Replace magic linenumbers with a clearer enum.
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b22d6a65b9
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9bac28878d
3 changed files with 152 additions and 152 deletions
294
actions.c
294
actions.c
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@ -977,158 +977,156 @@ static int wave(token_t obj)
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* "goto".
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*/
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int action(FILE *input, long STARTAT, long verb, long obj)
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int action(FILE *input, enum speechpart part, long verb, long obj)
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/* Analyse a verb. Remember what it was, go back for object if second word
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* unless verb is "say", which snarfs arbitrary second word.
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*/
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{
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int kk;
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switch(STARTAT) {
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case 4000: goto L4000;
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case 4090: goto L4090;
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case 5000: goto L5000;
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switch(part)
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{
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case intransitive:
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SPK=ACTSPK[verb];
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if (WD2 > 0 && verb != SAY) return(2800);
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if (verb == SAY)obj=WD2;
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if (obj == 0) {
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/* Analyse an intransitive verb (ie, no object given yet). */
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switch (verb-1) {
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case 0: /* CARRY */ return carry(INTRANSITIVE);
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case 1: /* DROP */ return(8000);
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case 2: /* SAY */ return(8000);
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case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
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case 4: /* NOTHI */ return(2009);
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case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
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case 6: /* LIGHT */ return light(INTRANSITIVE);
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case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
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case 8: /* WAVE */ return(8000);
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case 9: /* CALM */ return(8000);
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case 10: /* WALK */ return(2011);
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case 11: /* ATTAC */ return attack(input, verb, obj);
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case 12: /* POUR */ return pour(obj);
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case 13: /* EAT */ return eat(INTRANSITIVE);
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case 14: /* DRINK */ return drink(obj);
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case 15: /* RUB */ return(8000);
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case 16: /* TOSS */ return(8000);
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case 17: /* QUIT */ return quit(input);
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case 18: /* FIND */ return(8000);
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case 19: /* INVEN */ return inven(obj);
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case 20: /* FEED */ return(8000);
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case 21: /* FILL */ return fill(obj);
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case 22: /* BLAST */ return blast();
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case 23: /* SCOR */ return vscore();
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case 24: /* FOO */ return bigwords(WD1);
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case 25: /* BRIEF */ return brief();
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case 26: /* READ */ return read(input, INTRANSITIVE);
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case 27: /* BREAK */ return(8000);
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case 28: /* WAKE */ return(8000);
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case 29: /* SUSP */ return suspendresume(input, false);
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case 30: /* RESU */ return suspendresume(input, true);
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case 31: /* FLY */ return fly(INTRANSITIVE);
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case 32: /* LISTE */ return listen();
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case 33: /* ZZZZ */ return reservoir();
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}
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BUG(23);
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}
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/* FALLTHRU */
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case transitive:
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L4090:
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/* Analyse a transitive verb. */
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switch (verb-1) {
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case 0: /* CARRY */ return carry(obj);
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case 1: /* DROP */ return discard(obj, false);
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case 2: /* SAY */ return say();
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case 3: /* UNLOC */ return lock(verb, obj);
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case 4: /* NOTHI */ return(2009);
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case 5: /* LOCK */ return lock(verb, obj);
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case 6: /* LIGHT */ return light(obj);
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case 7: /* EXTI */ return extinguish(obj);
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case 8: /* WAVE */ return wave(obj);
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case 9: /* CALM */ return(2011);
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case 10: /* WALK */ return(2011);
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case 11: /* ATTAC */ return attack(input, verb, obj);
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case 12: /* POUR */ return pour(obj);
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case 13: /* EAT */ return eat(obj);
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case 14: /* DRINK */ return drink(obj);
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case 15: /* RUB */ return rub(obj);
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case 16: /* TOSS */ return throw(input, verb, obj);
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case 17: /* QUIT */ return(2011);
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case 18: /* FIND */ return find(obj);
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case 19: /* INVEN */ return find(obj);
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case 20: /* FEED */ return feed(obj);
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case 21: /* FILL */ return fill(obj);
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case 22: /* BLAST */ return blast();
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case 23: /* SCOR */ return(2011);
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case 24: /* FOO */ return(2011);
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case 25: /* BRIEF */ return(2011);
