OBJ has become local in actions1.c and diesn't have to be saved.

This commit is contained in:
Eric S. Raymond 2017-06-07 08:59:50 -04:00
parent f01cb89a76
commit aba35733e7
2 changed files with 83 additions and 81 deletions

View file

@ -11,9 +11,11 @@
*/ */
/* Analyse a verb. Remember what it was, go back for object if second word /* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word. */ * unless verb is "say", which snarfs arbitrary second word.
* Takes K, OBJ, and VERB as inputs.
*/
int action(FILE *input, long STARTAT) { int action(FILE *input, long STARTAT, long obj) {
switch(STARTAT) { switch(STARTAT) {
case 4000: goto L4000; case 4000: goto L4000;
case 4090: goto L4090; case 4090: goto L4090;
@ -24,8 +26,8 @@ int action(FILE *input, long STARTAT) {
L4000: VERB=K; L4000: VERB=K;
SPK=ACTSPK[VERB]; SPK=ACTSPK[VERB];
if(WD2 > 0 && VERB != SAY) return(2800); if(WD2 > 0 && VERB != SAY) return(2800);
if(VERB == SAY)OBJ=WD2; if(VERB == SAY)obj=WD2;
if(OBJ > 0) goto L4090; if(obj > 0) goto L4090;
/* Analyse an intransitive verb (ie, no object given yet). */ /* Analyse an intransitive verb (ie, no object given yet). */
@ -113,7 +115,7 @@ L4090: switch (VERB-1) {
* they are never actually dropped at any location, but might be here inside * they are never actually dropped at any location, but might be here inside
* the bottle or urn or as a feature of the location. */ * the bottle or urn or as a feature of the location. */
L5000: OBJ=K; L5000: obj=K;
if(!HERE(K)) goto L5100; if(!HERE(K)) goto L5100;
L5010: if(WD2 > 0) return(2800); L5010: if(WD2 > 0) return(2800);
if(VERB != 0) goto L4090; if(VERB != 0) goto L4090;
@ -127,18 +129,18 @@ L5100: if(K != GRATE) goto L5110;
if(K != GRATE) return(8); if(K != GRATE) return(8);
L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010; L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) 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; if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
OBJ=URN; obj=URN;
goto L5010; goto L5010;
L5120: if(OBJ != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130; L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
OBJ=PLANT2; obj=PLANT2;
goto L5010; goto L5010;
L5130: if(OBJ != KNIFE || game.knfloc != game.loc) goto L5140; L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
game.knfloc= -1; game.knfloc= -1;
SPK=116; SPK=116;
return(2011); return(2011);
L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190; L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
OBJ=ROD2; obj=ROD2;
goto L5010; goto L5010;
L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010; L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010;
SETPRM(1,WD1,WD1X); SETPRM(1,WD1,WD1X);
@ -157,12 +159,12 @@ L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010;
/* Carry, no object given yet. OK if only one object present. */ /* Carry, no object given yet. OK if only one object present. */
L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000); L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
OBJ=game.atloc[game.loc]; obj=game.atloc[game.loc];
/* Transitive carry/drop are in separate file. */ /* Transitive carry/drop are in separate file. */
L9010: return(carry(OBJ)); L9010: return(carry(obj));
L9020: return(discard(OBJ, false)); L9020: return(discard(obj, false));
/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
@ -175,30 +177,30 @@ L9030: SETPRM(1,WD2,WD2X);
return(2012); return(2012);
L9035: WD2=0; L9035: WD2=0;
OBJ=0; obj=0;
return(2630); return(2630);
/* Lock, unlock, no object given. Assume various things if present. */ /* Lock, unlock, no object given. Assume various things if present. */
L8040: SPK=28; L8040: SPK=28;
if(HERE(CLAM))OBJ=CLAM; if(HERE(CLAM))obj=CLAM;
if(HERE(OYSTER))OBJ=OYSTER; if(HERE(OYSTER))obj=OYSTER;
