@ #include #include "advent.h" #include "database.h" +#include "newdb.h" /* Limit visibility of ugly globals. Eventually these should go away. */ extern long WD1, WD1X, WD2, WD2X; @@ -20,92 +21,93 @@ static int attack(FILE *input, long verb, token_t obj) * enemies, or no enemies but 2 others. */ { int spk = ACTSPK[verb]; - 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 GO_UNKNOWN; - 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 GO_UNKNOWN; - } + if (obj == 0 || obj == INTRANSITIVE) { + if (ATDWRF(game.loc) > 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 GO_UNKNOWN; + 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 GO_UNKNOWN; + } } if (obj == BIRD) { - spk=137; - if (game.closed) - { - RSPEAK(spk); - return GO_CLEAROBJ; - } - 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 GO_CLEAROBJ; + spk = UNHAPPY_BIRD; + if (game.closed) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + DESTROY(BIRD); + game.prop[BIRD] = 0; + spk = BIRD_DEAD; + } else if (obj == VEND) { + PSPEAK(VEND, game.prop[VEND] + 2); + game.prop[VEND] = 3 - game.prop[VEND]; + return GO_CLEAROBJ; } - 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; - RSPEAK(spk); - return GO_CLEAROBJ; - } - if (obj == BEAR)spk=165+(game.prop[BEAR]+1)/2; - if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(spk); return GO_CLEAROBJ;} - /* 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; - int 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); + if (obj == 0)spk = NO_TARGET; + if (obj == CLAM || obj == OYSTER)spk = SHELL_IMPERVIOUS; + if (obj == SNAKE)spk = SNAKE_WARNING; + if (obj == DWARF)spk = BARE_HANDS_QUERY; + if (obj == DWARF && game.closed) return GO_DWARFWAKE; + if (obj == DRAGON)spk = ALREADY_DEAD; + if (obj == TROLL)spk = ROCKY_TROLL; + if (obj == OGRE)spk = OGRE_DODGE; + if (obj == OGRE && ATDWRF(game.loc) > 0) { + RSPEAK(spk); + RSPEAK(KNIFE_THROWN); + DESTROY(OGRE); + int dwarves = 0; + for (int i = 1; i < PIRATE; i++) { + if (game.dloc[i] == game.loc) { + ++dwarves; + game.dloc[i] = LOC_LONGWEST; + game.dseen[i] = false; + } + } + spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2; + } else if (obj == BEAR) + /* FIXME: Arithmetic on message numbers */ + spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2; + else if (obj == DRAGON && game.prop[DRAGON] == 0) { + /* 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(BARE_HANDS_QUERY); + GETIN(input, &WD1, &WD1X, &WD2, &WD2X); + if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) + return GO_CHECKFOO; + PSPEAK(DRAGON, 3); + game.prop[DRAGON] = 1; + game.prop[RUG] = 0; + int 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); + } + game.loc = k; + return GO_MOVE; } - game.loc=k; - return GO_MOVE; + + RSPEAK(spk); + return GO_CLEAROBJ; } static int bigwords(long foo) @@ -113,88 +115,86 @@ static int bigwords(long foo) * 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). */ { - int k=VOCAB(foo,3); - int spk=42; - if (game.foobar != 1-k) { - if (game.foobar != 0)spk=151; - RSPEAK(spk); - return GO_CLEAROBJ; + int k = VOCAB(foo, 3); + int spk = NOTHING_HAPPENS; + if (game.foobar != 1 - k) { + if (game.foobar != 0)spk = START_OVER; + RSPEAK(spk); + return GO_CLEAROBJ; } else { - game.foobar=k; - if (k != 4) { - RSPEAK(54); - return GO_CLEAROBJ; - } - game.foobar=0; - if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) { - RSPEAK(spk); - return GO_CLEAROBJ; - } else { - /* 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 GO_CLEAROBJ; - } + game.foobar = k; + if (k != 4) { + RSPEAK(OK_MAN); + return GO_CLEAROBJ; + } + game.foobar = 0; + if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) { + RSPEAK(spk); + return GO_CLEAROBJ; + } else { + /* 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 GO_CLEAROBJ; + } } } static int bivalve(token_t verb, token_t obj) /* Clam/oyster actions */ { - int spk, 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) { - DSTROY(CLAM); - DROP(OYSTER,game.loc); - DROP(PEARL,105); + int spk; + bool is_oyster = (obj == OYSTER); + spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS; + if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM; + if (!TOTING(TRIDNT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER; + if (verb == LOCK)spk = HUH_MAN; + if (spk == PEARL_FALLS) { + DESTROY(CLAM); + DROP(OYSTER, game.loc); + DROP(PEARL, LOC_CULDESAC); } RSPEAK(spk); return GO_CLEAROBJ; } -static int blast(void) +static void blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { if (game.prop[ROD2] < 0 || !game.closed) - { - RSPEAK(67); - return GO_CLEAROBJ; + RSPEAK(REQUIRES_DYNAMITE); + else { + game.bonus = VICTORY_MESSAGE; + if (game.loc == LOC_NE) + game.bonus = DEFEAT_MESSAGE; + if (HERE(ROD2)) + game.bonus = SPLATTER_MESSAGE; + RSPEAK(game.bonus); + score(endgame); } - game.bonus=133; - if (game.loc == 115) - game.bonus=134; - if (HERE(ROD2)) - game.bonus=135; - RSPEAK(game.bonus); - score(0); - return GO_CLEAROBJ; /* pacify compiler - we never get here */ } static int vbreak(token_t verb, token_t obj) /* Break. Only works for mirror in repository and, of course, the vase. */ { int spk = ACTSPK[verb]; - if (obj == MIRROR)spk=148; + if (obj == MIRROR)spk = TOO_FAR; if (obj == VASE && game.prop[VASE] == 0) { - if (TOTING(VASE))DROP(VASE,game.loc); - game.prop[VASE]=2; - game.fixed[VASE]= -1; - spk=198; + if (TOTING(VASE))DROP(VASE, game.loc); + game.prop[VASE] = 2; + game.fixed[VASE] = -1; + spk = BREAK_VASE; } else { - if (obj == MIRROR && game.closed) { - RSPEAK(197); - return