Yet more action handlers.
This commit is contained in:
parent
08ed2af230
commit
f47745a7c4
1 changed files with 179 additions and 169 deletions
348
actions1.c
348
actions1.c
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@ -15,23 +15,23 @@ static int bigwords(long foo)
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{
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int k=VOCAB(foo,3);
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SPK=42;
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if(game.foobar != 1-k) {
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if(game.foobar != 0)SPK=151;
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if (game.foobar != 1-k) {
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if (game.foobar != 0)SPK=151;
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return(2011);
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} else {
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game.foobar=k;
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if(k != 4) return(2009);
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if (k != 4) return(2009);
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game.foobar=0;
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if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
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if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
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return(2011);
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/* Bring back troll if we steal the eggs back from him before
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* crossing. */
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if(game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
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if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
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game.prop[TROLL]=1;
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k=2;
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if(HERE(EGGS))k=1;
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if(game.loc == PLAC[EGGS])k=0;
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if (HERE(EGGS))k=1;
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if (game.loc == PLAC[EGGS])k=0;
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MOVE(EGGS,PLAC[EGGS]);
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PSPEAK(EGGS,k);
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return(2012);
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@ -42,12 +42,12 @@ static int bivalve(token_t verb, token_t obj)
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/* Clam/oyster actions */
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{
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int 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(TRIDNT))SPK=122+k;
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if(verb == LOCK)SPK=61;
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if(SPK != 124)
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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)
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return(2011);
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DSTROY(CLAM);
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DROP(OYSTER,game.loc);
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@ -58,10 +58,10 @@ static int bivalve(token_t verb, token_t obj)
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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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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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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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@ -69,15 +69,15 @@ static int blast(void)
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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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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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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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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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@ -96,23 +96,23 @@ static int brief(void)
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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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if(verb != LOCK) {
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if (verb != LOCK) {
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SPK=171;
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if(game.prop[BEAR] == 0)SPK=41;
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if(game.prop[CHAIN] == 0)SPK=37;
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if(SPK != 171) return(2011);
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if (game.prop[BEAR] == 0)SPK=41;
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if (game.prop[CHAIN] == 0)SPK=37;
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if (SPK != 171) return(2011);
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game.prop[CHAIN]=0;
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game.fixed[CHAIN]=0;
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if(game.prop[BEAR] != 3)game.prop[BEAR]=2;
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if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
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game.fixed[BEAR]=2-game.prop[BEAR];
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return(2011);
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} else {
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SPK=172;
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if(game.prop[CHAIN] != 0)SPK=34;
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if(game.loc != PLAC[CHAIN])SPK=173;
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if(SPK != 172) return(2011);
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if (game.prop[CHAIN] != 0)SPK=34;
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if (game.loc != PLAC[CHAIN])SPK=173;
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if (SPK != 172) return(2011);
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game.prop[CHAIN]=2;
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if(TOTING(CHAIN))DROP(CHAIN,game.loc);
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if (TOTING(CHAIN))DROP(CHAIN,game.loc);
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game.fixed[CHAIN]= -1;
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return(2011);
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}
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@ -122,11 +122,11 @@ 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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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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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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@ -140,28 +140,51 @@ static int drink(token_t obj)
