#include #include #include "misc.h" #include "main.h" #include "share.h" #include "funcs.h" /* 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) { switch(STARTAT) { case 4000: goto L4000; case 4090: goto L4090; case 5000: goto L5000; } BUG(99); L4000: VERB=K; game.spk=ACTVERB[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: goto L8010; case 1: return(8000); case 2: return(8000); case 3: goto L8040; case 4: return(2009); case 5: goto L8040; case 6: goto L8070; case 7: goto L8080; case 8: return(8000); case 9: return(8000); case 10: return(2011); case 11: goto L9120; case 12: goto L9130; case 13: goto L8140; case 14: goto L9150; case 15: return(8000); case 16: return(8000); case 17: goto L8180; case 18: return(8000); case 19: goto L8200; case 20: return(8000); case 21: goto L9220; case 22: goto L9230; case 23: goto L8240; case 24: goto L8250; case 25: goto L8260; case 26: goto L8270; case 27: return(8000); case 28: return(8000); case 29: goto L8300; case 30: goto L8310; case 31: goto L8320; case 32: goto L8330; case 33: goto L8340; } /* TAKE DROP SAY OPEN NOTH LOCK ON OFF WAVE CALM * WALK KILL POUR EAT DRNK RUB TOSS QUIT FIND INVN * FEED FILL BLST SCOR FOO BRF READ BREK WAKE SUSP * RESU FLY LSTN ZZZZ */ BUG(23); /* Analyse a transitive verb. */ L4090: switch (VERB-1) { case 0: goto L9010; case 1: goto L9020; case 2: goto L9030; case 3: goto L9040; case 4: return(2009); case 5: goto L9040; case 6: goto L9070; case 7: goto L9080; case 8: goto L9090; case 9: return(2011); case 10: return(2011); case 11: goto L9120; case 12: goto L9130; case 13: goto L9140; case 14: goto L9150; case 15: goto L9160; case 16: goto L9170; case 17: return(2011); case 18: goto L9190; case 19: goto L9190; case 20: goto L9210; case 21: goto L9220; case 22: goto L9230; case 23: return(2011); case 24: return(2011); case 25: return(2011); case 26: goto L9270; case 27: goto L9280; case 28: goto L9290; case 29: return(2011); case 30: return(2011); case 31: goto L9320; case 32: return(2011); case 33: goto L8340; } /* TAKE DROP SAY OPEN NOTH LOCK ON OFF WAVE CALM * WALK KILL POUR EAT DRNK RUB TOSS QUIT FIND INVN * FEED FILL BLST SCOR FOO BRF READ BREK WAKE SUSP * RESU FLY LSTN ZZZZ */ 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(LOC == 1 || LOC == 4 || LOC == 7)K=DPRSSN; if(LOC > 9 && LOC < 15)K=ENTRNC; if(K != GRATE) return(8); L5110: if(K == DWARF && ATDWRF(LOC) > 0) goto L5010; if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(LOC)) goto L5010; if(OBJ != OIL || !HERE(URN) || PROP[URN] == 0) goto L5120; OBJ=URN; goto L5010; L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130; OBJ=PLANT2; goto L5010; L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140; game.knfloc= -1; game.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); /* 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. */ /* Carry, no object given yet. OK if only one object present. */ L8010: if(ATLOC[LOC] == 0 || LINK[ATLOC[LOC]] != 0 || ATDWRF(LOC) > 0) return(8000); OBJ=ATLOC[LOC]; /* Transitive carry/drop are in separate file. */ L9010: return(carry()); L9020: return(discard(false)); /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ L9030: 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; RSPEAK(258); return(2012); L9035: WD2=0; OBJ=0; return(2630); /* Lock, unlock, no object given. Assume various things if present. */ L8040: game.