More handler refactoring.

This commit is contained in:
Eric S. Raymond 2017-06-08 17:14:00 -04:00
parent ee20cd0861
commit e7451b543d

View file

@ -25,6 +25,44 @@ static int bivalve(token_t verb, token_t obj)
return(2011);
}
static int blast(void)
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
{
if(game.prop[ROD2] < 0 || !game.closed) return(2011);
game.bonus=133;
if(game.loc == 115)game.bonus=134;
if(HERE(ROD2))game.bonus=135;
RSPEAK(game.bonus);
score(0);
}
static int vbreak(token_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
if(obj == MIRROR)SPK=148;
if(obj == VASE && game.prop[VASE] == 0) {
SPK=198;
if(TOTING(VASE))DROP(VASE,game.loc);
game.prop[VASE]=2;
game.fixed[VASE]= -1;
return(2011);
} else {
if(obj != MIRROR || !game.closed) return(2011);
SPK=197;
return(18999);
}
}
static int brief(void)
/* Brief. Intransitive only. Suppress long descriptions after first time. */
{
SPK=156;
game.abbnum=10000;
game.detail=3;
return(2011);
}
static int chain(token_t verb)
/* Do something to the bear's chain */
{
@ -50,6 +88,28 @@ static int chain(token_t verb)
}
}
static int drink(token_t obj)
/* 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. */
{
if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
return(8000);
if(obj != BLOOD) {
if(obj != 0 && obj != WATER)SPK=110;
if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
game.prop[BOTTLE]=1;
game.place[WATER]=0;
SPK=74;
return(2011);
} else {
DSTROY(BLOOD);
game.prop[DRAGON]=2;
OBJSND[BIRD]=OBJSND[BIRD]+3;
SPK=240;
return(2011);
}
}
static int find(token_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
@ -63,6 +123,110 @@ static int find(token_t obj)
return(2011);
}
static int inven(token_t obj)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
int i;
SPK=98;
for (i=1; i<=NOBJECTS; i++) {
if(i == BEAR || !TOTING(i))
continue;
if(SPK == 98)RSPEAK(99);
game.blklin=false;
PSPEAK(i,-1);
game.blklin=true;
SPK=0;
}
if(TOTING(BEAR))
SPK=141;
return(2011);
}
static int listen(void)
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
{
int i, k;
SPK=228;
k=LOCSND[game.loc];
if(k != 0) {
RSPEAK(labs(k));
if(k < 0) return(2012);
SPK=0;
}
SETPRM(1,game.zzword,0);
for (i=1; i<=NOBJECTS; i++) {
if(!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
continue;
PSPEAK(i,OBJSND[i]+game.prop[i]);
SPK=0;
if(i == BIRD && OBJSND[i]+game.prop[i] == 8)
DSTROY(BIRD);
}
return(2011);
}
static int quit(FILE *input)
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
if(YES(input,22,54,54))
score(1);
return(2012);
}
static int rub(token_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
if(obj != LAMP)SPK=76;
if(obj != URN || game.prop[URN] != 2) return(2011);
DSTROY(URN);
DROP(AMBER,game.loc);
game.prop[AMBER]=1;
game.tally=game.tally-1;
DROP(CAVITY,game.loc);
SPK=216;
return(2011);
}
static int vscore(void)
/* Score. Call scoring routine but tell it to return. */
{
score(-1);
return(2012);
}
static int wake(token_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
if(obj != DWARF || !game.closed) return(2011);
SPK=199;
return(18999);
}
static int wave(token_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
if(obj != ROD ||
!TOTING(obj) ||
(!HERE(BIRD) && (game.closng || !AT(FISSUR))))
return(2011);
if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
DROP(JADE,game.loc);
game.prop[JADE]=0;
game.tally=game.tally-1;
SPK=208;
return(2011);
} else {
if(game.closed) return(18999);
if(game.closng || !AT(FISSUR)) return(2011);
if(HERE(BIRD))RSPEAK(SPK);
game.prop[FISSUR]=1-game.prop[FISSUR];
PSPEAK(FISSUR,2-game.prop[FISSUR]);
return(2012);
}
}
/* This stuff was broken off as part of an effort to get the main program
* to compile without running out of memory. We're called with a number
* that says what label the caller wanted to "goto", and we return a
@ -319,29 +483,9 @@ L9086: game.prop[LAMP]=0;
if(DARK(0))RSPEAK(16);
return(2012);
/* Wave. No effect unless waving rod at fissure or at bird. */
L9090: return wave(obj);
L9090: if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
if(obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
return(2011);
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(game.closed) return(18999);
