#include #include #include "advent.h" #include "database.h" /* * Action handlers. Eventually we'll do lookup through a method table * that calls these. Absolutely nothing like the original FORTRAN. */ 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); SPK=42; if (game.foobar != 1-k) { if (game.foobar != 0)SPK=151; return(2011); } else { game.foobar=k; if (k != 4) return(2009); game.foobar=0; if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) return(2011); /* 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(2012); } } static int bivalve(token_t verb, token_t obj) /* Clam/oyster actions */ { int 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) return(2011); DSTROY(CLAM); DROP(OYSTER,game.loc); DROP(PEARL,105); return(2011); } static int blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { if (game.prop[ROD2] < 0 || !game.closed) return(2011); game.bonus=133; if (game.loc == 115)game.bonus=134; if (HERE(ROD2))game.bonus=135; RSPEAK(game.bonus); score(0); } static int vbreak(token_t obj) /* Break. Only works for mirror in repository and, of course, the vase. */ { if (obj == MIRROR)SPK=148; if (obj == VASE && game.prop[VASE] == 0) { SPK=198; if (TOTING(VASE))DROP(VASE,game.loc); game.prop[VASE]=2; game.fixed[VASE]= -1; return(2011); } else { if (obj != MIRROR || !game.closed) return(2011); SPK=197; return(18999); } } static int brief(void) /* Brief. Intransitive only. Suppress long descriptions after first time. */ { SPK=156; game.abbnum=10000; game.detail=3; return(2011); } static int chain(token_t verb) /* Do something to the bear's chain */ { if (verb != LOCK) { SPK=171; if (game.prop[BEAR] == 0)SPK=41; if (game.prop[CHAIN] == 0)SPK=37; if (SPK != 171) return(2011); game.prop[CHAIN]=0; game.fixed[CHAIN]=0; if (game.prop[BEAR] != 3)game.prop[BEAR]=2; game.fixed[BEAR]=2-game.prop[BEAR]; return(2011); } else { SPK=172; if (game.prop[CHAIN] != 0)SPK=34; if (game.loc != PLAC[CHAIN])SPK=173; if (SPK != 172) return(2011); game.prop[CHAIN]=2; if (TOTING(CHAIN))DROP(CHAIN,game.loc); game.fixed[CHAIN]= -1; return(2011); } } static int drink(token_t obj) /* Drink. If no object, assume water and look for it here. If water is in * the bottle, drink that, else must be at a water loc, so drink stream. */ { if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) return(8000); if (obj != BLOOD) { if (obj != 0 && obj != WATER)SPK=110; if (SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011); game.prop[BOTTLE]=1; game.place[WATER]=0; SPK=74; return(2011); } else { DSTROY(BLOOD); game.prop[DRAGON]=2; OBJSND[BIRD]=OBJSND[BIRD]+3; SPK=240; return(2011); } } static int eat(token_t obj) /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ { if (obj == INTRANSITIVE) { if (!HERE(FOOD)) return(8000); DSTROY(FOOD); SPK=72; return(2011); } else { if (obj == FOOD) { DSTROY(FOOD); SPK=72; return(2011); } if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == OGRE)SPK=71; return(2011); } } static int extinguish(int obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { 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 == 0 || obj > NOBJECTS) return(8000); } if (obj == URN) { game.prop[URN]=game.prop[URN]/2; SPK=210; return(2011); } if (obj == LAMP) { game.prop[LAMP]=0; RSPEAK(40); if (DARK(0)) RSPEAK(16); return(2012); } if (obj == DRAGON || obj == VOLCAN) SPK=146; return(2011); } static int find(token_t obj) /* Find. Might be carrying it, or it might be here. Else give caveat. */ { if (AT(obj) || (LIQ(0) == obj && AT(BOTTLE)) || K == LIQLOC(game.loc) || (obj == DWARF && ATDWRF(game.loc) > 0)) SPK=94; if (game.closed)SPK=138; if (TOTING(obj))SPK=24; return(2011); } static int fly(token_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { if (obj == INTRANSITIVE) { if (game.prop[RUG] != 2)SPK=224; if (!HERE(RUG))SPK=225; if (SPK/2 == 112) return(2011); obj=RUG; } 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); } static int inven(token_t obj) /* Inventory. If object, treat same as find. Else report on current burden. */ { int i; SPK=98; for (i=1; i<=NOBJECTS; i++) { if (i == BEAR || !TOTING(i)) continue; if (SPK == 98)RSPEAK(99); game.blklin=false; PSPEAK(i,-1); game.blklin=true; SPK=0; } if (TOTING(BEAR)) SPK=141; return(2011); } int light(token_t obj) /* Light. Applicable only to lamp and urn. */ { 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 == 0 || obj > NOBJECTS) return(8000); } if (obj == URN) { SPK=38; if (game.prop[URN] == 0) return(2011); SPK=209; game.prop[URN]=2; return(2011); } else { if (obj != LAMP) return(2011); SPK=184; if (game.limit < 0) return(2011); game.prop[LAMP]=1; RSPEAK(39); if (game.wzdark) return(2000); return(2012); } } static int