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. */ L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046; if(OBJ == DOOR)game.spk=111; if(OBJ == DOOR && PROP[DOOR] == 1)game.spk=54; if(OBJ == CAGE)game.spk=32; if(OBJ == KEYS)game.spk=55; if(OBJ == GRATE || OBJ == CHAIN)game.spk=31; if(game.spk != 31 || !HERE(KEYS)) return(2011); if(OBJ == CHAIN) goto L9048; if(!game.closng) goto L9043; K=130; if(!game.panic)game.clock2=15; game.panic=true; return(2010); L9043: K=34+PROP[GRATE]; PROP[GRATE]=1; if(VERB == LOCK)PROP[GRATE]=0; K=K+2*PROP[GRATE]; return(2010); /* Clam/Oyster. */ L9046: K=0; if(OBJ == OYSTER)K=1; game.spk=124+K; if(TOTING(OBJ))game.spk=120+K; if(!TOTING(TRIDNT))game.spk=122+K; if(VERB == LOCK)game.spk=61; if(game.spk != 124) return(2011); DSTROY(CLAM); DROP(OYSTER,LOC); DROP(PEARL,105); return(2011); /* Chain. */ L9048: if(VERB == LOCK) goto L9049; game.spk=171; if(PROP[BEAR] == 0)game.spk=41; if(PROP[CHAIN] == 0)game.spk=37; if(game.spk != 171) return(2011); PROP[CHAIN]=0; FIXED[CHAIN]=0; if(PROP[BEAR] != 3)PROP[BEAR]=2; FIXED[BEAR]=2-PROP[BEAR]; return(2011); L9049: game.spk=172; if(PROP[CHAIN] != 0)game.spk=34; if(LOC != PLAC[CHAIN])game.spk=173; if(game.spk != 172) return(2011); PROP[CHAIN]=2; if(TOTING(CHAIN))DROP(CHAIN,LOC); FIXED[CHAIN]= -1; return(2011); /* Light. Applicable only to lamp and urn. */ L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && game.limit >= 0)OBJ=LAMP; if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN; if(OBJ == 0 || OBJ > 100) return(8000); L9070: if(OBJ == URN) goto L9073; if(OBJ != LAMP) return(2011); game.spk=184; if(game.limit < 0) return(2011); PROP[LAMP]=1; RSPEAK(39); if(game.wzdark) return(2000); return(2012); L9073: game.spk=38; if(PROP[URN] == 0) return(2011); game.spk=209; PROP[URN]=2; return(2011); /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ L8080: if(HERE(LAMP) && PROP[LAMP] == 1)OBJ=LAMP; if(HERE(URN) && PROP[URN] == 2)OBJ=OBJ*100+URN; if(OBJ == 0 || OBJ > 100) return(8000); L9080: if(OBJ == URN) goto L9083; if(OBJ == LAMP) goto L9086; if(OBJ == DRAGON || OBJ == VOLCAN)game.spk=146; return(2011); L9083: PROP[URN]=PROP[URN]/2; game.spk=210; return(2011); L9086: PROP[LAMP]=0; RSPEAK(40); if(DARK(0))RSPEAK(16); return(2012); /* Wave. No effect unless waving rod at fissure or at bird. */ L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))game.spk=29; if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) return(2011); if(HERE(BIRD))game.spk=206+MOD(PROP[BIRD],2); if(game.spk == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094; if(game.closed) return(18999); if(game.closng || !AT(FISSUR)) return(2011); if(HERE(BIRD))RSPEAK(game.spk); PROP[FISSUR]=1-PROP[FISSUR]; PSPEAK(FISSUR,2-PROP[FISSUR]); return(2012); L9094: DROP(JADE,LOC); PROP[JADE]=0; game.tally=game.tally-1; game.spk=208; return(2011); /* Attack also moved into separate module. */ L9120: return(attack(input)); /* Pour. If no object, or object is bottle, assume contents of bottle. * special tests for pouring water or oil on plant or rusty door. */ L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0); if(OBJ == 0) return(8000); if(!TOTING(OBJ)) return(2011); game.spk=78; if(OBJ != OIL && OBJ != WATER) return(2011); if(HERE(URN) && PROP[URN] == 0) goto L9134; PROP[BOTTLE]=1; PLACE[OBJ]=0; game.spk=77; if(!