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case 26: /* READ */ return read(input, obj);
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case 27: /* BREAK */ return vbreak(obj);
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case 28: /* WAKE */ return wake(obj);
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case 29: /* SUSP */ return(2011);
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case 30: /* RESU */ return(2011);
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case 31: /* FLY */ return fly(obj);
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case 32: /* LISTE */ return(2011);
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case 33: /* ZZZZ */ return reservoir();
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}
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BUG(24);
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case unknown:
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/* Analyse an object word. See if the thing is here, whether
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* we've got a verb yet, and so on. Object must be here
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* unless verb is "find" or "invent(ory)" (and no new verb
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* yet to be analysed). Water and oil are also funny, since
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* they are never actually dropped at any location, but might
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* be here inside the bottle or urn or as a feature of the
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* location. */
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if (!HERE(obj))
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goto L5100;
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L5010:
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if (WD2 > 0)
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return(2800);
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if (verb != 0)
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goto L4090;
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SETPRM(1,WD1,WD1X);
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RSPEAK(255);
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return(2600);
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L5100:
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if (obj == GRATE) {
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if (game.loc == 1 || game.loc == 4 || game.loc == 7)
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obj=DPRSSN;
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if (game.loc > 9 && game.loc < 15)
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obj=ENTRNC;
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if (obj != GRATE)
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return(8);
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}
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if (obj == DWARF && ATDWRF(game.loc) > 0)
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goto L5010;
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if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
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goto L5010;
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if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
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obj=URN;
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goto L5010;
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}
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if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
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obj=PLANT2;
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goto L5010;
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}
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if (obj == KNIFE && game.knfloc == game.loc) {
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game.knfloc= -1;
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SPK=116;
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return(2011);
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}
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if (obj == ROD && HERE(ROD2)) {
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obj=ROD2;
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goto L5010;
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}
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if ((verb == FIND || verb == INVENT) && WD2 <= 0)
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goto L5010;
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SETPRM(1,WD1,WD1X);
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RSPEAK(256);
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return(2012);
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default:
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BUG(99);
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}
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BUG(99);
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L4000:
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SPK=ACTSPK[verb];
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if (WD2 > 0 && verb != SAY) return(2800);
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if (verb == SAY)obj=WD2;
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if (obj > 0) goto L4090;
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/* Analyse an intransitive verb (ie, no object given yet). */
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switch (verb-1) {
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case 0: /* CARRY */ return carry(INTRANSITIVE);
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case 1: /* DROP */ return(8000);
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case 2: /* SAY */ return(8000);
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case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
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case 4: /* NOTHI */ return(2009);
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case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
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case 6: /* LIGHT */ return light(INTRANSITIVE);
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case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
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case 8: /* WAVE */ return(8000);
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case 9: /* CALM */ return(8000);
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case 10: /* WALK */ return(2011);
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case 11: /* ATTAC */ return attack(input, verb, obj);
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case 12: /* POUR */ return pour(obj);
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case 13: /* EAT */ return eat(INTRANSITIVE);
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case 14: /* DRINK */ return drink(obj);
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case 15: /* RUB */ return(8000);
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case 16: /* TOSS */ return(8000);
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case 17: /* QUIT */ return quit(input);
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case 18: /* FIND */ return(8000);
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case 19: /* INVEN */ return inven(obj);
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case 20: /* FEED */ return(8000);
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case 21: /* FILL */ return fill(obj);
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case 22: /* BLAST */ return blast();
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case 23: /* SCOR */ return vscore();
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case 24: /* FOO */ return bigwords(WD1);
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case 25: /* BRIEF */ return brief();
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case 26: /* READ */ return read(input, INTRANSITIVE);
