From: Eric S. Raymond Date: Fri, 9 Jun 2017 12:54:03 +0000 (-0400) Subject: Because (almost) everything is done in handlers now, merge the action files. X-Git-Tag: 1.1~485 X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=commitdiff_plain;h=dd9bbe1f00367bce08cdd5d77ced9f4f8d9fddc0 Because (almost) everything is done in handlers now, merge the action files. --- diff --git a/Makefile b/Makefile index 92a2941..a0b1c70 100644 --- a/Makefile +++ b/Makefile @@ -21,7 +21,7 @@ ifeq ($(UNAME_S),Linux) LIBS=-lrt endif -OBJS=main.o init.o actions1.o actions2.o score.o misc.o +OBJS=main.o init.o actions.o score.o misc.o SOURCES=$(OBJS:.o=.c) dungeon.c advent.h sizes.h adventure.text Makefile control linenoise/linenoise.[ch] .c.o: @@ -34,9 +34,7 @@ main.o: advent.h database.h database.c sizes.h init.o: advent.h database.h database.c sizes.h -actions1.o: advent.h database.h database.c sizes.h - -actions2.o: advent.h database.h database.c sizes.h +actions.o: advent.h database.h database.c sizes.h score.o: advent.h database.h database.c sizes.h diff --git a/actions.c b/actions.c new file mode 100644 index 0000000..4773ea2 --- /dev/null +++ b/actions.c @@ -0,0 +1,1145 @@ +#include +#include +#include "advent.h" +#include "database.h" + +/* + * Action handlers. Eventually we'll do lookup through a method table + * that calls these. Absolutely nothing like the original FORTRAN. + */ + +static int fill(long); + +static int attack(FILE *input, long verb, long 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); + if (obj == 0) { + if (i > 0) + obj=DWARF; + if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE; + if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON; + if (AT(TROLL))obj=obj*NOBJECTS+TROLL; + if (AT(OGRE))obj=obj*NOBJECTS+OGRE; + if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR; + if (obj > NOBJECTS) return(8000); + if (obj == 0) { + /* Can't attack bird or machine by throwing axe. */ + if (HERE(BIRD) && verb != THROW)obj=BIRD; + if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND; + /* Clam and oyster both treated as clam for intransitive case; + * no harm done. */ + if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM; + if (obj > NOBJECTS) return(8000); + } + } + if (obj == BIRD) { + SPK=137; + if (game.closed) return(2011); + DSTROY(BIRD); + game.prop[BIRD]=0; + SPK=45; + } + if (obj == VEND) { + PSPEAK(VEND,game.prop[VEND]+2); + game.prop[VEND]=3-game.prop[VEND]; + return(2012); + } + + if (obj == 0)SPK=44; + if (obj == CLAM || obj == OYSTER)SPK=150; + if (obj == SNAKE)SPK=46; + if (obj == DWARF)SPK=49; + if (obj == DWARF && game.closed) return(19000); + if (obj == DRAGON)SPK=167; + if (obj == TROLL)SPK=157; + if (obj == OGRE)SPK=203; + if (obj == OGRE && i > 0) { + RSPEAK(SPK); + RSPEAK(6); + DSTROY(OGRE); + int k=0; + for (i=1; i < PIRATE; i++) { + if (game.dloc[i] == game.loc) { + ++k; + game.dloc[i]=61; + game.dseen[i]=false; + } + } + SPK=SPK+1+1/k; + return(2011); + } + if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2; + if (obj != DRAGON || game.prop[DRAGON] != 0) return(2011); + /* Fun stuff for dragon. If he insists on attacking it, win! + * Set game.prop to dead, move dragon to central loc (still + * fixed), move rug there (not fixed), and move him there, + * too. Then do a null motion to get new description. */ + RSPEAK(49); + GETIN(input,WD1,WD1X,WD2,WD2X); + if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607); + PSPEAK(DRAGON,3); + game.prop[DRAGON]=1; + game.prop[RUG]=0; + K=(PLAC[DRAGON]+FIXD[DRAGON])/2; + MOVE(DRAGON+NOBJECTS,-1); + MOVE(RUG+NOBJECTS,0); + MOVE(DRAGON,K); + MOVE(RUG,K); + DROP(BLOOD,K); + for (obj=1; obj<=NOBJECTS; obj++) { + if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K); + /*etc*/ ; + } /* end loop */ + game.loc=K; + K=NUL; + return(8); +} + +static int bigwords(long foo) +/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. + * 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); + SPK=42; + if (game.foobar != 1-k) { + if (game.foobar != 0)SPK=151; + return(2011); + } else { + + game.foobar=k; + if (k != 4) return(2009); + 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); + } +} + +static int bivalve(token_t verb, token_t obj) +/* Clam/oyster actions */ +{ + int 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); +} + +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); + game.bonus=133; + if (game.loc == 115)game.bonus=134; + if (HERE(ROD2))game.bonus=135; + RSPEAK(game.bonus); + score(0); +} + +static int vbreak(token_t obj) +/* Break. Only works for mirror in repository and, of course, the vase. */ +{ + if (obj == MIRROR)SPK=148; + 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); + } else { + if (obj != MIRROR || !game.closed) return(2011); + SPK=197; + return(18999); + } +} + + +static int brief(void) +/* Brief. Intransitive only. Suppress long descriptions after first time. */ +{ + SPK=156; + game.abbnum=10000; + game.detail=3; + return(2011); +} + +static int carry(long 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. */ +{ + if (obj == INTRANSITIVE) { + /* Carry, no object given yet. OK if only one object present. */ + if(game.atloc[game.loc] == 0 || + game.link[game.atloc[game.loc]] != 0 || + ATDWRF(game.loc) > 0) + return(8000); + obj=game.atloc[game.loc]; + } + + if (TOTING(obj)) return(2011); + SPK=25; + if (obj == PLANT && game.prop[PLANT] <= 0)SPK=115; + if (obj == BEAR && game.prop[BEAR] == 1)SPK=169; + if (obj == CHAIN && game.prop[BEAR] != 0)SPK=170; + if (obj == URN)SPK=215; + if (obj == CAVITY)SPK=217; + if (obj == BLOOD)SPK=239; + if (obj == RUG && game.prop[RUG] == 2)SPK=222; + if (obj == SIGN)SPK=196; + if (obj == MESSAG) { + SPK=190; + DSTROY(MESSAG); + } + if (game.fixed[obj] != 0) + return(2011); + if (obj == WATER || obj == OIL) { + if (!HERE(BOTTLE) || LIQ(0) != obj) { + if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1) + return(fill(BOTTLE)); + if (game.prop[BOTTLE] != 1)SPK=105; + if (!TOTING(BOTTLE))SPK=104; + return(2011); + } + obj = BOTTLE; + } + + SPK=92; + if (game.holdng >= INVLIMIT) + return(2011); + if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) { + if (game.prop[BIRD] == 2) { + SPK=238; + DSTROY(BIRD); + return(2011); + } + if (!TOTING(CAGE))SPK=27; + if (TOTING(ROD))SPK=26; + if (SPK/2 == 13) return(2011); + game.prop[BIRD]=1; + } + if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1)) + CARRY(BIRD+CAGE-obj,game.loc); + CARRY(obj,game.loc); + if (obj == BOTTLE && LIQ(0) != 0) + game.place[LIQ(0)] = -1; + if (!GSTONE(obj) || game.prop[obj] == 0) + return(2009); + game.prop[obj]=0; + game.prop[CAVITY]=1; + return(2009); +} + +static int chain(token_t verb) +/* Do something to the bear's chain */ +{ + if (verb != LOCK) { + SPK=171; + if (game.prop[BEAR] == 0)SPK=41; + if (game.prop[CHAIN] == 0)SPK=37; + if (SPK != 171) return(2011); + 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); + game.prop[CHAIN]=2; + if (TOTING(CHAIN))DROP(CHAIN,game.loc); + game.fixed[CHAIN]= -1; + return(2011); + } +} + +static int discard(long 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. */ +{ + if (!just_do_it) { + if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; + if (!TOTING(obj)) return(2011); + if (obj == BIRD && HERE(SNAKE)) { + RSPEAK(30); + if (game.closed) return(19000); + DSTROY(SNAKE); + /* Set game.prop for use by travel options */ + game.prop[SNAKE]=1; + + } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) { + RSPEAK(218); + game.prop[obj]=1; + game.prop[CAVITY]=0; + if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY && + game.prop[RUG] == 2))) { + SPK=219; + if (TOTING(RUG))SPK=220; + if (obj == RUBY)SPK=221; + RSPEAK(SPK); + if (SPK != 220) { + K=2-game.prop[RUG]; + game.prop[RUG]=K; + if (K == 2)K=PLAC[SAPPH]; + MOVE(RUG+NOBJECTS,K); + } + } + } else if (obj == COINS && HERE(VEND)) { + DSTROY(COINS); + DROP(BATTER,game.loc); + PSPEAK(BATTER,0); + return(2012); + } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) { + RSPEAK(154); + DSTROY(BIRD); + game.prop[BIRD]=0; + return(2012); + } else if (obj == BEAR && AT(TROLL)) { + RSPEAK(163); + MOVE(TROLL,0); + MOVE(TROLL+NOBJECTS,0); + MOVE(TROLL2,PLAC[TROLL]); + MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); + JUGGLE(CHASM); + game.prop[TROLL]=2; + } else if (obj != VASE || game.loc == PLAC[PILLOW]) { + RSPEAK(54); + } else { + game.prop[VASE]=2; + if (AT(PILLOW))game.prop[VASE]=0; + PSPEAK(VASE,game.prop[VASE]+1); + if (game.prop[VASE] != 0)game.fixed[VASE]= -1; + } + } + K=LIQ(0); + if (K == obj)obj=BOTTLE; + if (obj == BOTTLE && K != 0)game.place[K]=0; + if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc); + DROP(obj,game.loc); + if (obj != BIRD) return(2012); + game.prop[BIRD]=0; + if (FOREST(game.loc))game.prop[BIRD]=2; + return(2012); +} + +static int drink(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); + 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); + } else { + DSTROY(BLOOD); + game.prop[DRAGON]=2; + OBJSND[BIRD]=OBJSND[BIRD]+3; + SPK=240; + return(2011); + } +} + +static int eat(token_t obj) +/* Eat. Intransitive: assume food if present, else ask what. Transitive: food + * ok, some things lose appetite, rest are ridiculous. */ +{ + if (obj == INTRANSITIVE) { + if (!HERE(FOOD)) + return(8000); + DSTROY(FOOD); + SPK=72; + return(2011); + } else { + if (obj == FOOD) { + DSTROY(FOOD); + SPK=72; + return(2011); + } + if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == + DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == + OGRE)SPK=71; + return(2011); + } +} + +static int extinguish(int obj) +/* Extinguish. Lamp, urn, dragon/volcano (nice try). */ +{ + 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 == URN) { + game.prop[URN]=game.prop[URN]/2; + SPK=210; + return(2011); + } + if (obj == LAMP) { + game.prop[LAMP]=0; + RSPEAK(40); + if (DARK(0)) + RSPEAK(16); + return(2012); + } + if (obj == DRAGON || obj == VOLCAN) + SPK=146; + return(2011); +} + +static int feed(long obj) +/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him + * mad. Bear, special. */ +{ + if (obj == BIRD) { + SPK=100; + return(2011); + } + + if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) { + SPK=102; + if (obj == DRAGON && game.prop[DRAGON] != 0)SPK=110; + if (obj == TROLL)SPK=182; + if (obj != SNAKE || game.closed || !HERE(BIRD)) + return(2011); + SPK=101; + DSTROY(BIRD); + game.prop[BIRD]=0; + return(2011); + } + + if (obj == DWARF) { + if (!HERE(FOOD)) + return(2011); + SPK=103; + game.dflag=game.dflag+2; + return(2011); + } + + if (obj == BEAR) { + if (game.prop[BEAR] == 0)SPK=102; + if (game.prop[BEAR] == 3)SPK=110; + if (!HERE(FOOD)) + return(2011); + DSTROY(FOOD); + game.prop[BEAR]=1; + game.fixed[AXE]=0; + game.prop[AXE]=0; + SPK=168; + return(2011); + } + + if (obj == OGRE) { + if (HERE(FOOD)) + SPK=202; + return(2011); + } + + SPK=14; + return(2011); +} + +int fill(long obj) +/* Fill. Bottle or urn must be empty, and liquid available. (Vase + * is nasty.) */ +{ + int k; + if (obj == VASE) { + SPK=29; + if (LIQLOC(game.loc) == 0)SPK=144; + if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) + return(2011); + RSPEAK(145); + game.prop[VASE]=2; + game.fixed[VASE]= -1; + return(discard(obj, true)); + } + + if (obj == URN){ + SPK=213; + if (game.prop[URN] != 0) return(2011); + SPK=144; + k=LIQ(0); + if (k == 0 || !HERE(BOTTLE)) return(2011); + game.place[k]=0; + game.prop[BOTTLE]=1; + if (k == OIL)game.prop[URN]=1; + SPK=211+game.prop[URN]; + return(2011); + } + + if (obj != 0 && obj != BOTTLE) + return(2011); + if (obj == 0 && !HERE(BOTTLE)) + return(8000); + SPK=107; + if (LIQLOC(game.loc) == 0) + SPK=106; + if (HERE(URN) && game.prop[URN] != 0) + SPK=214; + if (LIQ(0) != 0) + SPK=105; + if (SPK != 107) + return(2011); + game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2; + k=LIQ(0); + if (TOTING(BOTTLE)) + game.place[k]= -1; + if (k == OIL) + SPK=108; + return(2011); +} + +static int find(token_t obj) +/* Find. Might be carrying it, or it might be here. Else give caveat. */ +{ + if (AT(obj) || + (LIQ(0) == obj && AT(BOTTLE)) || + K == LIQLOC(game.loc) || + (obj == DWARF && ATDWRF(game.loc) > 