GO_DWARFWAKE; - } + if (obj == MIRROR && game.closed) { + RSPEAK(BREAK_MIRROR); + return GO_DWARFWAKE; + } } RSPEAK(spk); return GO_CLEAROBJ; @@ -203,9 +203,9 @@ static int vbreak(token_t verb, token_t obj) static int brief(void) /* Brief. Intransitive only. Suppress long descriptions after first time. */ { - game.abbnum=10000; - game.detail=3; - RSPEAK(156); + game.abbnum = 10000; + game.detail = 3; + RSPEAK(BRIEF_CONFIRM); return GO_CLEAROBJ; } @@ -216,74 +216,78 @@ static int carry(token_t verb, token_t obj) { int spk; 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 GO_UNKNOWN; - obj=game.atloc[game.loc]; + /* 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 GO_UNKNOWN; + obj = game.atloc[game.loc]; } - if (TOTING(obj)) {RSPEAK(24); return GO_CLEAROBJ;} - 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 (TOTING(obj)) { + RSPEAK(ALREADY_CARRYING); + return GO_CLEAROBJ; + } + spk = YOU_JOKING; + if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS; + if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED; + if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED; + if (obj == URN)spk = URN_NOBUDGE; + if (obj == CAVITY)spk = DOUGHNUT_HOLES; + if (obj == BLOOD)spk = FEW_DROPS; + if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS; + if (obj == SIGN)spk = HAND_PASSTHROUGH; if (obj == MESSAG) { - RSPEAK(190); - DSTROY(MESSAG); - return GO_CLEAROBJ; + RSPEAK(REMOVE_MESSAGE); + DESTROY(MESSAG); + return GO_CLEAROBJ; } if (game.fixed[obj] != 0) { - RSPEAK(spk); - return GO_CLEAROBJ; + RSPEAK(spk); + return GO_CLEAROBJ; } if (obj == WATER || obj == OIL) { - if (!HERE(BOTTLE) || LIQUID() != obj) { - if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1) - return(fill(verb, BOTTLE)); - if (game.prop[BOTTLE] != 1)spk=105; - if (!TOTING(BOTTLE))spk=104; - RSPEAK(spk); - return GO_CLEAROBJ; - } - obj = BOTTLE; + if (!HERE(BOTTLE) || LIQUID() != obj) { + if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1) + return (fill(verb, BOTTLE)); + else { + if (game.prop[BOTTLE] != 1)spk = BOTTLE_FULL; + if (!TOTING(BOTTLE))spk = NO_CONTAINER; + RSPEAK(spk); + return GO_CLEAROBJ; + } + } + obj = BOTTLE; } - spk=92; + spk = CARRY_LIMIT; if (game.holdng >= INVLIMIT) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) { - if (game.prop[BIRD] == 2) { - DSTROY(BIRD); - RSPEAK(238); - return GO_CLEAROBJ; - } - if (!TOTING(CAGE))spk=27; - if (TOTING(ROD))spk=26; - if (spk/2 == 13) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - game.prop[BIRD]=1; + RSPEAK(spk); + return GO_CLEAROBJ; + } else if (obj == BIRD && game.prop[BIRD] != 1 && -1 - game.prop[BIRD] != 1) { + if (game.prop[BIRD] == 2) { + DESTROY(BIRD); + RSPEAK(BIRD_CRAP); + return GO_CLEAROBJ; + } + if (!TOTING(CAGE))spk = CANNOT_CARRY; + if (TOTING(ROD))spk = BIRD_EVADES; + if (spk == CANNOT_CARRY || spk == BIRD_EVADES) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + 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 == 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 && LIQUID() != 0) - game.place[LIQUID()] = -1; + game.place[LIQUID()] = CARRIED; if (GSTONE(obj) && game.prop[obj] != 0) { - game.prop[obj]=0; - game.prop[CAVITY]=1; + game.prop[obj] = 0; + game.prop[CAVITY] = 1; } - RSPEAK(54); + RSPEAK(OK_MAN); return GO_CLEAROBJ; } @@ -292,22 +296,28 @@ static int chain(token_t verb) { int spk; if (verb != LOCK) { - spk=171; - if (game.prop[BEAR] == 0)spk=41; - if (game.prop[CHAIN] == 0)spk=37; - if (spk != 171) {RSPEAK(spk); return GO_CLEAROBJ;} - game.prop[CHAIN]=0; - game.fixed[CHAIN]=0; - if (game.prop[BEAR] != 3)game.prop[BEAR]=2; - game.fixed[BEAR]=2-game.prop[BEAR]; + spk = CHAIN_UNLOCKED; + if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS; + if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED; + if (spk != CHAIN_UNLOCKED) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + game.prop[CHAIN] = 0; + game.fixed[CHAIN] = 0; + if (game.prop[BEAR] != 3)game.prop[BEAR] = 2; + game.fixed[BEAR] = 2 - game.prop[BEAR]; } else { - spk=172; - if (game.prop[CHAIN] != 0)spk=34; - if (game.loc != PLAC[CHAIN])spk=173; - if (spk != 172) {RSPEAK(spk); return GO_CLEAROBJ;} - game.prop[CHAIN]=2; - if (TOTING(CHAIN))DROP(CHAIN,game.loc); - game.fixed[CHAIN]= -1; + spk = CHAIN_LOCKED; + if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED; + if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE; + if (spk != CHAIN_LOCKED) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + game.prop[CHAIN] = 2; + if (TOTING(CHAIN))DROP(CHAIN, game.loc); + game.fixed[CHAIN] = -1; } RSPEAK(spk); return GO_CLEAROBJ; @@ -320,68 +330,71 @@ static int discard(token_t verb, token_t obj, bool just_do_it) { int spk = ACTSPK[verb]; if (!just_do_it) { - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; - if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;} + if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2; + if (!TOTING(obj)) { + RSPEAK(spk); + return GO_CLEAROBJ; + } if (obj == BIRD && HERE(SNAKE)) { - RSPEAK(30); - if (game.closed) return(19000); - DSTROY(SNAKE); + RSPEAK(BIRD_ATTACKS); + if (game.closed) return GO_DWARFWAKE; + DESTROY(SNAKE); /* Set game.prop for use by travel options */ - game.prop[SNAKE]=1; + game.prop[SNAKE] = 1; } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) { - RSPEAK(218); - game.prop[obj]=1; - game.prop[CAVITY]=0; + RSPEAK(GEM_FITS); + 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; + game.prop[RUG] == 2))) { + spk = RUG_RISES; + if (TOTING(RUG))spk = RUG_WIGGLES; + if (obj == RUBY)spk = RUG_SETTLES; RSPEAK(spk); - if (spk != 220) { - int k = 2-game.prop[RUG]; + if (spk != RUG_WIGGLES) { + int k = 2 - game.prop[RUG]; game.prop[RUG] = k; if (k == 2) k = PLAC[SAPPH]; - MOVE(RUG+NOBJECTS, k); + MOVE(RUG + NOBJECTS, k); } } } else if (obj == COINS && HERE(VEND)) { - DSTROY(COINS); - DROP(BATTER,game.loc); - PSPEAK(BATTER,0); + DESTROY(COINS); + DROP(BATTER, game.loc); + PSPEAK(BATTER, 0); return GO_CLEAROBJ; } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) { - RSPEAK(154); - DSTROY(BIRD); - game.prop[BIRD]=0; + RSPEAK(BIRD_BURNT); + DESTROY(BIRD); + game.prop[BIRD] = 0; return GO_CLEAROBJ; } else if (obj == BEAR && AT(TROLL)) { - RSPEAK(163); - MOVE(TROLL,0); - MOVE(TROLL+NOBJECTS,0); - MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); + RSPEAK(TROLL_SCAMPERS); + MOVE(TROLL, 0); + MOVE(TROLL + NOBJECTS, 0); + MOVE(TROLL2, PLAC[TROLL]); + MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]); JUGGLE(CHASM); - game.prop[TROLL]=2; + game.prop[TROLL] = 2; } else if (obj != VASE || game.loc == PLAC[PILLOW]) { - RSPEAK(54); + RSPEAK(OK_MAN); } 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; + 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; } } int k = LIQUID(); - if (k == obj)obj=BOTTLE; + 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); + game.place[k] = NOWHERE; + if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD, game.loc); + DROP(obj, game.loc); if (obj != BIRD) return GO_CLEAROBJ; - game.prop[BIRD]=0; - if (FOREST(game.loc))game.prop[BIRD]=2; + game.prop[BIRD] = 0; + if (FOREST(game.loc))game.prop[BIRD] = 2; return GO_CLEAROBJ; } @@ -391,19 +404,19 @@ static int drink(token_t verb, token_t obj) { int spk = ACTSPK[verb]; if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE))) - return GO_UNKNOWN; + return GO_UNKNOWN; if (obj != BLOOD) { - if (obj != 0 && obj != WATER)spk=110; - if (spk != 110 && LIQUID() == WATER && HERE(BOTTLE)) { - game.prop[BOTTLE]=1; - game.place[WATER]=0; - spk=74; - } + if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT; + if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) { + game.prop[BOTTLE] = 1; + game.place[WATER] = NOWHERE; + spk = BOTTLE_EMPTY; + } } else { - DSTROY(BLOOD); - game.prop[DRAGON]=2; - OBJSND[BIRD]=OBJSND[BIRD]+3; - spk=240; + DESTROY(BLOOD); + game.prop[DRAGON] = 2; + OBJSND[BIRD] = OBJSND[BIRD] + 3; + spk = HEAD_BUZZES; } RSPEAK(spk); return GO_CLEAROBJ; @@ -415,18 +428,18 @@ static int eat(token_t verb, token_t obj) { int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { - if (!HERE(FOOD)) - return GO_UNKNOWN; - DSTROY(FOOD); - spk=72; + if (!HERE(FOOD)) + return GO_UNKNOWN; + DESTROY(FOOD); + spk = THANKS_DELICIOUS; } else { - if (obj == FOOD) { - DSTROY(FOOD); - spk=72; - } - if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == - DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == - OGRE)spk=71; + if (obj == FOOD) { + DESTROY(FOOD); + spk = THANKS_DELICIOUS; + } + if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == + DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == + OGRE)spk = LOST_APPETITE; } RSPEAK(spk); return GO_CLEAROBJ; @@ -437,22 +450,20 @@ static int extinguish(token_t verb, int obj) { int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { - if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP; - if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN; - if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN; + if (HERE(LAMP) && game.prop[LAMP] == 1)obj = LAMP; + if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN; + if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN; } if (obj == URN) { - game.prop[URN]=game.prop[URN]/2; - spk=210; - } - else if (obj == LAMP) { - game.prop[LAMP]=0; - RSPEAK(40); - spk = DARK(game.loc) ? 16 : 0; - } - else if (obj == DRAGON || obj == VOLCAN) - spk=146; + game.prop[URN] = game.prop[URN] / 2; + spk = URN_DARK; + } else if (obj == LAMP) { + game.prop[LAMP] = 0; + RSPEAK(LAMP_OFF); + spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE; + } else if (obj == DRAGON || obj == VOLCAN) + spk = BEYOND_POWER; RSPEAK(spk); return GO_CLEAROBJ; } @@ -463,41 +474,37 @@ static int feed(token_t verb, token_t obj) { int spk = ACTSPK[verb]; if (obj == BIRD) { - RSPEAK(100); - return GO_CLEAROBJ; - } - else 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)) { - DSTROY(BIRD); - game.prop[BIRD]=0; - spk = 101; - } - } - else if (obj == DWARF) { - if (HERE(FOOD)) { - game.dflag += 2; - spk = 103; - } - } - else if (obj == BEAR) { - if (game.prop[BEAR] == 0)spk=102; - if (game.prop[BEAR] == 3)spk=110; - if (HERE(FOOD)) { - DSTROY(FOOD); - game.prop[BEAR]=1; - game.fixed[AXE]=0; - game.prop[AXE]=0; - spk=168; - } - } - else if (obj == OGRE) { - if (HERE(FOOD)) - spk=202; + RSPEAK(BIRD_PINING); + return GO_CLEAROBJ; + } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) { + spk = NOTHING_EDIBLE; + if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT; + if (obj == TROLL)spk = TROLL_VICES; + if (obj == SNAKE && !game.closed && HERE(BIRD)) { + DESTROY(BIRD); + game.prop[BIRD] = 0; + spk = BIRD_DEVOURED; + } + } else if (obj == DWARF) { + if (HERE(FOOD)) { + game.dflag += 2; + spk = REALLY_MAD; + } + } else if (obj == BEAR) { + if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE; + if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT; + if (HERE(FOOD)) { + DESTROY(FOOD); + game.prop[BEAR] = 1; + game.fixed[AXE] = 0; + game.prop[AXE] = 0; + spk = BEAR_TAMED; + } + } else if (obj == OGRE) { + if (HERE(FOOD)) + spk = OGRE_FULL; } else { - spk=14; + spk = AM_GAME; } RSPEAK(spk); return GO_CLEAROBJ; @@ -510,50 +517,53 @@ int fill(token_t verb, token_t obj) int k; int spk = ACTSPK[verb]; if (obj == VASE) { - spk=29; - if (LIQLOC(game.loc) == 0)spk=144; - if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - RSPEAK(145); - game.prop[VASE]=2; - game.fixed[VASE]= -1; - return(discard(verb, obj, true)); - } - else if (obj == URN) { - spk=213; - if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;} - spk=144; - k=LIQUID(); - if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;} - game.place[k]=0; - game.prop[BOTTLE]=1; - if (k == OIL)game.prop[URN]=1; - spk=211+game.prop[URN]; - RSPEAK(spk); - return GO_CLEAROBJ; - } - else if (obj != 0 && obj != BOTTLE) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - else if (obj == 0 && !HERE(BOTTLE)) - return GO_UNKNOWN; - spk=107; + spk = ARENT_CARRYING; + if (LIQLOC(game.loc) == 0)spk = FILL_INVALID; + if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + RSPEAK(SHATTER_VASE); + game.prop[VASE] = 2; + game.fixed[VASE] = -1; + return (discard(verb, obj, true)); + } else if (obj == URN) { + spk = FULL_URN; + if (game.prop[URN] != 0) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + spk = FILL_INVALID; + k = LIQUID(); + if (k == 0 || !HERE(BOTTLE)) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + game.place[k] = NOWHERE; + game.prop[BOTTLE] = 1; + if (k == OIL)game.prop[URN] = 1; + spk = WATER_URN + game.prop[URN]; + RSPEAK(spk); + return GO_CLEAROBJ; + } else if (obj != 0 && obj != BOTTLE) { + RSPEAK(spk); + return GO_CLEAROBJ; + } else if (obj == 0 && !HERE(BOTTLE)) + return GO_UNKNOWN; + spk = BOTTLED_WATER; if (LIQLOC(game.loc) == 0) - spk=106; + spk = NO_LIQUID; if (HERE(URN) && game.prop[URN] != 0) - spk=214; + spk = URN_NOPOUR; if (LIQUID() != 0) - spk=105; - if (spk == 107) { - game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2; - k=LIQUID(); - if (TOTING(BOTTLE)) - game.place[k]= -1; - if (k == OIL) - spk=108; + spk = BOTTLE_FULL; + if (spk == BOTTLED_WATER) { + game.prop[BOTTLE] = MOD(COND[game.loc], 4) / 2 * 2; + k = LIQUID(); + if (TOTING(BOTTLE)) + game.place[k] = CARRIED; + if (k == OIL) + spk = BOTTLED_OIL; } RSPEAK(spk); return GO_CLEAROBJ; @@ -564,12 +574,12 @@ static int find(token_t verb, token_t obj) { int spk = ACTSPK[verb]; if (AT(obj) || - (LIQUID() == obj && AT(BOTTLE)) || - obj == LIQLOC(game.loc) || - (obj == DWARF && ATDWRF(game.loc) > 0)) - spk=94; - if (game.closed)spk=138; - if (TOTING(obj))spk=24; + (LIQUID() == obj && AT(BOTTLE)) || + obj == LIQLOC(game.loc) || + (obj == DWARF && ATDWRF(game.loc) > 0)) + spk = YOU_HAVEIT; + if (game.closed)spk = NEEDED_NEreplace; + if (TOTING(obj))spk = ALREADY_CARRYING; RSPEAK(spk); return GO_CLEAROBJ; } @@ -579,108 +589,110 @@ static int fly(token_t verb, token_t obj) { int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { - if (game.prop[RUG] != 2)spk=224; - if (!HERE(RUG))spk=225; - if (spk/2 == 112) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - obj=RUG; + if (game.prop[RUG] != 2)spk = RUG_NOTHING2; + if (!HERE(RUG))spk = FLAP_ARMS; + if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + obj = RUG; } if (obj != RUG) { - RSPEAK(spk); - return GO_CLEAROBJ; + RSPEAK(spk); + return GO_CLEAROBJ; + } + spk = RUG_NOTHING1; + if (game.prop[RUG] != 2) { + RSPEAK(spk); + return GO_CLEAROBJ; } - spk=223; - if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;} - game.oldlc2=game.oldloc; - game.oldloc=game.loc; - game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc; - spk=226; - if (game.prop[SAPPH] >= 0)spk=227; + game.oldlc2 = game.oldloc; + game.oldloc = game.loc; + game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc; + spk = RUG_GOES; + if (game.prop[SAPPH] >= 0) + spk = RUG_RETURNS; RSPEAK(spk); return GO_TERMINATE; } - -static int inven(token_t obj) + +static int inven(void) /* Inventory. If object, treat same as find. Else report on current burden. */ { - int i; - int spk=98; - for (i=1; i<=NOBJECTS; i++) { - if (i == BEAR || !TOTING(i)) - continue; - if (spk == 98) - RSPEAK(99); - game.blklin=false; - PSPEAK(i,-1); - game.blklin=true; - spk=0; + int spk = NO_CARRY; + for (int i = 1; i <= NOBJECTS; i++) { + if (i == BEAR || !TOTING(i)) + continue; + if (spk == NO_CARRY) + RSPEAK(NOW_HOLDING); + game.blklin = false; + PSPEAK(i, -1); + game.blklin = true; + spk = NO_MESSAGE; } if (TOTING(BEAR)) - spk=141; + spk = TAME_BEAR; RSPEAK(spk); return GO_CLEAROBJ; } -int light(token_t verb, token_t obj) +static int light(token_t verb, token_t obj) /* Light. Applicable only to lamp and urn. */ { int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { - 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 == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN; + 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 == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN; } if (obj == URN) { - spk=38; - if (game.prop[URN] == 0) - {RSPEAK(spk); return GO_CLEAROBJ;} - spk=209; - game.prop[URN]=2; - RSPEAK(spk); - return GO_CLEAROBJ; + if (game.prop[URN] == 0) { + RSPEAK(URN_EMPTY); + } else { + game.prop[URN] = 2; + RSPEAK(URN_LIT); + } + return GO_CLEAROBJ; } else { - if (obj != LAMP) - { - RSPEAK(spk); - return GO_CLEAROBJ; - } - spk=184; - if (game.limit < 0) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - game.prop[LAMP]=1; - RSPEAK(39); - if (game.wzdark) - return GO_TOP; - else - return GO_CLEAROBJ; - } + if (obj != LAMP) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + spk = LAMP_OUT; + if (game.limit < 0) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + game.prop[LAMP] = 1; + RSPEAK(LAMP_ON); + if (game.wzdark) + return GO_TOP; + else + return GO_CLEAROBJ; + } } static int listen(void) /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ { - int i, k; - int spk=228; - k=LOCSND[game.loc]; + int k; + int spk = ALL_SILENT; + k = LOCSND[game.loc]; if (k != 0) { - RSPEAK(labs(k)); - if (k < 0) return GO_CLEAROBJ; - spk=0; + RSPEAK(labs(k)); + if (k < 0) return GO_CLEAROBJ; + spk = NO_MESSAGE; } - SETPRM(1,game.zzword,0); - for (i=1; i<=NOBJECTS; i++) { - if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0) - continue; - PSPEAK(i,OBJSND[i]+game.prop[i]); - spk=0; - if (i == BIRD && OBJSND[i]+game.prop[i] == 8) - DSTROY(BIRD); + SETPRM(1, game.zzword, 0); + for (int i = 1; i <= NOBJECTS; i++) { + if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0) + continue; + PSPEAK(i, OBJSND[i] + game.prop[i]); + spk = NO_MESSAGE; + if (i == BIRD && OBJSND[i] + game.prop[i] == 8) + DESTROY(BIRD); } RSPEAK(spk); return GO_CLEAROBJ; @@ -691,40 +703,43 @@ static int lock(token_t verb, token_t obj) { int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { - 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 GO_UNKNOWN; - if (HERE(CHAIN))obj=CHAIN; - if (obj == 0) {RSPEAK(spk); return GO_CLEAROBJ;} + spk = NOTHING_LOCKED; + 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 GO_UNKNOWN; + if (HERE(CHAIN))obj = CHAIN; + if (obj == 0 || obj == INTRANSITIVE) { + RSPEAK(spk); + return GO_CLEAROBJ; + } } - + /* Lock, unlock object. Special stuff for opening clam/oyster * and for chain. */ if (obj == CLAM || obj == OYSTER) - return bivalve(verb, obj); - if (obj == DOOR)spk=111; - if (obj == DOOR && game.prop[DOOR] == 1)spk=54; - if (obj == CAGE)spk=32; - if (obj == KEYS)spk=55; + return bivalve(verb, obj); + if (obj == DOOR)spk = RUSTY_DOOR; + if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN; + if (obj == CAGE)spk = NO_LOCK; + if (obj == KEYS)spk = CANNOT_UNLOCK; if (obj == GRATE || obj == CHAIN) { - spk=31; - if (HERE(KEYS)) { - if (obj == CHAIN) - return chain(verb); - if (game.closng) { - spk=130; - if (!game.panic)game.clock2=15; - game.panic=true; - } else { - spk=34+game.prop[GRATE]; - game.prop[GRATE]=1; - if (verb == LOCK)game.prop[GRATE]=0; - spk=spk+2*game.prop[GRATE]; - } - } + spk = NO_KEYS; + if (HERE(KEYS)) { + if (obj == CHAIN) + return chain(verb); + if (game.closng) { + spk = EXIT_CLOSED; + if (!game.panic)game.clock2 = PANICTIME; + game.panic = true; + } else { + spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED; + game.prop[GRATE] = 1; + if (verb == LOCK)game.prop[GRATE] = 0; + spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED; + } + } } RSPEAK(spk); return GO_CLEAROBJ; @@ -735,87 +750,100 @@ static int pour(token_t verb, token_t obj) * special tests for pouring water or oil on plant or rusty door. */ { int spk = ACTSPK[verb]; - if (obj == BOTTLE || obj == 0)obj=LIQUID(); + if (obj == BOTTLE || obj == 0)obj = LIQUID(); if (obj == 0) return GO_UNKNOWN; - if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;} - spk=78; - if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;} + if (!TOTING(obj)) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + spk = CANT_POUR; + if (obj != OIL && obj != WATER) { + RSPEAK(spk); + return GO_CLEAROBJ; + } if (HERE(URN) && game.prop[URN] == 0) - return fill(verb, URN); - game.prop[BOTTLE]=1; - game.place[obj]=0; - spk=77; - if (!(AT(PLANT) || AT(DOOR))) - {RSPEAK(spk); return GO_CLEAROBJ;} + return fill(verb, URN); + game.prop[BOTTLE] = 1; + game.place[obj] = NOWHERE; + spk = GROUND_WET; + if (!(AT(PLANT) || AT(DOOR))) { + RSPEAK(spk); + return GO_CLEAROBJ; + } if (!AT(DOOR)) { - spk=112; - if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;} - PSPEAK(PLANT,game.prop[PLANT]+3); - game.prop[PLANT]=MOD(game.prop[PLANT]+1,3); - game.prop[PLANT2]=game.prop[PLANT]; - return GO_MOVE; + spk = SHAKING_LEAVES; + if (obj != WATER) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + PSPEAK(PLANT, game.prop[PLANT] + 3); + game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3); + game.prop[PLANT2] = game.prop[PLANT]; + return GO_MOVE; } else { - game.prop[DOOR]=0; - if (obj == OIL)game.prop[DOOR]=1; - spk=113+game.prop[DOOR]; - RSPEAK(spk); - return GO_CLEAROBJ; + game.prop[DOOR] = 0; + if (obj == OIL)game.prop[DOOR] = 1; + spk = RUSTED_HINGES + game.prop[DOOR]; + RSPEAK(spk); + return GO_CLEAROBJ; } } static int quit(FILE *input) /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ { - if (YES(input,22,54,54)) - score(1); + if (YES(input, REALLY_QUIT, OK_MAN, OK_MAN)) + score(quitgame); return GO_CLEAROBJ; } static int read(FILE *input, token_t verb, token_t obj) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { - int i; int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { - obj = 0; - for (i=1; i<=NOBJECTS; i++) { - if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0) - obj = obj * NOBJECTS + i; - } - if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN; + obj = 0; + for (int i = 1; i <= NOBJECTS; i++) { + if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0) + obj = obj * NOBJECTS + i; + } + if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN; } - + if (DARK(game.loc)) { - SETPRM(1,WD1,WD1X); - RSPEAK(256); - return GO_CLEAROBJ; + SETPRM(1, WD1, WD1X); + RSPEAK(NO_SEE); + return GO_CLEAROBJ; } if (OBJTXT[obj] == 0 || game.prop[obj] < 0) { - RSPEAK(spk); - return