X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=d3d671ae8b3eb3aa24b7aed8146de1a88809925b;hp=6be80f1e55eb4c9dca3512077be1dc6fcbab08da;hb=49edca485d31556f1aeec231ce78c4d5df3b565e;hpb=b22d6a65b9a34f1db5cff6b738141159ee382eaf diff --git a/actions.c b/actions.c index 6be80f1..d3d671a 100644 --- a/actions.c +++ b/actions.c @@ -2,32 +2,35 @@ #include #include "advent.h" #include "database.h" +#include "newdb.h" -#define VRSION 25 /* bump on save format change */ +/* Limit visibility of ugly globals. Eventually these should go away. */ +extern long WD1, WD1X, WD2, WD2X; /* * Action handlers. Eventually we'll do lookup through a method table - * that calls these. Absolutely nothing like the original FORTRAN. + * that calls these. */ -static int fill(long); +static int fill(token_t verb, token_t); -static int attack(FILE *input, long verb, long obj) +static int attack(FILE *input, long verb, token_t obj) /* 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 i =ATDWRF(game.loc); + int spk = ACTSPK[verb]; + int d = ATDWRF(game.loc); if (obj == 0) { - if (i > 0) + if (d > 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 > NOBJECTS) return GO_UNKNOWN; if (obj == 0) { /* Can't attack bird or machine by throwing axe. */ if (HERE(BIRD) && verb != THROW)obj=BIRD; @@ -35,55 +38,66 @@ static int attack(FILE *input, long verb, long obj) /* 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 > NOBJECTS) return GO_UNKNOWN; } } if (obj == BIRD) { - SPK=137; - if (game.closed) return(2011); + spk=UNHAPPY_BIRD; + if (game.closed) + { + RSPEAK(spk); + return GO_CLEAROBJ; + } DSTROY(BIRD); game.prop[BIRD]=0; - SPK=45; + spk=BIRD_DEAD; } if (obj == VEND) { PSPEAK(VEND,game.prop[VEND]+2); game.prop[VEND]=3-game.prop[VEND]; - return(2012); + 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); + 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 && d > 0) { + RSPEAK(spk); + RSPEAK(KNIFE_THROWN); DSTROY(OGRE); int k=0; - for (i=1; i < PIRATE; i++) { + for (int i=1; i < PIRATE; i++) { if (game.dloc[i] == game.loc) { ++k; - game.dloc[i]=61; + game.dloc[i] = LOC_LONGWEST; game.dseen[i]=false; } } - SPK=SPK+1+1/k; - return(2011); + spk=spk+1+1/k; /* FIXME: Arithmetic on message numbers */ + RSPEAK(spk); + return GO_CLEAROBJ; + } + + if (obj == BEAR) + /* FIXME: Arithmetic on message numbers */ + spk = BEAR_HANDS+(game.prop[BEAR]+1)/2; + if (obj != DRAGON || game.prop[DRAGON] != 0) { + RSPEAK(spk); + return GO_CLEAROBJ; } - 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); + RSPEAK(BARE_HANDS_QUERY); GETIN(input,&WD1,&WD1X,&WD2,&WD2X); if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) - return(2607); + return GO_CHECKFOO; PSPEAK(DRAGON,3); game.prop[DRAGON]=1; game.prop[RUG]=0; @@ -98,8 +112,7 @@ static int attack(FILE *input, long verb, long obj) MOVE(obj,k); } game.loc=k; - K=NUL; /* FIXME: error if removed */ - return(8); + return GO_MOVE; } static int bigwords(long foo) @@ -108,219 +121,254 @@ static int bigwords(long foo) * word zips the eggs back to the giant room (unless already there). */ { int k=VOCAB(foo,3); - SPK=42; + int spk=NOTHING_HAPPENS; if (game.foobar != 1-k) { - if (game.foobar != 0)SPK=151; - return(2011); + if (game.foobar != 0)spk=START_OVER; + RSPEAK(spk); + return GO_CLEAROBJ; } else { game.foobar=k; - if (k != 4) return(2009); + if (k != 4) { + RSPEAK(OK_MAN); + return GO_CLEAROBJ; + } 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); + 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 k=0; + 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) - return(2011); - DSTROY(CLAM); - DROP(OYSTER,game.loc); - DROP(PEARL,105); - return(2011); + /* FIXME: Arithmetic on message numbers in next lines */ + spk=PEARL_FALLS+k; + if (TOTING(obj))spk=DROP_CLAM+k; + if (!TOTING(TRIDNT))spk=CLAM_OPENER+k; + if (verb == LOCK)spk=HUH_MAN; + if (spk == PEARL_FALLS) { + DSTROY(CLAM); + DROP(OYSTER,game.loc); + DROP(PEARL,LOC_CULDESAC); + } + RSPEAK(spk); + return GO_CLEAROBJ; } static int blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { - if (game.prop[ROD2] < 0 || !game.closed) return(2011); + if (game.prop[ROD2] < 0 || !game.closed) + { + RSPEAK(REQUIRES_DYNAMITE); + return GO_CLEAROBJ; + } game.bonus=133; - if (game.loc == 115)game.bonus=134; - if (HERE(ROD2))game.bonus=135; + if (game.loc == LOC_NE) + 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 obj) +static int vbreak(token_t verb, token_t obj) /* Break. Only works for mirror in repository and, of course, the vase. */ { - if (obj == MIRROR)SPK=148; + int spk = ACTSPK[verb]; + if (obj == MIRROR)spk=TOO_FAR; if (obj == VASE && game.prop[VASE] == 0) { - SPK=198; if (TOTING(VASE))DROP(VASE,game.loc); game.prop[VASE]=2; game.fixed[VASE]= -1; - return(2011); + spk=BREAK_VASE; } else { - if (obj != MIRROR || !game.closed) return(2011); - SPK=197; - return(18999); + if (obj == MIRROR && game.closed) { + RSPEAK(BREAK_MIRROR); + return GO_DWARFWAKE; + } } + RSPEAK(spk); + return GO_CLEAROBJ; } static int brief(void) /* Brief. Intransitive only. Suppress long descriptions after first time. */ { - SPK=156; game.abbnum=10000; game.detail=3; - return(2011); + RSPEAK(BRIEF_CONFIRM); + return GO_CLEAROBJ; } -static int carry(long obj) +static int carry(token_t verb, token_t obj) /* 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 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(8000); + return GO_UNKNOWN; 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 (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) { - SPK=190; + RSPEAK(REMOVE_MESSAGE); DSTROY(MESSAG); + return GO_CLEAROBJ; + } + if (game.fixed[obj] != 0) { + RSPEAK(spk); + return GO_CLEAROBJ; } - if (game.fixed[obj] != 0) - return(2011); if (obj == WATER || obj == OIL) { - if (!HERE(BOTTLE) || LIQ(0) != obj) { + if (!HERE(BOTTLE) || LIQUID() != 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); + return(fill(verb, BOTTLE)); + if (game.prop[BOTTLE] != 1)spk=BOTTLE_FULL; + if (!TOTING(BOTTLE))spk=NO_CONTAINER; + RSPEAK(spk); + return GO_CLEAROBJ; } obj = BOTTLE; } - SPK=92; - if (game.holdng >= INVLIMIT) - return(2011); - if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) { + 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) { - SPK=238; DSTROY(BIRD); - return(2011); + RSPEAK(BIRD_CRAP); + return GO_CLEAROBJ; + } + if (!TOTING(CAGE))spk=CANNOT_CARRY; + if (TOTING(ROD))spk=BIRD_EVADES; + if (spk/2 == 13) { /* FIXME: Arithmetic on message number */ + RSPEAK(spk); + return GO_CLEAROBJ; } - 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); + if (obj == BOTTLE && LIQUID() != 0) + game.place[LIQUID()] = -1; + if (GSTONE(obj) && game.prop[obj] != 0) { + game.prop[obj]=0; + game.prop[CAVITY]=1; + } + RSPEAK(OK_MAN); + return GO_CLEAROBJ; } static int chain(token_t verb) /* Do something to the bear's chain */ { + int spk; if (verb != LOCK) { - SPK=171; - if (game.prop[BEAR] == 0)SPK=41; - if (game.prop[CHAIN] == 0)SPK=37; - if (SPK != 171) return(2011); + 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]; - return(2011); } else { - SPK=172; - if (game.prop[CHAIN] != 0)SPK=34; - if (game.loc != PLAC[CHAIN])SPK=173; - if (SPK != 172) return(2011); + 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; - return(2011); } + RSPEAK(spk); + return GO_CLEAROBJ; } -static int discard(long obj, bool just_do_it) +static int discard(token_t verb, token_t obj, bool just_do_it) /* 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 spk = ACTSPK[verb]; if (!just_do_it) { if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; - if (!TOTING(obj)) return(2011); + if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;} if (obj == BIRD && HERE(SNAKE)) { - RSPEAK(30); - if (game.closed) return(19000); + RSPEAK(BIRD_ATTACKS); + if (game.closed) return