Reformat for readability.

This commit is contained in:
Eric S. Raymond 2017-06-12 08:07:49 -04:00
parent b0eb54b125
commit 73d5310839

698
main.c
View file

@ -673,392 +673,398 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
static bool do_command(FILE *cmdin)
{
long KQ, VERB, KK, V1, V2;
long i, k, KMOD;
static long igo = 0;
static long obj = 0;
enum speechpart part;
long KQ, VERB, KK, V1, V2;
long i, k, KMOD;
static long igo = 0;
static long obj = 0;
enum speechpart part;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
RSPEAK(130);
game.newloc=game.loc;
if (!game.panic)game.clock2=15;
game.panic=true;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
RSPEAK(130);
game.newloc=game.loc;
if (!game.panic)game.clock2=15;
game.panic=true;
}
/* See if a dwarf has seen him and has come from where he
* wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */
if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
for (i=1; i<=NDWARVES-1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc=game.loc;
RSPEAK(2);
break;
}
}
}
game.loc=game.newloc;
/* See if a dwarf has seen him and has come from where he
* wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */
if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
for (i=1; i<=NDWARVES-1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc=game.loc;
RSPEAK(2);
break;
}
}
}
game.loc=game.newloc;
if (!dwarfmove())
croak(cmdin);
if (!dwarfmove())
croak(cmdin);
/* Describe the current location and (maybe) get next command. */
/* Describe the current location and (maybe) get next command. */
/* Print text for current loc. */
/* Print text for current loc. */
L2000: if (game.loc == 0)
croak(cmdin);
char* msg = short_location_descriptions[game.loc];
if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
msg=long_location_descriptions[game.loc];
if (!FORCED(game.loc) && DARK(game.loc)) {
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
if (game.wzdark && PCT(35)) {
RSPEAK(23);
game.oldlc2 = game.loc;
croak(cmdin);
char* msg = short_location_descriptions[game.loc];
if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
msg=long_location_descriptions[game.loc];
if (!FORCED(game.loc) && DARK(game.loc)) {
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
if (game.wzdark && PCT(35)) {
RSPEAK(23);
game.oldlc2 = game.loc;
croak(cmdin);
goto L2000;
}
msg=arbitrary_messages[16];
goto L2000;
}
if (TOTING(BEAR))RSPEAK(141);
newspeak(msg);
KMOD=1;
if (FORCED(game.loc)) {
goto L8;
}
if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
msg=arbitrary_messages[16];
}
if (TOTING(BEAR))RSPEAK(141);
newspeak(msg);
KMOD=1;
if (FORCED(game.loc)) {
goto L8;
}
if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
* game.prop is 1 (dragon on it) till dragon is killed.
* Similarly for chain; game.prop is initially 1 (locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
* game.prop is 1 (dragon on it) till dragon is killed.
* Similarly for chain; game.prop is initially 1 (locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
if (DARK(game.loc)) goto L2012;
++game.abbrev[game.loc];
i=game.atloc[game.loc];
L2004: if (i == 0) goto L2012;
obj=i;
if (obj > NOBJECTS)obj=obj-NOBJECTS;
if (obj == STEPS && TOTING(NUGGET)) goto L2008;
if (game.prop[obj] >= 0) goto L2006;
if (game.closed) goto L2008;
game.prop[obj]=0;
if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
--game.tally;
/* Note: There used to be a test here to see whether the player had blown it
* so badly that he could never ever see the remaining treasures, and if so
* the lamp was zapped to 35 turns. But the tests were too simple-minded;
* things like killing the bird before the snake was gone (can never see
* jewelry), and doing it "right" was hopeless. E.G., could cross troll
* bridge several times, using up all available treasures, breaking vase,
* using coins to buy batteries, etc., and eventually never be able to get
* across again. If bottle were left on far side, could then never get eggs
* or trident, and the effects propagate. So the whole thing was flushed.
* anyone who makes such a gross blunder isn't likely to find everything
* else anyway (so goes the rationalisation). */
if (DARK(game.loc)) goto L2012;
++game.abbrev[game.loc];
i=game.atloc[game.loc];
L2004:
if (i == 0)
goto L2012;
obj=i;
if (obj > NOBJECTS)obj=obj-NOBJECTS;
if (obj == STEPS && TOTING(NUGGET)) goto L2008;
if (game.prop[obj] >= 0) goto L2006;
if (game.closed) goto L2008;
game.prop[obj]=0;
if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
--game.tally;
/* Note: There used to be a test here to see whether the player had blown it
* so badly that he could never ever see the remaining treasures, and if so
* the lamp was zapped to 35 turns. But the tests were too simple-minded;
* things like killing the bird before the snake was gone (can never see
* jewelry), and doing it "right" was hopeless. E.G., could cross troll
* bridge several times, using up all available treasures, breaking vase,
* using coins to buy batteries, etc., and eventually never be able to get
* across again. If bottle were left on far side, could then never get eggs
* or trident, and the effects propagate. So the whole thing was flushed.
