#include #include #include "advent.h" #include "database.h" /* Limit visibility of ugly globals. Eventually these should go away. */ extern long WD1, WD1X, WD2, WD2X; /* * Action handlers. Eventually we'll do lookup through a method table * that calls these. */ static int fill(token_t verb, token_t); static int attack(FILE *input, long verb, token_t obj) /* 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 spk = ACTSPK[verb]; int i = ATDWRF(game.loc); if (obj == 0) { if (i > 0) obj=DWARF; if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE; if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON; if (AT(TROLL))obj=obj*NOBJECTS+TROLL; if (AT(OGRE))obj=obj*NOBJECTS+OGRE; if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR; if (obj > NOBJECTS) return(8000); if (obj == 0) { /* 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); } } if (obj == BIRD) { spk=137; if (game.closed) { RSPEAK(spk); return GO_CLEAROBJ; } DSTROY(BIRD); game.prop[BIRD]=0; spk=45; } if (obj == VEND) { PSPEAK(VEND,game.prop[VEND]+2); game.prop[VEND]=3-game.prop[VEND]; return GO_CLEAROBJ; } 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) { RSPEAK(spk); RSPEAK(6); DSTROY(OGRE); int k=0; for (i=1; i < PIRATE; i++) { if (game.dloc[i] == game.loc) { ++k; game.dloc[i]=61; game.dseen[i]=false; } } spk=spk+1+1/k; RSPEAK(spk); return GO_CLEAROBJ; } if (obj == BEAR)spk=165+(game.prop[BEAR]+1)/2; if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(spk); return GO_CLEAROBJ;} /* Fun stuff for dragon. If he insists on attacking it, win! * Set game.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); GETIN(input,&WD1,&WD1X,&WD2,&WD2X); if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607); PSPEAK(DRAGON,3); game.prop[DRAGON]=1; game.prop[RUG]=0; int 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); } game.loc=k; return GO_MOVE; } static int bigwords(long foo) /* 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 * word zips the eggs back to the giant room (unless already there). */ { int k=VOCAB(foo,3); int spk=42; if (game.foobar != 1-k) { if (game.foobar != 0)spk=151; RSPEAK(spk); return GO_CLEAROBJ; } else { game.foobar=k; if (k != 4) { RSPEAK(54); return GO_CLEAROBJ; } game.foobar=0; if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) { RSPEAK(spk); return GO_CLEAROBJ; } /* Bring back troll if we steal the eggs back from him before * crossing. */ if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0) game.prop[TROLL]=1; k=2; if (HERE(EGGS))k=1; if (game.loc == PLAC[EGGS])k=0; MOVE(EGGS,PLAC[EGGS]); PSPEAK(EGGS,k); return GO_CLEAROBJ; } } static int bivalve(token_t verb, token_t obj) /* Clam/oyster actions */ { int spk, k=0; if (obj == OYSTER)k=1; spk=124+k; if (TOTING(obj))spk=120+k; if (!TOTING(TRIDNT))spk=122+k; if (verb == LOCK)spk=61; if (spk == 124) { DSTROY(CLAM); DROP(OYSTER,game.loc); DROP(PEARL,105); } RSPEAK(spk); return GO_CLEAROBJ; } static int blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { if (game.prop[ROD2] < 0 || !game.closed) { RSPEAK(67); return GO_CLEAROBJ; } 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 verb, token_t obj) /* Break. Only works for mirror in repository and, of course, the vase. */ { int spk = ACTSPK[verb]; if (obj == MIRROR)spk=148; if (obj == VASE && game.prop[VASE] == 0) { if (TOTING(VASE))DROP(VASE,game.loc); game.prop[VASE]=2; game.fixed[VASE]= -1; spk=198; } else { if (obj == MIRROR && game.closed) { RSPEAK(197); return(190000); } } RSPEAK(spk); return GO_CLEAROBJ; } static int brief(void) /* Brief. Intransitive only. Suppress long descriptions after first time. */ { game.abbnum=10000; game.detail=3; RSPEAK(156); return GO_CLEAROBJ; } static int carry(token_t verb, token_t obj) /* 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 spk; if (obj == INTRANSITIVE) { /* Carry, no object given yet. OK if only one object present. */ if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000); obj=game.atloc[game.loc]; } if (TOTING(obj)) {RSPEAK(24); return GO_CLEAROBJ;} spk=25; if (obj == PLANT && game.prop[PLANT] <= 0)spk=115; if (obj == BEAR && game.prop[BEAR] == 1)spk=169; if (obj == CHAIN && game.prop[BEAR] != 0)spk=170; if (obj == URN)spk=215; if (obj == CAVITY)spk=217; if (obj == BLOOD)spk=239; if (obj == RUG && game.prop[RUG] == 2)spk=222; if (obj == SIGN)spk=196; if (obj == MESSAG) { spk=190; return GO_CLEAROBJ; DSTROY(MESSAG); } if (game.fixed[obj] != 0) { RSPEAK(spk); return GO_CLEAROBJ; } if (obj == WATER || obj == OIL) { if (!HERE(BOTTLE) || LIQUID() != obj) { if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1) return(fill(verb, BOTTLE)); if (game.prop[BOTTLE] != 1)spk=105; if (!TOTING(BOTTLE))spk=104; RSPEAK(spk); return GO_CLEAROBJ; } obj = BOTTLE; } spk=92; if (game.holdng >= INVLIMIT) { RSPEAK(spk); return GO_CLEAROBJ; } else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) { if (game.prop[BIRD] == 2) { DSTROY(BIRD); RSPEAK(238); return GO_CLEAROBJ; } if (!TOTING(CAGE))spk=27; if (TOTING(ROD))spk=26; if (spk/2 == 13) { RSPEAK(spk); return GO_CLEAROBJ; } game.prop[BIRD]=1; } if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1)) CARRY(BIRD+CAGE-obj,game.loc); CARRY(obj,game.loc); if (obj == BOTTLE && LIQUID() != 0) game.place[LIQUID()] = -1; if (GSTONE(obj) && game.prop[obj] != 0) { game.prop[obj]=0; game.prop[CAVITY]=1; } RSPEAK(54); return GO_CLEAROBJ; } static int chain(token_t verb) /* Do something to the bear's chain */ { int spk; if (verb != LOCK) { spk=171; if (game.prop[BEAR] == 0)spk=41; if (game.prop[CHAIN] == 0)spk=37; if (spk != 171) {RSPEAK(spk); return GO_CLEAROBJ;} game.prop[CHAIN]=0; game.fixed[CHAIN]=0; if (game.prop[BEAR] != 3)game.prop[BEAR]=2; game.fixed[BEAR]=2-game.prop[BEAR]; } else { spk=172; if (game.prop[CHAIN] != 0)spk=34; if (game.loc != PLAC[CHAIN])spk=173; if (spk != 172) {RSPEAK(spk); return GO_CLEAROBJ;} game.prop[CHAIN]=2; if (TOTING(CHAIN))DROP(CHAIN,game.loc); game.fixed[CHAIN]= -1; } RSPEAK(spk); return GO_CLEAROBJ; } static int discard(token_t verb, token_t obj, bool just_do_it) /* 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 spk = ACTSPK[verb]; if (!just_do_it) { if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;} if (obj == BIRD && HERE(SNAKE)) { RSPEAK(30); if (game.closed) return(19000); DSTROY(SNAKE); /* Set game.prop for use by travel options */ game.prop[SNAKE]=1; } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) { RSPEAK(218); game.prop[obj]=1; game.prop[CAVITY]=0; if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY && game.prop[RUG] == 2))) { spk=219; if (TOTING(RUG))spk=220; if (obj == RUBY)spk=221; RSPEAK(spk); if (spk != 220) { int k = 2-game.prop[RUG]; game.prop[RUG] = k; if (k == 2) k = PLAC[SAPPH]; MOVE(RUG+NOBJECTS, k); } } } else if (obj == COINS && HERE(VEND)) { DSTROY(COINS); DROP(BATTER,game.loc); PSPEAK(BATTER,0); return