open-adventure/actions2.c
2017-06-08 02:33:03 -04:00

365 lines
9.6 KiB
C

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