GO_CLEAROBJ; + RSPEAK(spk); + return GO_CLEAROBJ; } if (obj == OYSTER && !game.clshnt) { - game.clshnt=YES(input,192,193,54); - return GO_CLEAROBJ; + game.clshnt = YES(input, CLUE_QUERY, WAYOUT_CLUE, OK_MAN); + return GO_CLEAROBJ; } - PSPEAK(obj,OBJTXT[obj]+game.prop[obj]); + PSPEAK(obj, OBJTXT[obj] + game.prop[obj]); return GO_CLEAROBJ; } static int reservoir(void) /* Z'ZZZ (word gets recomputed at startup; different each game). */ { - if (!AT(RESER) && game.loc != game.fixed[RESER]-1) { - RSPEAK(75); - return GO_CLEAROBJ; + if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) { + RSPEAK(NOTHING_HAPPENS); + return GO_CLEAROBJ; } else { - PSPEAK(RESER,game.prop[RESER]+1); - game.prop[RESER]=1-game.prop[RESER]; - if (AT(RESER)) return GO_CLEAROBJ; - game.oldlc2=game.loc; - game.newloc=0; - RSPEAK(241); - return GO_TERMINATE; + PSPEAK(RESER, game.prop[RESER] + 1); + game.prop[RESER] = 1 - game.prop[RESER]; + if (AT(RESER)) + return GO_CLEAROBJ; + else { + game.oldlc2 = game.loc; + game.newloc = 0; + RSPEAK(NOT_BRIGHT); + return GO_TERMINATE; + } } } @@ -824,14 +852,14 @@ static int rub(token_t verb, token_t obj) { int spk = ACTSPK[verb]; if (obj != LAMP) - spk=76; + spk = PECULIAR_NOTHING; if (obj == URN && game.prop[URN] == 2) { - DSTROY(URN); - DROP(AMBER,game.loc); - game.prop[AMBER]=1; - --game.tally; - DROP(CAVITY,game.loc); - spk=216; + DESTROY(URN); + DROP(AMBER, game.loc); + game.prop[AMBER] = 1; + --game.tally; + DROP(CAVITY, game.loc); + spk = URN_GENIES; } RSPEAK(spk); return GO_CLEAROBJ; @@ -841,146 +869,138 @@ static int say(void) /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ { /* FIXME: ugly use of globals */ - SETPRM(1,WD2,WD2X); + SETPRM(1, WD2, WD2X); if (WD2 <= 0) - SETPRM(1,WD1,WD1X); + SETPRM(1, WD1, WD1X); if (WD2 > 0) - WD1=WD2; - int wd=VOCAB(WD1,-1); + WD1 = WD2; + int wd = VOCAB(WD1, -1); + /* FIXME: Magic numbers */ if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { - WD2=0; - return(2630); + WD2 = 0; + return GO_LOOKUP; } - RSPEAK(258); + RSPEAK(OKEY_DOKEY); return GO_CLEAROBJ; - } static int throw_support(long spk) { RSPEAK(spk); - DROP(AXE,game.loc); + DROP(AXE, game.loc); return GO_MOVE; } -static int throw(FILE *cmdin, long verb, token_t obj) +static int throw (FILE *cmdin, long verb, token_t 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. */ { int spk = ACTSPK[verb]; - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; + if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2; if (!TOTING(obj)) { - RSPEAK(spk); - return GO_CLEAROBJ; + RSPEAK(spk); + return GO_CLEAROBJ; } - if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) { - spk=159; + if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) { + spk = TROLL_SATISFIED; /* 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]); + DROP(obj, 0); + MOVE(TROLL, 0); + MOVE(TROLL + NOBJECTS, 0); + DROP(TROLL2, PLAC[TROLL]); + DROP(TROLL2 + NOBJECTS, FIXD[TROLL]); JUGGLE(CHASM); RSPEAK(spk); - return GO_CLEAROBJ; + return GO_CLEAROBJ; } if (obj == FOOD && HERE(BEAR)) { - /* But throwing food is another story. */ - obj=BEAR; - return(feed(verb, obj)); + /* But throwing food is another story. */ + obj = BEAR; + return (feed(verb, obj)); } if (obj != AXE) - return(discard(verb, obj, false)); - int i=ATDWRF(game.loc); + return (discard(verb, obj, false)); + int 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) { + if (AT(DRAGON) && game.prop[DRAGON] == 0) + return throw_support(DRAGON_SCALES); + if (AT(TROLL)) + return throw_support(TROLL_RETURNS); + else if (AT(OGRE)) + return throw_support(OGRE_DODGE); + else 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; + DROP(AXE, game.loc); + game.fixed[AXE] = -1; + game.prop[AXE] = 1; JUGGLE(BEAR); - {RSPEAK(spk); return GO_CLEAROBJ;} + RSPEAK(AXE_LOST); + return GO_CLEAROBJ; } - return(attack(cmdin, verb, 0)); + return (attack(cmdin, verb, 0)); } - if (randrange(NDWARVES+1) < game.dflag) { - spk=48; - return throw_support(spk); + if (randrange(NDWARVES + 1) < game.dflag) { + return throw_support(DWARF_DODGES); } - game.dseen[i]=false; - game.dloc[i]=0; - spk=47; - ++game.dkill; - if (game.dkill == 1)spk=149; - - return throw_support(spk); + game.dseen[i] = false; + game.dloc[i] = 0; + return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF); } static int vscore(void) /* Score. Call scoring routine but tell it to return. */ { - score(-1); + score(scoregame); return GO_CLEAROBJ; } static int wake(token_t verb, token_t obj) /* Wake. Only use is to disturb the dwarves. */ { - if (obj != DWARF || !game.closed) - { - RSPEAK(ACTSPK[verb]); - return GO_CLEAROBJ; + if (obj != DWARF || !game.closed) { + RSPEAK(ACTSPK[verb]); + return GO_CLEAROBJ; + } else { + RSPEAK(PROD_DWARF); + return GO_DWARFWAKE; } - RSPEAK(199); - return(19000); } static int wave(token_t verb, token_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { int spk = ACTSPK[verb]; - if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk=29; + if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING; if (obj != ROD || - !TOTING(obj) || - (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) { - RSPEAK(spk); - return GO_CLEAROBJ; + !TOTING(obj) || + (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) { + RSPEAK(spk); + return GO_CLEAROBJ; } - if (HERE(BIRD))spk=206+MOD(game.prop[BIRD],2); - if (spk == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { - DROP(JADE,game.loc); - game.prop[JADE]=0; - --game.tally; - spk=208; - RSPEAK(spk); - return