From e7451b543d1a8a7bdd8fe32318a0490590d78025 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Thu, 8 Jun 2017 17:14:00 -0400 Subject: [PATCH] More handler refactoring. --- actions1.c | 310 +++++++++++++++++++++++++++++++---------------------- 1 file changed, 181 insertions(+), 129 deletions(-) diff --git a/actions1.c b/actions1.c index 1f33715..4ba3492 100644 --- a/actions1.c +++ b/actions1.c @@ -25,6 +25,44 @@ static int bivalve(token_t verb, token_t obj) 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 */ { @@ -50,8 +88,30 @@ static int chain(token_t verb) } } +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 find(token_t obj) -/* Find. Might be carrying it, or it might be here. Else give caveat. */ +/* Find. Might be carrying it, or it might be here. Else give caveat. */ { if(AT(obj) || (LIQ(0) == obj && AT(BOTTLE)) || @@ -63,6 +123,110 @@ static int find(token_t obj) return(2011); } +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); +} + +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 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 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 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 @@ -319,29 +483,9 @@ L9086: game.prop[LAMP]=0; if(DARK(0))RSPEAK(16); return(2012); -/* Wave. No effect unless waving rod at fissure or at bird. */ - -L9090: 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) goto L9094; - 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); - -L9094: DROP(JADE,game.loc); - game.prop[JADE]=0; - game.tally=game.tally-1; - SPK=208; - return(2011); - -/* Attack also moved into separate module. */ +L9090: return wave(obj); -L9120: return(attack(input, verb, obj)); +L9120: return attack(input, verb, 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. */ @@ -388,80 +532,25 @@ L9140: if(obj == FOOD) goto L8142; OGRE)SPK=71; return(2011); -/* 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. */ - -L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) - return(8000); - if(obj == BLOOD) goto L9153; - 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); - -L9153: DSTROY(BLOOD); - game.prop[DRAGON]=2; - OBJSND[BIRD]=OBJSND[BIRD]+3; - SPK=240; - return(2011); - -/* Rub. Yields various snide remarks except for lit urn. */ +L9150: return drink(obj); -L9160: 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); +L9160: return rub(obj); -L9170: return(throw(input, verb, obj)); +L9170: return throw(input, verb, obj); -/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ +L8180: return quit(input); -L8180: if(YES(input,22,54,54)) score(1); - return(2012); +L9190: return find(obj); +L8200: return inven(obj); -L9190: return find(obj); +L9210: return feed(obj); -/* Inventory. If object, treat same as find. Else report on current burden. */ +L9220: return fill(obj); -L8200: SPK=98; - /* 8201 */ for (I=1; I<=NOBJECTS; I++) { - if(I == BEAR || !TOTING(I)) goto L8201; - if(SPK == 98)RSPEAK(99); - game.blklin=false; - PSPEAK(I,-1); - game.blklin=true; - SPK=0; -L8201: /*etc*/ ; - } /* end loop */ - if(TOTING(BEAR))SPK=141; - return(2011); - -/* Feed/fill are in the other module. */ +L9230: return blast(); -L9210: return(feed(obj)); -L9220: return(fill(obj)); - -/* Blast. No effect unless you've got dynamite, which is a neat trick! */ - -L9230: 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); - -/* Score. Call scoring routine but tell it to return. */ - -L8240: score(-1); - return(2012); +L8240: return vscore(); /* 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 @@ -488,12 +577,7 @@ L8252: game.foobar=K; PSPEAK(EGGS,K); return(2012); -/* Brief. Intransitive only. Suppress long descriptions after first time. */ - -L8260: SPK=156; - game.abbnum=10000; - game.detail=3; - return(2011); +L8260: return brief(); /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ @@ -511,25 +595,9 @@ L9270: if(DARK(0)) goto L5190; L9275: game.clshnt=YES(input,192,193,54); return(2012); -/* Break. Only works for mirror in repository and, of course, the vase. */ +L9280: return vbreak(obj); -L9280: if(obj == MIRROR)SPK=148; - if(obj == VASE && game.prop[VASE] == 0) goto L9282; - if(obj != MIRROR || !game.closed) return(2011); - SPK=197; - return(18999); - -L9282: SPK=198; - if(TOTING(VASE))DROP(VASE,game.loc); - game.prop[VASE]=2; - game.fixed[VASE]= -1; - return(2011); - -/* Wake. Only use is to disturb the dwarves. */ - -L9290: if(obj != DWARF || !game.closed) return(2011); - SPK=199; - return(18999); +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 @@ -616,23 +684,7 @@ L9320: if(obj != RUG) return(2011); RSPEAK(SPK); return(2); -/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ - -L8330: SPK=228; - K=LOCSND[game.loc]; - if(K == 0) goto L8332; - RSPEAK(labs(K)); - if(K < 0) return(2012); - SPK=0; -L8332: SETPRM(1,game.zzword,0); - /* 8335 */ for (I=1; I<=NOBJECTS; I++) { - if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335; - PSPEAK(I,OBJSND[I]+game.prop[I]); - SPK=0; - if(I == BIRD && OBJSND[I]+game.prop[I] == 8)DSTROY(BIRD); -L8335: /*etc*/ ; - } /* end loop */ - return(2011); +L8330: return listen(); /* Z'ZZZ (word gets recomputed at startup; different each game). */ -- 2.31.1