GO_DWARFWAKE; 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); + 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; - RSPEAK(SPK); - if (SPK != 220) { - K=2-game.prop[RUG]; - game.prop[RUG]=K; - if (K == 2)K=PLAC[SAPPH]; - MOVE(RUG+NOBJECTS,K); + spk=RUG_RISES; + if (TOTING(RUG))spk=RUG_WIGGLES; + if (obj == RUBY)spk=RUG_SETTLES; + RSPEAK(spk); + if (spk != RUG_WIGGLES) { + int 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); + return GO_CLEAROBJ; } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) { - RSPEAK(154); + RSPEAK(BIRD_BURNT); DSTROY(BIRD); game.prop[BIRD]=0; - return(2012); + return GO_CLEAROBJ; } else if (obj == BEAR && AT(TROLL)) { - RSPEAK(163); + RSPEAK(TROLL_SCAMPERS); MOVE(TROLL,0); MOVE(TROLL+NOBJECTS,0); MOVE(TROLL2,PLAC[TROLL]); @@ -328,7 +376,7 @@ static int discard(long obj, bool just_do_it) JUGGLE(CHASM); 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; @@ -336,547 +384,513 @@ static int discard(long obj, bool just_do_it) 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; + int k = LIQUID(); + 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); + if (obj != BIRD) return GO_CLEAROBJ; game.prop[BIRD]=0; if (FOREST(game.loc))game.prop[BIRD]=2; - return(2012); + return GO_CLEAROBJ; } -static int drink(token_t obj) +static int drink(token_t verb, token_t obj) /* 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. */ { - if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) - return(8000); + int spk = ACTSPK[verb]; + if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE))) + return GO_UNKNOWN; if (obj != BLOOD) { - 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); + if (obj != 0 && obj != WATER)spk=RIDICULOUS_ATTEMPT; + if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) { + game.prop[BOTTLE]=1; + game.place[WATER]=0; + spk=BOTTLE_EMPTY; + } } else { DSTROY(BLOOD); game.prop[DRAGON]=2; OBJSND[BIRD]=OBJSND[BIRD]+3; - SPK=240; - return(2011); + spk=HEAD_BUZZES; } + RSPEAK(spk); + return GO_CLEAROBJ; } -static int eat(token_t obj) +static int eat(token_t verb, token_t obj) /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ { + int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { if (!HERE(FOOD)) - return(8000); + return GO_UNKNOWN; DSTROY(FOOD); - SPK=72; - return(2011); + spk=THANKS_DELICIOUS; } else { if (obj == FOOD) { DSTROY(FOOD); - SPK=72; - return(2011); + spk=THANKS_DELICIOUS; } if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == - OGRE)SPK=71; - return(2011); + OGRE)spk=LOST_APPETITE; } + RSPEAK(spk); + return GO_CLEAROBJ; } -static int extinguish(int obj) +static int extinguish(token_t verb, int obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { + 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 == 0 || obj > NOBJECTS) return(8000); + if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN; } if (obj == URN) { game.prop[URN]=game.prop[URN]/2; - SPK=210; - return(2011); + spk=URN_DARK; } - if (obj == LAMP) { + else if (obj == LAMP) { game.prop[LAMP]=0; - RSPEAK(40); - if (DARK(0)) - RSPEAK(16); - return(2012); + RSPEAK(LAMP_OFF); + spk = DARK(game.loc) ? PITCH_DARK : ARB_0; } - if (obj == DRAGON || obj == VOLCAN) - SPK=146; - return(2011); + else if (obj == DRAGON || obj == VOLCAN) + spk=BEYOND_POWER; + RSPEAK(spk); + return GO_CLEAROBJ; } -static int feed(long obj) +static int feed(token_t verb, token_t obj) /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him * mad. Bear, special. */ { + int spk = ACTSPK[verb]; if (obj == BIRD) { - SPK=100; - return(2011); + RSPEAK(BIRD_PINING); + return GO_CLEAROBJ; } - - 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); + 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)) { + DSTROY(BIRD); + game.prop[BIRD]=0; + spk = BIRD_DEVOURED; + } } - - if (obj == DWARF) { - if (!HERE(FOOD)) - return(2011); - SPK=103; - game.dflag=game.dflag+2; - return(2011); + else