0)) + SPK=94; + if (game.closed)SPK=138; + if (TOTING(obj))SPK=24; + return(2011); +} + +static int fly(token_t obj) +/* Fly. Snide remarks unless hovering rug is here. */ +{ + if (obj == INTRANSITIVE) { + if (game.prop[RUG] != 2)SPK=224; + if (!HERE(RUG))SPK=225; + if (SPK/2 == 112) return(2011); + obj=RUG; + } + + if (obj != RUG) return(2011); + SPK=223; + if (game.prop[RUG] != 2) return(2011); + 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); +} + +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++) { + if (i == BEAR || !TOTING(i)) + continue; + if (SPK == 98)RSPEAK(99); + game.blklin=false; + PSPEAK(i,-1); + game.blklin=true; + SPK=0; + } + if (TOTING(BEAR)) + SPK=141; + return(2011); +} + +int light(token_t obj) +/* Light. Applicable only to lamp and urn. */ +{ + 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 == URN) { + SPK=38; + if (game.prop[URN] == 0) + return(2011); + SPK=209; + game.prop[URN]=2; + return(2011); + } else { + if (obj != LAMP) return(2011); + SPK=184; + if (game.limit < 0) return(2011); + game.prop[LAMP]=1; + RSPEAK(39); + if (game.wzdark) return(2000); + return(2012); + } +} + +static int listen(void) +/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ +{ + int i, k; + SPK=228; + k=LOCSND[game.loc]; + if (k != 0) { + RSPEAK(labs(k)); + if (k < 0) return(2012); + SPK=0; + } + 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); + } + return(2011); +} + +static int lock(token_t verb, token_t obj) +/* Lock, unlock, no object given. Assume various things if present. */ +{ + int k; + 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(8000); + if (HERE(CHAIN))obj=CHAIN; + if (obj == 0) return(2011); + } + + /* 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); + } + SPK=34+game.prop[GRATE]; + game.prop[GRATE]=1; + if (verb == LOCK)game.prop[GRATE]=0; + SPK=SPK+2*game.prop[GRATE]; + return(2011); +} + +static int pour(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); + if (HERE(URN) && game.prop[URN] == 0) + return fill(URN); + game.prop[BOTTLE]=1; + game.place[obj]=0; + SPK=77; + if (!(AT(PLANT) || AT(DOOR))) + return(2011); + if (!AT(DOOR)) { + SPK=112; + if (obj != WATER) return(2011); + 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); + } else { + game.prop[DOOR]=0; + if (obj == OIL)game.prop[DOOR]=1; + SPK=113+game.prop[DOOR]; + return(2011); + } +} + +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); + return(2012); +} + +static int read(FILE *input, token_t obj) +/* Read. Print stuff based on objtxt. Oyster (?) is special case. */ +{ + int i; + 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(0)) return(8000); + } + + if (DARK(0)) { + SETPRM(1,WD1,WD1X); + RSPEAK(256); + return(2012); + } + if (OBJTXT[obj] == 0 || game.prop[obj] < 0) + return(2011); + if (obj == OYSTER && !game.clshnt) { + game.clshnt=YES(input,192,193,54); + return(2012); + } + PSPEAK(obj,OBJTXT[obj]+game.prop[obj]); + return(2012); +} + +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); +} + +static int rub(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); +} + +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); if (WD2 <= 0)SETPRM(1,WD1,WD1X); + if (WD2 > 0)WD1=WD2; + int wd=VOCAB(WD1,-1); + if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { + WD2=0; + return(2630); + } + RSPEAK(258); + return(2012); + +} + +static int throw_support(long spk) +{ + RSPEAK(spk); + DROP(AXE,game.loc); + K=NUL; + return(8); +} + +static int throw(FILE *cmdin, long verb, long obj) +/* Throw. Same as discard unless axe. Then same as attack except + * ignore bird, and if dwarf is present then one might be killed. + * (Only way to do so!) Axe also special for dragon, bear, and + * troll. Treasures special for troll. */ +{ + if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; + if (!TOTING(obj)) + return(2011); + if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) { + SPK=159; + /* Snarf a treasure for the troll. */ + DROP(obj,0); + MOVE(TROLL,0); + MOVE(TROLL+NOBJECTS,0); + DROP(TROLL2,PLAC[TROLL]); + DROP(TROLL2+NOBJECTS,FIXD[TROLL]); + JUGGLE(CHASM); + return(2011); + } + if (obj == FOOD && HERE(BEAR)) { + /* But throwing food is another story. */ + obj=BEAR; + return(feed(obj)); + } + if (obj != AXE) + return(discard(obj, false)); + I=ATDWRF(game.loc); + if (I <= 0) { + if (AT(DRAGON) && game.prop[DRAGON] == 0) { + SPK=152; + return throw_support(SPK); + } + if (AT(TROLL)) { + SPK=158; + return throw_support(SPK); + } + if (AT(OGRE)) { + SPK=203; + return throw_support(SPK); + } + if (HERE(BEAR) && game.prop[BEAR] == 0) { + /* This'll teach him to throw the axe at the bear! */ + SPK=164; + DROP(AXE,game.loc); + game.fixed[AXE]= -1; + game.prop[AXE]=1; + JUGGLE(BEAR); + return(2011); + } + return(attack(cmdin, verb, 0)); + } + + if (randrange(NDWARVES+1) < game.dflag) { + SPK=48; + return throw_support(SPK); + } + game.dseen[I]=false; + game.dloc[I]=0; + SPK=47; + game.dkill=game.dkill+1; + if (game.dkill == 1)SPK=149; + + return throw_support(SPK); +} + +static int vscore(void) +/* Score. Call scoring routine but tell it to return. */ +{ + score(-1); + return(2012); +} + +static int wake(token_t obj) +/* Wake. Only use is to disturb the dwarves. */ +{ + if (obj != DWARF || !game.closed) return(2011); + SPK=199; + return(18999); +} + +static int wave(token_t obj) +/* Wave. No effect unless waving rod at fissure or at bird. */ +{ + if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29; + 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) { + DROP(JADE,game.loc); + game.prop[JADE]=0; + game.tally=game.tally-1; + SPK=208; + return(2011); + } else { + if (game.closed) return(18999); + if (game.closng || !AT(FISSUR)) return(2011); + if (HERE(BIRD))RSPEAK(SPK); + game.prop[FISSUR]=1-game.prop[FISSUR]; + PSPEAK(FISSUR,2-game.prop[FISSUR]); + return(2012); + } +} + +/* This stuff was broken off as part of an effort to get the main program + * to compile without running out of memory. 