GO_CLEAROBJ; } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) { RSPEAK(154); DSTROY(BIRD); game.prop[BIRD]=0; return GO_CLEAROBJ; } else if (obj == BEAR && AT(TROLL)) { RSPEAK(163); MOVE(TROLL,0); MOVE(TROLL+NOBJECTS,0); MOVE(TROLL2,PLAC[TROLL]); MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); game.prop[TROLL]=2; } else if (obj != VASE || game.loc == PLAC[PILLOW]) { RSPEAK(54); } else { game.prop[VASE]=2; if (AT(PILLOW))game.prop[VASE]=0; PSPEAK(VASE,game.prop[VASE]+1); if (game.prop[VASE] != 0)game.fixed[VASE]= -1; } } int k = LIQUID(); if (k == obj)obj=BOTTLE; if (obj == BOTTLE && k != 0) game.place[k]=0; if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc); DROP(obj,game.loc); if (obj != BIRD) return GO_CLEAROBJ; game.prop[BIRD]=0; if (FOREST(game.loc))game.prop[BIRD]=2; return GO_CLEAROBJ; } static int drink(token_t verb, 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. */ { int spk = ACTSPK[verb]; if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE))) return(8000); if (obj != BLOOD) { if (obj != 0 && obj != WATER)spk=110; if (spk == 110 || LIQUID() != WATER || !HERE(BOTTLE)) { RSPEAK(spk); return GO_CLEAROBJ; } game.prop[BOTTLE]=1; game.place[WATER]=0; spk=74; } else { DSTROY(BLOOD); game.prop[DRAGON]=2; OBJSND[BIRD]=OBJSND[BIRD]+3; spk=240; } RSPEAK(spk); return GO_CLEAROBJ; } static int eat(token_t verb, token_t obj) /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ { int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { if (!HERE(FOOD)) return(8000); DSTROY(FOOD); spk=72; } else { if (obj == FOOD) { DSTROY(FOOD); spk=72; } if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == OGRE)spk=71; } RSPEAK(spk); return GO_CLEAROBJ; } static int extinguish(token_t verb, int obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP; if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN; if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000); } if (obj == URN) { game.prop[URN]=game.prop[URN]/2; spk=210; RSPEAK(spk); return GO_CLEAROBJ; } else if (obj == LAMP) { game.prop[LAMP]=0; RSPEAK(40); if (DARK(game.loc)) RSPEAK(16); return GO_CLEAROBJ; } else if (obj == DRAGON || obj == VOLCAN) spk=146; RSPEAK(spk); return GO_CLEAROBJ; } static int feed(token_t verb, token_t obj) /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him * mad. Bear, special. */ { int spk = ACTSPK[verb]; if (obj == BIRD) { RSPEAK(100); return GO_CLEAROBJ; } if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) { int spk=102; if (obj == DRAGON && game.prop[DRAGON] != 0)spk=110; if (obj == TROLL)spk=182; if (obj != SNAKE || game.closed || !HERE(BIRD)) { RSPEAK(spk); return GO_CLEAROBJ; } DSTROY(BIRD); game.prop[BIRD]=0; RSPEAK(101); return GO_CLEAROBJ; } if (obj == DWARF) { if (!HERE(FOOD)) { RSPEAK(spk); return GO_CLEAROBJ; } game.dflag=game.dflag+2; RSPEAK(103); return GO_CLEAROBJ; } if (obj == BEAR) { if (game.prop[BEAR] == 0)spk=102; if (game.prop[BEAR] == 3)spk=110; if (!HERE(FOOD)) { RSPEAK(spk); return GO_CLEAROBJ; } DSTROY(FOOD); game.prop[BEAR]=1; game.fixed[AXE]=0; game.prop[AXE]=0; spk=168; RSPEAK(spk); return GO_CLEAROBJ; } if (obj == OGRE) { if (HERE(FOOD)) spk=202; RSPEAK(spk); return GO_CLEAROBJ; } spk=14; RSPEAK(spk); return GO_CLEAROBJ; } int fill(token_t verb, token_t obj) /* Fill. Bottle or urn must be empty, and liquid available. (Vase * is nasty.) */ { int k; int spk = ACTSPK[verb]; if (obj == VASE) { spk=29; if (LIQLOC(game.loc) == 