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}
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}
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static int eat(token_t obj)
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/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
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* ok, some things lose appetite, rest are ridiculous. */
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{
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if (obj == INTRANSITIVE) {
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if (!HERE(FOOD))
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return(8000);
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DSTROY(FOOD);
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SPK=72;
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return(2011);
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} else {
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if (obj == FOOD) {
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DSTROY(FOOD);
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SPK=72;
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return(2011);
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}
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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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}
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}
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static int extinguish(int obj)
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/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
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{
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if (obj == INTRANSITIVE) {
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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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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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}
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if(obj == URN) {
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if (obj == URN) {
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game.prop[URN]=game.prop[URN]/2;
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SPK=210;
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return(2011);
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}
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if(obj == LAMP) {
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if (obj == LAMP) {
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game.prop[LAMP]=0;
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RSPEAK(40);
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if(DARK(0))
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if (DARK(0))
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RSPEAK(16);
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return(2012);
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}
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if(obj == DRAGON || obj == VOLCAN)
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if (obj == DRAGON || obj == VOLCAN)
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SPK=146;
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return(2011);
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}
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@ -169,31 +192,53 @@ static int extinguish(int obj)
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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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if(AT(obj) ||
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if (AT(obj) ||
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(LIQ(0) == obj && AT(BOTTLE)) ||
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K == LIQLOC(game.loc) ||
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(obj == DWARF && ATDWRF(game.loc) > 0))
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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 (game.closed)SPK=138;
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if (TOTING(obj))SPK=24;
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return(2011);
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}
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static int fly(token_t obj)
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/* Fly. Snide remarks unless hovering rug is here. */
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{
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if (obj == INTRANSITIVE) {
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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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}
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if (obj != RUG) return(2011);
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SPK=223;
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if (game.prop[RUG] != 2) return(2011);
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game.oldlc2=game.oldloc;
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game.oldloc=game.loc;
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game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
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SPK=226;
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if (game.prop[SAPPH] >= 0)SPK=227;
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RSPEAK(SPK);
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return(2);
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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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if (i == BEAR || !TOTING(i))
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continue;
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if(SPK == 98)RSPEAK(99);
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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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if (TOTING(BEAR))
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SPK=141;
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return(2011);
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}
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@ -202,25 +247,25 @@ int light(token_t obj)
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/* Light. Applicable only to lamp and urn. */
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{
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if (obj == INTRANSITIVE) {
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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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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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}
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if (obj == URN) {
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SPK=38;
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if(game.prop[URN] == 0)