(AT(PLANT) || AT(DOOR))) return(2011); if(AT(DOOR)) goto L9132; game.spk=112; if(OBJ != WATER) return(2011); PSPEAK(PLANT,PROP[PLANT]+3); PROP[PLANT]=MOD(PROP[PLANT]+1,3); PROP[PLANT2]=PROP[PLANT]; K=NUL; return(8); L9132: PROP[DOOR]=0; if(OBJ == OIL)PROP[DOOR]=1; game.spk=113+PROP[DOOR]; return(2011); L9134: OBJ=URN; goto L9220; /* 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); game.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)game.spk=71; return(2011); /* 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. */ L9150: if(OBJ == 0 && LIQLOC(LOC) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) return(8000); if(OBJ == BLOOD) goto L9153; if(OBJ != 0 && OBJ != WATER)game.spk=110; if(game.spk == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011); PROP[BOTTLE]=1; PLACE[WATER]=0; game.spk=74; return(2011); L9153: DSTROY(BLOOD); PROP[DRAGON]=2; OBJSND[BIRD]=OBJSND[BIRD]+3; game.spk=240; return(2011); /* Rub. Yields various snide remarks except for lit urn. */ L9160: if(OBJ != LAMP)game.spk=76; if(OBJ != URN || PROP[URN] != 2) return(2011); DSTROY(URN); DROP(AMBER,LOC); PROP[AMBER]=1; game.tally=game.tally-1; DROP(CAVITY,LOC); game.spk=216; return(2011); /* Throw moved into separate module. */ L9170: return(throw(input)); /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ L8180: if(YES(input,22,54,54)) score(1); return(2012); /* Find. Might be carrying it, or it might be here. Else give caveat. */ L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ == DWARF && ATDWRF(LOC) > 0))game.spk=94; if(game.closed)game.spk=138; if(TOTING(OBJ))game.spk=24; return(2011); /* Inventory. If object, treat same as find. Else report on current burden. */ L8200: game.spk=98; /* 8201 */ for (I=1; I<=100; I++) { if(I == BEAR || !TOTING(I)) goto L8201; if(game.spk == 98)RSPEAK(99); game.blklin=false; PSPEAK(I,-1); game.blklin=true; game.spk=0; L8201: /*etc*/ ; } /* end loop */ if(TOTING(BEAR))game.spk=141; return(2011); /* Feed/fill are in the other module. */ L9210: return(feed()); L9220: return(fill()); /* Blast. No effect unless you've got dynamite, which is a neat trick! */ L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011); game.bonus=133; if(LOC == 115)game.bonus=134; if(HERE(ROD2))game.bonus=135; RSPEAK(game.bonus); score(0); /* Score. Call scoring routine but tell it to return. */ L8240: score(-1); SETPRM(1,SCORE,MXSCOR); SETPRM(3,game.turns,game.turns); RSPEAK(259); return(2012); /* 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). */ L8250: K=VOCAB(WD1,3); game.spk=42; if(game.foobar == 1-K) goto L8252; if(game.foobar != 0)game.spk=151; return(2011); L8252: game.foobar=K; if(K != 4) return(2009); game.foobar=0; if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS])) return(2011); /* Bring back troll if we steal the eggs back from him before crossing. */ if(PLACE[EGGS] == 0 && PLACE[TROLL] == 0 && PROP[TROLL] == 