* anyone who makes such a gross blunder isn't likely to find everything
* else anyway (so goes the rationalisation). */
L2006: KK=game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
PSPEAK(obj,KK);
if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
PSPEAK(obj,KK);
L2008: i=game.link[i];
goto L2004;
goto L2004;
L2012: VERB=0;
game.oldobj=obj;
obj=0;
game.oldobj=obj;
obj=0;
/* Check if this loc is eligible for any hints. If been here long enough,
* branch to help section (on later page). Hints all come back here eventually
* to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
*/
/* Check if this loc is eligible for any hints. If been here
* long enough, branch to help section (on later page). Hints
* all come back here eventually to finish the loop. Ignore
* "HINTS" < 4 (special stuff, see database notes).
*/
L2600: if (COND[game.loc] >= game.conds) {
for (int hint=1; hint<=HNTMAX; hint++) {
if (game.hinted[hint])
continue;
if (!CNDBIT(game.loc,hint+10))
game.hintlc[hint]= -1;
++game.hintlc[hint];
if (game.hintlc[hint] >= HINTS[hint][1])
dohint(cmdin, hint);
}
for (int hint=1; hint<=HNTMAX; hint++) {
if (game.hinted[hint])
continue;
if (!CNDBIT(game.loc,hint+10))
game.hintlc[hint]= -1;
++game.hintlc[hint];
if (game.hintlc[hint] >= HINTS[hint][1])
dohint(cmdin, hint);
}
}
/* If closing time, check for any objects being toted with
* game.prop < 0 and set the prop to -1-game.prop. This way
* objects won't be described until they've been picked up
* and put down separate from their respective piles. Don't
* tick game.clock1 unless well into cave (and not at Y2). */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
PSPEAK(OYSTER,1);
for (i=1; i<=NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1-game.prop[i];
}
/* If closing time, check for any objects being toted with
* game.prop < 0 and set the prop to -1-game.prop. This way
* objects won't be described until they've been picked up
* and put down separate from their respective piles. Don't
* tick game.clock1 unless well into cave (and not at Y2). */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
PSPEAK(OYSTER,1);
for (i=1; i<=NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1-game.prop[i];
}
game.wzdark=DARK(game.loc);
if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc=0;
}
game.wzdark=DARK(game.loc);
if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc=0;
/* This is where we get a new command from the user */
if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
return false;
/* This is where we get a new command from the user */
if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
return false;
/* Every input, check "game.foobar" flag. If zero, nothing's
* going on. If pos, make neg. If neg, he skipped a word,
* so make it zero. */
L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
++game.turns;
if (game.turns == game.thresh) {
/* Every input, check "game.foobar" flag. If zero, nothing's
* going on. If pos, make neg. If neg, he skipped a word,
* so make it zero. */
L2607:
game.foobar=(game.foobar>0 ? -game.foobar : 0);
++game.turns;
if (game.turns == game.thresh) {
newspeak(turn_threshold_messages[game.trndex]);
game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
++game.trndex;
game.thresh = -1;
if (game.trndex <= TRNVLS)
game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
}
if (VERB == SAY && WD2 > 0)
VERB=0;
if (VERB == SAY) {
part=transitive;
goto Laction;
}
if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
--game.clock1;
}
if (VERB == SAY && WD2 > 0)
VERB=0;
if (VERB == SAY) {
part=transitive;
goto Laction;
}
if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
--game.clock1;
/* Next few sections handle the closing of the cave. The
* cave closes "clock1" turns after the last treasure has
* been located (including the pirate's chest, which may of
* course never show up). Note that the treasures need not
* have been taken yet, just located. Hence clock1 must be
* large enough to get out of the cave (it only ticks while
* inside the cave). When it hits zero, we branch to 10000
* to start closing the cave, and then sit back and wait for
* him to try to get out. If he doesn't within clock2 turns,
* we close the cave; if he does try, we assume he panics,
* and give him a few additional turns to get frantic before
* we close. When clock2 hits zero, we branch to 11000 to
* transport him into the final puzzle. Note that the puzzle
* depends upon all sorts of random things. For instance,