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if (game.prop[URN] == 0)
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return(2011);
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SPK=209;
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game.prop[URN]=2;
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return(2011);
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} else {
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if(obj != LAMP) return(2011);
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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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if (game.limit < 0) return(2011);
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game.prop[LAMP]=1;
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RSPEAK(39);
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if(game.wzdark) return(2000);
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if (game.wzdark) return(2000);
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return(2012);
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}
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}
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@ -231,18 +276,18 @@ static int listen(void)
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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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if (k != 0) {
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RSPEAK(labs(k));
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if(k < 0) return(2012);
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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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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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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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@ -254,36 +299,36 @@ static int lock(token_t verb, token_t obj)
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int k;
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if (obj == INTRANSITIVE) {
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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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}
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/* Lock, unlock object. Special stuff for opening clam/oyster
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* and for chain. */
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if(obj == CLAM || obj == OYSTER)
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if (obj == CLAM || obj == OYSTER)
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return bivalve(verb, obj);
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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)
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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)
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return chain(verb);
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if (game.closng) {
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SPK=130;
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if(!game.panic)game.clock2=15;
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if (!game.panic)game.clock2=15;
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game.panic=true;
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return(2011);
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}
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SPK=34+game.prop[GRATE];
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game.prop[GRATE]=1;
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if(verb == LOCK)game.prop[GRATE]=0;
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if (verb == LOCK)game.prop[GRATE]=0;
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SPK=SPK+2*game.prop[GRATE];
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return(2011);
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}
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@ -292,21 +337,21 @@ static int pour(token_t 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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{
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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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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(HERE(URN) && game.prop[URN] == 0)
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if (obj != OIL && obj != WATER) return(2011);
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if (HERE(URN) && game.prop[URN] == 0)
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return fill(URN);
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game.prop[BOTTLE]=1;
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game.place[obj]=0;
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SPK=77;
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if(!(AT(PLANT) || AT(DOOR)))
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if (!(AT(PLANT) || AT(DOOR)))
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return(2011);
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if(!AT(DOOR)) {
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if (!AT(DOOR)) {
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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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@ -314,7 +359,7 @@ static int pour(token_t obj)
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return(8);
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} else {
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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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}
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@ -323,7 +368,7 @@ static int pour(token_t obj)
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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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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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||||
|
@ -331,8 +376,8 @@ static int quit(FILE *input)
|
|||
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);
|
||||
if (obj != LAMP)SPK=76;
|
||||
if (obj != URN || game.prop[URN] != 2) return(2011);
|
||||
DSTROY(URN);
|
||||
DROP(AMBER,game.loc);
|
||||
game.prop[AMBER]=1;
|
||||
|
@ -346,17 +391,16 @@ static int say(void)
|
|||
/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
|
||||
{
|
||||
/* FIXME: ugly use of globals */
|
||||
SETPRM(1,WD2,WD2X);
|
||||
if(WD2 <= 0)SETPRM(1,WD1,WD1X);
|
||||
if(WD2 > 0)WD1=WD2;
|
||||
I=VOCAB(WD1,-1);
|
||||
if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
|
||||
SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X);
|
||||
if (WD2 > 0)WD1=WD2;
|
||||
int wd=VOCAB(WD1,-1);
|
||||
if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
|
||||
WD2=0;
|
||||
return(2630);
|
||||
}
|
||||
RSPEAK(258);
|
||||
return(2012);
|
||||
|
||||
L9035: WD2=0;
|
||||
//obj=0;
|
||||
return(2630);
|
||||
}
|
||||
|
||||
static int vscore(void)
|
||||
|
@ -369,7 +413,7 @@ static int vscore(void)