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case 27: /* BREAK */ return(8000);
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case 28: /* WAKE */ return(8000);
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case 29: /* SUSP */ return suspendresume(input, false);
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case 30: /* RESU */ return suspendresume(input, true);
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case 31: /* FLY */ return fly(INTRANSITIVE);
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case 32: /* LISTE */ return listen();
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case 33: /* ZZZZ */ return reservoir();
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}
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BUG(23);
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/* Analyse a transitive verb. */
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L4090: switch (verb-1) {
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case 0: /* CARRY */ return carry(obj);
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case 1: /* DROP */ return discard(obj, false);
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case 2: /* SAY */ return say();
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case 3: /* UNLOC */ return lock(verb, obj);
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case 4: /* NOTHI */ return(2009);
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case 5: /* LOCK */ return lock(verb, obj);
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case 6: /* LIGHT */ return light(obj);
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case 7: /* EXTI */ return extinguish(obj);
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case 8: /* WAVE */ return wave(obj);
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case 9: /* CALM */ return(2011);
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case 10: /* WALK */ return(2011);
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case 11: /* ATTAC */ return attack(input, verb, obj);
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case 12: /* POUR */ return pour(obj);
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case 13: /* EAT */ return eat(obj);
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case 14: /* DRINK */ return drink(obj);
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case 15: /* RUB */ return rub(obj);
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case 16: /* TOSS */ return throw(input, verb, obj);
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case 17: /* QUIT */ return(2011);
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case 18: /* FIND */ return find(obj);
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case 19: /* INVEN */ return find(obj);
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case 20: /* FEED */ return feed(obj);
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case 21: /* FILL */ return fill(obj);
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case 22: /* BLAST */ return blast();
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case 23: /* SCOR */ return(2011);
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case 24: /* FOO */ return(2011);
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case 25: /* BRIEF */ return(2011);
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case 26: /* READ */ return read(input, obj);
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case 27: /* BREAK */ return vbreak(obj);
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case 28: /* WAKE */ return wake(obj);
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case 29: /* SUSP */ return(2011);
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case 30: /* RESU */ return(2011);
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case 31: /* FLY */ return fly(obj);
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case 32: /* LISTE */ return(2011);
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case 33: /* ZZZZ */ return reservoir();
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}
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BUG(24);
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/* Analyse an object word. See if the thing is here, whether we've got a verb
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* yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
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* (and no new verb yet to be analysed). Water and oil are also funny, since
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* they are never actually dropped at any location, but might be here inside
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* the bottle or urn or as a feature of the location. */
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L5000:
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if (!HERE(obj))
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goto L5100;
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L5010:
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if (WD2 > 0)
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return(2800);
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if (verb != 0)
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goto L4090;
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SETPRM(1,WD1,WD1X);
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RSPEAK(255);
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return(2600);
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L5100:
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if (obj == GRATE) {
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if (game.loc == 1 || game.loc == 4 || game.loc == 7)
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obj=DPRSSN;
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if (game.loc > 9 && game.loc < 15)
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obj=ENTRNC;
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if (obj != GRATE)
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return(8);
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}
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if (obj == DWARF && ATDWRF(game.loc) > 0)
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goto L5010;
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if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
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goto L5010;
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if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
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obj=URN;
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goto L5010;
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}
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if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
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obj=PLANT2;
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goto L5010;
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}
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if (obj == KNIFE && game.knfloc == game.loc) {
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game.knfloc= -1;
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SPK=116;
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return(2011);
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}
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if (obj == ROD && HERE(ROD2)) {
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obj=ROD2;
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goto L5010;
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}
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if ((verb == FIND || verb == INVENT) && WD2 <= 0)
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goto L5010;
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SETPRM(1,WD1,WD1X);
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RSPEAK(256);
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return(2012);
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}
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