open-adventure/actions1.c
2017-06-07 07:50:09 -04:00

625 lines
17 KiB
C

#include <stdlib.h>
#include <stdbool.h>
#include "advent.h"
#include "funcs.h"
#include "database.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;
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: goto L8010; /* CARRY */
case 1: return(8000); /* DROP */
case 2: return(8000); /* SAY */
case 3: goto L8040; /* UNLOC */
case 4: return(2009); /* NOTHI */
case 5: goto L8040; /* LOCK */
case 6: goto L8070; /* LIGHT */
case 7: goto L8080; /* EXTIN */
case 8: return(8000); /* WAVE */
case 9: return(8000); /* CALM */
case 10: return(2011); /* WALK */
case 11: goto L9120; /* ATTAC */
case 12: goto L9130; /* POUR */
case 13: goto L8140; /* EAT */
case 14: goto L9150; /* DRINK */
case 15: return(8000); /* RUB */
case 16: return(8000); /* TOSS */
case 17: goto L8180; /* QUIT */
case 18: return(8000); /* FIND */
case 19: goto L8200; /* INVEN */
case 20: return(8000); /* FEED */
case 21: goto L9220; /* FILL */
case 22: goto L9230; /* BLAST */
case 23: goto L8240; /* SCOR */
case 24: goto L8250; /* FOO */
case 25: goto L8260; /* BRIEF */
case 26: goto L8270; /* READ */
case 27: return(8000); /* BREAK */
case 28: return(8000); /* WAKE */
case 29: goto L8300; /* SUSP */
case 30: goto L8310; /* RESU */
case 31: goto L8320; /* FLY */
case 32: goto L8330; /* LISTEN */
case 33: goto L8340; /* ZZZZ */
}
BUG(23);
/* Analyse a transitive verb. */
L4090: switch (VERB-1) {
case 0: goto L9010; /* CARRY */
case 1: goto L9020; /* DROP */
case 2: goto L9030; /* SAY */
case 3: goto L9040; /* UNLOC */
case 4: return(2009); /* NOTHI */
case 5: goto L9040; /* LOCK */
case 6: goto L9070; /* LIGHT */
case 7: goto L9080; /* EXTI */
case 8: goto L9090; /* WAVE */
case 9: return(2011); /* CALM */
case 10: return(2011); /* WALK */
case 11: goto L9120; /* ATTAC */
case 12: goto L9130; /* POUR */
case 13: goto L9140; /* EAT */
case 14: goto L9150; /* DRINK */
case 15: goto L9160; /* RUB */
case 16: goto L9170; /* TOSS */
case 17: return(2011); /* QUIT */
case 18: goto L9190; /* FIND */
case 19: goto L9190; /* INVEN */
case 20: goto L9210; /* FEED */
case 21: goto L9220; /* FILL */
case 22: goto L9230; /* BLAST */
case 23: return(2011); /* SCOR */
case 24: return(2011); /* FOO */
case 25: return(2011); /* BRIEF */
case 26: goto L9270; /* READ */
case 27: goto L9280; /* BREAK */
case 28: goto L9290; /* WAKE */
case 29: return(2011); /* SUSP */
case 30: return(2011); /* RESU */
case 31: goto L9320; /* FLY */
case 32: return(2011); /* LISTEN */
case 33: goto L8340; /* 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(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);
/* 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(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
OBJ=game.atloc[game.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: 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)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) goto L9048;
if(!game.closng) goto L9043;
K=130;
if(!game.panic)game.clock2=15;
game.panic=true;
return(2010);
L9043: K=34+game.prop[GRATE];
game.prop[GRATE]=1;
if(VERB == LOCK)game.prop[GRATE]=0;
K=K+2*game.prop[GRATE];
return(2010);
/* Clam/Oyster. */
L9046: 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);
/* Chain. */
L9048: if(VERB == LOCK) goto L9049;
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);
L9049: 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);
/* Light. Applicable only to lamp and urn. */
L8070: 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);
L9070: if(OBJ == URN) goto L9073;
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);
L9073: SPK=38;
if(game.prop[URN] == 0) return(2011);
SPK=209;
game.prop[URN]=2;
return(2011);
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