if (obj == DWARF) { + if (HERE(FOOD)) { + game.dflag += 2; + spk = REALLY_MAD; + } } - - 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); + else if (obj == BEAR) { + if (game.prop[BEAR] == 0)spk=NOTHING_EDIBLE; + if (game.prop[BEAR] == 3)spk=RIDICULOUS_ATTEMPT; + if (HERE(FOOD)) { + DSTROY(FOOD); + game.prop[BEAR]=1; + game.fixed[AXE]=0; + game.prop[AXE]=0; + spk=BEAR_TAMED; + } } - - if (obj == OGRE) { + else if (obj == OGRE) { if (HERE(FOOD)) - SPK=202; - return(2011); + spk=OGRE_FULL; + } else { + spk=AM_GAME; } - - SPK=14; - return(2011); + RSPEAK(spk); + return GO_CLEAROBJ; } -int fill(long obj) +int fill(token_t verb, token_t obj) /* Fill. Bottle or urn must be empty, and liquid available. (Vase * is nasty.) */ { 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)) - return(2011); - RSPEAK(145); - game.prop[VASE]=2; + 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(obj, true)); + return(discard(verb, 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); + 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]=0; game.prop[BOTTLE]=1; if (k == OIL)game.prop[URN]=1; - SPK=211+game.prop[URN]; - return(2011); + spk=WATER_URN+game.prop[URN]; + RSPEAK(spk); + return GO_CLEAROBJ; } - - if (obj != 0 && obj != BOTTLE) - return(2011); - if (obj == 0 && !HERE(BOTTLE)) - return(8000); - SPK=107; + 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; - 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); + spk=URN_NOPOUR; + if (LIQUID() != 0) + spk=BOTTLE_FULL; + 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=BOTTLED_OIL; + } + RSPEAK(spk); + return GO_CLEAROBJ; } -static int find(token_t obj) +static int find(token_t verb, token_t obj) /* Find. Might be carrying it, or it might be here. Else give caveat. */ { + int spk = ACTSPK[verb]; if (AT(obj) || - (LIQ(0) == obj && AT(BOTTLE)) || + (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; - return(2011); + spk=YOU_HAVEIT; + if (game.closed)spk=NEEDED_NEreplace; + if (TOTING(obj))spk=ALREADY_CARRYING; + RSPEAK(spk); + return GO_CLEAROBJ; } -static int fly(token_t obj) +static int fly(token_t verb, token_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { + int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { - if (game.prop[RUG] != 2)SPK=224; - if (!HERE(RUG))SPK=225; - if (SPK/2 == 112) return(2011); + if (game.prop[RUG] != 2)spk=RUG_NOTHING2; + if (!HERE(RUG))spk=FLAP_ARMS; + if (spk/2 == 112) { /* FIXME: Arithmetic on message numbers */ + RSPEAK(spk); + return GO_CLEAROBJ; + } obj=RUG; } - if (obj != RUG) return(2011); - SPK=223; - if (game.prop[RUG] != 2) return(2011); + if (obj != RUG) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + spk=RUG_NOTHING1; + 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; - RSPEAK(SPK); - return(2); + spk=RUG_GOES; + if (game.prop[SAPPH] >= 0) + spk=RUG_RETURNS; + RSPEAK(spk); + return GO_TERMINATE; } - + static int inven(token_t obj) /* Inventory. If object, treat same as find. Else report on current burden. */ { - int i; - SPK=98; - for (i=1; i<=NOBJECTS; i++) { + int spk=NO_CARRY; + for (int i=1; i<=NOBJECTS; i++) { if (i == BEAR || !TOTING(i)) continue; - if (SPK == 98)RSPEAK(99); + if (spk == NO_CARRY) + RSPEAK(NOW_HOLDING); game.blklin=false; PSPEAK(i,-1); game.blklin=true; - SPK=0; + spk=ARB_0; } if (TOTING(BEAR)) - SPK=141; - return(2011); + spk=TAME_BEAR; + RSPEAK(spk); + return GO_CLEAROBJ; } -int light(token_t obj) +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 == 0 || obj > NOBJECTS) return(8000); + if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN; } if (obj == URN) { - SPK=38; + spk=URN_EMPTY; if (game.prop[URN] == 0) - return(2011); - SPK=209; + {RSPEAK(spk); return GO_CLEAROBJ;} + spk=URN_LIT; game.prop[URN]=2; - return(2011); + RSPEAK(spk); + return GO_CLEAROBJ; } else { - if (obj != LAMP) return(2011); - SPK=184; - if (game.limit < 0) return(2011); + 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(39); - if (game.wzdark) return(2000); - return(2012); - } + 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; - SPK=228; + int k; + int spk=ALL_SILENT; k=LOCSND[game.loc]; if (k != 0) { RSPEAK(labs(k)); - if (k < 0) return(2012); - SPK=0; + if (k < 0) return GO_CLEAROBJ; + spk=ARB_0; } SETPRM(1,game.zzword,0); - for (i=1; i<=NOBJECTS; i++) { + 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=0; + spk=ARB_0; if (i == BIRD && OBJSND[i]+game.prop[i] == 8) DSTROY(BIRD); } - return(2011); + RSPEAK(spk); + return GO_CLEAROBJ; } static int lock(token_t verb, token_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { - int k; + int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { - SPK=28; + 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(8000); + if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN; if (HERE(CHAIN))obj=CHAIN; - if (obj == 0) return(2011); + if (obj == 0) {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; - if (obj == GRATE || obj == CHAIN)SPK=31; - if (SPK != 31 || !HERE(KEYS)) return(2011); - if (obj == CHAIN) - return chain(verb); - if (game.closng) { - SPK=130; - if (!game.panic)game.clock2=15; - game.panic=true; - return(2011); + 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=NO_KEYS; + if (HERE(KEYS)) { + if (obj == CHAIN) + return chain(verb); + if (game.closng) { + spk=EXIT_CLOSED; + if (!game.panic)game.clock2=15; + game.panic=true; + } else { + spk=ALREADY_LOCKED+game.prop[GRATE]; /* FIXME: Arithmetic on message number */ + game.prop[GRATE]=1; + if (verb == LOCK)game.prop[GRATE]=0; + spk=spk+2*game.prop[GRATE]; + } + } } - SPK=34+game.prop[GRATE]; - game.prop[GRATE]=1; - if (verb == LOCK)game.prop[GRATE]=0; - SPK=SPK+2*game.prop[GRATE]; - return(2011); + RSPEAK(spk); + return GO_CLEAROBJ; } -static int pour(token_t obj) +static int pour(token_t verb, token_t obj) /* Pour. If no object, or object is bottle, assume contents of bottle. * special tests for pouring water or oil on plant or rusty door. */ { - 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); + int spk = ACTSPK[verb]; + if (obj == BOTTLE || obj == 0)obj=LIQUID(); + if (obj == 0) return GO_UNKNOWN; + 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(URN); + return fill(verb, URN); game.prop[BOTTLE]=1; game.place[obj]=0; - SPK=77; + spk=GROUND_WET; if (!(AT(PLANT) || AT(DOOR))) - return(2011); + {RSPEAK(spk); return GO_CLEAROBJ;} if (!AT(DOOR)) { - SPK=112; - if (obj != WATER) return(2011); + 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]; - K=NUL; - return(8); + return GO_MOVE; } else { game.prop[DOOR]=0; if (obj == OIL)game.prop[DOOR]=1; - SPK=113+game.prop[DOOR]; - return(2011); + 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)) + if (YES(input,REALLY_QUIT,OK_MAN,OK_MAN)) score(1); - return(2012); + return GO_CLEAROBJ; } -static int read(FILE *input, token_t obj) +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++) { + 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(0)) return(8000); + if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN; } - if (DARK(0)) { + if (DARK(game.loc)) { SETPRM(1,WD1,WD1X); - RSPEAK(256); - return(2012); + RSPEAK(NO_SEE); + return GO_CLEAROBJ; + } + if (OBJTXT[obj] == 0 || game.prop[obj] < 0) { + RSPEAK(spk); + return GO_CLEAROBJ; } - if (OBJTXT[obj] == 0 || game.prop[obj] < 0) - return(2011); if (obj == OYSTER && !game.clshnt) { - game.clshnt=YES(input,192,193,54); - return(2012); + game.clshnt=YES(input,CLUE_QUERY,WAYOUT_CLUE,OK_MAN); + return GO_CLEAROBJ; } PSPEAK(obj,OBJTXT[obj]+game.prop[obj]); - return(2012); + 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) return(2011); - PSPEAK(RESER,game.prop[RESER]+1); - game.prop[RESER]=1-game.prop[RESER]; - if (AT(RESER)) return(2012); - game.oldlc2=game.loc; - game.newloc=0; - RSPEAK(241); - return(2); + if (!AT(RESER) && game.loc != game.fixed[RESER]-1) { + RSPEAK(RUB_NOGO); + return GO_CLEAROBJ; + } else { + 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; + } + } } -static int rub(token_t obj) +static int rub(token_t verb, token_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { - 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); + int spk = ACTSPK[verb]; + if (obj != LAMP) + 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=URN_GENIES; + } + RSPEAK(spk); + return GO_CLEAROBJ; } static int say(void) -/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ +/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ { /* FIXME: ugly use of globals */ - SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X); - if (WD2 > 0)WD1=WD2; + SETPRM(1,WD2,WD2X); + if (WD2 <= 0) + SETPRM(1,WD1,WD1X); + if (WD2 > 0) + 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); - } - RSPEAK(258); - return(2012); - -} - -static int suspendresume(FILE *input, bool resume) -/* Suspend and resume */ -{ - int kk; - long i; - if (!resume) { - /* Suspend. Offer to save things in a file, but charging - * some points (so can't win by using saved games to retry - * battles or to start over after learning zzword). */ - SPK=201; - RSPEAK(260); - if (!YES(input,200,54,54)) return(2012); - game.saved=game.saved+5; - kk= -1; - } - else - { - /* Resume. Read a suspended game back from a file. */ - kk=1; - if (game.loc != 1 || game.abbrev[1] != 1) { - RSPEAK(268); - if (!YES(input,200,54,54)) return(2012); - } + return GO_LOOKUP; } + RSPEAK(OKEY_DOKEY); + return GO_CLEAROBJ; - /* Suspend vs resume cases are distinguished by the value of kk - * (-1 for suspend, +1 for resume). */ - - /* - * FIXME: This is way more complicated than it needs to be in C. - * What we ought to do is define a save-block structure that - * includes a game state block and then use a single fread/fwrite - * for I/O. All the SAV* functions can be scrapped. - */ - - DATIME(&i,&K); - K=i+650*K; - SAVWRD(kk,K); - K=VRSION; - SAVWRD(0,K); - if (K != VRSION) { - SETPRM(1,K/10,MOD(K,10)); - SETPRM(3,VRSION/10,MOD(VRSION,10)); - RSPEAK(269); - return(2000); - } - /* Herewith are all the variables whose values can change during a game, - * omitting a few (such as I, J) whose values between turns are - * irrelevant and some whose values when a game is - * suspended or resumed are guaranteed to match. If unsure whether a value - * needs to be saved, include it. Overkill can't hurt. Pad the last savwds - * with junk variables to bring it up to 7 values. */ - SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng); - SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest); - SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie); - SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup); - SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]); - SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]); - SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K); - SAVARR(game.abbrev,LOCSIZ); - SAVARR(game.atloc,LOCSIZ); - SAVARR(game.dloc,NDWARVES); - SAVARR(game.dseen,NDWARVES); - SAVARR(game.fixed,NOBJECTS); - SAVARR(game.hinted,HNTSIZ); - SAVARR(game.hintlc,HNTSIZ); - SAVARR(game.link,NOBJECTS*2); - SAVARR(game.odloc,NDWARVES); - SAVARR(game.place,NOBJECTS); - SAVARR(game.prop,NOBJECTS); - SAVWRD(kk,K); - if (K != 0) { - RSPEAK(270); - exit(0); - } - K=NUL; - game.zzword=RNDVOC(3,game.zzword); - if (kk > 0) return(8); - RSPEAK(266); - exit(0); } static int throw_support(long spk) { RSPEAK(spk); DROP(AXE,game.loc); - K=NUL; - return(8); + return GO_MOVE; } -static int throw(FILE *cmdin, long verb, long 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(obj)) - return(2011); - if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) { - SPK=159; + if (!TOTING(obj)) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) { + spk=TROLL_SATISFIED; /* Snarf