0)spk=144; if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) { RSPEAK(spk); return GO_CLEAROBJ; } RSPEAK(145); game.prop[VASE]=2; game.fixed[VASE]= -1; return(discard(verb, obj, true)); } if (obj == URN){ spk=213; if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;} spk=144; k=LIQUID(); if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;} game.place[k]=0; game.prop[BOTTLE]=1; if (k == OIL)game.prop[URN]=1; spk=211+game.prop[URN]; RSPEAK(spk); return GO_CLEAROBJ; } if (obj != 0 && obj != BOTTLE) { RSPEAK(spk); return GO_CLEAROBJ; } if (obj == 0 && !HERE(BOTTLE)) return(8000); spk=107; if (LIQLOC(game.loc) == 0) spk=106; if (HERE(URN) && game.prop[URN] != 0) spk=214; if (LIQUID() != 0) spk=105; if (spk != 107) {RSPEAK(spk); return GO_CLEAROBJ;} game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2; k=LIQUID(); if (TOTING(BOTTLE)) game.place[k]= -1; if (k == OIL) spk=108; RSPEAK(spk); return GO_CLEAROBJ; } static int find(token_t verb, token_t obj) /* Find. Might be carrying it, or it might be here. Else give caveat. */ { int spk = ACTSPK[verb]; if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) || obj == LIQLOC(game.loc) || (obj == DWARF && ATDWRF(game.loc) > 0)) spk=94; if (game.closed)spk=138; if (TOTING(obj))spk=24; RSPEAK(spk); return GO_CLEAROBJ; } static int fly(token_t verb, token_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { if (game.prop[RUG] != 2)spk=224; if (!HERE(RUG))spk=225; if (spk/2 == 112) { RSPEAK(spk); return GO_CLEAROBJ; } obj=RUG; } if (obj != RUG) { RSPEAK(spk); return GO_CLEAROBJ; } spk=223; if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;} 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 GO_TERMINATE; } static int inven(token_t obj) /* Inventory. If object, treat same as find. Else report on current burden. */ { int i; int 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; RSPEAK(spk); return GO_CLEAROBJ; } int light(token_t verb, token_t obj) /* Light. Applicable only to lamp and urn. */ { int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP; if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN; if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000); } if (obj == URN) { spk=38; if (game.prop[URN] == 0) {RSPEAK(spk); return GO_CLEAROBJ;} spk=209; game.prop[URN]=2; RSPEAK(spk); return GO_CLEAROBJ; } else { if (obj != LAMP) { RSPEAK(spk); return GO_CLEAROBJ; } spk=184; if (game.limit < 0) { RSPEAK(spk); return GO_CLEAROBJ; } game.prop[LAMP]=1; RSPEAK(39); if (game.wzdark) return GO_TOP; else return GO_CLEAROBJ; } } static int listen(void) /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ { int i, k; int spk=228; k=LOCSND[game.loc]; if (k != 0) { RSPEAK(labs(k)); if (k < 0) return GO_CLEAROBJ; 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); } RSPEAK(spk); return GO_CLEAROBJ; } static int lock(token_t verb, token_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { int k; int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { spk=28; if (HERE(CLAM))obj=CLAM; if (HERE(OYSTER))obj=OYSTER; if (AT(DOOR))obj=DOOR; if (AT(GRATE))obj=GRATE; if (obj != 0 && HERE(CHAIN)) return(8000); if (HERE(CHAIN))obj=CHAIN; if (obj == 0) {RSPEAK(spk); return GO_CLEAROBJ;} } /* Lock, unlock object. Special stuff for opening clam/oyster * and for chain. */ if (obj == CLAM || obj == OYSTER) return bivalve(verb, obj); if (obj == DOOR)spk=111; if (obj == DOOR && game.prop[DOOR] == 1)spk=54; if (obj == CAGE)spk=32; if (obj == KEYS)spk=55; if (obj == GRATE || obj == CHAIN)spk=31; if (spk != 31 || !HERE(KEYS)) { RSPEAK(spk); return GO_CLEAROBJ; } if (obj == CHAIN) return chain(verb); if (game.closng) { spk=130; if (!game.panic)game.clock2=15; game.panic=true; RSPEAK(spk); return GO_CLEAROBJ; } spk=34+game.prop[GRATE]; game.prop[GRATE]=1; if (verb == LOCK)game.prop[GRATE]=0; spk=spk+2*game.prop[GRATE]; RSPEAK(spk); return GO_CLEAROBJ; } static int pour(token_t verb, token_t 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. */ { int spk = ACTSPK[verb]; if (obj == BOTTLE || obj == 0)obj=LIQUID(); if (obj == 0) return(8000); if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;} spk=78; if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;} if (HERE(URN) && game.prop[URN] == 0) return fill(verb, URN); game.prop[BOTTLE]=1; game.place[obj]=0; spk=77; if (!(AT(PLANT) || AT(DOOR))) {RSPEAK(spk); return GO_CLEAROBJ;} if (!AT(DOOR)) { spk=112; if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;} PSPEAK(PLANT,game.prop[PLANT]+3); game.prop[PLANT]=MOD(game.prop[PLANT]+1,3); game.prop[PLANT2]=game.prop[PLANT]; return GO_MOVE; } else { game.prop[DOOR]=0; if (obj == OIL)game.prop[DOOR]=1; spk=113+game.prop[DOOR]; RSPEAK(spk); return GO_CLEAROBJ; } } 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 GO_CLEAROBJ; } static int read(FILE *input, token_t verb, token_t obj) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { int i; int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { obj = 0; for (i=1; i<=NOBJECTS; i++) { if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0) obj = obj * NOBJECTS + i; } if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return(8000); } if (DARK(game.loc)) { SETPRM(1,WD1,WD1X); RSPEAK(256); return GO_CLEAROBJ; } if (OBJTXT[obj] == 0 || game.prop[obj] < 0) { RSPEAK(spk); return GO_CLEAROBJ; } if (obj == OYSTER && !game.clshnt) { game.clshnt=YES(input,192,193,54); return GO_CLEAROBJ; } PSPEAK(obj,OBJTXT[obj]+game.prop[obj]); return GO_CLEAROBJ; } static int reservoir(void) /* Z'ZZZ (word gets recomputed at startup; different each game). */ { if (!AT(RESER) && game.loc != game.fixed[RESER]-1) { RSPEAK(75); return GO_CLEAROBJ; } PSPEAK(RESER,game.prop[RESER]+1); game.prop[RESER]=1-game.prop[RESER]; if (AT(RESER)) return GO_CLEAROBJ; game.oldlc2=game.loc; game.newloc=0; RSPEAK(241); return GO_TERMINATE; } static int rub(token_t verb, token_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { int spk = ACTSPK[verb]; if (obj != LAMP)spk=76; if (obj != URN || game.prop[URN] != 2) {RSPEAK(spk); return GO_CLEAROBJ;} DSTROY(URN); DROP(AMBER,game.loc); game.prop[AMBER]=1; --game.tally; DROP(CAVITY,game.loc); spk=216; RSPEAK(spk); return GO_CLEAROBJ; } 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; int wd=VOCAB(WD1,-1); if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { WD2=0; return(2630); } RSPEAK(258); return GO_CLEAROBJ; } static int throw_support(long spk) { RSPEAK(spk); DROP(AXE,game.loc); return GO_MOVE; } static int throw(FILE *cmdin, long verb, token_t obj) /* 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 spk = ACTSPK[verb]; if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; if (!TOTING(obj)) { RSPEAK(spk); return GO_CLEAROBJ; } if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) { 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); RSPEAK(spk); return GO_CLEAROBJ; } if (obj == FOOD && HERE(BEAR)) { /* But