More handler refactoring.
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ee20cd0861
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e7451b543d
1 changed files with 181 additions and 129 deletions
306
actions1.c
306
actions1.c
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@ -25,6 +25,44 @@ static int bivalve(token_t verb, token_t obj)
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return(2011);
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}
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static int blast(void)
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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{
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if(game.prop[ROD2] < 0 || !game.closed) return(2011);
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game.bonus=133;
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if(game.loc == 115)game.bonus=134;
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if(HERE(ROD2))game.bonus=135;
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RSPEAK(game.bonus);
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score(0);
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}
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static int vbreak(token_t obj)
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/* Break. Only works for mirror in repository and, of course, the vase. */
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{
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if(obj == MIRROR)SPK=148;
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if(obj == VASE && game.prop[VASE] == 0) {
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SPK=198;
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if(TOTING(VASE))DROP(VASE,game.loc);
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game.prop[VASE]=2;
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game.fixed[VASE]= -1;
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return(2011);
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} else {
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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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}
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}
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static int brief(void)
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/* Brief. Intransitive only. Suppress long descriptions after first time. */
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{
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SPK=156;
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game.abbnum=10000;
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game.detail=3;
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return(2011);
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}
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static int chain(token_t verb)
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/* Do something to the bear's chain */
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{
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@ -50,6 +88,28 @@ static int chain(token_t verb)
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}
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}
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static int drink(token_t obj)
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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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{
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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) {
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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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SPK=74;
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return(2011);
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} else {
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DSTROY(BLOOD);
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game.prop[DRAGON]=2;
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OBJSND[BIRD]=OBJSND[BIRD]+3;
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SPK=240;
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return(2011);
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}
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}
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static int find(token_t obj)
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/* Find. Might be carrying it, or it might be here. Else give caveat. */
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{
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@ -63,6 +123,110 @@ static int find(token_t obj)
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return(2011);
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}
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static int inven(token_t obj)
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/* Inventory. If object, treat same as find. Else report on current burden. */
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{
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int i;
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SPK=98;
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for (i=1; i<=NOBJECTS; i++) {
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if(i == BEAR || !TOTING(i))
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continue;
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if(SPK == 98)RSPEAK(99);
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game.blklin=false;
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PSPEAK(i,-1);
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game.blklin=true;
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SPK=0;
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}
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if(TOTING(BEAR))
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SPK=141;
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return(2011);
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}
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static int listen(void)
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/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
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{
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int i, k;
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SPK=228;
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k=LOCSND[game.loc];
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if(k != 0) {
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RSPEAK(labs(k));
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if(k < 0) return(2012);
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SPK=0;
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}
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SETPRM(1,game.zzword,0);
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for (i=1; i<=NOBJECTS; i++) {
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if(!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
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continue;
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PSPEAK(i,OBJSND[i]+game.prop[i]);
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SPK=0;
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if(i == BIRD && OBJSND[i]+game.prop[i] == 8)
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DSTROY(BIRD);
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}
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return(2011);
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}
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static int quit(FILE *input)
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/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
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{
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if(YES(input,22,54,54))
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score(1);
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return(2012);
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}
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static int rub(token_t obj)
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/* Rub. Yields various snide remarks except for lit urn. */
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{
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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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game.tally=game.tally-1;
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DROP(CAVITY,game.loc);
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SPK=216;
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return(2011);
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}
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static int vscore(void)
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/* Score. Call scoring routine but tell it to return. */
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{
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score(-1);
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return(2012);
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}
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static int wake(token_t obj)
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/* Wake. Only use is to disturb the dwarves. */
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{
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if(obj != DWARF || !game.closed) return(2011);
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SPK=199;
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return(18999);
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}
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static int wave(token_t obj)
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/* Wave. No effect unless waving rod at fissure or at bird. */
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{
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if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
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if(obj != ROD ||
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!TOTING(obj) ||
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(!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) {
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DROP(JADE,game.loc);
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game.prop[JADE]=0;
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game.tally=game.tally-1;
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SPK=208;
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return(2011);
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} else {
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if(game.closed) return(18999);
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if(game.closng || !AT(FISSUR)) return(2011);
