OBJ has become local in actions1.c and diesn't have to be saved.
This commit is contained in:
parent
f01cb89a76
commit
aba35733e7
2 changed files with 83 additions and 81 deletions
160
actions1.c
160
actions1.c
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@ -11,9 +11,11 @@
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*/
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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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* unless verb is "say", which snarfs arbitrary second word.
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* Takes K, OBJ, and VERB as inputs.
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*/
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int action(FILE *input, long STARTAT) {
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int action(FILE *input, long STARTAT, long obj) {
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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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@ -24,8 +26,8 @@ int action(FILE *input, long STARTAT) {
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L4000: VERB=K;
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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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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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@ -113,7 +115,7 @@ L4090: switch (VERB-1) {
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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: OBJ=K;
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L5000: obj=K;
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if(!HERE(K)) goto L5100;
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L5010: if(WD2 > 0) return(2800);
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if(VERB != 0) goto L4090;
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@ -127,18 +129,18 @@ L5100: if(K != GRATE) goto L5110;
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if(K != GRATE) return(8);
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L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
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if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
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if(OBJ != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
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OBJ=URN;
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if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
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obj=URN;
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goto L5010;
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L5120: if(OBJ != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
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OBJ=PLANT2;
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L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
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obj=PLANT2;
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goto L5010;
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L5130: if(OBJ != KNIFE || game.knfloc != game.loc) goto L5140;
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L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
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game.knfloc= -1;
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SPK=116;
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return(2011);
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L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
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OBJ=ROD2;
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L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
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obj=ROD2;
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goto L5010;
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L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010;
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SETPRM(1,WD1,WD1X);
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@ -157,12 +159,12 @@ L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010;
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/* Carry, no object given yet. OK if only one object present. */
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L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
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OBJ=game.atloc[game.loc];
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obj=game.atloc[game.loc];
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/* Transitive carry/drop are in separate file. */
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L9010: return(carry(OBJ));
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L9020: return(discard(OBJ, false));
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L9010: return(carry(obj));
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L9020: return(discard(obj, false));
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/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
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@ -175,30 +177,30 @@ L9030: SETPRM(1,WD2,WD2X);
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return(2012);
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L9035: WD2=0;
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OBJ=0;
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obj=0;
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return(2630);
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/* Lock, unlock, no object given. Assume various things if present. */
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L8040: SPK=28;
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if(HERE(CLAM))OBJ=CLAM;
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if(HERE(OYSTER))OBJ=OYSTER;
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if(AT(DOOR))OBJ=DOOR;
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if(AT(GRATE))OBJ=GRATE;
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if(OBJ != 0 && HERE(CHAIN)) return(8000);
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if(HERE(CHAIN))OBJ=CHAIN;
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if(OBJ == 0) return(2011);
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if(HERE(CLAM))obj=CLAM;
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if(HERE(OYSTER))obj=OYSTER;
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if(AT(DOOR))obj=DOOR;
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if(AT(GRATE))obj=GRATE;
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if(obj != 0 && HERE(CHAIN)) return(8000);
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if(HERE(CHAIN))obj=CHAIN;
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if(obj == 0) return(2011);
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/* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
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L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
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if(OBJ == DOOR)SPK=111;
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if(OBJ == DOOR && game.prop[DOOR] == 1)SPK=54;
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if(OBJ == CAGE)SPK=32;
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if(OBJ == KEYS)SPK=55;
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if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
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L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
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if(obj == DOOR)SPK=111;
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if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
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if(obj == CAGE)SPK=32;
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if(obj == KEYS)SPK=55;
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if(obj == GRATE || obj == CHAIN)SPK=31;
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if(SPK != 31 || !HERE(KEYS)) return(2011);
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if(OBJ == CHAIN) goto L9048;
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if(obj == CHAIN) goto L9048;
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if(!game.closng) goto L9043;
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K=130;
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if(!game.panic)game.clock2=15;
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@ -213,9 +215,9 @@ L9043: K=34+game.prop[GRATE];
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/* Clam/Oyster. */
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L9046: K=0;
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if(OBJ == OYSTER)K=1;
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if(obj == OYSTER)K=1;
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SPK=124+K;
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if(TOTING(OBJ))SPK=120+K;
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if(TOTING(obj))SPK=120+K;
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if(!TOTING(TRIDNT))SPK=122+K;
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if(VERB == LOCK)SPK=61;
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if(SPK != 124) return(2011);
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@ -247,12 +249,12 @@ L9049: SPK=172;
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/* Light. Applicable only to lamp and urn. */
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L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)OBJ=LAMP;
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if(HERE(URN) && game.prop[URN] == 1)OBJ=OBJ*NOBJECTS+URN;
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if(OBJ == 0 || OBJ > NOBJECTS) return(8000);
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L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
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if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
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if(obj == 0 || obj > NOBJECTS) return(8000);
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L9070: if(OBJ == URN) goto L9073;
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if(OBJ != LAMP) return(2011);
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L9070: if(obj == URN) goto L9073;
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if(obj != LAMP) return(2011);
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SPK=184;
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if(game.limit < 0) return(2011);
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game.prop[LAMP]=1;
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@ -268,13 +270,13 @@ L9073: SPK=38;
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/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
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L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)OBJ=LAMP;
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if(HERE(URN) && game.prop[URN] == 2)OBJ=OBJ*NOBJECTS+URN;
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if(OBJ == 0 || OBJ > NOBJECTS) return(8000);
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L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
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if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
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if(obj == 0 || obj > NOBJECTS) return(8000);
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L9080: if(OBJ == URN) goto L9083;
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if(OBJ == LAMP) goto L9086;
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if(OBJ == DRAGON || OBJ == VOLCAN)SPK=146;
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L9080: if(obj == URN) goto L9083;
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if(obj == LAMP) goto L9086;
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if(obj == DRAGON || obj == VOLCAN)SPK=146;
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return(2011);
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L9083: game.prop[URN]=game.prop[URN]/2;
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@ -288,8 +290,8 @@ L9086: game.prop[LAMP]=0;
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/* Wave. No effect unless waving rod at fissure or at bird. */
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L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
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if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
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L9090: if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
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if(obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
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return(2011);
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if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
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if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
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@ -308,25 +310,25 @@ L9094: DROP(JADE,game.loc);
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/* Attack also moved into separate module. */
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L9120: return(attack(input, OBJ));
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L9120: return(attack(input, obj));
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/* Pour. If no object, or object is bottle, assume contents of bottle.
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* special tests for pouring water or oil on plant or rusty door. */
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L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0);
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if(OBJ == 0) return(8000);
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if(!TOTING(OBJ)) return(2011);
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L9130: if(obj == BOTTLE || obj == 0)obj=LIQ(0);
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if(obj == 0) return(8000);
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if(!TOTING(obj)) return(2011);
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SPK=78;
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if(OBJ != OIL && OBJ != WATER) return(2011);
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if(obj != OIL && obj != WATER) return(2011);
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if(HERE(URN) && game.prop[URN] == 0) goto L9134;
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game.prop[BOTTLE]=1;
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game.place[OBJ]=0;
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game.place[obj]=0;
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SPK=77;
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if(!(AT(PLANT) || AT(DOOR))) return(2011);
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if(AT(DOOR)) goto L9132;
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SPK=112;
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if(OBJ != WATER) return(2011);
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if(obj != WATER) return(2011);
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PSPEAK(PLANT,game.prop[PLANT]+3);
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game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
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game.prop[PLANT2]=game.prop[PLANT];
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return(8);
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L9132: game.prop[DOOR]=0;
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if(OBJ == OIL)game.prop[DOOR]=1;
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if(obj == OIL)game.prop[DOOR]=1;
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SPK=113+game.prop[DOOR];
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return(2011);
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L9134: OBJ=URN;
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L9134: obj=URN;
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goto L9220;
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/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
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@ -349,19 +351,19 @@ L8142: DSTROY(FOOD);
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SPK=72;
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return(2011);
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L9140: if(OBJ == FOOD) goto L8142;
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if(OBJ == BIRD || OBJ == SNAKE || OBJ == CLAM || OBJ == OYSTER || OBJ ==
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DWARF || OBJ == DRAGON || OBJ == TROLL || OBJ == BEAR || OBJ ==
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L9140: if(obj == FOOD) goto L8142;
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if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
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DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
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OGRE)SPK=71;
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return(2011);