if(AT(DOOR))OBJ=DOOR; if(AT(DOOR))obj=DOOR;
if(AT(GRATE))OBJ=GRATE; if(AT(GRATE))obj=GRATE;
if(OBJ != 0 && HERE(CHAIN)) return(8000); if(obj != 0 && HERE(CHAIN)) return(8000);
if(HERE(CHAIN))OBJ=CHAIN; if(HERE(CHAIN))obj=CHAIN;
if(OBJ == 0) return(2011); if(obj == 0) return(2011);
/* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */ /* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046; L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
if(OBJ == DOOR)SPK=111; if(obj == DOOR)SPK=111;
if(OBJ == DOOR && game.prop[DOOR] == 1)SPK=54; if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
if(OBJ == CAGE)SPK=32; if(obj == CAGE)SPK=32;
if(OBJ == KEYS)SPK=55; if(obj == KEYS)SPK=55;
if(OBJ == GRATE || OBJ == CHAIN)SPK=31; if(obj == GRATE || obj == CHAIN)SPK=31;
if(SPK != 31 || !HERE(KEYS)) return(2011); if(SPK != 31 || !HERE(KEYS)) return(2011);
if(OBJ == CHAIN) goto L9048; if(obj == CHAIN) goto L9048;
if(!game.closng) goto L9043; if(!game.closng) goto L9043;
K=130; K=130;
if(!game.panic)game.clock2=15; if(!game.panic)game.clock2=15;
@ -213,9 +215,9 @@ L9043: K=34+game.prop[GRATE];
/* Clam/Oyster. */ /* Clam/Oyster. */
L9046: K=0; L9046: K=0;
if(OBJ == OYSTER)K=1; if(obj == OYSTER)K=1;
SPK=124+K; SPK=124+K;
if(TOTING(OBJ))SPK=120+K; if(TOTING(obj))SPK=120+K;
if(!TOTING(TRIDNT))SPK=122+K; if(!TOTING(TRIDNT))SPK=122+K;
if(VERB == LOCK)SPK=61; if(VERB == LOCK)SPK=61;
if(SPK != 124) return(2011); if(SPK != 124) return(2011);
@ -247,12 +249,12 @@ L9049: SPK=172;
/* Light. Applicable only to lamp and urn. */ /* Light. Applicable only to lamp and urn. */
L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)OBJ=LAMP; L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
if(HERE(URN) && game.prop[URN] == 1)OBJ=OBJ*NOBJECTS+URN; if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
if(OBJ == 0 || OBJ > NOBJECTS) return(8000); if(obj == 0 || obj > NOBJECTS) return(8000);
L9070: if(OBJ == URN) goto L9073; L9070: if(obj == URN) goto L9073;
if(OBJ != LAMP) return(2011); if(obj != LAMP) return(2011);
SPK=184; SPK=184;
if(game.limit < 0) return(2011); if(game.limit < 0) return(2011);
game.prop[LAMP]=1; game.prop[LAMP]=1;
@ -268,13 +270,13 @@ L9073: SPK=38;
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */ /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)OBJ=LAMP; L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
if(HERE(URN) && game.prop[URN] == 2)OBJ=OBJ*NOBJECTS+URN; if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
if(OBJ == 0 || OBJ > NOBJECTS) return(8000); if(obj == 0 || obj > NOBJECTS) return(8000);
L9080: if(OBJ == URN) goto L9083; L9080: if(obj == URN) goto L9083;
if(OBJ == LAMP) goto L9086; if(obj == LAMP) goto L9086;
if(OBJ == DRAGON || OBJ == VOLCAN)SPK=146; if(obj == DRAGON || obj == VOLCAN)SPK=146;
return(2011); return(2011);
L9083: game.prop[URN]=game.prop[URN]/2; L9083: game.prop[URN]=game.prop[URN]/2;
@ -288,8 +290,8 @@ L9086: game.prop[LAMP]=0;
/* Wave. No effect unless waving rod at fissure or at bird. */ /* Wave. No effect unless waving rod at fissure or at bird. */
L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29; L9090: if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) if(obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
return(2011); return(2011);
if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2); 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(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
@ -308,25 +310,25 @@ L9094: DROP(JADE,game.loc);
/* Attack also moved into separate module. */ /* Attack also moved into separate module. */
L9120: return(attack(input, OBJ)); L9120: return(attack(input, obj));
/* Pour. If no object, or object is bottle, assume contents of bottle. /* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */ * special tests for pouring water or oil on plant or rusty door. */
L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0); L9130: if(obj == BOTTLE || obj == 0)obj=LIQ(0);
if(OBJ == 0) return(8000); if(obj == 0) return(8000);
if(!TOTING(OBJ)) return(2011); if(!TOTING(obj)) return(2011);
SPK=78; SPK=78;
if(OBJ != OIL && OBJ != WATER) return(2011); if(obj != OIL && obj != WATER) return(2011);
if(HERE(URN) && game.prop[URN] == 0) goto L9134; if(HERE(URN) && game.prop[URN] == 0) goto L9134;
game.prop[BOTTLE]=1; game.prop[BOTTLE]=1;
game.place[OBJ]=0; game.place[obj]=0;
SPK=77; SPK=77;
if(!(AT(PLANT) || AT(DOOR))) return(2011); if(!(AT(PLANT) || AT(DOOR))) return(2011);
if(AT(DOOR)) goto L9132; if(AT(DOOR)) goto L9132;
SPK=112; SPK=112;
if(OBJ != WATER) return(2011); if(obj != WATER) return(2011);
PSPEAK(PLANT,game.prop[PLANT]+3); PSPEAK(PLANT,game.prop[PLANT]+3);
game.prop[PLANT]=MOD(game.prop[PLANT]+1,3); game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
game.prop[PLANT2]=game.prop[PLANT]; game.prop[PLANT2]=game.prop[PLANT];
@ -334,11 +336,11 @@ L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0);
return(8); return(8);
L9132: game.prop[DOOR]=0; L9132: game.prop[DOOR]=0;
if(OBJ == OIL)game.prop[DOOR]=1; if(obj == OIL)game.prop[DOOR]=1;
SPK=113+game.prop[DOOR]; SPK=113+game.prop[DOOR];
return(2011); return(2011);
L9134: OBJ=URN; L9134: obj=URN;
goto L9220; goto L9220;
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
@ -349,19 +351,19 @@ L8142: DSTROY(FOOD);
SPK=72; SPK=72;
return(2011); return(2011);
L9140: if(OBJ == FOOD) goto L8142; L9140: if(obj == FOOD) goto L8142;
if(OBJ == BIRD || OBJ == SNAKE || OBJ == CLAM || OBJ == OYSTER || OBJ == if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
DWARF || OBJ == DRAGON || OBJ == TROLL || OBJ == BEAR || OBJ == DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
OGRE)SPK=71; OGRE)SPK=71;
return(2011); return(2011);
/* Drink. If no object, assume water and look for it here. If water is in /* 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. */ * 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))) L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
return(8000); return(8000);
if(OBJ == BLOOD) goto L9153; if(obj == BLOOD) goto L9153;
if(OBJ != 0 && OBJ != WATER)SPK=110; if(obj != 0 && obj != WATER)SPK=110;
if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011); if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
game.prop[BOTTLE]=1; game.prop[BOTTLE]=1;
game.place[WATER]=0; game.place[WATER]=0;
@ -376,8 +378,8 @@ L9153: DSTROY(BLOOD);
/* Rub. Yields various snide remarks except for lit urn. */ /* Rub. Yields various snide remarks except for lit urn. */
L9160: if(OBJ != LAMP)SPK=76; L9160: if(obj != LAMP)SPK=76;
if(OBJ != URN || game.prop[URN] != 2) return(2011); if(obj != URN || game.prop[URN] != 2) return(2011);
DSTROY(URN); DSTROY(URN);
DROP(AMBER,game.loc); DROP(AMBER,game.loc);
game.prop[AMBER]=1; game.prop[AMBER]=1;
@ -388,7 +390,7 @@ L9160: if(OBJ != LAMP)SPK=76;
/* Throw moved into separate module. */ /* Throw moved into separate module. */
L9170: return(throw(input, OBJ)); L9170: return(throw(input, obj));
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
@ -397,10 +399,10 @@ L8180: if(YES(input,22,54,54)) score(1);
/* 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. */
L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(game.loc) || (OBJ == L9190: if(AT(obj) || (LIQ(0) == obj && AT(BOTTLE)) || K == LIQLOC(game.loc) || (obj ==
DWARF && ATDWRF(game.loc) > 0))SPK=94; DWARF && ATDWRF(game.loc) > 0))SPK=94;
if(game.closed)SPK=138; if(game.closed)SPK=138;
if(TOTING(OBJ))SPK=24; if(TOTING(obj))SPK=24;
return(2011); return(2011);
/* Inventory. If object, treat same as find. Else report on current burden. */ /* Inventory. If object, treat same as find. Else report on current burden. */