L8080: 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);
L9080: if(OBJ == URN) goto L9083;
if(OBJ == LAMP) goto L9086;
if(OBJ == DRAGON || OBJ == VOLCAN)SPK=146;
return(2011);
L9083: game.prop[URN]=game.prop[URN]/2;
SPK=210;
return(2011);
L9086: game.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)))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) goto L9094;
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);
L9094: DROP(JADE,game.loc);
game.prop[JADE]=0;
game.tally=game.tally-1;
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);
SPK=78;
if(OBJ != OIL && OBJ != WATER) return(2011);
if(HERE(URN) && game.prop[URN] == 0) goto L9134;
game.prop[BOTTLE]=1;
game.place[OBJ]=0;
SPK=77;
if(!(AT(PLANT) || AT(DOOR))) return(2011);
if(AT(DOOR)) goto L9132;
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);
L9132: game.prop[DOOR]=0;
if(OBJ == OIL)game.prop[DOOR]=1;
SPK=113+game.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);
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)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(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
return(8000);
if(OBJ == BLOOD) goto L9153;
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);
L9153: DSTROY(BLOOD);
game.prop[DRAGON]=2;
OBJSND[BIRD]=OBJSND[BIRD]+3;
SPK=240;
return(2011);
/* Rub. Yields various snide remarks except for lit urn. */
L9160: 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);
/* 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(game.loc) || (OBJ ==
DWARF && ATDWRF(game.loc) > 0))SPK=94;
if(game.closed)SPK=138;
if(TOTING(OBJ))SPK=24;
return(2011);
/* Inventory. If object, treat same as find. Else report on current burden. */
L8200: SPK=98;
/* 8201 */ for (I=1; I<=NOBJECTS; I++) {
if(I == BEAR || !TOTING(I)) goto L8201;
if(SPK == 98)RSPEAK(99);
game.blklin=false;
PSPEAK(I,-1);
game.blklin=true;
SPK=0;
L8201: /*etc*/ ;
} /* end loop */
if(TOTING(BEAR))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(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);
/* 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);
SPK=42;
if(game.foobar == 1-K) goto L8252;
if(game.foobar != 0)SPK=151;
return(2011);
L8252: 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);
/* Brief. Intransitive only. Suppress long descriptions after first time. */
L8260: 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<=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);
/* Break. Only works for mirror in repository and, of course, the vase. */
L9280: if(OBJ == MIRROR)SPK=148;
if(OBJ == VASE && game.prop[VASE] == 0) goto L9282;
if(OBJ != MIRROR || !game.closed) return(2011);
SPK=197;
return(18999);
L9282: SPK=198;
if(TOTING(VASE))DROP(VASE,game.loc);
game.prop[VASE]=2;
game.fixed[VASE]= -1;
return(2011);
/* Wake. Only use is to disturb the dwarves. */
L9290: if(OBJ != DWARF || !game.closed) return(2011);
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: 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(OBJ,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(VERB,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);
/* Fly. Snide remarks unless hovering rug is here. */
L8320: if(game.prop[RUG] != 2)SPK=224;
if(!HERE(RUG))SPK=225;
if(SPK/2 == 112) return(2011);
OBJ=RUG;
L9320: 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);
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
L8330: SPK=228;
K=LOCSND[game.loc];
if(K == 0) goto L8332;
RSPEAK(labs(K));
if(K < 0) return(2012);
SPK=0;
L8332: SETPRM(1,game.zzword,0);
/* 8335 */ for (I=1; I<=NOBJECTS; I++) {
if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335;
PSPEAK(I,OBJSND[I]+game.prop[I]);
SPK=0;
if(I == BIRD && OBJSND[I]+game.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) && 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);
}