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if(HERE(BIRD))RSPEAK(SPK);
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game.prop[FISSUR]=1-game.prop[FISSUR];
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PSPEAK(FISSUR,2-game.prop[FISSUR]);
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return(2012);
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}
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}
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/* This stuff was broken off as part of an effort to get the main program
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* to compile without running out of memory. We're called with a number
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* that says what label the caller wanted to "goto", and we return a
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@ -319,29 +483,9 @@ L9086: game.prop[LAMP]=0;
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if(DARK(0))RSPEAK(16);
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return(2012);
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/* Wave. No effect unless waving rod at fissure or at bird. */
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L9090: return wave(obj);
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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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if(game.closed) return(18999);
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if(game.closng || !AT(FISSUR)) return(2011);
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if(HERE(BIRD))RSPEAK(SPK);
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game.prop[FISSUR]=1-game.prop[FISSUR];
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PSPEAK(FISSUR,2-game.prop[FISSUR]);
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return(2012);
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L9094: DROP(JADE,game.loc);
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game.prop[JADE]=0;
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game.tally=game.tally-1;
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SPK=208;
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return(2011);
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/* Attack also moved into separate module. */
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L9120: return(attack(input, verb, obj));
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L9120: return attack(input, verb, 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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@ -388,80 +532,25 @@ L9140: if(obj == FOOD) goto L8142;
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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: return drink(obj);
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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(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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SPK=74;
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return(2011);
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L9160: return rub(obj);
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L9153: DSTROY(BLOOD);
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game.prop[DRAGON]=2;
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OBJSND[BIRD]=OBJSND[BIRD]+3;
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SPK=240;
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return(2011);
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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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DSTROY(URN);
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DROP(AMBER,game.loc);
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game.prop[AMBER]=1;
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game.tally=game.tally-1;
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DROP(CAVITY,game.loc);
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SPK=216;
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return(2011);
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L9170: return(throw(input, verb, obj));
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/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
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L8180: if(YES(input,22,54,54)) score(1);
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return(2012);
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L9170: return throw(input, verb, obj);
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L8180: return quit(input);
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L9190: return find(obj);
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/* Inventory. If object, treat same as find. Else report on current burden. */
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L8200: return inven(obj);
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L8200: SPK=98;
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/* 8201 */ for (I=1; I<=NOBJECTS; I++) {
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if(I == BEAR || !TOTING(I)) goto L8201;
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if(SPK == 98)RSPEAK(99);
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game.blklin=false;
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PSPEAK(I,-1);
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game.blklin=true;
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SPK=0;
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L8201: /*etc*/ ;
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} /* end loop */
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if(TOTING(BEAR))SPK=141;
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return(2011);
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L9210: return feed(obj);
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/* Feed/fill are in the other module. */
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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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L9230: return blast();
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011);
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game.bonus=133;
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if(game.loc == 115)game.bonus=134;
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if(HERE(ROD2))game.bonus=135;
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RSPEAK(game.bonus);
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score(0);
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/* Score. Call scoring routine but tell it to return. */
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L8240: score(-1);
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return(2012);
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L8240: return vscore();
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/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
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* Look up WD1 in section 3 of vocab to determine which word we've got. Last
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@ -488,12 +577,7 @@ L8252: game.foobar=K;
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PSPEAK(EGGS,K);
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return(2012);
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/* Brief. Intransitive only. Suppress long descriptions after first time. */
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L8260: SPK=156;
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game.abbnum=10000;
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game.detail=3;
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return(2011);
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L8260: return brief();
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/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
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@ -511,25 +595,9 @@ L9270: if(DARK(0)) goto L5190;
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L9275: game.clshnt=YES(input,192,193,54);
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return(2012);
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/* Break. Only works for mirror in repository and, of course, the vase. */
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L9280: return vbreak(obj);
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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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L9282: SPK=198;
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if(TOTING(VASE))DROP(VASE,game.loc);
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game.prop[VASE]=2;
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game.fixed[VASE]= -1;
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return(2011);
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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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SPK=199;
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return(18999);
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L9290: return wake(obj);
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/* Suspend. Offer to save things in a file, but charging some points (so
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* can't win by using saved games to retry battles or to start over after
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RSPEAK(SPK);
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return(2);
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/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
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L8330: SPK=228;
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K=LOCSND[game.loc];
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if(K == 0) goto L8332;
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RSPEAK(labs(K));
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if(K < 0) return(2012);
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SPK=0;
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L8332: SETPRM(1,game.zzword,0);
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/* 8335 */ for (I=1; I<=NOBJECTS; I++) {
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if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335;
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PSPEAK(I,OBJSND[I]+game.prop[I]);
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SPK=0;
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if(I == BIRD && OBJSND[I]+game.prop[I] == 8)DSTROY(BIRD);
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L8335: /*etc*/ ;
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} /* end loop */
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return(2011);
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L8330: return listen();
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/* Z'ZZZ (word gets recomputed at startup; different each game). */
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