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/* Drink. If no object, assume water and look for it here. If water is in
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* the bottle, drink that, else must be at a water loc, so drink stream. */
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L9150: if(OBJ == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
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L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
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return(8000);
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if(OBJ == BLOOD) goto L9153;
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if(OBJ != 0 && OBJ != WATER)SPK=110;
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if(obj == BLOOD) goto L9153;
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if(obj != 0 && obj != WATER)SPK=110;
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if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
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game.prop[BOTTLE]=1;
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game.place[WATER]=0;
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@ -376,8 +378,8 @@ L9153: DSTROY(BLOOD);
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/* Rub. Yields various snide remarks except for lit urn. */
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L9160: if(OBJ != LAMP)SPK=76;
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if(OBJ != URN || game.prop[URN] != 2) return(2011);
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L9160: if(obj != LAMP)SPK=76;
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if(obj != URN || game.prop[URN] != 2) return(2011);
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DSTROY(URN);
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DROP(AMBER,game.loc);
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game.prop[AMBER]=1;
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@ -388,7 +390,7 @@ L9160: if(OBJ != LAMP)SPK=76;
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/* Throw moved into separate module. */
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L9170: return(throw(input, OBJ));
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L9170: return(throw(input, obj));
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/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
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@ -397,10 +399,10 @@ L8180: if(YES(input,22,54,54)) score(1);
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/* Find. Might be carrying it, or it might be here. Else give caveat. */
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L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(game.loc) || (OBJ ==
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L9190: if(AT(obj) || (LIQ(0) == obj && AT(BOTTLE)) || K == LIQLOC(game.loc) || (obj ==
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DWARF && ATDWRF(game.loc) > 0))SPK=94;
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if(game.closed)SPK=138;
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if(TOTING(OBJ))SPK=24;
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if(TOTING(obj))SPK=24;
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return(2011);
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/* Inventory. If object, treat same as find. Else report on current burden. */
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@ -420,8 +422,8 @@ L8201: /*etc*/ ;
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/* Feed/fill are in the other module. */
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L9210: return(feed(OBJ));
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L9220: return(fill(OBJ));
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L9210: return(feed(obj));
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L9220: return(fill(obj));
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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@ -475,14 +477,14 @@ L8260: SPK=156;
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/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
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L8270: for (I=1; I<=NOBJECTS; I++) {
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if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)OBJ=OBJ*NOBJECTS+I;
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if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
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} /* end loop */
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if(OBJ > NOBJECTS || OBJ == 0 || DARK(0)) return(8000);
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if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
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L9270: if(DARK(0)) goto L5190;
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if(OBJTXT[OBJ] == 0 || game.prop[OBJ] < 0) return(2011);
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if(OBJ == OYSTER && !game.clshnt) goto L9275;
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PSPEAK(OBJ,OBJTXT[OBJ]+game.prop[OBJ]);
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if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
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if(obj == OYSTER && !game.clshnt) goto L9275;
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PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
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return(2012);
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L9275: game.clshnt=YES(input,192,193,54);
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@ -490,9 +492,9 @@ L9275: game.clshnt=YES(input,192,193,54);
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/* Break. Only works for mirror in repository and, of course, the vase. */
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L9280: if(OBJ == MIRROR)SPK=148;
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if(OBJ == VASE && game.prop[VASE] == 0) goto L9282;
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if(OBJ != MIRROR || !game.closed) return(2011);
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L9280: if(obj == MIRROR)SPK=148;
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if(obj == VASE && game.prop[VASE] == 0) goto L9282;
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if(obj != MIRROR || !game.closed) return(2011);
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SPK=197;
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return(18999);
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@ -504,7 +506,7 @@ L9282: SPK=198;
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/* Wake. Only use is to disturb the dwarves. */
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L9290: if(OBJ != DWARF || !game.closed) return(2011);
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L9290: if(obj != DWARF || !game.closed) return(2011);
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SPK=199;
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return(18999);
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@ -536,7 +538,7 @@ L8305: DATIME(&I,&K);
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SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
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SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
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SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
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SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
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SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
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SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
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SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
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SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
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@ -580,9 +582,9 @@ L8318: RSPEAK(270);
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L8320: if(game.prop[RUG] != 2)SPK=224;
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if(!HERE(RUG))SPK=225;
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if(SPK/2 == 112) return(2011);
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OBJ=RUG;
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obj=RUG;
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||||
|
||||
L9320: if(OBJ != RUG) return(2011);
|
||||
L9320: if(obj != RUG) return(2011);
|
||||
SPK=223;
|
||||
if(game.prop[RUG] != 2) return(2011);
|
||||
game.oldlc2=game.oldloc;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue