#include "advent.h" #include "funcs.h" /* Carry an object. Special cases for bird and cage (if bird in cage, can't * take one without the other). Liquids also special, since they depend on * status of bottle. Also various side effects, etc. */ int carry(void) { if(TOTING(OBJ)) return(2011); SPK=25; if(OBJ == PLANT && PROP[PLANT] <= 0)SPK=115; if(OBJ == BEAR && PROP[BEAR] == 1)SPK=169; if(OBJ == CHAIN && PROP[BEAR] != 0)SPK=170; if(OBJ == URN)SPK=215; if(OBJ == CAVITY)SPK=217; if(OBJ == BLOOD)SPK=239; if(OBJ == RUG && PROP[RUG] == 2)SPK=222; if(OBJ == SIGN)SPK=196; if(OBJ != MESSAG) goto L9011; SPK=190; DSTROY(MESSAG); L9011: if(game.fixed[OBJ] != 0) return(2011); if(OBJ != WATER && OBJ != OIL) goto L9017; K=OBJ; OBJ=BOTTLE; if(HERE(BOTTLE) && LIQ(0) == K) goto L9017; if(TOTING(BOTTLE) && PROP[BOTTLE] == 1) return(fill()); if(PROP[BOTTLE] != 1)SPK=105; if(!TOTING(BOTTLE))SPK=104; return(2011); L9017: SPK=92; if(game.holdng >= 7) return(2011); if(OBJ != BIRD || PROP[BIRD] == 1 || -1-PROP[BIRD] == 1) goto L9014; if(PROP[BIRD] == 2) goto L9015; if(!TOTING(CAGE))SPK=27; if(TOTING(ROD))SPK=26; if(SPK/2 == 13) return(2011); PROP[BIRD]=1; L9014: if((OBJ == BIRD || OBJ == CAGE) && (PROP[BIRD] == 1 || -1-PROP[BIRD] == 1))CARRY(BIRD+CAGE-OBJ,LOC); CARRY(OBJ,LOC); K=LIQ(0); if(OBJ == BOTTLE && K != 0)game.place[K]= -1; if(!GSTONE(OBJ) || PROP[OBJ] == 0) return(2009); PROP[OBJ]=0; PROP[CAVITY]=1; return(2009); L9015: SPK=238; DSTROY(BIRD); return(2011); } /* Discard object. "Throw" also comes here for most objects. Special cases for * bird (might attack snake or dragon) and cage (might contain bird) and vase. * Drop coins at vending machine for extra batteries. */ int discard(bool just_do_it) { if(just_do_it) goto L9021; if(TOTING(ROD2) && OBJ == ROD && !TOTING(ROD))OBJ=ROD2; if(!TOTING(OBJ)) return(2011); if(OBJ != BIRD || !HERE(SNAKE)) goto L9023; RSPEAK(30); if(game.closed) return(19000); DSTROY(SNAKE); /* SET PROP FOR USE BY TRAVEL OPTIONS */ PROP[SNAKE]=1; L9021: K=LIQ(0); if(K == OBJ)OBJ=BOTTLE; if(OBJ == BOTTLE && K != 0)game.place[K]=0; if(OBJ == CAGE && PROP[BIRD] == 1)DROP(BIRD,LOC); DROP(OBJ,LOC); if(OBJ != BIRD) return(2012); PROP[BIRD]=0; if(FOREST(LOC))PROP[BIRD]=2; return(2012); L9023: if(!(GSTONE(OBJ) && AT(CAVITY) && PROP[CAVITY] != 0)) goto L9024; RSPEAK(218); PROP[OBJ]=1; PROP[CAVITY]=0; if(!HERE(RUG) || !((OBJ == EMRALD && PROP[RUG] != 2) || (OBJ == RUBY && PROP[RUG] == 2))) goto L9021; SPK=219; if(TOTING(RUG))SPK=220; if(OBJ == RUBY)SPK=221; RSPEAK(SPK); if(SPK == 220) goto L9021; K=2-PROP[RUG]; PROP[RUG]=K; if(K == 2)K=PLAC[SAPPH]; MOVE(RUG+NOBJECTS,K); goto L9021; L9024: if(OBJ != COINS || !HERE(VEND)) goto L9025; DSTROY(COINS); DROP(BATTER,LOC); PSPEAK(BATTER,0); return(2012); L9025: if(OBJ != BIRD || !AT(DRAGON) || PROP[DRAGON] != 0) goto L9026; RSPEAK(154); DSTROY(BIRD); PROP[BIRD]=0; return(2012); L9026: if(OBJ != BEAR || !AT(TROLL)) goto