throwing food is another story. */ obj=BEAR; return(feed(verb, obj)); } if (obj != AXE) return(discard(verb, obj, false)); int i=ATDWRF(game.loc); if (i <= 0) { if (AT(DRAGON) && game.prop[DRAGON] == 0) { spk=152; return throw_support(spk); } if (AT(TROLL)) { spk=158; return throw_support(spk); } if (AT(OGRE)) { spk=203; return throw_support(spk); } if (HERE(BEAR) && game.prop[BEAR] == 0) { /* This'll teach him to throw the axe at the bear! */ spk=164; DROP(AXE,game.loc); game.fixed[AXE]= -1; game.prop[AXE]=1; JUGGLE(BEAR); {RSPEAK(spk); return GO_CLEAROBJ;} } return(attack(cmdin, verb, 0)); } if (randrange(NDWARVES+1) < game.dflag) { spk=48; return throw_support(spk); } game.dseen[i]=false; game.dloc[i]=0; spk=47; ++game.dkill; if (game.dkill == 1)spk=149; return throw_support(spk); } static int vscore(void) /* Score. Call scoring routine but tell it to return. */ { score(-1); return GO_CLEAROBJ; } static int wake(token_t verb, token_t obj) /* Wake. Only use is to disturb the dwarves. */ { if (obj != DWARF || !game.closed) {RSPEAK(ACTSPK[verb]); return GO_CLEAROBJ;} RSPEAK(199); return(19000); } static int wave(token_t verb, token_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { int spk = ACTSPK[verb]; if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk=29; if (obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) { RSPEAK(spk); return GO_CLEAROBJ; } 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; spk=208; RSPEAK(spk); return GO_CLEAROBJ; } else { if (game.closed) { RSPEAK(spk); return(19000); } if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;} if (HERE(BIRD))RSPEAK(spk); game.prop[FISSUR]=1-game.prop[FISSUR]; PSPEAK(FISSUR,2-game.prop[FISSUR]); return GO_CLEAROBJ; } } int action(FILE *input, enum speechpart part, long verb, token_t obj) /* Analyse a verb. Remember what it was, go back for object if second word * unless verb is "say", which snarfs arbitrary second word. */ { int kk; token_t spk=ACTSPK[verb]; if (part == unknown) { /* Analyse an object word. See if the thing is here, whether * we've got a verb yet, and so on. Object must be here * unless verb is "find" or "invent(ory)" (and no new verb * yet to be analysed). Water and oil are also funny, since * they are never actually dropped at any location, but might * be here inside the bottle or urn or as a feature of the * location. */ if (HERE(obj)) /* FALL THROUGH */; else if (obj == GRATE) { if (game.loc == 1 || game.loc == 4 || game.loc == 7) obj=DPRSSN; if (game.loc > 9 && game.loc < 15) obj=ENTRNC; if (obj != GRATE) return GO_MOVE; } else if (obj == DWARF && ATDWRF(game.loc) > 0) /* FALL THROUGH */; else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc)) /* FALL THROUGH */; else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) { obj=URN; /* FALL THROUGH */; } else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { obj=PLANT2; /* FALL THROUGH */; } else if (obj == KNIFE && game.knfloc == game.loc) { game.knfloc= -1; spk=116; RSPEAK(spk); return GO_CLEAROBJ; } else if (obj == ROD && HERE(ROD2)) { obj=ROD2; /* FALL THROUGH */; } else if ((verb == FIND || verb == INVENT) && WD2 <= 0) /* FALL THROUGH */; else { SETPRM(1,WD1,WD1X); RSPEAK(256); return GO_CLEAROBJ; } if (WD2 > 0) return(2800); if (verb != 0) part = transitive; } switch(part) { case intransitive: if (WD2 > 0 && verb != SAY) return(2800); if (verb == SAY)obj=WD2; if (obj == 0) { /* Analyse an