#include #include #include "advent.h" #include "database.h" #include "newdb.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 d = ATDWRF(game.loc); if (obj == 0) { if (d > 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 GO_UNKNOWN; 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 GO_UNKNOWN; } } if (obj == BIRD) { spk=UNHAPPY_BIRD; if (game.closed) { RSPEAK(spk); return GO_CLEAROBJ; } DSTROY(BIRD); game.prop[BIRD]=0; spk=BIRD_DEAD; } if (obj == VEND) { PSPEAK(VEND,game.prop[VEND]+2); game.prop[VEND]=3-game.prop[VEND]; return GO_CLEAROBJ; } if (obj == 0)spk=NO_TARGET; if (obj == CLAM || obj == OYSTER)spk=SHELL_IMPERVIOUS; if (obj == SNAKE)spk=SNAKE_WARNING; if (obj == DWARF)spk=BARE_HANDS_QUERY; if (obj == DWARF && game.closed) return GO_DWARFWAKE; if (obj == DRAGON)spk=ALREADY_DEAD; if (obj == TROLL)spk=ROCKY_TROLL; if (obj == OGRE)spk=OGRE_DODGE; if (obj == OGRE && d > 0) { RSPEAK(spk); RSPEAK(KNIFE_THROWN); DSTROY(OGRE); int k=0; for (int i=1; i < PIRATE; i++) { if (game.dloc[i] == game.loc) { ++k; game.dloc[i] = LOC_LONGWEST; game.dseen[i]=false; } } spk=spk+1+1/k; /* FIXME: Arithmetic on message numbers */ RSPEAK(spk); return GO_CLEAROBJ; } if (obj == BEAR) /* FIXME: Arithmetic on message numbers */ spk = BEAR_HANDS+(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(BARE_HANDS_QUERY); GETIN(input,&WD1,&WD1X,&WD2,&WD2X); if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return GO_CHECKFOO; 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=NOTHING_HAPPENS; if (game.foobar != 1-k) { if (game.foobar != 0)spk=START_OVER; RSPEAK(spk); return GO_CLEAROBJ; } else { game.foobar=k; if (k != 4) { RSPEAK(OK_MAN); return GO_CLEAROBJ; } game.foobar=0; if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) { RSPEAK(spk); return GO_CLEAROBJ; } else { /* 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; bool is_oyster = (obj == OYSTER); spk= is_oyster ? OYSTER_OPENS : PEARL_FALLS; if (TOTING(obj))spk= is_oyster ? DROP_OYSTER : DROP_CLAM; if (!TOTING(TRIDNT))spk= is_oyster ? OYSTER_OPENER : CLAM_OPENER; if (verb == LOCK)spk=HUH_MAN; if (spk == PEARL_FALLS) { DSTROY(CLAM); DROP(OYSTER,game.loc); DROP(PEARL,LOC_CULDESAC); } 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(REQUIRES_DYNAMITE); return GO_CLEAROBJ; } game.bonus=133; if (game.loc == LOC_NE) game.bonus=134; if (HERE(ROD2)) game.bonus=135; RSPEAK(game.bonus); score(endgame); return GO_CLEAROBJ; /* pacify compiler - we never get here */ } 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=TOO_FAR; if (obj == VASE && game.prop[VASE] == 0) { if (TOTING(VASE))DROP(VASE,game.loc); game.prop[VASE]=2; game.fixed[VASE]= -1; spk=BREAK_VASE; } else { if (obj == MIRROR && game.closed) { RSPEAK(BREAK_MIRROR); return GO_DWARFWAKE; } } 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(BRIEF_CONFIRM); 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 GO_UNKNOWN; obj=game.atloc[game.loc]; } if (TOTING(obj)) {RSPEAK(ALREADY_CARRYING); return GO_CLEAROBJ;} spk=YOU_JOKING; if (obj == PLANT && game.prop[PLANT] <= 0)spk=DEEP_ROOTS; if (obj == BEAR && game.prop[BEAR] == 1)spk=BEAR_CHAINED; if (obj == CHAIN && game.prop[BEAR] != 0)spk=STILL_LOCKED; if (obj == URN)spk=URN_NOBUDGE; if (obj == CAVITY)spk=DOUGHNUT_HOLES; if (obj == BLOOD)spk=FEW_DROPS; if (obj == RUG && game.prop[RUG] == 2)spk=RUG_HOVERS; if (obj == SIGN)spk=HAND_PASSTHROUGH; if (obj == MESSAG) { RSPEAK(REMOVE_MESSAGE); DSTROY(MESSAG); return GO_CLEAROBJ; } 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=BOTTLE_FULL; if (!TOTING(BOTTLE))spk=NO_CONTAINER; RSPEAK(spk); return GO_CLEAROBJ; } obj = BOTTLE; } spk=CARRY_LIMIT; 