GO_CLEAROBJ; + if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2); + if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { + DROP(JADE, game.loc); + game.prop[JADE] = 0; + --game.tally; + spk = NECKLACE_FLY; + RSPEAK(spk); + return GO_CLEAROBJ; } else { - if (game.closed) { - RSPEAK(spk); - return(19000); - } - if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;} - if (HERE(BIRD))RSPEAK(spk); - game.prop[FISSUR]=1-game.prop[FISSUR]; - PSPEAK(FISSUR,2-game.prop[FISSUR]); - return GO_CLEAROBJ; + if (game.closed) { + RSPEAK(spk); + return GO_DWARFWAKE; + } + if (game.closng || !AT(FISSUR)) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + if (HERE(BIRD))RSPEAK(spk); + game.prop[FISSUR] = 1 - game.prop[FISSUR]; + PSPEAK(FISSUR, 2 - game.prop[FISSUR]); + return GO_CLEAROBJ; } } @@ -989,154 +1009,242 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) * unless verb is "say", which snarfs arbitrary second word. */ { - token_t spk=ACTSPK[verb]; + token_t spk = ACTSPK[verb]; - if (part == unknown) - { - /* 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. */ - if (HERE(obj)) - /* FALL THROUGH */; - else if (obj == GRATE) { - if (game.loc == 1 || game.loc == 4 || game.loc == 7) - obj=DPRSSN; - if (game.loc > 9 && game.loc < 15) - obj=ENTRNC; - if (obj != GRATE) - return GO_MOVE; - } - else if (obj == DWARF && ATDWRF(game.loc) > 0) - /* FALL THROUGH */; - else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc)) - /* FALL THROUGH */; - else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) { - obj=URN; - /* FALL THROUGH */; - } - else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { - obj=PLANT2; - /* FALL THROUGH */; - } - else if (obj == KNIFE && game.knfloc == game.loc) { - game.knfloc= -1; - spk=116; - RSPEAK(spk); - return GO_CLEAROBJ; - } - else if (obj == ROD && HERE(ROD2)) { - obj=ROD2; - /* FALL THROUGH */; - } - else if ((verb == FIND || verb == INVENT) && WD2 <= 0) - /* FALL THROUGH */; - else { - SETPRM(1,WD1,WD1X); - RSPEAK(256); - return GO_CLEAROBJ; - } + if (part == unknown) { + /* 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. */ + if (HERE(obj)) + /* FALL THROUGH */; + else if (obj == GRATE) { + if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT) + obj = DPRSSN; + if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD || + game.loc == LOC_BIRD || game.loc == LOC_PITTOP) + obj = ENTRNC; + if (obj != GRATE) + return GO_MOVE; + } else if (obj == DWARF && ATDWRF(game.loc) > 0) + /* FALL THROUGH */; + else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc)) + /* FALL THROUGH */; + else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) { + obj = URN; + /* FALL THROUGH */; + } else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { + obj = PLANT2; + /* FALL THROUGH */; + } else if (obj == KNIFE && game.knfloc == game.loc) { + game.knfloc = -1; + spk = KNIVES_VANISH; + RSPEAK(spk); + return GO_CLEAROBJ; + } else if (obj == ROD && HERE(ROD2)) { + obj = ROD2; + /* FALL THROUGH */; + } else if ((verb == FIND || verb == INVENT) && WD2 <= 0) + /* FALL THROUGH */; + else { + SETPRM(1, WD1, WD1X); + RSPEAK(NO_SEE); + return GO_CLEAROBJ; + } - if (WD2 > 0) - return(2800); - if (verb != 0) - part = transitive; + if (WD2 > 0) + return GO_WORD2; + if (verb != 0) + part = transitive; } - switch(part) - { - case intransitive: - if (WD2 > 0 && verb != SAY) return(2800); - if (verb == SAY)obj=WD2; - if (obj == 0) { - /* Analyse an intransitive verb (ie, no object given yet). */ - switch (verb-1) { - case 0: /* CARRY */ return carry(verb, INTRANSITIVE); - case 1: /* DROP */ return GO_UNKNOWN; - case 2: /* SAY */ return GO_UNKNOWN; - case 3: /* UNLOC */ return lock(verb, INTRANSITIVE); - case 4: /* NOTHI */ {RSPEAK(54); return(GO_CLEAROBJ);} - case 5: /* LOCK */ return lock(verb, INTRANSITIVE); - case 6: /* LIGHT */ return light(verb, INTRANSITIVE); - case 7: /* EXTIN */ return extinguish(verb, INTRANSITIVE); - case 8: /* WAVE */ return GO_UNKNOWN; - case 9: /* CALM */ return GO_UNKNOWN; - case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 11: /* ATTAC */ return attack(input, verb, obj); - case 12: /* POUR */ return pour(verb, obj); - case 13: /* EAT */ return eat(verb, INTRANSITIVE); - case 14: /* DRINK */ return drink(verb, obj); - case 15: /* RUB */ return GO_UNKNOWN; - case 16: /* TOSS */ return GO_UNKNOWN; - case 17: /* QUIT */ return quit(input); - case 18: /* FIND */ return GO_UNKNOWN; - case 19: /* INVEN */ return inven(obj); - case 20: /* FEED */ return GO_UNKNOWN; - case 21: /* FILL */ return fill(verb, obj); - case 22: /* BLAST */ return blast(); - case 23: /* SCOR */ return vscore(); - case 24: /* FOO */ return bigwords(WD1); - case 25: /* BRIEF */ return brief(); - case 26: /* READ */ return read(input, verb, INTRANSITIVE); - case 27: /* BREAK */ return GO_UNKNOWN; - case 28: /* WAKE */ return GO_UNKNOWN; - case 29: /* SUSP */ return saveresume(input, false); - case 30: /* RESU */ return saveresume(input, true); - case 31: /* FLY */ return fly(verb, INTRANSITIVE); - case 32: /* LISTE */ return listen(); - case 33: /* ZZZZ */ return reservoir(); - } - BUG(23); - } - /* FALLTHRU */ - case transitive: - /* Analyse a transitive verb. */ - switch (verb-1) { - case 0: /* CARRY */ return carry(verb, obj); - case 1: /* DROP */ return discard(verb, obj, false); - case 2: /* SAY */ return say(); - case 3: /* UNLOC */ return lock(verb, obj); - case 4: /* NOTHI */ {RSPEAK(54); return(GO_CLEAROBJ);} - case 5: /* LOCK */ return lock(verb, obj); - case 6: /* LIGHT */ return light(verb, obj); - case 