0)PROP[TROLL]=1; K=2; if(HERE(EGGS))K=1; if(LOC == PLAC[EGGS])K=0; MOVE(EGGS,PLAC[EGGS]); PSPEAK(EGGS,K); return(2012); /* Brief. Intransitive only. Suppress long descriptions after first time. */ L8260: game.spk=156; game.abbnum=10000; game.detail=3; return(2011); /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ L8270: for (I=1; I<=100; I++) { if(HERE(I) && OBJTXT[I] != 0 && PROP[I] >= 0)OBJ=OBJ*100+I; } /* end loop */ if(OBJ > 100 || OBJ == 0 || DARK(0)) return(8000); L9270: if(DARK(0)) goto L5190; if(OBJTXT[OBJ] == 0 || PROP[OBJ] < 0) return(2011); if(OBJ == OYSTER && !game.clshint) goto L9275; PSPEAK(OBJ,OBJTXT[OBJ]+PROP[OBJ]); return(2012); L9275: game.clshint=YES(input,192,193,54); return(2012); /* Break. Only works for mirror in repository and, of course, the vase. */ L9280: if(OBJ == MIRROR)game.spk=148; if(OBJ == VASE && PROP[VASE] == 0) goto L9282; if(OBJ != MIRROR || !game.closed) return(2011); game.spk=197; return(18999); L9282: game.spk=198; if(TOTING(VASE))DROP(VASE,LOC); PROP[VASE]=2; FIXED[VASE]= -1; return(2011); /* Wake. Only use is to disturb the dwarves. */ L9290: if(OBJ != DWARF || !game.closed) return(2011); game.spk=199; return(18999); /* 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: game.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,LL,game.lmwarn,LOC,game.newloc,game.numdie); SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup); SAVWDS(game.spk,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]); SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]); SAVWDS(OBJTXT[SIGN],game.clshint,game.novice,K,K,K,K); SAVARR(ABB,LOCSIZ); SAVARR(ATLOC,LOCSIZ); SAVARR(DLOC,6); SAVARR(game.dseen,6); SAVARR(FIXED,100); SAVARR(HINTED,HNTSIZ); SAVARR(HINTLC,HNTSIZ); SAVARR(LINK,200); SAVARR(ODLOC,6); SAVARR(PLACE,100); SAVARR(PROP,100); SAVWRD(KK,K); if(K != 0) goto L8318; K=NUL; game.zzword=RNDVOC(3,game.zzword-MESH*2)+MESH*2; if(KK > 0) return(8); RSPEAK(266); exit(0); /* Resume. Read a suspended game back from a file. */ L8310: KK=1; if(LOC == 1 && ABB[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); /* Fly. Snide remarks unless hovering rug is here. */ L8320: if(PROP[RUG] != 2)game.spk=224; if(!HERE(RUG))game.spk=225; if(game.spk/2 == 112) return(2011); OBJ=RUG; L9320: if(OBJ != RUG) return(2011); game.spk=223; if(PROP[RUG] != 2) return(2011); game.oldlc2=game.oldloc; game.oldloc=LOC; game.newloc=PLACE[RUG]+FIXED[RUG]-LOC; game.spk=226; if(PROP[SAPPH] >= 0)game.spk=227; RSPEAK(game.spk); return(2); /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ L8330: game.spk=228; K=LOCSND[LOC]; if(K == 0) goto L8332; RSPEAK(IABS(K)); if(K < 0) return(2012); game.spk=0; L8332: SETPRM(1,game.zzword-MESH*2,0); /* 8335 */ for (I=1; I<=100; I++) { if(!HERE(I) || OBJSND[I] == 0 || PROP[I] < 0) goto L8335; PSPEAK(I,OBJSND[I]+PROP[I]); game.spk=0; if(I == BIRD && OBJSND[I]+PROP[I] == 8)DSTROY(BIRD); L8335: /*etc*/ ; } /* end loop */ return(2011); /* Z'ZZZ (word gets recomputed at startup; different each game). */ L8340: if(!AT(RESER) && LOC != FIXED[RESER]-1) return(2011); PSPEAK(RESER,PROP[RESER]+1); PROP[RESER]=1-PROP[RESER]; if(AT(RESER)) return(2012); game.oldlc2=LOC; game.newloc=0; RSPEAK(241); return(2); }