346 lines
9.3 KiB
C
346 lines
9.3 KiB
C
#include "advent.h"
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#include "funcs.h"
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/* Carry an object. Special cases for bird and cage (if bird in cage, can't
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* take one without the other). Liquids also special, since they depend on
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* status of bottle. Also various side effects, etc. */
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int carry(long obj) {
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if(TOTING(obj)) return(2011);
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SPK=25;
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if(obj == PLANT && game.prop[PLANT] <= 0)SPK=115;
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if(obj == BEAR && game.prop[BEAR] == 1)SPK=169;
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if(obj == CHAIN && game.prop[BEAR] != 0)SPK=170;
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if(obj == URN)SPK=215;
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if(obj == CAVITY)SPK=217;
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if(obj == BLOOD)SPK=239;
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if(obj == RUG && game.prop[RUG] == 2)SPK=222;
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if(obj == SIGN)SPK=196;
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if(obj != MESSAG) goto L9011;
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SPK=190;
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DSTROY(MESSAG);
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L9011: if(game.fixed[obj] != 0) return(2011);
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if(obj != WATER && obj != OIL) goto L9017;
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K=obj;
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obj=BOTTLE;
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if(HERE(BOTTLE) && LIQ(0) == K) goto L9017;
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if(TOTING(BOTTLE) && game.prop[BOTTLE] == 1) return(fill(obj));
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if(game.prop[BOTTLE] != 1)SPK=105;
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if(!TOTING(BOTTLE))SPK=104;
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return(2011);
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L9017: SPK=92;
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if(game.holdng >= 7) return(2011);
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if(obj != BIRD || game.prop[BIRD] == 1 || -1-game.prop[BIRD] == 1) goto L9014;
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if(game.prop[BIRD] == 2) goto L9015;
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if(!TOTING(CAGE))SPK=27;
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if(TOTING(ROD))SPK=26;
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if(SPK/2 == 13) return(2011);
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game.prop[BIRD]=1;
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L9014: if((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == 1 || -1-game.prop[BIRD] ==
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1))CARRY(BIRD+CAGE-obj,game.loc);
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CARRY(obj,game.loc);
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K=LIQ(0);
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if(obj == BOTTLE && K != 0)game.place[K]= -1;
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if(!GSTONE(obj) || game.prop[obj] == 0) return(2009);
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game.prop[obj]=0;
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game.prop[CAVITY]=1;
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return(2009);
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L9015: SPK=238;
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DSTROY(BIRD);
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return(2011);
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}
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/* Discard object. "Throw" also comes here for most objects. Special cases for
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* bird (might attack snake or dragon) and cage (might contain bird) and vase.
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* Drop coins at vending machine for extra batteries. */
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int discard(long obj, bool just_do_it) {
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if(just_do_it) goto L9021;
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if(TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
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if(!TOTING(obj)) return(2011);
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if(obj != BIRD || !HERE(SNAKE)) goto L9023;
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RSPEAK(30);
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if(game.closed) return(19000);
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DSTROY(SNAKE);
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/* SET game.prop FOR USE BY TRAVEL OPTIONS */
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game.prop[SNAKE]=1;
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L9021: K=LIQ(0);
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if(K == obj)obj=BOTTLE;
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if(obj == BOTTLE && K != 0)game.place[K]=0;
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if(obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
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DROP(obj,game.loc);
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if(obj != BIRD) return(2012);
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game.prop[BIRD]=0;
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if(FOREST(game.loc))game.prop[BIRD]=2;
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return(2012);
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L9023: if(!(GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) goto L9024;
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RSPEAK(218);
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game.prop[obj]=1;
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game.prop[CAVITY]=0;
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if(!HERE(RUG) || !((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
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game.prop[RUG] == 2))) goto L9021;
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SPK=219;
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if(TOTING(RUG))SPK=220;
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if(obj == RUBY)SPK=221;
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RSPEAK(SPK);
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if(SPK == 220) goto L9021;
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K=2-game.prop[RUG];
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game.prop[RUG]=K;
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if(K == 2)K=PLAC[SAPPH];
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MOVE(RUG+NOBJECTS,K);
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goto L9021;
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L9024: if(obj != COINS || !HERE(VEND)) goto L9025;
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DSTROY(COINS);
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DROP(BATTER,game.loc);
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PSPEAK(BATTER,0);
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return(2012);
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L9025: if(obj != BIRD || !AT(DRAGON) || game.prop[DRAGON] != 0) goto L9026;
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RSPEAK(154);
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DSTROY(BIRD);
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game.prop[BIRD]=0;
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return(2012);
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L9026: if(obj != BEAR || !AT(TROLL)) goto L9027;
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RSPEAK(163);
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MOVE(TROLL,0);
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MOVE(TROLL+NOBJECTS,0);
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MOVE(TROLL2,PLAC[TROLL]);
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MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
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JUGGLE(CHASM);
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game.prop[TROLL]=2;
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goto L9021;
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L9027: if(obj == VASE && game.loc != PLAC[PILLOW]) goto L9028;
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RSPEAK(54);
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goto L9021;
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L9028: game.prop[VASE]=2;
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if(AT(PILLOW))game.prop[VASE]=0;
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PSPEAK(VASE,game.prop[VASE]+1);
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if(game.prop[VASE] != 0)game.fixed[VASE]= -1;
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goto L9021;
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}
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/* Attack. Assume target if unambiguous. "Throw" also links here. Attackable
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* objects fall into two categories: enemies (snake, dwarf, etc.) and others
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* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
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int attack(FILE *input, long obj, long verb) {
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I=ATDWRF(game.loc);
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if(obj != 0) goto L9124;
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if(I > 0)obj=DWARF;
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if(HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
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if(AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
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if(AT(TROLL))obj=obj*NOBJECTS+TROLL;
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if(AT(OGRE))obj=obj*NOBJECTS+OGRE;
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if(HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
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if(obj > NOBJECTS) return(8000);
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if(obj != 0) goto L9124;
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/* CAN'T ATTACK BIRD OR MACHINE BY THROWING AXE. */
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if(HERE(BIRD) && verb != THROW)obj=BIRD;
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if(HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
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/* CLAM AND OYSTER BOTH TREATED AS CLAM FOR INTRANSITIVE CASE; NO HARM DONE. */
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if(HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
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if(obj > NOBJECTS) return(8000);
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L9124: if(obj == BIRD) {
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SPK=137;
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if(game.closed) return(2011);
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DSTROY(BIRD);
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game.prop[BIRD]=0;
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SPK=45;
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}
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L9125: if(obj != VEND) goto L9126;
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PSPEAK(VEND,game.prop[VEND]+2);
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game.prop[VEND]=3-game.prop[VEND];
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return(2012);
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L9126: if(obj == 0)SPK=44;
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if(obj == CLAM || obj == OYSTER)SPK=150;
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if(obj == SNAKE)SPK=46;
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if(obj == DWARF)SPK=49;
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if(obj == DWARF && game.closed) return(19000);
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if(obj == DRAGON)SPK=167;
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if(obj == TROLL)SPK=157;
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if(obj == OGRE)SPK=203;
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if(obj == OGRE && I > 0) goto L9128;
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if(obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
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if(obj != DRAGON || game.prop[DRAGON] != 0) return(2011);
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/* Fun stuff for dragon. If he insists on attacking it, win! Set game.prop to dead,
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* move dragon to central loc (still fixed), move rug there (not fixed), and
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* move him there, too. Then do a null motion to get new description. */
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RSPEAK(49);
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GETIN(input,WD1,WD1X,WD2,WD2X);
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if(WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
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PSPEAK(DRAGON,3);
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game.prop[DRAGON]=1;
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game.prop[RUG]=0;
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K=(PLAC[DRAGON]+FIXD[DRAGON])/2;
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MOVE(DRAGON+NOBJECTS,-1);
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MOVE(RUG+NOBJECTS,0);
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MOVE(DRAGON,K);
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MOVE(RUG,K);
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DROP(BLOOD,K);
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for (obj=1; obj<=NOBJECTS; obj++) {
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if(game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K);
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/*etc*/ ;
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} /* end loop */
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game.loc=K;
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K=NUL;
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return(8);
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L9128: RSPEAK(SPK);
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RSPEAK(6);
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DSTROY(OGRE);
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K=0;
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for (I=1; I < PIRATE; I++) {
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if(game.dloc[I] == game.loc) {
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K=K+1;
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game.dloc[I]=61;
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game.dseen[I]=false;
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}
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}
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SPK=SPK+1+1/K;
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return(2011);
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}
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/* Throw. Same as discard unless axe. Then same as attack except ignore bird,
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* and if dwarf is present then one might be killed. (Only way to do so!)
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* Axe also special for dragon, bear, and troll. Treasures special for troll. */
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int throw(FILE *cmdin, long obj, long verb) {
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if(TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
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if(!TOTING(obj)) return(2011);
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if(obj >= 50 && obj <= MAXTRS && AT(TROLL)) goto L9178;
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if(obj == FOOD && HERE(BEAR)) goto L9177;
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if(obj != AXE) return(discard(obj, false));
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I=ATDWRF(game.loc);
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if(I > 0) goto L9172;
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SPK=152;
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if(AT(DRAGON) && game.prop[DRAGON] == 0) goto L9175;
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SPK=158;
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if(AT(TROLL)) goto L9175;
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SPK=203;
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if(AT(OGRE)) goto L9175;
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if(HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
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obj=0;
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return(attack(cmdin, obj, verb));
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L9172: SPK=48;
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if(randrange(NDWARVES+1) < game.dflag) goto L9175;
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game.dseen[I]=false;
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game.dloc[I]=0;
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SPK=47;
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game.dkill=game.dkill+1;
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if(game.dkill == 1)SPK=149;
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L9175: RSPEAK(SPK);
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DROP(AXE,game.loc);
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K=NUL;
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return(8);
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/* This'll teach him to throw the axe at the bear! */
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L9176: SPK=164;
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DROP(AXE,game.loc);
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game.fixed[AXE]= -1;
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game.prop[AXE]=1;
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JUGGLE(BEAR);
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return(2011);
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/* But throwing food is another story. */
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L9177: obj=BEAR;
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return(feed(obj));
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L9178: SPK=159;
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/* Snarf a treasure for the troll. */
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DROP(obj,0);
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MOVE(TROLL,0);
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MOVE(TROLL+NOBJECTS,0);
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DROP(TROLL2,PLAC[TROLL]);
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DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
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JUGGLE(CHASM);
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return(2011);
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}
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/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
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* mad. Bear, special. */
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int feed(long obj) {
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if(obj != BIRD) goto L9212;
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SPK=100;
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return(2011);
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L9212: if(obj != SNAKE && obj != DRAGON && obj != TROLL) goto L9213;
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SPK=102;
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if(obj == DRAGON && game.prop[DRAGON] != 0)SPK=110;
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if(obj == TROLL)SPK=182;
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if(obj != SNAKE || game.closed || !HERE(BIRD)) return(2011);
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SPK=101;
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DSTROY(BIRD);
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game.prop[BIRD]=0;
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return(2011);
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L9213: if(obj != DWARF) goto L9214;
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if(!HERE(FOOD)) return(2011);
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SPK=103;
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game.dflag=game.dflag+2;
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return(2011);
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L9214: if(obj != BEAR) goto L9215;
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if(game.prop[BEAR] == 0)SPK=102;
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if(game.prop[BEAR] == 3)SPK=110;
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if(!HERE(FOOD)) return(2011);
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DSTROY(FOOD);
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game.prop[BEAR]=1;
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game.fixed[AXE]=0;
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game.prop[AXE]=0;
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SPK=168;
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return(2011);
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L9215: if(obj != OGRE) goto L9216;
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if(HERE(FOOD))SPK=202;
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return(2011);
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L9216: SPK=14;
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return(2011);
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}
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/* Fill. Bottle or urn must be empty, and liquid available. (Vase is nasty.) */
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int fill(long obj) {
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if(obj == VASE) goto L9222;
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if(obj == URN) goto L9224;
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if(obj != 0 && obj != BOTTLE) return(2011);
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if(obj == 0 && !HERE(BOTTLE)) return(8000);
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SPK=107;
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if(LIQLOC(game.loc) == 0)SPK=106;
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if(HERE(URN) && game.prop[URN] != 0)SPK=214;
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if(LIQ(0) != 0)SPK=105;
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if(SPK != 107) return(2011);
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game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
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K=LIQ(0);
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if(TOTING(BOTTLE))game.place[K]= -1;
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if(K == OIL)SPK=108;
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return(2011);
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L9222: SPK=29;
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if(LIQLOC(game.loc) == 0)SPK=144;
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if(LIQLOC(game.loc) == 0 || !TOTING(VASE)) return(2011);
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RSPEAK(145);
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game.prop[VASE]=2;
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game.fixed[VASE]= -1;
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return(discard(obj, true));
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L9224: SPK=213;
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if(game.prop[URN] != 0) return(2011);
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SPK=144;
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K=LIQ(0);
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if(K == 0 || !HERE(BOTTLE)) return(2011);
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game.place[K]=0;
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game.prop[BOTTLE]=1;
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if(K == OIL)game.prop[URN]=1;
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SPK=211+game.prop[URN];
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return(2011);
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}
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