intransitive verb (ie, no object given yet). */ switch (verb-1) { case 0: /* CARRY */ return carry(verb, INTRANSITIVE); case 1: /* DROP */ return(8000); case 2: /* SAY */ return(8000); case 3: /* UNLOC */ return lock(verb, INTRANSITIVE); case 4: /* NOTHI */ {RSPEAK(54); return(20012);} case 5: /* LOCK */ return lock(verb, INTRANSITIVE); case 6: /* LIGHT */ return light(verb, INTRANSITIVE); case 7: /* EXTIN */ return extinguish(verb, INTRANSITIVE); case 8: /* WAVE */ return(8000); case 9: /* CALM */ return(8000); case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;} case 11: /* ATTAC */ return attack(input, verb, obj); case 12: /* POUR */ return pour(verb, obj); case 13: /* EAT */ return eat(verb, INTRANSITIVE); case 14: /* DRINK */ return drink(verb, obj); case 15: /* RUB */ return(8000); case 16: /* TOSS */ return(8000); case 17: /* QUIT */ return quit(input); case 18: /* FIND */ return(8000); case 19: /* INVEN */ return inven(obj); case 20: /* FEED */ return(8000); case 21: /* FILL */ return fill(verb, obj); case 22: /* BLAST */ return blast(); case 23: /* SCOR */ return vscore(); case 24: /* FOO */ return bigwords(WD1); case 25: /* BRIEF */ return brief(); case 26: /* READ */ return read(input, verb, INTRANSITIVE); case 27: /* BREAK */ return(8000); case 28: /* WAKE */ return(8000); case 29: /* SUSP */ return saveresume(input, false); case 30: /* RESU */ return saveresume(input, true); case 31: /* FLY */ return fly(verb, INTRANSITIVE); case 32: /* LISTE */ return listen(); case 33: /* ZZZZ */ return reservoir(); } BUG(23); } /* FALLTHRU */ case transitive: /* Analyse a transitive verb. */ switch (verb-1) { case 0: /* CARRY */ return carry(verb, obj); case 1: /* DROP */ return discard(verb, obj, false); case 2: /* SAY */ return say(); case 3: /* UNLOC */ return lock(verb, obj); case 4: /* NOTHI */ {RSPEAK(54); return(20012);} case 5: /* LOCK */ return lock(verb, obj); case 6: /* LIGHT */ return light(verb, obj); case 7: /* EXTI */ return extinguish(verb, obj); case 8: /* WAVE */ return wave(verb, obj); case 9: /* CALM */ {RSPEAK(spk); return GO_CLEAROBJ;} case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;} case 11: /* ATTAC */ return attack(input, verb, obj); case 12: /* POUR */ return pour(verb, obj); case 13: /* EAT */ return eat(verb, obj); case 14: /* DRINK */ return drink(verb, obj); case 15: /* RUB */ return rub(verb, obj); case 16: /* TOSS */ return throw(input, verb, obj); case 17: /* QUIT */ {RSPEAK(spk); return GO_CLEAROBJ;} case 18: /* FIND */ return find(verb, obj); case 19: /* INVEN */ return find(verb, obj); case 20: /* FEED */ return feed(verb, obj); case 21: /* FILL */ return fill(verb, obj); case 22: /* BLAST */ return blast(); case 23: /* SCOR */ {RSPEAK(spk); return GO_CLEAROBJ;} case 24: /* FOO */ {RSPEAK(spk); return GO_CLEAROBJ;} case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;} case 26: /* READ */ return read(input, verb, obj); case 27: /* BREAK */ return vbreak(verb, obj); case 28: /* WAKE */ return wake(verb, obj); case 29: /* SUSP */ {RSPEAK(spk); return GO_CLEAROBJ;} case 30: /* RESU */ {RSPEAK(spk); return GO_CLEAROBJ;} case 31: /* FLY */ return fly(verb, obj); case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;} case 33: /* ZZZZ */ return reservoir(); } BUG(24); case unknown: /* Unknown verb, couldn't deduce object - might need hint */ SETPRM(1,WD1,WD1X); RSPEAK(255); return GO_CHECKHINT; default: BUG(99); } }