|
|||
static int wake(token_t obj)
|
||||
/* Wake. Only use is to disturb the dwarves. */
|
||||
{
|
||||
if(obj != DWARF || !game.closed) return(2011);
|
||||
if (obj != DWARF || !game.closed) return(2011);
|
||||
SPK=199;
|
||||
return(18999);
|
||||
}
|
||||
|
@ -377,22 +421,22 @@ static int wake(token_t obj)
|
|||
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 ||
|
||||
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) {
|
||||
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);
|
||||
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);
|
||||
|
@ -420,9 +464,9 @@ int action(FILE *input, long STARTAT, long verb, long obj) {
|
|||
|
||||
L4000:
|
||||
SPK=ACTSPK[verb];
|
||||
if(WD2 > 0 && verb != SAY) return(2800);
|
||||
if(verb == SAY)obj=WD2;
|
||||
if(obj > 0) goto L4090;
|
||||
if (WD2 > 0 && verb != SAY) return(2800);
|
||||
if (verb == SAY)obj=WD2;
|
||||
if (obj > 0) goto L4090;
|
||||
|
||||
/* Analyse an intransitive verb (ie, no object given yet). */
|
||||
|
||||
|
@ -511,42 +555,38 @@ L4090: switch (verb-1) {
|
|||
* the bottle or urn or as a feature of the location. */
|
||||
|
||||
L5000: obj=K;
|
||||
if(!HERE(K)) goto L5100;
|
||||
L5010: if(WD2 > 0) return(2800);
|
||||
if(verb != 0) goto L4090;
|
||||
if (!HERE(K)) goto L5100;
|
||||
L5010: if (WD2 > 0) return(2800);
|
||||
if (verb != 0) goto L4090;
|
||||
SETPRM(1,WD1,WD1X);
|
||||
RSPEAK(255);
|
||||
return(2600);
|
||||
|
||||
L5100: if(K != GRATE) goto L5110;
|
||||
if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
|
||||
if(game.loc > 9 && game.loc < 15)K=ENTRNC;
|
||||
if(K != GRATE) return(8);
|
||||
L5110: if(K == DWARF && ATDWRF(game.loc) > 0) 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;
|
||||
L5100: if (K != GRATE) goto L5110;
|
||||
if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
|
||||
if (game.loc > 9 && game.loc < 15)K=ENTRNC;
|
||||
if (K != GRATE) return(8);
|
||||
L5110: if (K == DWARF && ATDWRF(game.loc) > 0) 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;
|
||||
obj=URN;
|
||||
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;
|
||||
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;
|
||||
SPK=116;
|
||||
return(2011);
|
||||
L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
|
||||
L5140: if (obj != ROD || !HERE(ROD2)) goto L5190;
|
||||
obj=ROD2;
|
||||
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);
|
||||
RSPEAK(256);
|
||||
return(2012);
|
||||
|
||||
|
||||
|
||||
|
||||
/* Routines for performing the various action verbs */
|
||||
|
||||
/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
|
||||
* transitive, plus ten times the verb number. Many intransitive verbs use the
|
||||
* transitive code, and some verbs use code for other verbs, as noted below. */
|
||||
|
@ -566,21 +606,8 @@ L9080: return extinguish(obj);
|
|||
L9090: return wave(obj);
|
||||
L9120: return attack(input, verb, obj);
|
||||
L9130: return pour(obj);
|
||||
|
||||
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
|
||||
* ok, some things lose appetite, rest are ridiculous. */
|
||||
|
||||
L8140: if(!HERE(FOOD)) return(8000);
|
||||
L8142: DSTROY(FOOD);
|
||||
SPK=72;
|
||||
return(2011);
|
||||
|
||||
L9140: if(obj == FOOD) goto L8142;
|
||||
if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
|
||||
DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
|
||||
OGRE)SPK=71;
|
||||
return(2011);
|
||||
|
||||
L8140: return eat(INTRANSITIVE);
|
||||
L9140: return eat(obj);
|
||||
L9150: return drink(obj);
|
||||
L9160: return rub(obj);
|
||||
L9170: return throw(input, verb, obj);
|
||||
|
@ -597,13 +624,13 @@ L8260: return brief();
|
|||
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
|
||||
|
||||
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 */
|
||||
if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
|
||||
if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
|
||||
|
||||
L9270: if(DARK(0)) goto L5190;
|
||||
if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
|
||||
if(obj == OYSTER && !game.clshnt) goto L9275;
|
||||
L9270: if (DARK(0)) goto L5190;
|
||||
if (OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
|
||||
if (obj == OYSTER && !game.clshnt) goto L9275;
|
||||
PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
|
||||
return(2012);
|
||||
|
||||
|
@ -611,7 +638,6 @@ L9275: game.clshnt=YES(input,192,193,54);
|
|||
return(2012);
|
||||
|
||||
L9280: return vbreak(obj);
|
||||
|
||||
L9290: return wake(obj);
|
||||
|
||||
/* Suspend. Offer to save things in a file, but charging some points (so
|
||||
|
@ -620,7 +646,7 @@ L9290: return wake(obj);
|
|||
|
||||
L8300: SPK=201;
|
||||
RSPEAK(260);
|
||||
if(!YES(input,200,54,54)) return(2012);
|
||||
if (!YES(input,200,54,54)) return(2012);
|
||||
game.saved=game.saved+5;
|
||||
kk= -1;
|
||||
|
||||
|
@ -632,7 +658,7 @@ L8305: DATIME(&I,&K);
|
|||
SAVWRD(kk,K);
|
||||
K=VRSION;
|
||||
SAVWRD(0,K);
|
||||
if(K != VRSION) goto L8312;
|
||||
if (K != VRSION) goto L8312;
|
||||
/* Herewith are all the variables whose values can change during a game,
|
||||
* omitting a few (such as I, J, ATTACK) whose values between turns are
|
||||
* irrelevant and some whose values when a game is
|
||||
|
@ -658,19 +684,19 @@ L8305: DATIME(&I,&K);
|
|||
SAVARR(game.place,NOBJECTS);
|
||||
SAVARR(game.prop,NOBJECTS);
|
||||
SAVWRD(kk,K);
|
||||
if(K != 0) goto L8318;
|
||||
if (K != 0) goto L8318;
|
||||
K=NUL;
|
||||
game.zzword=RNDVOC(3,game.zzword);
|
||||
if(kk > 0) return(8);
|
||||
if (kk > 0) return(8);
|
||||
RSPEAK(266);
|
||||
exit(0);
|
||||
|
||||
/* Resume. Read a suspended game back from a file. */
|
||||
|
||||
L8310: kk=1;
|
||||
if(game.loc == 1 && game.abbrev[1] == 1) goto L8305;
|
||||
if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
|
||||
RSPEAK(268);
|
||||
if(!YES(input,200,54,54)) return(2012);
|
||||
if (!YES(input,200,54,54)) return(2012);
|
||||
goto L8305;
|
||||
|
||||
L8312: SETPRM(1,K/10,MOD(K,10));
|
||||
|
@ -681,32 +707,16 @@ L8312: SETPRM(1,K/10,MOD(K,10));
|
|||
L8318: RSPEAK(270);
|
||||
exit(0);
|
||||
|
||||
/* Fly. Snide remarks unless hovering rug is here. */
|
||||
|
||||
L8320: if(game.prop[RUG] != 2)SPK=224;
|
||||
if(!HERE(RUG))SPK=225;
|
||||
if(SPK/2 == 112) return(2011);
|
||||
obj=RUG;
|
||||
|
||||
L9320: if(obj != RUG) return(2011);
|
||||
SPK=223;
|
||||
if(game.prop[RUG] != 2) return(2011);
|
||||
game.oldlc2=game.oldloc;
|
||||
game.oldloc=game.loc;
|
||||
game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
|
||||
SPK=226;
|
||||
if(game.prop[SAPPH] >= 0)SPK=227;
|
||||
RSPEAK(SPK);
|
||||
return(2);
|
||||
|
||||
L8320: return fly(INTRANSITIVE);
|
||||
L9320: return fly(obj);
|
||||
L8330: return listen();
|
||||
|
||||
/* Z'ZZZ (word gets recomputed at startup; different each game). */
|
||||
|
||||
L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
|
||||
L8340: if (!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
|
||||
PSPEAK(RESER,game.prop[RESER]+1);
|
||||
game.prop[RESER]=1-game.prop[RESER];
|
||||
if(AT(RESER)) return(2012);
|
||||
if (AT(RESER)) return(2012);
|
||||
game.oldlc2=game.loc;
|
||||
game.newloc=0;
|
||||
RSPEAK(241);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue