open-adventure/actions1.c
2017-06-09 01:39:41 -04:00

723 lines
19 KiB
C

#include <stdlib.h>
#include <stdbool.h>
#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 extinguish(int obj)
/* Extinguish lamp or urn */
{
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 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);
}
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 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;
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);
}
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);
/* 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(obj);
L9020: return discard(obj, false);
L9030: return say();
/* 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) {
K=130;
if(!game.panic)game.clock2=15;
game.panic=true;
return(2010);
}
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: return bivalve(verb, obj);
/* Chain. */
L9048: return chain(verb);
/* 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: return extinguish(obj);
L9090: return wave(obj);
L9120: return attack(input, verb, obj);
L9130: return pour(obj);
/* 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);
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);
/* 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);
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);
}