a treasure for the troll. */ DROP(obj,0); MOVE(TROLL,0); @@ -884,251 +898,260 @@ static int throw(FILE *cmdin, long verb, long obj) DROP(TROLL2,PLAC[TROLL]); DROP(TROLL2+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); - return(2011); + RSPEAK(spk); + return GO_CLEAROBJ; } if (obj == FOOD && HERE(BEAR)) { /* But throwing food is another story. */ obj=BEAR; - return(feed(obj)); + return(feed(verb, obj)); } if (obj != AXE) - return(discard(obj, false)); + 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); + spk=DRAGON_SCALES; + return throw_support(spk); } if (AT(TROLL)) { - SPK=158; - return throw_support(SPK); + spk=TROLL_RETURNS; + return throw_support(spk); } if (AT(OGRE)) { - SPK=203; - return throw_support(SPK); + spk=OGRE_DODGE; + return throw_support(spk); } if (HERE(BEAR) && game.prop[BEAR] == 0) { /* This'll teach him to throw the axe at the bear! */ - SPK=164; + spk=AXE_LOST; DROP(AXE,game.loc); game.fixed[AXE]= -1; game.prop[AXE]=1; JUGGLE(BEAR); - return(2011); + {RSPEAK(spk); return GO_CLEAROBJ;} } return(attack(cmdin, verb, 0)); } if (randrange(NDWARVES+1) < game.dflag) { - SPK=48; - return throw_support(SPK); + spk=DWARF_DODGES; + 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; + spk=KILLED_DWARF; + ++game.dkill; + if (game.dkill == 1)spk=DWARF_SMOKE; - return throw_support(SPK); + return throw_support(spk); } static int vscore(void) /* Score. Call scoring routine but tell it to return. */ { score(-1); - return(2012); + return GO_CLEAROBJ; } -static int wake(token_t obj) +static int wake(token_t verb, token_t obj) /* Wake. Only use is to disturb the dwarves. */ { - if (obj != DWARF || !game.closed) return(2011); - SPK=199; - return(18999); + if (obj != DWARF || !game.closed) + { + RSPEAK(ACTSPK[verb]); + return GO_CLEAROBJ; + } + RSPEAK(PROD_DWARF); + return GO_DWARFWAKE; } -static int wave(token_t obj) +static int wave(token_t verb, token_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { - if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29; + int spk = ACTSPK[verb]; + if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk=ARENT_CARRYING; 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) { + (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) { + RSPEAK(spk); + return GO_CLEAROBJ; + } + if (HERE(BIRD))spk=FREE_FLY+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=game.tally-1; - SPK=208; - return(2011); + --game.tally; + spk=NECKLACE_FLY; + RSPEAK(spk); + return GO_CLEAROBJ; } else { - if (game.closed) return(18999); - if (game.closng || !AT(FISSUR)) return(2011); - if (HERE(BIRD))RSPEAK(SPK); + 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(2012); + return GO_CLEAROBJ; } } -/* We're called with a number that says what label the caller wanted - * to "goto", and we return a similar label number for the caller to - * "goto". - */ - -int action(FILE *input, long STARTAT, long verb, long obj) +int action(FILE *input, enum speechpart part, long verb, token_t obj) /* Analyse a verb. Remember what it was, go back for object if second word * unless verb is "say", which snarfs arbitrary second word. */ { - int kk; - switch(STARTAT) { - case 4000: goto L4000; - case 4090: goto L4090; - case 5000: goto L5000; - } - BUG(99); - -L4000: - SPK=ACTSPK[verb]; - if (WD2 > 0 && verb != SAY) return(2800); - if (verb == SAY)obj=WD2; - if (obj > 0) goto L4090; - -/* Analyse an intransitive verb (ie, no object given yet). */ + token_t spk=ACTSPK[verb]; - switch (verb-1) { - case 0: /* CARRY */ return carry(INTRANSITIVE); - case 1: /* DROP */ return(8000); - case 2: /* SAY */ return(8000); - case 3: /* UNLOC */ return lock(verb, INTRANSITIVE); - case 4: /* NOTHI */ return(2009); - case 5: /* LOCK */ return lock(verb, INTRANSITIVE); - case 6: /* LIGHT */ return light(INTRANSITIVE); - case 7: /* EXTIN */ return extinguish(INTRANSITIVE); - case 