* there must be no water or oil, since there are beanstalks
* which we don't want to be able to water, since the code
* can't handle it. Also, we can have no keys, since there
* is a grate (having moved the fixed object!) there
* separating him from all the treasures. Most of these
* problems arise from the use of negative prop numbers to
* suppress the object descriptions until he's actually moved
* the objects. */
/* Next few sections handle the closing of the cave. The
* cave closes "clock1" turns after the last treasure has
* been located (including the pirate's chest, which may of
* course never show up). Note that the treasures need not
* have been taken yet, just located. Hence clock1 must be
* large enough to get out of the cave (it only ticks while
* inside the cave). When it hits zero, we branch to 10000
* to start closing the cave, and then sit back and wait for
* him to try to get out. If he doesn't within clock2 turns,
* we close the cave; if he does try, we assume he panics,
* and give him a few additional turns to get frantic before
* we close. When clock2 hits zero, we branch to 11000 to
* transport him into the final puzzle. Note that the puzzle
* depends upon all sorts of random things. For instance,
* there must be no water or oil, since there are beanstalks
* which we don't want to be able to water, since the code
* can't handle it. Also, we can have no keys, since there
* is a grate (having moved the fixed object!) there
* separating him from all the treasures. Most of these
* problems arise from the use of negative prop numbers to
* suppress the object descriptions until he's actually moved
* the objects. */
/* When the first warning comes, we lock the grate, destroy
* the bridge, kill all the dwarves (and the pirate), remove
* the troll and bear (unless dead), and set "closng" to
* true. Leave the dragon; too much trouble to move it.
* from now until clock2 runs out, he cannot unlock the
* grate, move to any location outside the cave, or create
* the bridge. Nor can he be resurrected if he dies. Note
* that the snake is already gone, since he got to the
* treasure accessible only via the hall of the mountain
* king. Also, he's been in giant room (to get eggs), so we
* can refer to it. Also also, he's gotten the pearl, so we
* know the bivalve is an oyster. *And*, the dwarves must
* have been activated, since we've found chest. */
if (game.clock1 == 0)
{
game.prop[GRATE]=0;
game.prop[FISSUR]=0;
for (i=1; i<=NDWARVES; i++) {
game.dseen[i]=false;
game.dloc[i]=0;
}
MOVE(TROLL,0);
MOVE(TROLL+NOBJECTS,0);
MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
if (game.prop[BEAR] != 3)DSTROY(BEAR);
game.prop[CHAIN]=0;
game.fixed[CHAIN]=0;
game.prop[AXE]=0;
game.fixed[AXE]=0;
RSPEAK(129);
game.clock1= -1;
game.closng=true;
goto L19999;
} else if (game.clock1 < 0)
--game.clock2;
if (game.clock2 == 0) {
/* Once he's panicked, and clock2 has run out, we come here
* to set up the storage room. The room has two locs,
* hardwired as 115 (ne) and 116 (sw). At the ne end, we
* place empty bottles, a nursery of plants, a bed of
* oysters, a pile of lamps, rods with stars, sleeping
* dwarves, and him. At the sw end we place grate over
* treasures, snake pit, covey of caged birds, more rods, and
* pillows. A mirror stretches across one wall. Many of the
* objects come from known locations and/or states (e.g. the
* snake is known to have been destroyed and needn't be
* carried away from its old "place"), making the various
* objects be handled differently. We also drop all other
* objects he might be carrying (lest he have some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
game.prop[BOTTLE]=PUT(BOTTLE,115,1);
game.prop[PLANT]=PUT(PLANT,115,0);
game.prop[OYSTER]=PUT(OYSTER,115,0);
OBJTXT[OYSTER]=3;
game.prop[LAMP]=PUT(LAMP,115,0);
game.prop[ROD]=PUT(ROD,115,0);
game.prop[DWARF]=PUT(DWARF,115,0);
game.loc=115;
game.oldloc=115;
game.newloc=115;
/* Leave the grate with normal (non-negative) property.
* Reuse sign. */
PUT(GRATE,116,0);
PUT(SIGN,116,0);
++OBJTXT[SIGN];
game.prop[SNAKE]=PUT(SNAKE,116,1);
game.prop[BIRD]=PUT(BIRD,116,1);
game.prop[CAGE]=PUT(CAGE,116,0);
game.prop[ROD2]=PUT(ROD2,116,0);
game.prop[PILLOW]=PUT(PILLOW,116,0);
/* When the first warning comes, we lock the grate, destroy
* the bridge, kill all the dwarves (and the pirate), remove
* the troll and bear (unless dead), and set "closng" to
* true. Leave the dragon; too much trouble to move it.
* from now until clock2 runs out, he cannot unlock the
* grate, move to any location outside the cave, or create
* the bridge. Nor can he be resurrected if he dies. Note
* that the snake is already gone, since he got to the
* treasure accessible only via the hall of the mountain
* king. Also, he's been in giant room (to get eggs), so we
* can refer to it. Also also, he's gotten the pearl, so we
* know the bivalve is an oyster. *And*, the dwarves must
* have been activated, since we've found chest. */
if (game.clock1 == 0)
{
game.prop[GRATE]=0;
game.prop[FISSUR]=0;
for (i=1; i<=NDWARVES; i++) {
game.dseen[i]=false;
game.dloc[i]=0;
}
MOVE(TROLL,0);
MOVE(TROLL+NOBJECTS,0);
MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
if (game.prop[BEAR] != 3)DSTROY(BEAR);
game.prop[CHAIN]=0;
game.fixed[CHAIN]=0;
game.prop[AXE]=0;
game.fixed[AXE]=0;
RSPEAK(129);
game.clock1= -1;
game.closng=true;
goto L19999;
} else if (game.clock1 < 0)
--game.clock2;
if (game.clock2 == 0) {
/* Once he's panicked, and clock2 has run out, we come here
* to set up the storage room. The room has two locs,
* hardwired as 115 (ne) and 116 (sw). At the ne end, we
* place empty bottles, a nursery of plants, a bed of
* oysters, a pile of lamps, rods with stars, sleeping
* dwarves, and him. At the sw end we place grate over
* treasures, snake pit, covey of caged birds, more rods, and
* pillows. A mirror stretches across one wall. Many of the
* objects come from known locations and/or states (e.g. the
* snake is known to have been destroyed and needn't be
* carried away from its old "place"), making the various
* objects be handled differently. We also drop all other
* objects he might be carrying (lest he have some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
game.prop[BOTTLE]=PUT(BOTTLE,115,1);
game.prop[PLANT]=PUT(PLANT,115,0);
game.prop[OYSTER]=PUT(OYSTER,115,0);
OBJTXT[OYSTER]=3;
game.prop[LAMP]=PUT(LAMP,115,0);
game.prop[ROD]=PUT(ROD,115,0);
game.prop[DWARF]=PUT(DWARF,115,0);
game.loc=115;
game.oldloc=115;
game.newloc=115;
/* Leave the grate with normal (non-negative) property.
* Reuse sign. */
PUT(GRATE,116,0);
PUT(SIGN,116,0);
++OBJTXT[SIGN];
game.prop[SNAKE]=PUT(SNAKE,116,1);
game.prop[BIRD]=PUT(BIRD,116,1);
game.prop[CAGE]=PUT(CAGE,116,0);
game.prop[ROD2]=PUT(ROD2,116,0);
game.prop[PILLOW]=PUT(PILLOW,116,0);
game.prop[MIRROR]=PUT(MIRROR,115,0);
game.fixed[MIRROR]=116;
game.prop[MIRROR]=PUT(MIRROR,115,0);
game.fixed[MIRROR]=116;
for (int i=1; i<=NOBJECTS; i++) {
if (TOTING(i))
DSTROY(i);
}
for (int i=1; i<=NOBJECTS; i++) {
if (TOTING(i))
DSTROY(i);
}
RSPEAK(132);
game.closed=true;
return true;
}
if (game.prop[LAMP] == 1)
--game.limit;
RSPEAK(132);
game.closed=true;
return true;
}
if (game.prop[LAMP] == 1)
--game.limit;
/* Another way we can force an end to things is by having the
* lamp give out. When it gets close, we come here to warn
* him. First following ar, if the lamp and fresh batteries are
* here, in which case we replace the batteries and continue.
* Second is for other cases of lamp dying. 12400 is when it
* goes out. Even then, he can explore outside for a while
* if desired. */
if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
{
RSPEAK(188);
game.prop[BATTER]=1;
if (TOTING(BATTER))DROP(BATTER,game.loc);
game.limit=game.limit+2500;
game.lmwarn=false;
} else if (game.limit == 0) {
game.limit= -1;
game.prop[LAMP]=0;
if (HERE(LAMP))RSPEAK(184);
} else if (game.limit <= 30) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn=true;
int spk=187;
if (game.place[BATTER] == 0)spk=183;
if (game.prop[BATTER] == 1)spk=189;
RSPEAK(spk);
}
/* Another way we can force an end to things is by having the
* lamp give out. When it gets close, we come here to warn
* him. First following ar, if the lamp and fresh batteries are
* here, in which case we replace the batteries and continue.