7: /* EXTI */ return extinguish(verb, obj); - case 8: /* WAVE */ return wave(verb, obj); - case 9: /* CALM */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 11: /* ATTAC */ return attack(input, verb, obj); - case 12: /* POUR */ return pour(verb, obj); - case 13: /* EAT */ return eat(verb, obj); - case 14: /* DRINK */ return drink(verb, obj); - case 15: /* RUB */ return rub(verb, obj); - case 16: /* TOSS */ return throw(input, verb, obj); - case 17: /* QUIT */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 18: /* FIND */ return find(verb, obj); - case 19: /* INVEN */ return find(verb, obj); - case 20: /* FEED */ return feed(verb, obj); - case 21: /* FILL */ return fill(verb, obj); - case 22: /* BLAST */ return blast(); - case 23: /* SCOR */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 24: /* FOO */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 26: /* READ */ return read(input, verb, obj); - case 27: /* BREAK */ return vbreak(verb, obj); - case 28: /* WAKE */ return wake(verb, obj); - case 29: /* SUSP */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 30: /* RESU */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 31: /* FLY */ return fly(verb, obj); - case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 33: /* ZZZZ */ return reservoir(); - } - BUG(24); - case unknown: - /* Unknown verb, couldn't deduce object - might need hint */ - SETPRM(1,WD1,WD1X); - RSPEAK(255); - return GO_CHECKHINT; + switch (part) { + case intransitive: + if (WD2 > 0 && verb != SAY) return (2800); + if (verb == SAY)obj = WD2; + if (obj == 0 || obj == INTRANSITIVE) { + /* Analyse an intransitive verb (ie, no object given yet). */ + switch (verb - 1) { + case 0: /* CARRY */ + return carry(verb, INTRANSITIVE); + case 1: /* DROP */ + return GO_UNKNOWN; + case 2: /* SAY */ + return GO_UNKNOWN; + case 3: /* UNLOC */ + return lock(verb, INTRANSITIVE); + case 4: { /* NOTHI */ + RSPEAK(OK_MAN); + return (GO_CLEAROBJ); + } + case 5: /* LOCK */ + return lock(verb, INTRANSITIVE); + case 6: /* LIGHT */ + return light(verb, INTRANSITIVE); + case 7: /* EXTIN */ + return extinguish(verb, INTRANSITIVE); + case 8: /* WAVE */ + return GO_UNKNOWN; + case 9: /* CALM */ + return GO_UNKNOWN; + case 10: { /* WALK */ + RSPEAK(spk); + return GO_CLEAROBJ; + } + case 11: /* ATTAC */ + return attack(input, verb, obj); + case 12: /* POUR */ + return pour(verb, obj); + case 13: /* EAT */ + return eat(verb, INTRANSITIVE); + case 14: /* DRINK */ + return drink(verb, obj); + case 15: /* RUB */ + return GO_UNKNOWN; + case 16: /* TOSS */ + return GO_UNKNOWN; + case 17: /* QUIT */ + return quit(input); + case 18: /* FIND */ + return GO_UNKNOWN; + case 19: /* INVEN */ + return inven(); + case 20: /* FEED */ + return GO_UNKNOWN; + case 21: /* FILL */ + return fill(verb, obj); + case 22: /* BLAST */ + blast(); + return GO_CLEAROBJ; + case 23: /* SCOR */ + return vscore(); + case 24: /* FOO */ + return bigwords(WD1); + case 25: /* BRIEF */ + return brief(); + case 26: /* READ */ + return read(input, verb, INTRANSITIVE); + case 27: /* BREAK */ + return GO_UNKNOWN; + case 28: /* WAKE */ + return GO_UNKNOWN; + case 29: /* SUSP */ + return suspend(input); + case 30: /* RESU */ + return resume(input); + case 31: /* FLY */ + return fly(verb, INTRANSITIVE); + case 32: /* LISTE */ + return listen(); + case 33: /* ZZZZ */ + return reservoir(); + } + BUG(23); + } + /* FALLTHRU */ + case transitive: + /* Analyse a transitive verb. */ + switch (verb - 1) { + case 0: /* CARRY */ + return carry(verb, obj); + case 1: /* DROP */ + return discard(verb, obj, false); + case 2: /* SAY */ + return say(); + case 3: /* UNLOC */ + return lock(verb, obj); + case 4: { /* NOTHI */ + RSPEAK(OK_MAN); + return (GO_CLEAROBJ); + } + case 5: /* LOCK */ + return lock(verb, obj); + case 6: /* LIGHT */ + return light(verb, obj); + case 7: /* EXTI */ + return extinguish(verb, obj); + case 8: /* WAVE */ + return wave(verb, obj); + case 9: { /* CALM */ + RSPEAK(spk); + return GO_CLEAROBJ; + } + case 10: { /* WALK */ + RSPEAK(spk); + return GO_CLEAROBJ; + } + case 11: /* ATTAC */ + return attack(input, verb, obj); + case 12: /* POUR */ + return pour(verb, obj); + case 13: /* EAT */ + return eat(verb, obj); + case 14: /* DRINK */ + return drink(verb, obj); + case 15: /* RUB */ + return rub(verb, obj); + case 16: /* TOSS */ + return throw (input, verb, obj); + case 17: { /* QUIT */ + RSPEAK(spk); + return GO_CLEAROBJ; + } + case 18: /* FIND */ + return find(verb, obj); + case 19: /* INVEN */ + return find(verb, obj); + case 20: /* FEED */ + return feed(verb, obj); + case 21: /* FILL */ + return fill(verb, obj); + case 22: /* BLAST */ + blast(); + return GO_CLEAROBJ; + case 23: { /* SCOR */ + RSPEAK(spk); + return GO_CLEAROBJ; + } + case 24: { /* FOO */ + RSPEAK(spk); + return GO_CLEAROBJ; + } + case 25: { /* BRIEF */ + RSPEAK(spk); + return GO_CLEAROBJ; + } + case 26: /* READ */ + return read(input, verb, obj); + case 27: /* BREAK */ + return vbreak(verb, obj); + case 28: /* WAKE */ + return wake(verb, obj); + case 29: { /* SUSP */ + RSPEAK(spk); + return GO_CLEAROBJ; + } + case 30: { /* RESU */ + RSPEAK(spk); + return GO_CLEAROBJ; + } + case 31: /* FLY */ + return fly(verb, obj); + case 32: { /* LISTE */ + RSPEAK(spk); + return GO_CLEAROBJ; + } + case 33: /* ZZZZ */ + return reservoir(); + } + BUG(24); + case unknown: + /* Unknown verb, couldn't deduce object - might need hint */ + SETPRM(1, WD1, WD1X); + RSPEAK(WHAT_DO); + return GO_CHECKHINT; default: - BUG(99); + BUG(99); } }