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". + */ + +/* Analyse a verb. Remember what it was, go back for object if second word + * unless verb is "say", which snarfs arbitrary second word. + */ + +int action(FILE *input, long STARTAT, long verb, long obj) { + 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). */ + + switch (verb-1) { + case 0: /* CARRY */ goto L8010; + case 1: /* DROP */ return(8000); + case 2: /* SAY */ return(8000); + case 3: /* UNLOC */ goto L8040; + case 4: /* NOTHI */ return(2009); + case 5: /* LOCK */ goto L8040; + case 6: /* LIGHT */ goto L8070; + case 7: /* EXTIN */ goto L8080; + case 8: /* WAVE */ return(8000); + case 9: /* CALM */ return(8000); + case 10: /* WALK */ return(2011); + case 11: /* ATTAC */ goto L9120; + case 12: /* POUR */ goto L9130; + case 13: /* EAT */ goto L8140; + case 14: /* DRINK */ goto L9150; + case 15: /* RUB */ return(8000); + case 16: /* TOSS */ return(8000); + case 17: /* QUIT */ goto L8180; + case 18: /* FIND */ return(8000); + case 19: /* INVEN */ goto L8200; + case 20: /* FEED */ return(8000); + case 21: /* FILL */ goto L9220; + case 22: /* BLAST */ goto L9230; + case 23: /* SCOR */ goto L8240; + case 24: /* FOO */ goto L8250; + case 25: /* BRIEF */ goto L8260; + case 26: /* READ */ goto L8270; + case 27: /* BREAK */ return(8000); + case 28: /* WAKE */ return(8000); + case 29: /* SUSP */ goto L8300; + case 30: /* RESU */ goto L8310; + case 31: /* FLY */ goto L8320; + case 32: /* LISTE */ goto L8330; + case 33: /* ZZZZ */ goto L8340; + } + BUG(23); + +/* Analyse a transitive verb. */ + +L4090: switch (verb-1) { + case 0: /* CARRY */ goto L9010; + case 1: /* DROP */ goto L9020; + case 2: /* SAY */ goto L9030; + case 3: /* UNLOC */ goto L9040; + case 4: /* NOTHI */ return(2009); + case 5: /* LOCK */ goto L9040; + case 6: /* LIGHT */ goto L9070; + case 7: /* EXTI */ goto L9080; + case 8: /* WAVE */ goto L9090; + case 9: /* CALM */ return(2011); + case 10: /* WALK */ return(2011); + case 11: /* ATTAC */ goto L9120; + case 12: /* POUR */ goto L9130; + case 13: /* EAT */ goto L9140; + case 14: /* DRINK */ goto L9150; + case 15: /* RUB */ goto L9160; + case 16: /* TOSS */ goto L9170; + case 17: /* QUIT */ return(2011); + case 18: /* FIND */ goto L9190; + case 19: /* INVEN */ goto L9190; + case 20: /* FEED */ goto L9210; + case 21: /* FILL */ goto L9220; + case 22: /* BLAST */ goto L9230; + case 23: /* SCOR */ return(2011); + case 24: /* FOO */ return(2011); + case 25: /* BRIEF */ return(2011); + case 26: /* READ */ goto L9270; + case 27: /* BREAK */ goto L9280; + case 28: /* WAKE */ goto L9290; + case 29: /* SUSP */ return(2011); + case 30: /* RESU */ return(2011); + case 31: /* FLY */ goto L9320; + case 32: /* LISTE */ return(2011); + case 33: /* ZZZZ */ goto L8340; + } + 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: obj=K; + if (!HERE(K)) goto L5100; +L5010: if (WD2 > 0) return(2800); + if (verb != 0) goto L4090; + SETPRM(1,WD1,WD1X); + RSPEAK(255); + return(2600); + +L5100: if (K != GRATE) goto L5110; + if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN; + if (game.loc > 9 && game.loc < 15)K=ENTRNC; + if (K != GRATE) return(8); +L5110: if (K == DWARF && ATDWRF(game.loc) > 0) goto L5010; + if ((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010; + if (obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120; + obj=URN; + goto L5010; +L5120: if (obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130; + obj=PLANT2; + goto L5010; +L5130: if (obj != KNIFE || game.knfloc != game.loc) goto L5140; + game.knfloc= -1; + SPK=116; + return(2011); +L5140: if (obj != ROD || !HERE(ROD2)) goto L5190; + obj=ROD2; + goto L5010; +L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010; + SETPRM(1,WD1,WD1X); + RSPEAK(256); + return(2012); + + +/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for + * transitive, plus ten times the verb number. Many intransitive verbs use the + * transitive code, and some verbs use code for other verbs, as noted below. */ + +L8010: return carry(INTRANSITIVE); +L9010: return carry(obj); +L9020: return discard(obj, false); +L9030: return say(); +L8040: return lock(verb, INTRANSITIVE); +L9040: return lock(verb, obj); +L9046: return bivalve(verb, obj); +L9048: return chain(verb); +L8070: return light(INTRANSITIVE); +L9070: return light(obj); +L8080: return extinguish(INTRANSITIVE); +L9080: return extinguish(obj); +L9090: return wave(obj); +L9120: return attack(input, verb, obj); +L9130: return pour(obj); +L8140: return eat(INTRANSITIVE); +L9140: return eat(obj); +L9150: return drink(obj); +L9160: return rub(obj); +L9170: return throw(input, verb, obj); +L8180: return quit(input); +L9190: return find(obj); +L8200: return inven(obj); +L9210: return feed(obj); +L9220: return fill(obj); +L9230: return blast(); +L8240: return vscore(); +L8250: return bigwords(WD1); +L8260: return brief(); +L8270: return read(input, INTRANSITIVE); +L9270: return read(input, obj); +L9280: return vbreak(obj); +L9290: return wake(obj); + +/* 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). */ + +L8300: SPK=201; + RSPEAK(260); + if (!YES(input,200,54,54)) return(2012); + game.saved=game.saved+5; + kk= -1; + +/* This next part is shared with the "resume" code. The two cases are + * distinguished by the value of kk (-1 for suspend, +1 for resume). */ + +L8305: DATIME(&I,&K); + K=I+650*K; + SAVWRD(kk,K); + K=VRSION; + SAVWRD(0,K); + if (K != VRSION) goto L8312; +/* Herewith are all the variables whose values can change during a game, + * omitting a few (such as I, J, ATTACK) 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) goto L8318; + K=NUL; + game.zzword=RNDVOC(3,game.zzword); + if (kk > 0) return(8); + RSPEAK(266); + exit(0); + +/* Resume. Read a suspended game back from a file. */ + +L8310: kk=1; + if (game.loc == 1 && game.abbrev[1] == 1) goto L8305; + RSPEAK(268); + if (!YES(input,200,54,54)) return(2012); + goto L8305; + +L8312: SETPRM(1,K/10,MOD(K,10)); + SETPRM(3,VRSION/10,MOD(VRSION,10)); + RSPEAK(269); + return(2000); + +L8318: RSPEAK(270); + exit(0); + +L8320: return fly(INTRANSITIVE); +L9320: return fly(obj); +L8330: return listen(); +L8340: return reservoir(); +} diff --git a/actions1.c b/actions1.c deleted file mode 100644 index db9df8c..0000000 --- a/actions1.c +++ /dev/null @@ -1,740 +0,0 @@ -#include -#include -#include "advent.h" -#include "database.h" - -/* - * Action handlers. Eventually we'll do lookup through a method table - * that calls these. Absolutely nothing like the original FORTRAN. - */ - -static int bigwords(long foo) -/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. - * 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); - SPK=42; - if (game.foobar != 1-k) { - if (game.foobar != 0)SPK=151; - return(2011); - } else { - - game.foobar=k; - if (k != 4) return(2009); - 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); - } -} - -static int bivalve(token_t verb, token_t obj) -/* Clam/oyster actions */ -{ - int 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); -} - -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); - game.bonus=133; - if (game.loc == 115)game.bonus=134; - if (HERE(ROD2))game.bonus=135; - RSPEAK(game.bonus); - score(0); -} - -static int vbreak(token_t obj) -/* Break. Only works for mirror in repository and, of course, the vase. */ -{ - if (obj == MIRROR)SPK=148; - 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); - } else { - if (obj != MIRROR || !game.closed) return(2011); - SPK=197; - return(18999); - } -} - - -static int brief(void) -/* Brief. Intransitive only. Suppress long descriptions after first time. */ -{ - SPK=156; - game.abbnum=10000; - game.detail=3; - return(2011); -} - -static int chain(token_t verb) -/* Do something to the bear's chain */ -{ - if (verb != LOCK) { - SPK=171; - if (game.prop[BEAR] == 0)SPK=41; - if (game.prop[CHAIN] == 0)SPK=37; - if (SPK != 171) return(2011); - 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); - game.prop[CHAIN]=2; - if (TOTING(CHAIN))DROP(CHAIN,game.loc); - game.fixed[CHAIN]= -1; - return(2011); - } -} - -static int drink(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); - 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); - } else { - DSTROY(BLOOD); - game.prop[DRAGON]=2; - OBJSND[BIRD]=OBJSND[BIRD]+3; - SPK=240; - return(2011); - } -} - -static int eat(token_t obj) -/* Eat. Intransitive: assume food if present, else ask what. Transitive: food - * ok, some things lose appetite, rest are ridiculous. */ -{ - if (obj == INTRANSITIVE) { - if (!HERE(FOOD)) - return(8000); - DSTROY(FOOD); - SPK=72; - return(2011); - } else { - if (obj == FOOD) { - DSTROY(FOOD); - SPK=72; - return(2011); - } - if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == - DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == - OGRE)SPK=71; - return(2011); - } -} - -static int extinguish(int obj) -/* Extinguish. Lamp, urn, dragon/volcano (nice try). */ -{ - 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 == URN) { - game.prop[URN]=game.prop[URN]/2; - SPK=210; - return(2011); - } - if (obj == LAMP) { - game.prop[LAMP]=0; - RSPEAK(40); - if (DARK(0)) - RSPEAK(16); - return(2012); - } - if (obj == DRAGON || obj == VOLCAN) - SPK=146; - return(2011); -} - -static int find(token_t obj) -/* Find. Might be carrying it, or it might be here. Else give caveat. */ -{ - if (AT(obj) || - (LIQ(0) == obj && AT(BOTTLE)) || - K == LIQLOC(game.loc) || - (obj == DWARF && ATDWRF(game.loc) > 0)) - SPK=94; - if (game.closed)SPK=138; - if (TOTING(obj))SPK=24; - return(2011); -} - -static int fly(token_t obj) -/* Fly. Snide remarks unless hovering rug is here. */ -{ - if (obj == INTRANSITIVE) { - if (game.prop[RUG] != 2)SPK=224; - if (!HERE(RUG))SPK=225; - if (SPK/2 == 112) return(2011); - obj=RUG; - } - - if (obj != RUG) return(2011); - SPK=223; - if (game.prop[RUG] != 2) return(2011); - 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); -} - -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++) { - if (i == BEAR || !TOTING(i)) - continue; - if (SPK == 98)RSPEAK(99); - game.blklin=false; - PSPEAK(i,-1); - game.blklin=true; - SPK=0; - } - if (TOTING(BEAR)) - SPK=141; - return(2011); -} - -int light(token_t obj) -/* Light. Applicable only to lamp and urn. */ -{ - 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 == URN) { - SPK=38; - if (game.prop[URN] == 0) - return(2011); - SPK=209; - game.prop[URN]=2; - return(2011); - } else { - if (obj != LAMP) return(2011); - SPK=184; - if (game.limit < 0) return(2011); - game.prop[LAMP]=1; - RSPEAK(39); - if (game.wzdark) return(2000); - return(2012); - } -} - -static int listen(void) -/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ -{ - int i, k; - SPK=228; - k=LOCSND[game.loc]; - if (k != 0) { - RSPEAK(labs(k)); - if (k < 0) return(2012); - SPK=0; - } - 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); - } - return(2011); -} - -static int lock(token_t verb, token_t obj) -/* Lock, unlock, no object given. Assume various things if present. */ -{ - int k; - 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(8000); - if (HERE(CHAIN))obj=CHAIN; - if (obj == 0) return(2011); - } - - /* 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); - } - SPK=34+game.prop[GRATE]; - game.prop[GRATE]=1; - if (verb == LOCK)game.prop[GRATE]=0; - SPK=SPK+2*game.prop[GRATE]; - return(2011); -} - -static int pour(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); - if (HERE(URN) && game.prop[URN] == 0) - return fill(URN); - game.prop[BOTTLE]=1; - game.place[obj]=0; - SPK=77; - if (!