* Second is for other cases of lamp dying. 12400 is when it
* goes out. Even then, he can explore outside for a while
* if desired. */
if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
{
RSPEAK(188);
game.prop[BATTER]=1;
if (TOTING(BATTER))DROP(BATTER,game.loc);
game.limit=game.limit+2500;
game.lmwarn=false;
} else if (game.limit == 0) {
game.limit= -1;
game.prop[LAMP]=0;
if (HERE(LAMP))RSPEAK(184);
} else if (game.limit <= 30) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn=true;
int spk=187;
if (game.place[BATTER] == 0)spk=183;
if (game.prop[BATTER] == 1)spk=189;
RSPEAK(spk);
}
L19999: k=43;
if (LIQLOC(game.loc) == WATER)k=70;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
RSPEAK(k);
goto L2012;
}
if (V1 == ENTER && WD2 > 0) {
WD1=WD2;
WD1X=WD2X;
WD2=0;
} else {
if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
(V2 != 1000+PLANT && V2 != 1000+DOOR))) {
if (AT(V2-1000))
WD2=MAKEWD(16152118);
}
if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
WD1=MAKEWD(301200308);
}
L2620: if (WD1 == MAKEWD(23051920)) {
++game.iwest;
if (game.iwest == 10)
RSPEAK(17);
}
if (WD1 == MAKEWD( 715) && WD2 != 0) {
if (++igo == 10)
RSPEAK(276);
}
L19999:
k=43;
if (LIQLOC(game.loc) == WATER)k=70;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
RSPEAK(k);
goto L2012;
}
if (V1 == ENTER && WD2 > 0) {
WD1=WD2;
WD1X=WD2X;
WD2=0;
} else {
if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
(V2 != 1000+PLANT && V2 != 1000+DOOR))) {
if (AT(V2-1000))
WD2=MAKEWD(16152118);
}
if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
WD1=MAKEWD(301200308);
}
L2620:
if (WD1 == MAKEWD(23051920)) {
++game.iwest;
if (game.iwest == 10)
RSPEAK(17);
}
if (WD1 == MAKEWD( 715) && WD2 != 0) {
if (++igo == 10)
RSPEAK(276);
}
L2630:
i=VOCAB(WD1,-1);
if (i == -1) {
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))
return true;
SETPRM(1,WD1,WD1X);
RSPEAK(254);
goto L2600;
}
KMOD=MOD(i,1000);
KQ=i/1000+1;
switch (KQ-1)
{
case 0: goto L8;
case 1: part=unknown; obj = KMOD; break;
case 2: part=intransitive; VERB = KMOD; break;
case 3: RSPEAK(KMOD); goto L2012;
default: BUG(22);
}
i=VOCAB(WD1,-1);
if (i == -1) {
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))
return true;
SETPRM(1,WD1,WD1X);
RSPEAK(254);
goto L2600;
}
KMOD=MOD(i,1000);
KQ=i/1000+1;
switch (KQ-1)
{
case 0: goto L8;
case 1: part=unknown; obj = KMOD; break;
case 2: part=intransitive; VERB = KMOD; break;
case 3: RSPEAK(KMOD); goto L2012;
default: BUG(22);
}
Laction:
switch (action(cmdin, part, VERB, obj)) {
case 2: return true;
case 8: KMOD=NUL; goto L8;
case 2000: goto L2000;
case 2012: goto L2012;
case 2600: goto L2600;
case 2607: goto L2607;
case 2630: goto L2630;
case 2800:
/* Get second word for analysis. */
WD1=WD2;
WD1X=WD2X;
WD2=0;
goto L2620;
case 8000:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
SETPRM(1,WD1,WD1X);
RSPEAK(257);
obj=0;
goto L2600;
case 19000:
/* Oh dear, he's disturbed the dwarves. */
RSPEAK(136);
score(0);
return true;
default:
BUG(99);
}
switch (action(cmdin, part, VERB, obj)) {
case 2: return true;
case 8: KMOD=NUL; goto L8;
case 2000: goto L2000;
case 2012: goto L2012;
case 2600: goto L2600;
case 2607: goto L2607;
case 2630: goto L2630;
case 2800:
/* Get second word for analysis. */
WD1=WD2;
WD1X=WD2X;
WD2=0;
goto L2620;
case 8000:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
SETPRM(1,WD1,WD1X);
RSPEAK(257);
obj=0;
goto L2600;
case 19000:
/* Oh dear, he's disturbed the dwarves. */
RSPEAK(136);
score(0);
return true;
default:
BUG(99);
}
/* no fallthrough here */
/* no fallthrough here */
/* Figure out the new location */
/* Figure out the new location */
L8: if (playermove(cmdin, VERB, KMOD))
return true;
else
goto L2000;
return true;
else
goto L2000;
}