L9027; RSPEAK(163); MOVE(TROLL,0); MOVE(TROLL+NOBJECTS,0); MOVE(TROLL2,PLAC[TROLL]); MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); PROP[TROLL]=2; goto L9021; L9027: if(OBJ == VASE && LOC != PLAC[PILLOW]) goto L9028; RSPEAK(54); goto L9021; L9028: PROP[VASE]=2; if(AT(PILLOW))PROP[VASE]=0; PSPEAK(VASE,PROP[VASE]+1); if(PROP[VASE] != 0)game.fixed[VASE]= -1; goto L9021; } /* Attack. Assume target if unambiguous. "Throw" also links here. Attackable * objects fall into two categories: enemies (snake, dwarf, etc.) and others * (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */ int attack(FILE *input) { I=ATDWRF(LOC); if(OBJ != 0) goto L9124; if(I > 0)OBJ=DWARF; if(HERE(SNAKE))OBJ=OBJ*NOBJECTS+SNAKE; if(AT(DRAGON) && PROP[DRAGON] == 0)OBJ=OBJ*NOBJECTS+DRAGON; if(AT(TROLL))OBJ=OBJ*NOBJECTS+TROLL; if(AT(OGRE))OBJ=OBJ*NOBJECTS+OGRE; if(HERE(BEAR) && PROP[BEAR] == 0)OBJ=OBJ*NOBJECTS+BEAR; if(OBJ > NOBJECTS) return(8000); if(OBJ != 0) goto L9124; /* CAN'T ATTACK BIRD OR MACHINE BY THROWING AXE. */ if(HERE(BIRD) && VERB != THROW)OBJ=BIRD; if(HERE(VEND) && VERB != THROW)OBJ=OBJ*NOBJECTS+VEND; /* CLAM AND OYSTER BOTH TREATED AS CLAM FOR INTRANSITIVE CASE; NO HARM DONE. */ if(HERE(CLAM) || HERE(OYSTER))OBJ=NOBJECTS*OBJ+CLAM; if(OBJ > NOBJECTS) return(8000); L9124: if(OBJ == BIRD) { SPK=137; if(game.closed) return(2011); DSTROY(BIRD); PROP[BIRD]=0; SPK=45; } L9125: if(OBJ != VEND) goto L9126; PSPEAK(VEND,PROP[VEND]+2); PROP[VEND]=3-PROP[VEND]; return(2012); L9126: if(OBJ == 0)SPK=44; if(OBJ == CLAM || OBJ == OYSTER)SPK=150; if(OBJ == SNAKE)SPK=46; if(OBJ == DWARF)SPK=49; if(OBJ == DWARF && game.closed) return(19000); if(OBJ == DRAGON)SPK=167; if(OBJ == TROLL)SPK=157; if(OBJ == OGRE)SPK=203; if(OBJ == OGRE && I > 0) goto L9128; if(OBJ == BEAR)SPK=165+(PROP[BEAR]+1)/2; if(OBJ != DRAGON || PROP[DRAGON] != 0) return(2011); /* Fun stuff for dragon. If he insists on attacking it, win! Set PROP to dead, * move dragon to central loc (still fixed), move rug there (not fixed), and * move him there, too. Then do a null motion to get new description. */ RSPEAK(49); VERB=0; OBJ=0; GETIN(input,WD1,WD1X,WD2,WD2X); if(WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607); PSPEAK(DRAGON,3); PROP[DRAGON]=1; PROP[RUG]=0; K=(PLAC[DRAGON]+FIXD[DRAGON])/2; MOVE(DRAGON+NOBJECTS,-1); MOVE(RUG+NOBJECTS,0); MOVE(DRAGON,K); MOVE(RUG,K); DROP(BLOOD,K); for (OBJ=1; OBJ<=NOBJECTS; OBJ++) { if(game.place[OBJ] == PLAC[DRAGON] || game.place[OBJ] == FIXD[DRAGON])MOVE(OBJ,K); /*etc*/ ; } /* end loop */ LOC=K; K=NUL; return(8); L9128: RSPEAK(SPK); RSPEAK(6); DSTROY(OGRE); K=0; for (I=1; I < PIRATE; I++) { if(game.dloc[I] == LOC) { K=K+1; game.dloc[I]=61; game.dseen[I]=false; } } SPK=SPK+1+1/K; return(2011); } /* Throw. Same as discard unless axe. Then same as attack except ignore bird, * and if dwarf is present then one might be killed. (Only way to do so!) * Axe also