if(game.closng || !AT(FISSUR)) return(2011);
if(HERE(BIRD))RSPEAK(SPK);
game.prop[FISSUR]=1-game.prop[FISSUR];
PSPEAK(FISSUR,2-game.prop[FISSUR]);
return(2012);
L9094: DROP(JADE,game.loc);
game.prop[JADE]=0;
game.tally=game.tally-1;
SPK=208;
return(2011);
/* Attack also moved into separate module. */
L9120: return(attack(input, verb, obj));
L9120: return attack(input, verb, obj);
/* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */
@ -388,80 +532,25 @@ L9140: if(obj == FOOD) goto L8142;
OGRE)SPK=71;
return(2011);
/* 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. */
L9150: return drink(obj);
L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
return(8000);
if(obj == BLOOD) goto L9153;
if(obj != 0 && obj != WATER)SPK=110;
if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
game.prop[BOTTLE]=1;
game.place[WATER]=0;
SPK=74;
return(2011);
L9160: return rub(obj);
L9153: DSTROY(BLOOD);
game.prop[DRAGON]=2;
OBJSND[BIRD]=OBJSND[BIRD]+3;
SPK=240;
return(2011);
/* Rub. Yields various snide remarks except for lit urn. */
L9160: if(obj != LAMP)SPK=76;
if(obj != URN || game.prop[URN] != 2) return(2011);
DSTROY(URN);
DROP(AMBER,game.loc);
game.prop[AMBER]=1;
game.tally=game.tally-1;
DROP(CAVITY,game.loc);
SPK=216;
return(2011);
L9170: return(throw(input, verb, obj));
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
L8180: if(YES(input,22,54,54)) score(1);
return(2012);
L9170: return throw(input, verb, obj);
L8180: return quit(input);
L9190: return find(obj);
/* Inventory. If object, treat same as find. Else report on current burden. */
L8200: return inven(obj);
L8200: SPK=98;
/* 8201 */ for (I=1; I<=NOBJECTS; I++) {
if(I == BEAR || !TOTING(I)) goto L8201;
if(SPK == 98)RSPEAK(99);
game.blklin=false;
PSPEAK(I,-1);
game.blklin=true;
SPK=0;
L8201: /*etc*/ ;
} /* end loop */
if(TOTING(BEAR))SPK=141;
return(2011);
L9210: return feed(obj);
/* Feed/fill are in the other module. */
L9220: return fill(obj);
L9210: return(feed(obj));
L9220: return(fill(obj));
L9230: return blast();
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011);
game.bonus=133;
if(game.loc == 115)game.bonus=134;
if(HERE(ROD2))game.bonus=135;
RSPEAK(game.bonus);
score(0);
/* Score. Call scoring routine but tell it to return. */
L8240: score(-1);
return(2012);
L8240: return vscore();
/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
* Look up WD1 in section 3 of vocab to determine which word we've got. Last
@ -488,12 +577,7 @@ L8252: game.foobar=K;
PSPEAK(EGGS,K);
return(2012);
/* Brief. Intransitive only. Suppress long descriptions after first time. */
L8260: SPK=156;
game.abbnum=10000;
game.detail=3;
return(2011);
L8260: return brief();
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
@ -511,25 +595,9 @@ L9270: if(DARK(0)) goto L5190;
L9275: game.clshnt=YES(input,192,193,54);
return(2012);
/* Break. Only works for mirror in repository and, of course, the vase. */
L9280: return vbreak(obj);
L9280: if(obj == MIRROR)SPK=148;
if(obj == VASE && game.prop[VASE] == 0) goto L9282;
if(obj != MIRROR || !game.closed) return(2011);
SPK=197;
return(18999);
L9282: SPK=198;
if(TOTING(VASE))DROP(VASE,game.loc);
game.prop[VASE]=2;
game.fixed[VASE]= -1;
return(2011);
/* Wake. Only use is to disturb the dwarves. */
L9290: if(obj != DWARF || !game.closed) return(2011);
SPK=199;
return(18999);
L9290: return wake(obj);
/* Suspend. Offer to save things in a file, but charging some points (so
* can't win by using saved games to retry battles or to start over after
@ -616,23 +684,7 @@ L9320: if(obj != RUG) return(2011);
RSPEAK(SPK);
return(2);
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
L8330: SPK=228;
K=LOCSND[game.loc];
if(K == 0) goto L8332;
RSPEAK(labs(K));
if(K < 0) return(2012);
SPK=0;
L8332: SETPRM(1,game.zzword,0);
/* 8335 */ for (I=1; I<=NOBJECTS; I++) {
if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335;
PSPEAK(I,OBJSND[I]+game.prop[I]);
SPK=0;
if(I == BIRD && OBJSND[I]+game.prop[I] == 8)DSTROY(BIRD);
L8335: /*etc*/ ;
} /* end loop */
return(2011);
L8330: return listen();
/* Z'ZZZ (word gets recomputed at startup; different each game). */