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(BIRD_CRAP); return GO_CLEAROBJ; } if (!TOTING(CAGE))spk=CANNOT_CARRY; if (TOTING(ROD))spk=BIRD_EVADES; if (spk == CANNOT_CARRY || spk == BIRD_EVADES) { 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(OK_MAN); return GO_CLEAROBJ; } static int chain(token_t verb) /* Do something to the bear's chain */ { int spk; if (verb != LOCK) { spk=CHAIN_UNLOCKED; if (game.prop[BEAR] == 0)spk=BEAR_BLOCKS; if (game.prop[CHAIN] == 0)spk=ALREADY_UNLOCKED; if (spk != CHAIN_UNLOCKED) {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=CHAIN_LOCKED; if (game.prop[CHAIN] != 0)spk=ALREADY_LOCKED; if (game.loc != PLAC[CHAIN])spk=NO_LOCKSITE; if (spk != CHAIN_LOCKED) { 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(BIRD_ATTACKS); if (game.closed) return GO_DWARFWAKE; 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(GEM_FITS); game.prop[obj]=1; game.prop[CAVITY]=0; if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY && game.prop[RUG] == 2))) { spk=RUG_RISES; if (TOTING(RUG))spk=RUG_WIGGLES; if (obj == RUBY)spk=RUG_SETTLES; RSPEAK(spk); if (spk != RUG_WIGGLES) { 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(BIRD_BURNT); DSTROY(BIRD); game.prop[BIRD]=0; return GO_CLEAROBJ; } else if (obj == BEAR && AT(TROLL)) { RSPEAK(TROLL_SCAMPERS); 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(OK_MAN); } 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 GO_UNKNOWN; if (obj != BLOOD) { if (obj != 0 && obj != WATER)spk=RIDICULOUS_ATTEMPT; if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) { game.prop[BOTTLE]=1; game.place[WATER]=0; spk=BOTTLE_EMPTY; } } else { DSTROY(BLOOD); game.prop[DRAGON]=2; OBJSND[BIRD]=OBJSND[BIRD]+3; spk=HEAD_BUZZES; } 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 GO_UNKNOWN; DSTROY(FOOD); spk=THANKS_DELICIOUS; } else { if (obj == FOOD) { DSTROY(FOOD); spk=THANKS_DELICIOUS; } if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == OGRE)spk=LOST_APPETITE; } 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 GO_UNKNOWN; } if (obj == URN) { game.prop[URN]=game.prop[URN]/2; spk=URN_DARK; } else if (obj == LAMP) { game.prop[LAMP]=0; RSPEAK(LAMP_OFF); spk = DARK(game.loc) ? PITCH_DARK : ARB_0; } else if (obj == DRAGON || obj == VOLCAN) spk=BEYOND_POWER; 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(BIRD_PINING); return GO_CLEAROBJ; } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) { spk=NOTHING_EDIBLE; if (obj == DRAGON && game.prop[DRAGON] != 0)spk=RIDICULOUS_ATTEMPT; if (obj == TROLL)spk=TROLL_VICES; if (obj == SNAKE && !game.closed && HERE(BIRD)) { DSTROY(BIRD); game.prop[BIRD]=0; spk = BIRD_DEVOURED; } } else if (obj == DWARF) { if (HERE(FOOD)) { game.dflag += 2; spk = REALLY_MAD; } } else if (obj == BEAR) { if (game.prop[BEAR] == 0)spk=NOTHING_EDIBLE; if (game.prop[BEAR] == 3)spk=RIDICULOUS_ATTEMPT; if (HERE(FOOD)) { DSTROY(FOOD); game.prop[BEAR]=1; game.fixed[AXE]=0; game.prop[AXE]=0; spk=BEAR_TAMED; } } else if (obj == OGRE) { if (HERE(FOOD)) spk=OGRE_FULL; } else { spk=AM_GAME; } 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=ARENT_CARRYING; if (LIQLOC(game.loc) == 0)spk=FILL_INVALID; if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) { RSPEAK(spk); return GO_CLEAROBJ; } RSPEAK(SHATTER_VASE); game.prop[VASE] = 2; game.fixed[VASE]= -1; return(discard(verb, obj, true)); } else if (obj == URN) { spk=FULL_URN; if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;} spk=FILL_INVALID; 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=WATER_URN+game.prop[URN]; RSPEAK(spk); return GO_CLEAROBJ; } else if (obj != 0 && obj != BOTTLE) { RSPEAK(spk); return GO_CLEAROBJ; } else if (obj == 0 && !HERE(BOTTLE)) return GO_UNKNOWN; spk=BOTTLED_WATER; if (LIQLOC(game.loc) == 0) spk=NO_LIQUID; if (HERE(URN) && game.prop[URN] != 0) spk=URN_NOPOUR; if (LIQUID() != 0) spk=BOTTLE_FULL; if (spk == 107) { game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2; k=LIQUID(); if (TOTING(BOTTLE)) game.place[k] = -1; if (k == OIL) spk=BOTTLED_OIL; } 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=YOU_HAVEIT; if (game.closed)spk=NEEDED_NEreplace; if (TOTING(obj))spk=ALREADY_CARRYING; 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=RUG_NOTHING2; if (!HERE(RUG))spk=FLAP_ARMS; if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) { RSPEAK(spk); return GO_CLEAROBJ; } obj=RUG; } if (obj != RUG) { RSPEAK(spk); return GO_CLEAROBJ; } spk=RUG_NOTHING1; 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=RUG_GOES; if (game.prop[SAPPH] >= 0) spk=RUG_RETURNS; RSPEAK(spk); return GO_TERMINATE; } static int inven(void) /* Inventory. If object, treat same as find. Else report on current burden. */ { int spk=NO_CARRY; for (int i=1; i<=NOBJECTS; i++) { if (i == BEAR || !TOTING(i)) continue; if (spk == NO_CARRY) RSPEAK(NOW_HOLDING); game.blklin=false; PSPEAK(i,-1); game.blklin=true; spk=ARB_0; } if (TOTING(BEAR)) spk=TAME_BEAR; 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 GO_UNKNOWN; } if (obj == URN) { spk=URN_EMPTY; if (game.prop[URN] == 0) {RSPEAK(spk); return GO_CLEAROBJ;} spk=URN_LIT; game.prop[URN]=2; RSPEAK(spk); return GO_CLEAROBJ; } else { if (obj != LAMP) { RSPEAK(spk); return GO_CLEAROBJ; } spk=LAMP_OUT; if (game.limit < 0) { RSPEAK(spk); return GO_CLEAROBJ; } game.prop[LAMP]=1; RSPEAK(LAMP_ON); if (game.wzdark) return GO_TOP; else return GO_CLEAROBJ; } } static int listen(void) /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ { int k; int spk=ALL_SILENT; k=LOCSND[game.loc]; if (k != 0) { RSPEAK(labs(k)); if (k < 0) return GO_CLEAROBJ; spk=ARB_0; } SETPRM(1,game.zzword,0); for (int i=1; i<=NOBJECTS; i++) { if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0) continue; PSPEAK(i,OBJSND[i]+game.prop[i]); spk=ARB_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 spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { spk=NOTHING_LOCKED; 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 GO_UNKNOWN; 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=RUSTY_DOOR; if (obj == DOOR && game.prop[DOOR] == 1)spk=OK_MAN; if (obj == CAGE)spk=NO_LOCK; if (obj == KEYS)spk=CANNOT_UNLOCK; if (obj == GRATE || obj == CHAIN) { spk=NO_KEYS; if (HERE(KEYS)) { if (obj == CHAIN) return chain(verb); if (game.closng) { spk=EXIT_CLOSED; if (!game.panic)game.clock2=15; game.panic=true; } else { spk=game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED; game.prop[GRATE]=1; if (verb == LOCK)game.prop[GRATE]=0; spk=game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED; } } } 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 GO_UNKNOWN; if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;} spk=CANT_POUR; 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=GROUND_WET; if (!(AT(PLANT) || AT(DOOR))) {RSPEAK(spk); return GO_CLEAROBJ;} if (!AT(DOOR)) { spk=SHAKING_LEAVES; 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=RUSTED_HINGES+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,REALLY_QUIT,OK_MAN,OK_MAN)) score(quitgame); 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 spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { obj = 0; for (int 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 GO_UNKNOWN; } if (DARK(game.loc)) { SETPRM(1,WD1,WD1X); RSPEAK(NO_SEE); 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,CLUE_QUERY,WAYOUT_CLUE,OK_MAN); 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(RUB_NOGO); return GO_CLEAROBJ; } else { PSPEAK(RESER,game.prop[RESER]+1); game.prop[RESER]=1-game.prop[RESER]; if (AT(RESER)) return GO_CLEAROBJ; else { game.oldlc2=game.loc; game.newloc=0; RSPEAK(NOT_BRIGHT); 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=PECULIAR_NOTHING; if (obj == URN && game.prop[URN] == 2) { DSTROY(URN); DROP(AMBER,game.loc); game.prop[AMBER]=1; --game.tally; DROP(CAVITY,game.loc); spk=URN_GENIES; } 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); /* FIXME: Magic numbers */ if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { WD2=0; return GO_LOOKUP; } RSPEAK(OKEY_DOKEY); 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 >= MINTRS && obj <= MAXTRS && AT(TROLL)) { spk=TROLL_SATISFIED; /* 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=DRAGON_SCALES; return throw_support(spk); } if (AT(TROLL)) { spk=TROLL_RETURNS; return throw_support(spk); } if (AT(OGRE)) { spk=OGRE_DODGE; return throw_support(spk); } if (HERE(BEAR) && game.prop[BEAR] == 0) { /* This'll teach him to throw the axe at the bear! */ spk=AXE_LOST; 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=DWARF_DODGES; return throw_support(spk); } game.dseen[i]=false; game.dloc[i]=0; spk=KILLED_DWARF; ++game.dkill; if (game.dkill == 1)spk=DWARF_SMOKE; return throw_support(spk); } static int vscore(void) /* Score. Call scoring routine but tell it to return. */ { score(scoregame); 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(PROD_DWARF); return GO_DWARFWAKE; } 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=ARENT_CARRYING; if (obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) { RSPEAK(spk); return GO_CLEAROBJ; } if (HERE(BIRD))spk=FREE_FLY+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=NECKLACE_FLY; RSPEAK(spk); return GO_CLEAROBJ; } else { if (game.closed) { RSPEAK(spk); return GO_DWARFWAKE; } 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. */ { 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 == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT) obj=DPRSSN; /* FIXME: Arithmetic on location numbers */ if (game.loc > LOC_BELOWGRATE && game.loc < LOC_MISTHALL) 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=KNIVES_VANISH; 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(NO_SEE); return GO_CLEAROBJ; } if (WD2 > 0) return GO_WORD2; if (verb != 0) part = transitive; } switch(part) { case intransitive: if (WD2 > 0 && verb != SAY) return(2800); if (verb == SAY)obj=WD2; if (obj == 0 || obj == INTRANSITIVE) { /* Analyse an intransitive verb (ie, no object given yet). */ switch (verb-1) { case 0: /* CARRY */ return carry(verb, INTRANSITIVE); case 1: /* DROP */ return GO_UNKNOWN; case 2: /* SAY */ return GO_UNKNOWN; case 3: /* UNLOC */ return lock(verb, INTRANSITIVE); case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);} 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 GO_UNKNOWN; case 9: /* CALM */ return GO_UNKNOWN; 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 GO_UNKNOWN; case 16: /* TOSS */ return GO_UNKNOWN; case 17: /* QUIT */ return quit(input); case 18: /* FIND */ return GO_UNKNOWN; case 19: /* INVEN */ return inven(); case 20: /* FEED */ return GO_UNKNOWN; 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 GO_UNKNOWN; case 28: /* WAKE */ return GO_UNKNOWN; 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(OK_MAN); return(GO_CLEAROBJ);} 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(WHAT_DO); return GO_CHECKHINT; default: BUG(99); } }