8: /* WAVE */ return(8000); - case 9: /* CALM */ return(8000); - case 10: /* WALK */ return(2011); - case 11: /* ATTAC */ return attack(input, verb, obj); - case 12: /* POUR */ return pour(obj); - case 13: /* EAT */ return eat(INTRANSITIVE); - case 14: /* DRINK */ return drink(obj); - case 15: /* RUB */ return(8000); - case 16: /* TOSS */ return(8000); - case 17: /* QUIT */ return quit(input); - case 18: /* FIND */ return(8000); - case 19: /* INVEN */ return inven(obj); - case 20: /* FEED */ return(8000); - case 21: /* FILL */ return fill(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, INTRANSITIVE); - case 27: /* BREAK */ return(8000); - case 28: /* WAKE */ return(8000); - case 29: /* SUSP */ return suspendresume(input, false); - case 30: /* RESU */ return suspendresume(input, true); - case 31: /* FLY */ return fly(INTRANSITIVE); - case 32: /* LISTE */ return listen(); - case 33: /* ZZZZ */ return reservoir(); - } - BUG(23); - -/* Analyse a transitive verb. */ - -L4090: switch (verb-1) { - case 0: /* CARRY */ return carry(obj); - case 1: /* DROP */ return discard(obj, false); - case 2: /* SAY */ return say(); - case 3: /* UNLOC */ return lock(verb, obj); - case 4: /* NOTHI */ return(2009); - case 5: /* LOCK */ return lock(verb, obj); - case 6: /* LIGHT */ return light(obj); - case 7: /* EXTI */ return extinguish(obj); - case 8: /* WAVE */ return wave(obj); - case 9: /* CALM */ return(2011); - case 10: /* WALK */ return(2011); - case 11: /* ATTAC */ return attack(input, verb, obj); - case 12: /* POUR */ return pour(obj); - case 13: /* EAT */ return eat(obj); - case 14: /* DRINK */ return drink(obj); - case 15: /* RUB */ return rub(obj); - case 16: /* TOSS */ return throw(input, verb, obj); - case 17: /* QUIT */ return(2011); - case 18: /* FIND */ return find(obj); - case 19: /* INVEN */ return find(obj); - case 20: /* FEED */ return feed(obj); - case 21: /* FILL */ return fill(obj); - case 22: /* BLAST */ return blast(); - case 23: /* SCOR */ return(2011); - case 24: /* FOO */ return(2011); - case 25: /* BRIEF */ return(2011); - case 26: /* READ */ return read(input, obj); - case 27: /* BREAK */ return vbreak(obj); - case 28: /* WAKE */ return wake(obj); - case 29: /* SUSP */ return(2011); - case 30: /* RESU */ return(2011); - case 31: /* FLY */ return fly(obj); - case 32: /* LISTE */ return(2011); - case 33: /* ZZZZ */ return reservoir(); - } - BUG(24); - -/* 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. */ - -L5000: - if (!HERE(obj)) - goto L5100; -L5010: - if (WD2 > 0) - return(2800); - if (verb != 0) - goto L4090; - SETPRM(1,WD1,WD1X); - RSPEAK(255); - return(2600); + 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; + /* FIXME: Arithmetic on location numbers */ + if (game.loc > LOC_BELOWGRATE && game.loc < LOC_MISTHALL) + 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; + } -L5100: - 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(8); + if (WD2 > 0) + return GO_WORD2; + if (verb != 0) + part = transitive; } - if (obj == DWARF && ATDWRF(game.loc) > 0) - goto L5010; - if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc)) - goto L5010; - if (obj == OIL && HERE(URN) && game.prop[URN] != 0) { - obj=URN; - goto L5010; - } - if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { - obj=PLANT2; - goto L5010; - } - if (obj == KNIFE && game.knfloc == game.loc) { - game.knfloc= -1; - SPK=116; - return(2011); - } - if (obj == ROD && HERE(ROD2)) { - obj=ROD2; - goto L5010; + 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(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(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 */ 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(WHAT_DO); + return GO_CHECKHINT; + default: + BUG(99); } - if ((verb == FIND || verb == INVENT) && WD2 <= 0) - goto L5010; - - SETPRM(1,WD1,WD1X); - RSPEAK(256); - return(2012); }