(AT(PLANT) || AT(DOOR))) - return(2011); - if (!AT(DOOR)) { - SPK=112; - if (obj != WATER) return(2011); - 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); - } else { - game.prop[DOOR]=0; - if (obj == OIL)game.prop[DOOR]=1; - SPK=113+game.prop[DOOR]; - return(2011); - } -} - -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); - return(2012); -} - -static int read(FILE *input, token_t obj) -/* Read. Print stuff based on objtxt. Oyster (?) is special case. */ -{ - int i; - 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(0)) return(8000); - } - - if (DARK(0)) { - SETPRM(1,WD1,WD1X); - RSPEAK(256); - return(2012); - } - if (OBJTXT[obj] == 0 || game.prop[obj] < 0) - return(2011); - if (obj == OYSTER && !game.clshnt) { - game.clshnt=YES(input,192,193,54); - return(2012); - } - PSPEAK(obj,OBJTXT[obj]+game.prop[obj]); - return(2012); -} - -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); -} - -static int rub(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); -} - -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); if (WD2 <= 0)SETPRM(1,WD1,WD1X); - if (WD2 > 0)WD1=WD2; - int wd=VOCAB(WD1,-1); - if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { - WD2=0; - return(2630); - } - RSPEAK(258); - return(2012); - -} - -static int vscore(void) -/* Score. Call scoring routine but tell it to return. */ -{ - score(-1); - return(2012); -} - -static int wake(token_t obj) -/* Wake. Only use is to disturb the dwarves. */ -{ - if (obj != DWARF || !game.closed) return(2011); - SPK=199; - return(18999); -} - -static int wave(token_t obj) -/* Wave. No effect unless waving rod at fissure or at bird. */ -{ - if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29; - 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) { - DROP(JADE,game.loc); - game.prop[JADE]=0; - game.tally=game.tally-1; - SPK=208; - return(2011); - } else { - if (game.closed) return(18999); - if (game.closng || !AT(FISSUR)) return(2011); - if (HERE(BIRD))RSPEAK(SPK); - game.prop[FISSUR]=1-game.prop[FISSUR]; - PSPEAK(FISSUR,2-game.prop[FISSUR]); - return(2012); - } -} - -/* This stuff was broken off as part of an effort to get the main program - * to compile without running out of memory. 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". - */ - -/* Analyse a verb. Remember what it was, go back for object if second word - * unless verb is "say", which snarfs arbitrary second word. - */ - -int action(FILE *input, long STARTAT, long verb, long obj) { - 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). */ - - switch (verb-1) { - case 0: /* CARRY */ goto L8010; - case 1: /* DROP */ return(8000); - case 2: /* SAY */ return(8000); - case 3: /* UNLOC */ goto L8040; - case 4: /* NOTHI */ return(2009); - case 5: /* LOCK */ goto L8040; - case 6: /* LIGHT */ goto L8070; - case 7: /* EXTIN */ goto L8080; - case 8: /* WAVE */ return(8000); - case 9: /* CALM */ return(8000); - case 10: /* WALK */ return(2011); - case 11: /* ATTAC */ goto L9120; - case 12: /* POUR */ goto L9130; - case 13: /* EAT */ goto L8140; - case 14: /* DRINK */ goto L9150; - case 15: /* RUB */ return(8000); - case 16: /* TOSS */ return(8000); - case 17: /* QUIT */ goto L8180; - case 18: /* FIND */ return(8000); - case 19: /* INVEN */ goto L8200; - case 20: /* FEED */ return(8000); - case 21: /* FILL */ goto L9220; - case 22: /* BLAST */ goto L9230; - case 23: /* SCOR */ goto L8240; - case 24: /* FOO */ goto L8250; - case 25: /* BRIEF */ goto L8260; - case 26: /* READ */ goto L8270; - case 27: /* BREAK */ return(8000); - case 28: /* WAKE */ return(8000); - case 29: /* SUSP */ goto L8300; - case 30: /* RESU */ goto L8310; - case 31: /* FLY */ goto L8320; - case 32: /* LISTE */ goto L8330; - case 33: /* ZZZZ */ goto L8340; - } - BUG(23); - -/* Analyse a transitive verb. */ - -L4090: switch (verb-1) { - case 0: /* CARRY */ goto L9010; - case 1: /* DROP */ goto L9020; - case 2: /* SAY */ goto L9030; - case 3: /* UNLOC */ goto L9040; - case 4: /* NOTHI */ return(2009); - case 5: /* LOCK */ goto L9040; - case 6: /* LIGHT */ goto L9070; - case 7: /* EXTI */ goto L9080; - case 8: /* WAVE */ goto L9090; - case 9: /* CALM */ return(2011); - case 10: /* WALK */ return(2011); - case 11: /* ATTAC */ goto L9120; - case 12: /* POUR */ goto L9130; - case 13: /* EAT */ goto L9140; - case 14: /* DRINK */ goto L9150; - case 15: /* RUB */ goto L9160; - case 16: /* TOSS */ goto L9170; - case 17: /* QUIT */ return(2011); - case 18: /* FIND */ goto L9190; - case 19: /* INVEN */ goto L9190; - case 20: /* FEED */ goto L9210; - case 21: /* FILL */ goto L9220; - case 22: /* BLAST */ goto L9230; - case 23: /* SCOR */ return(2011); - case 24: /* FOO */ return(2011); - case 25: /* BRIEF */ return(2011); - case 26: /* READ */ goto L9270; - case 27: /* BREAK */ goto L9280; - case 28: /* WAKE */ goto L9290; - case 29: /* SUSP */ return(2011); - case 30: /* RESU */ return(2011); - case 31: /* FLY */ goto L9320; - case 32: /* LISTE */ return(2011); - case 33: /* ZZZZ */ goto L8340; - } - 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: obj=K; - if (!HERE(K)) goto L5100; -L5010: if (WD2 > 0) return(2800); - if (verb != 0) goto L4090; - SETPRM(1,WD1,WD1X); - RSPEAK(255); - return(2600); - -L5100: if (K != GRATE) goto L5110; - if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN; - if (game.loc > 9 && game.loc < 15)K=ENTRNC; - if (K != GRATE) return(8); -L5110: if (K == DWARF && ATDWRF(game.loc) > 0) goto L5010; - if ((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010; - if (obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120; - obj=URN; - goto L5010; -L5120: if (obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130; - obj=PLANT2; - goto L5010; -L5130: if (obj != KNIFE || game.knfloc != game.loc) goto L5140; - game.knfloc= -1; - SPK=116; - return(2011); -L5140: if (obj != ROD || !HERE(ROD2)) goto L5190; - obj=ROD2; - goto L5010; -L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010; - SETPRM(1,WD1,WD1X); - RSPEAK(256); - return(2012); - - -/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for - * transitive, plus ten times the verb number. Many intransitive verbs use the - * transitive code, and some verbs use code for other verbs, as noted below. */ - -L8010: return carry(INTRANSITIVE); -L9010: return carry(obj); -L9020: return discard(obj, false); -L9030: return say(); -L8040: return lock(verb, INTRANSITIVE); -L9040: return lock(verb, obj); -L9046: return bivalve(verb, obj); -L9048: return chain(verb); -L8070: return light(INTRANSITIVE); -L9070: return light(obj); -L8080: return extinguish(INTRANSITIVE); -L9080: return extinguish(obj); -L9090: return wave(obj); -L9120: return attack(input, verb, obj); -L9130: return pour(obj); -L8140: return eat(INTRANSITIVE); -L9140: return eat(obj); -L9150: return drink(obj); -L9160: return rub(obj); -L9170: return throw(input, verb, obj); -L8180: return quit(input); -L9190: return find(obj); -L8200: return inven(obj); -L9210: return feed(obj); -L9220: return fill(obj); -L9230: return blast(); -L8240: return vscore(); -L8250: return bigwords(WD1); -L8260: return brief(); -L8270: return read(input, INTRANSITIVE); -L9270: return read(input, obj); -L9280: return vbreak(obj); -L9290: return wake(obj); - -/* 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). */ - -L8300: SPK=201; - RSPEAK(260); - if (!YES(input,200,54,54)) return(2012); - game.saved=game.saved+5; - kk= -1; - -/* This next part is shared with the "resume" code. The two cases are - * distinguished by the value of kk (-1 for suspend, +1 for resume). */ - -L8305: DATIME(&I,&K); - K=I+650*K; - SAVWRD(kk,K); - K=VRSION; - SAVWRD(0,K); - if (K != VRSION) goto L8312; -/* Herewith are all the variables whose values can change during a game, - * omitting a few (such as I, J, ATTACK) 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) goto L8318; - K=NUL; - game.zzword=RNDVOC(3,game.zzword); - if (kk > 0) return(8); - RSPEAK(266); - exit(0); - -/* Resume. Read a suspended game back from a file. */ - -L8310: kk=1; - if (game.loc == 1 && game.abbrev[1] == 1) goto L8305; - RSPEAK(268); - if (!YES(input,200,54,54)) return(2012); - goto L8305; - -L8312: SETPRM(1,K/10,MOD(K,10)); - SETPRM(3,VRSION/10,MOD(VRSION,10)); - RSPEAK(269); - return(2000); - -L8318: RSPEAK(270); - exit(0); - -L8320: return fly(INTRANSITIVE); -L9320: return fly(obj); -L8330: return listen(); -L8340: return reservoir(); -} diff --git a/actions2.c b/actions2.c deleted file mode 100644 index 72bd0b0..0000000 --- a/actions2.c +++ /dev/null @@ -1,405 +0,0 @@ -#include "advent.h" -#include "database.h" - -/* Carry an object. Special cases for bird and cage (if bird in cage, can't - * take one without the other). Liquids also special, since they depend on - * status of bottle. Also various side effects, etc. */ - -int carry(long obj) -{ - if (obj == INTRANSITIVE) { - /* Carry, no object given yet. OK if only one object present. */ - if(game.atloc[game.loc] == 0 || - game.link[game.atloc[game.loc]] != 0 || - ATDWRF(game.loc) > 0) - return(8000); - obj=game.atloc[game.loc]; - } - - if (TOTING(obj)) return(2011); - SPK=25; - if (obj == PLANT && game.prop[PLANT] <= 0)SPK=115; - if (obj == BEAR && game.prop[BEAR] == 1)SPK=169; - if (obj == CHAIN && game.prop[BEAR] != 0)SPK=170; - if (obj == URN)SPK=215; - if (obj == CAVITY)SPK=217; - if (obj == BLOOD)SPK=239; - if (obj == RUG && game.prop[RUG] == 2)SPK=222; - if (obj == SIGN)SPK=196; - if (obj == MESSAG) { - SPK=190; - DSTROY(MESSAG); - } - if (game.fixed[obj] != 0) - return(2011); - if (obj == WATER || obj == OIL) { - if (!HERE(BOTTLE) || LIQ(0) != obj) { - if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1) - return(fill(BOTTLE)); - if (game.prop[BOTTLE] != 1)SPK=105; - if (!TOTING(BOTTLE))SPK=104; - return(2011); - } - obj = BOTTLE; - } - - SPK=92; - if (game.holdng >= INVLIMIT) - return(2011); - if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) { - if (game.prop[BIRD] == 2) { - SPK=238; - DSTROY(BIRD); - return(2011); - } - if (!TOTING(CAGE))SPK=27; - if (TOTING(ROD))SPK=26; - if (SPK/2 == 13) return(2011); - game.prop[BIRD]=1; - } - if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1)) - CARRY(BIRD+CAGE-obj,game.loc); - CARRY(obj,game.loc); - if (obj == BOTTLE && LIQ(0) != 0) - game.place[LIQ(0)] = -1; - if (!GSTONE(obj) || game.prop[obj] == 0) - return(2009); - game.prop[obj]=0; - game.prop[CAVITY]=1; - return(2009); -} - -/* Discard object. "Throw" also comes here for most objects. Special cases for - * bird (might attack snake or dragon) and cage (might contain bird) and vase. - * Drop coins at vending machine for extra batteries. */ - -int discard(long obj, bool just_do_it) { - if (!just_do_it) { - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; - if (!TOTING(obj)) return(2011); - if (obj == BIRD && HERE(SNAKE)) { - RSPEAK(30); - if (game.closed) return(19000); - DSTROY(SNAKE); - /* Set game.prop for use by travel options */ - game.prop[SNAKE]=1; - - } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) { - RSPEAK(218); - game.prop[obj]=1; - game.prop[CAVITY]=0; - if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY && - game.prop[RUG] == 2))) { - SPK=219; - if (TOTING(RUG))SPK=220; - if (obj == RUBY)SPK=221; - RSPEAK(SPK); - if (SPK != 220) { - K=2-game.prop[RUG]; - game.prop[RUG]=K; - if (K == 2)K=PLAC[SAPPH]; - MOVE(RUG+NOBJECTS,K); - } - } - } else if (obj == COINS && HERE(VEND)) { - DSTROY(COINS); - DROP(BATTER,game.loc); - PSPEAK(BATTER,0); - return(2012); - } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) { - RSPEAK(154); - DSTROY(BIRD); - game.prop[BIRD]=0; - return(2012); - } else if (obj == BEAR && AT(TROLL)) { - RSPEAK(163); - MOVE(TROLL,0); - MOVE(TROLL+NOBJECTS,0); - MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - game.prop[TROLL]=2; - } else if (obj != VASE || game.loc == PLAC[PILLOW]) { - RSPEAK(54); - } else { - game.prop[VASE]=2; - if (AT(PILLOW))game.prop[VASE]=0; - PSPEAK(VASE,game.prop[VASE]+1); - if (game.prop[VASE] != 0)game.fixed[VASE]= -1; - } - } - K=LIQ(0); - if (K == obj)obj=BOTTLE; - if (obj == BOTTLE && K != 0)game.place[K]=0; - if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc); - DROP(obj,game.loc); - if (obj != BIRD) return(2012); - game.prop[BIRD]=0; - if (FOREST(game.loc))game.prop[BIRD]=2; - return(2012); -} - -/* Attack. Assume target if unambiguous. "Throw" also links here. Attackable - * objects fall into two categories: enemies (snake, dwarf, etc.) and others - * (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */ - -int attack(FILE *input, long verb, long obj) { - int i =ATDWRF(game.loc); - if (obj == 0) { - if (i > 0) - obj=DWARF; - if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE; - if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON; - if (AT(TROLL))obj=obj*NOBJECTS+TROLL; - if (AT(OGRE))obj=obj*NOBJECTS+OGRE; - if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR; - if (obj > NOBJECTS) return(8000); - if (obj == 0) { - /* Can't attack bird or machine by throwing axe. */ - if (HERE(BIRD) && verb != THROW)obj=BIRD; - if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND; - /* Clam and oyster both treated as clam for intransitive case; - * no harm done. */ - if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM; - if (obj > NOBJECTS) return(8000); - } - } - if (obj == BIRD) { - SPK=137; - if (game.closed) return(2011); - DSTROY(BIRD); - game.prop[BIRD]=0; - SPK=45; - } - if (obj == VEND) { - PSPEAK(VEND,game.prop[VEND]+2); - game.prop[VEND]=3-game.prop[VEND]; - return(2012); - } - - if (obj == 0)SPK=44; - if (obj == CLAM || obj == OYSTER)SPK=150; - if (obj == SNAKE)SPK=46; - if (obj == DWARF)SPK=49; - if (obj == DWARF && game.closed) return(19000); - if (obj == DRAGON)SPK=167; - if (obj == TROLL)SPK=157; - if (obj == OGRE)SPK=203; - if (obj == OGRE && i > 0) { - RSPEAK(SPK); - RSPEAK(6); - DSTROY(OGRE); - int k=0; - for (i=1; i < PIRATE; i++) { - if (game.dloc[i] == game.loc) { - ++k; - game.dloc[i]=61; - game.dseen[i]=false; - } - } - SPK=SPK+1+1/k; - return(2011); - } - if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2; - if (obj != DRAGON || game.prop[DRAGON] != 0) return(2011); - /* Fun stuff for dragon. If he insists on attacking it, win! - * Set game.prop to dead, move dragon to central loc (still - * fixed), move rug there (not fixed), and move him there, - * too. Then do a null motion to get new description. */ - RSPEAK(49); - GETIN(input,WD1,WD1X,WD2,WD2X); - if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607); - PSPEAK(DRAGON,3); - game.prop[DRAGON]=1; - game.prop[RUG]=0; - K=(PLAC[DRAGON]+FIXD[DRAGON])/2; - MOVE(DRAGON+NOBJECTS,-1); - MOVE(RUG+NOBJECTS,0); - MOVE(DRAGON,K); - MOVE(RUG,K); - DROP(BLOOD,K); - for (obj=1; obj<=NOBJECTS; obj++) { - if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K); - /*etc*/ ; - } /* end loop */ - game.loc=K; - K=NUL; - return(8); -} - -int throw_support(long spk) -{ - RSPEAK(spk); - DROP(AXE,game.loc); - K=NUL; - return(8); -} - -int throw(FILE *cmdin, long verb, long obj) -/* Throw. Same as discard unless axe. Then same as attack except - * ignore bird, and if dwarf is present then one might be killed. - * (Only way to do so!) Axe also special for dragon, bear, and - * troll. Treasures special for troll. */ -{ - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; - if (!TOTING(obj)) - return(2011); - if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) { - SPK=159; - /* Snarf a treasure for the troll. */ - DROP(obj,0); - MOVE(TROLL,0); - MOVE(TROLL+NOBJECTS,0); - DROP(TROLL2,PLAC[TROLL]); - DROP(TROLL2+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - return(2011); - } - if (obj == FOOD && HERE(BEAR)) { - /* But throwing food is another story. */ - obj=BEAR; - return(feed(obj)); - } - if (obj != AXE) - return(discard(obj, false)); - I=ATDWRF(game.loc); - if (I <= 0) { - if (AT(DRAGON) && game.prop[DRAGON] == 0) { - SPK=152; - return throw_support(SPK); - } - if (AT(TROLL)) { - SPK=158; - return throw_support(SPK); - } - if (AT(OGRE)) { - SPK=203; - return throw_support(SPK); - } - if (HERE(BEAR) && game.prop[BEAR] == 0) { - /* This'll teach him to throw the axe at the bear! */ - SPK=164; - DROP(AXE,game.loc); - game.fixed[AXE]= -1; - game.prop[AXE]=1; - JUGGLE(BEAR); - return(2011); - } - return(attack(cmdin, verb, 0)); - } - - if (randrange(NDWARVES+1) < game.dflag) { - SPK=48; - return throw_support(SPK); - } - game.dseen[I]=false; - game.dloc[I]=0; - SPK=47; - game.dkill=game.dkill+1; - if (game.dkill == 1)SPK=149; - - return throw_support(SPK); -} - -int feed(long obj) -/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him - * mad. Bear, special. */ -{ - if (obj == BIRD) { - SPK=100; - return(2011); - } - - if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) { - SPK=102; - if (obj == DRAGON && game.prop[DRAGON] != 0)SPK=110; - if (obj == TROLL)SPK=182; - if (obj != SNAKE || game.closed || !HERE(BIRD)) - return(2011); - SPK=101; - DSTROY(BIRD); - game.prop[BIRD]=0; - return(2011); - } - - if (obj == DWARF) { - if (!HERE(FOOD)) - return(2011); - SPK=103; - game.dflag=game.dflag+2; - return(2011); - } - - if (obj == BEAR) { - if (game.prop[BEAR] == 0)SPK=102; - if (game.prop[BEAR] == 3)SPK=110; - if (!HERE(FOOD)) - return(2011); - DSTROY(FOOD); - game.prop[BEAR]=1; - game.fixed[AXE]=0; - game.prop[AXE]=0; - SPK=168; - return(2011); - } - - if (obj == OGRE) { - if (HERE(FOOD)) - SPK=202; - return(2011); - } - - SPK=14; - return(2011); -} - -int fill(long obj) -/* Fill. Bottle or urn must be empty, and liquid available. (Vase - * is nasty.) */ -{ - int k; - if (obj == VASE) { - SPK=29; - if (LIQLOC(game.loc) == 0)SPK=144; - if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) - return(2011); - RSPEAK(145); - game.prop[VASE]=2; - game.fixed[VASE]= -1; - return(discard(obj, true)); - } - - if (obj == URN){ - SPK=213; - if (game.prop[URN] != 0) return(2011); - SPK=144; - k=LIQ(0); - if (k == 0 || !HERE(BOTTLE)) return(2011); - game.place[k]=0; - game.prop[BOTTLE]=1; - if (k == OIL)game.prop[URN]=1; - SPK=211+game.prop[URN]; - return(2011); - } - - if (obj != 0 && obj != BOTTLE) - return(2011); - if (obj == 0 && !HERE(BOTTLE)) - return(8000); - SPK=107; - if (LIQLOC(game.loc) == 0) - SPK=106; - if (HERE(URN) && game.prop[URN] != 0) - SPK=214; - if (LIQ(0) != 0) - SPK=105; - if (SPK != 107) - return(2011); - game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2; - k=LIQ(0); - if (TOTING(BOTTLE)) - game.place[k]= -1; - if (k == OIL) - SPK=108; - return(2011); -} diff --git a/advent.h b/advent.h index 90b25c6..3f607c7 100644 --- a/advent.h +++ b/advent.h @@ -136,12 +136,6 @@ extern void set_seed(long); extern unsigned long get_next_lcg_value(void); extern long randrange(long); extern void score(long); -extern int carry(long); -extern int discard(long, bool); -extern int attack(FILE *, long, long); -extern int throw(FILE *, long, long); -extern int feed(long); -extern int fill(long); /* Statement functions *