@ -420,8 +422,8 @@ L8201: /*etc*/ ;
/* Feed/fill are in the other module. */ /* Feed/fill are in the other module. */
L9210: return(feed(OBJ)); L9210: return(feed(obj));
L9220: return(fill(OBJ)); L9220: return(fill(obj));
/* Blast. No effect unless you've got dynamite, which is a neat trick! */ /* Blast. No effect unless you've got dynamite, which is a neat trick! */
@ -475,14 +477,14 @@ L8260: SPK=156;
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */ /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
L8270: for (I=1; I<=NOBJECTS; I++) { L8270: for (I=1; I<=NOBJECTS; I++) {
if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)OBJ=OBJ*NOBJECTS+I; if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
} /* end loop */ } /* end loop */
if(OBJ > NOBJECTS || OBJ == 0 || DARK(0)) return(8000); if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
L9270: if(DARK(0)) goto L5190; L9270: if(DARK(0)) goto L5190;
if(OBJTXT[OBJ] == 0 || game.prop[OBJ] < 0) return(2011); if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
if(OBJ == OYSTER && !game.clshnt) goto L9275; if(obj == OYSTER && !game.clshnt) goto L9275;
PSPEAK(OBJ,OBJTXT[OBJ]+game.prop[OBJ]); PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
return(2012); return(2012);
L9275: game.clshnt=YES(input,192,193,54); L9275: game.clshnt=YES(input,192,193,54);
@ -490,9 +492,9 @@ L9275: game.clshnt=YES(input,192,193,54);
/* Break. Only works for mirror in repository and, of course, the vase. */ /* Break. Only works for mirror in repository and, of course, the vase. */
L9280: if(OBJ == MIRROR)SPK=148; L9280: if(obj == MIRROR)SPK=148;
if(OBJ == VASE && game.prop[VASE] == 0) goto L9282; if(obj == VASE && game.prop[VASE] == 0) goto L9282;
if(OBJ != MIRROR || !game.closed) return(2011); if(obj != MIRROR || !game.closed) return(2011);
SPK=197; SPK=197;
return(18999); return(18999);
@ -504,7 +506,7 @@ L9282: SPK=198;
/* Wake. Only use is to disturb the dwarves. */ /* Wake. Only use is to disturb the dwarves. */
L9290: if(OBJ != DWARF || !game.closed) return(2011); L9290: if(obj != DWARF || !game.closed) return(2011);
SPK=199; SPK=199;
return(18999); return(18999);
@ -536,7 +538,7 @@ L8305: DATIME(&I,&K);
SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng); 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.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(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup); 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(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]); SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K); SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
@ -580,9 +582,9 @@ L8318: RSPEAK(270);
L8320: if(game.prop[RUG] != 2)SPK=224; L8320: if(game.prop[RUG] != 2)SPK=224;
if(!HERE(RUG))SPK=225; if(!HERE(RUG))SPK=225;
if(SPK/2 == 112) return(2011); if(SPK/2 == 112) return(2011);
OBJ=RUG; obj=RUG;
L9320: if(OBJ != RUG) return(2011); L9320: if(obj != RUG) return(2011);
SPK=223; SPK=223;
if(game.prop[RUG] != 2) return(2011); if(game.prop[RUG] != 2) return(2011);
game.oldlc2=game.oldloc; game.oldlc2=game.oldloc;

4
main.c
View file

@ -36,7 +36,7 @@ lcg_state lcgstate;
extern void initialise(); extern void initialise();
extern void score(long); extern void score(long);
extern int action(FILE *, long); extern int action(FILE *, long, long);
void sig_handler(int signo) void sig_handler(int signo)
{ {
@ -474,7 +474,7 @@ L4000: I=4000; goto Laction;
L4090: I=4090; goto Laction; L4090: I=4090; goto Laction;
L5000: I=5000; L5000: I=5000;
Laction: Laction:
switch (action(cmdin, I)) { switch (action(cmdin, I, OBJ)) {
case 2: return true; case 2: return true;
case 8: goto L8; case 8: goto L8;
case 2000: goto L2000; case 2000: goto L2000;