listen(void) /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ { int i, k; SPK=228; k=LOCSND[game.loc]; if (k != 0) { RSPEAK(labs(k)); if (k < 0) return(2012); SPK=0; } SETPRM(1,game.zzword,0); for (i=1; i<=NOBJECTS; i++) { if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0) continue; PSPEAK(i,OBJSND[i]+game.prop[i]); SPK=0; if (i == BIRD && OBJSND[i]+game.prop[i] == 8) DSTROY(BIRD); } return(2011); } static int lock(token_t verb, token_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { int k; 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) return(2011); } /* 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)) return(2011); if (obj == CHAIN) return chain(verb); if (game.closng) { SPK=130; if (!game.panic)game.clock2=15; game.panic=true; return(2011); } SPK=34+game.prop[GRATE]; game.prop[GRATE]=1; if (verb == LOCK)game.prop[GRATE]=0; SPK=SPK+2*game.prop[GRATE]; return(2011); } static int pour(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. */ { if (obj == BOTTLE || obj == 0)obj=LIQ(0); if (obj == 0) return(8000); if (!TOTING(obj)) return(2011); SPK=78; if (obj != OIL && obj != WATER) return(2011); if (HERE(URN) && game.prop[URN] == 0) return fill(URN); game.prop[BOTTLE]=1; game.place[obj]=0; SPK=77; if (!(AT(PLANT) || AT(DOOR))) return(2011); if (!AT(DOOR)) { SPK=112; if (obj != WATER) return(2011); PSPEAK(PLANT,game.prop[PLANT]+3); game.prop[PLANT]=MOD(game.prop[PLANT]+1,3); game.prop[PLANT2]=game.prop[PLANT]; K=NUL; return(8); } else { game.prop[DOOR]=0; if (obj == OIL)game.prop[DOOR]=1; SPK=113+game.prop[DOOR]; return(2011); } } static int quit(FILE *input) /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ { if (YES(input,22,54,54)) score(1); return(2012); } static int rub(token_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { if (obj != LAMP)SPK=76; if (obj != URN || game.prop[URN] != 2) return(2011); DSTROY(URN); DROP(AMBER,game.loc); game.prop[AMBER]=1; game.tally=game.tally-1; DROP(CAVITY,game.loc); SPK=216; return(2011); } static int 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(2012); } static int vscore(void) /* Score. Call scoring routine but tell it to return. */ { score(-1); return(2012); } static int wake(token_t obj) /* Wake. Only use is to disturb the dwarves. */ { if (obj != DWARF || !game.closed) return(2011); SPK=199; return(18999); } static int wave(token_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29; if (obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) return(2011); if (HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2); if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { DROP(JADE,game.loc); game.prop[JADE]=0; game.tally=game.tally-1; SPK=208; return(2011); } else { if (game.closed) return(18999); if (game.closng || !AT(FISSUR)) return(2011); if (HERE(BIRD))RSPEAK(SPK); game.prop[FISSUR]=1-game.prop[FISSUR]; PSPEAK(FISSUR,2-game.prop[FISSUR]); return(2012); } } /* This stuff was broken off as part of an effort to get the main program * to compile without running out of memory. We're called with a number * that says what label the caller wanted to "goto", and we return a * similar label number for the caller to "goto". */ /* Analyse a verb. Remember what it was, go back for object if second word * unless verb is "say", which snarfs arbitrary second word. */ int action(FILE *input, long STARTAT, long verb, long obj) { int kk; switch(STARTAT) { case 4000: goto L4000; case 4090: goto L4090; case 5000: goto L5000; } BUG(99); L4000: SPK=ACTSPK[verb]; 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). */ switch (verb-1) { case 0: /* CARRY */ goto L8010; case 1: /* DROP */ return(8000); case 2: /* SAY */ return(8000); case 3: /* UNLOC */ goto L8040; case 4: /* NOTHI */ return(2009); case 5: /* LOCK */ goto L8040; case 6: /* LIGHT */ goto L8070; case 7: /* EXTIN */ goto L8080; case 8: /* WAVE */ return(8000); case 9: /* CALM */ return(8000); case 10: /* WALK */ return(2011); case 11: /* ATTAC */ goto L9120; case 12: /* POUR */ goto L9130; case 13: /* EAT */ goto L8140; case 14: /* DRINK */ goto L9150; case 15: /* RUB */ return(8000); case 16: /* TOSS */ return(8000); case 17: /* QUIT */ goto L8180; case 18: /* FIND */ return(8000); case 19: /* INVEN */ goto L8200; case 20: /* FEED */ return(8000); case 21: /* FILL */ goto L9220; case 22: /* BLAST */ goto L9230; case 23: /* SCOR */ goto L8240; case 24: /* FOO */ goto L8250; case 25: /* BRIEF */ goto L8260; case 26: /* READ */ goto L8270; case 27: /* BREAK */ return(8000); case 28: /* WAKE */ return(8000); case 29: /* SUSP */ goto L8300; case 30: /* RESU */ goto L8310; case 31: /* FLY */ goto L8320; case 32: /* LISTE */ goto L8330; case 33: /* ZZZZ */ goto L8340; } BUG(23); /* Analyse a transitive verb. */ L4090: switch (verb-1) { case 0: /* CARRY */ goto L9010; case 1: /* DROP */ goto L9020; case 2: /* SAY */ goto L9030; case 3: /* UNLOC */ goto L9040; case 4: /* NOTHI */ return(2009); case 5: /* LOCK */ goto L9040; case 6: /* LIGHT */ goto L9070; case 7: /* EXTI */ goto L9080; case 8: /* WAVE */ goto L9090; case 9: /* CALM */ return(2011); case 10: /* WALK */ return(2011); case 11: /* ATTAC */ goto L9120; case 12: /* POUR */ goto L9130; case 13: /* EAT */ goto L9140; case 14: /* DRINK */ goto L9150; case 15: /* RUB */ goto L9160; case 16: /* TOSS */ goto L9170; case 17: /* QUIT */ return(2011); case 18: /* FIND */ goto L9190; case 19: /* INVEN */ goto L9190; case 20: /* FEED */ goto L9210; case 21: /* FILL */ goto L9220; case 22: /* BLAST */ goto L9230; case 23: /* SCOR */ return(2011); case 24: /* FOO */ return(2011); case 25: /* BRIEF */ return(2011); case 26: /* READ */ goto L9270; case 27: /* BREAK */ goto L9280; case 28: /* WAKE */ goto L9290; case 29: /* SUSP */ return(2011); case 30: /* RESU */ return(2011); case 31: /* FLY */ goto L9320; case 32: /* LISTE */ return(2011); case 33: /* ZZZZ */ goto L8340; } BUG(24); /* 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. */ L5000: obj=K; 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; obj=URN; goto L5010; 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; game.knfloc= -1; SPK=116; return(2011); L5140: if (obj != ROD || !HERE(ROD2)) goto L5190; obj=ROD2; goto L5010; L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010; SETPRM(1,WD1,WD1X); RSPEAK(256); return(2012); /* 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. */ L8010: return carry(INTRANSITIVE); L9010: return carry(obj); L9020: return discard(obj, false); L9030: return say(); L8040: return lock(verb, INTRANSITIVE); L9040: return lock(verb, obj); L9046: return bivalve(verb, obj); L9048: return chain(verb); L8070: return light(INTRANSITIVE); L9070: return light(obj); L8080: return extinguish(INTRANSITIVE); L9080: return extinguish(obj); L9090: return wave(obj); L9120: return attack(input, verb, obj); L9130: return pour(obj); L8140: return eat(INTRANSITIVE); L9140: return eat(obj); L9150: return drink(obj); L9160: return rub(obj); L9170: return throw(input, verb, obj); L8180: return quit(input); L9190: return find(obj); L8200: return inven(obj); L9210: return feed(obj); L9220: return fill(obj); L9230: return blast(); L8240: return vscore(); L8250: return bigwords(WD1); 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; } /* end loop */ 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; PSPEAK(obj,OBJTXT[obj]+game.prop[obj]); return(2012); 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 * can't win by using saved games to retry battles or to start over after * learning zzword). */ L8300: SPK=201; RSPEAK(260); if (!YES(input,200,54,54)) return(2012); game.saved=game.saved+5; kk= -1; /* This next part is shared with the "resume" code. The two cases are * distinguished by the value of kk (-1 for suspend, +1 for resume). */ L8305: DATIME(&I,&K); K=I+650*K; SAVWRD(kk,K); K=VRSION; SAVWRD(0,K); 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 * suspended or resumed are guaranteed to match. If unsure whether a value * needs to be saved, include it. Overkill can't hurt. Pad the last savwds * with junk variables to bring it up to 7 values. */ SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng); SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest); SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie); SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup); SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]); SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]); SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K); SAVARR(game.abbrev,LOCSIZ); SAVARR(game.atloc,LOCSIZ); SAVARR(game.dloc,NDWARVES); SAVARR(game.dseen,NDWARVES); SAVARR(game.fixed,NOBJECTS); SAVARR(game.hinted,HNTSIZ); SAVARR(game.hintlc,HNTSIZ); SAVARR(game.link,NOBJECTS*2); SAVARR(game.odloc,NDWARVES); SAVARR(game.place,NOBJECTS); SAVARR(game.prop,NOBJECTS); SAVWRD(kk,K); if (K != 0) goto L8318; K=NUL; game.zzword=RNDVOC(3,game.zzword); 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; RSPEAK(268); if (!YES(input,200,54,54)) return(2012); goto L8305; L8312: SETPRM(1,K/10,MOD(K,10)); SETPRM(3,VRSION/10,MOD(VRSION,10)); RSPEAK(269); return(2000); L8318: RSPEAK(270); exit(0); 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); PSPEAK(RESER,game.prop[RESER]+1); game.prop[RESER]=1-game.prop[RESER]; if (AT(RESER)) return(2012); game.oldlc2=game.loc; game.newloc=0; RSPEAK(241); return(2); }