special for dragon, bear, and troll. Treasures special for troll. */ int throw(FILE *cmdin) { if(TOTING(ROD2) && OBJ == ROD && !TOTING(ROD))OBJ=ROD2; if(!TOTING(OBJ)) return(2011); if(OBJ >= 50 && OBJ <= MAXTRS && AT(TROLL)) goto L9178; if(OBJ == FOOD && HERE(BEAR)) goto L9177; if(OBJ != AXE) return(discard(false)); I=ATDWRF(LOC); if(I > 0) goto L9172; SPK=152; if(AT(DRAGON) && PROP[DRAGON] == 0) goto L9175; SPK=158; if(AT(TROLL)) goto L9175; SPK=203; if(AT(OGRE)) goto L9175; if(HERE(BEAR) && PROP[BEAR] == 0) goto L9176; OBJ=0; return(attack(cmdin)); L9172: SPK=48; if(randrange(NDWARVES+1) < game.dflag) goto L9175; game.dseen[I]=false; game.dloc[I]=0; SPK=47; game.dkill=game.dkill+1; if(game.dkill == 1)SPK=149; L9175: RSPEAK(SPK); DROP(AXE,LOC); K=NUL; return(8); /* This'll teach him to throw the axe at the bear! */ L9176: SPK=164; DROP(AXE,LOC); game.fixed[AXE]= -1; PROP[AXE]=1; JUGGLE(BEAR); return(2011); /* But throwing food is another story. */ L9177: OBJ=BEAR; return(feed()); L9178: SPK=159; /* Snarf a treasure for the troll. */ DROP(OBJ,0); MOVE(TROLL,0); MOVE(TROLL+NOBJECTS,0); DROP(TROLL2,PLAC[TROLL]); DROP(TROLL2+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); return(2011); } /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him * mad. Bear, special. */ int feed() { if(OBJ != BIRD) goto L9212; SPK=100; return(2011); L9212: if(OBJ != SNAKE && OBJ != DRAGON && OBJ != TROLL) goto L9213; SPK=102; if(OBJ == DRAGON && PROP[DRAGON] != 0)SPK=110; if(OBJ == TROLL)SPK=182; if(OBJ != SNAKE || game.closed || !HERE(BIRD)) return(2011); SPK=101; DSTROY(BIRD); PROP[BIRD]=0; return(2011); L9213: if(OBJ != DWARF) goto L9214; if(!HERE(FOOD)) return(2011); SPK=103; game.dflag=game.dflag+2; return(2011); L9214: if(OBJ != BEAR) goto L9215; if(PROP[BEAR] == 0)SPK=102; if(PROP[BEAR] == 3)SPK=110; if(!HERE(FOOD)) return(2011); DSTROY(FOOD); PROP[BEAR]=1; game.fixed[AXE]=0; PROP[AXE]=0; SPK=168; return(2011); L9215: if(OBJ != OGRE) goto L9216; if(HERE(FOOD))SPK=202; return(2011); L9216: SPK=14; return(2011); } /* Fill. Bottle or urn must be empty, and liquid available. (Vase is nasty.) */ int fill() { if(OBJ == VASE) goto L9222; if(OBJ == URN) goto L9224; if(OBJ != 0 && OBJ != BOTTLE) return(2011); if(OBJ == 0 && !HERE(BOTTLE)) return(8000); SPK=107; if(LIQLOC(LOC) == 0)SPK=106; if(HERE(URN) && PROP[URN] != 0)SPK=214; if(LIQ(0) != 0)SPK=105; if(SPK != 107) return(2011); PROP[BOTTLE]=MOD(COND[LOC],4)/2*2; K=LIQ(0); if(TOTING(BOTTLE))game.place[K]= -1; if(K == OIL)SPK=108; return(2011); L9222: SPK=29; if(LIQLOC(LOC) == 0)SPK=144; if(LIQLOC(LOC) == 0 || !TOTING(VASE)) return(2011); RSPEAK(145); PROP[VASE]=2; game.fixed[VASE]= -1; return(discard(true)); L9224: SPK=213; if(PROP[URN] != 0) return(2011); SPK=144; K=LIQ(0); if(K == 0 || !HERE(BOTTLE)) return(2011); game.place[K]=0; PROP[BOTTLE]=1; if(K == OIL)PROP[URN]=1; SPK=211+PROP[URN]; return(2011); }