open-adventure/actions2.c
2017-05-23 20:59:21 -04:00

349 lines
9.1 KiB
C

#include "misc.h"
#include "main.h"
#include "share.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(void) {
if(TOTING(OBJ)) return(2011);
game.spk=25;
if(OBJ == PLANT && PROP[PLANT] <= 0)game.spk=115;
if(OBJ == BEAR && PROP[BEAR] == 1)game.spk=169;
if(OBJ == CHAIN && PROP[BEAR] != 0)game.spk=170;
if(OBJ == URN)game.spk=215;
if(OBJ == CAVITY)game.spk=217;
if(OBJ == BLOOD)game.spk=239;
if(OBJ == RUG && PROP[RUG] == 2)game.spk=222;
if(OBJ == SIGN)game.spk=196;
if(OBJ != MESSAG) goto L9011;
game.spk=190;
DSTROY(MESSAG);
L9011: if(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) && PROP[BOTTLE] == 1) return(fill());
if(PROP[BOTTLE] != 1)game.spk=105;
if(!TOTING(BOTTLE))game.spk=104;
return(2011);
L9017: game.spk=92;
if(game.holdng >= 7) return(2011);
if(OBJ != BIRD || PROP[BIRD] == 1 || -1-PROP[BIRD] == 1) goto L9014;
if(PROP[BIRD] == 2) goto L9015;
if(!TOTING(CAGE))game.spk=27;
if(TOTING(ROD))game.spk=26;
if(game.spk/2 == 13) return(2011);
PROP[BIRD]=1;
L9014: if((OBJ == BIRD || OBJ == CAGE) && (PROP[BIRD] == 1 || -1-PROP[BIRD] ==
1))CARRY(BIRD+CAGE-OBJ,LOC);
CARRY(OBJ,LOC);
K=LIQ(0);
if(OBJ == BOTTLE && K != 0)PLACE[K]= -1;
if(!GSTONE(OBJ) || PROP[OBJ] == 0) return(2009);
PROP[OBJ]=0;
PROP[CAVITY]=1;
return(2009);
L9015: game.spk=238;
DSTROY(BIRD);
return(2011);
}
/* 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(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 PROP FOR USE BY TRAVEL OPTIONS */
PROP[SNAKE]=1;
L9021: K=LIQ(0);
if(K == OBJ)OBJ=BOTTLE;
if(OBJ == BOTTLE && K != 0)PLACE[K]=0;
if(OBJ == CAGE && PROP[BIRD] == 1)DROP(BIRD,LOC);
DROP(OBJ,LOC);
if(OBJ != BIRD) return(2012);
PROP[BIRD]=0;
if(FOREST(LOC))PROP[BIRD]=2;
return(2012);
L9023: if(!(GSTONE(OBJ) && AT(CAVITY) && PROP[CAVITY] != 0)) goto L9024;
RSPEAK(218);
PROP[OBJ]=1;
PROP[CAVITY]=0;
if(!HERE(RUG) || !((OBJ == EMRALD && PROP[RUG] != 2) || (OBJ == RUBY &&
PROP[RUG] == 2))) goto L9021;
game.spk=219;
if(TOTING(RUG))game.spk=220;
if(OBJ == RUBY)game.spk=221;
RSPEAK(game.spk);
if(game.spk == 220) goto L9021;
K=2-PROP[RUG];
PROP[RUG]=K;
if(K == 2)K=PLAC[SAPPH];
MOVE(RUG+100,K);
goto L9021;
L9024: if(OBJ != COINS || !HERE(VEND)) goto L9025;
DSTROY(COINS);
DROP(BATTER,LOC);
PSPEAK(BATTER,0);
return(2012);
L9025: if(OBJ != BIRD || !AT(DRAGON) || PROP[DRAGON] != 0) goto L9026;
RSPEAK(154);
DSTROY(BIRD);
PROP[BIRD]=0;
return(2012);
L9026: if(OBJ != BEAR || !AT(TROLL)) goto L9027;
RSPEAK(163);
MOVE(TROLL,0);
MOVE(TROLL+100,0);
MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+100,FIXD[TROLL]);
JUGGLE(CHASM);
PROP[TROLL]=2;
goto L9021;
L9027: if(OBJ == VASE && LOC != PLAC[PILLOW]) goto L9028;
RSPEAK(54);
goto L9021;
L9028: PROP[VASE]=2;
if(AT(PILLOW))PROP[VASE]=0;
PSPEAK(VASE,PROP[VASE]+1);
if(PROP[VASE] != 0)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) {
I=ATDWRF(LOC);
if(OBJ != 0) goto L9124;
if(I > 0)OBJ=DWARF;
if(HERE(SNAKE))OBJ=OBJ*100+SNAKE;
if(AT(DRAGON) && PROP[DRAGON] == 0)OBJ=OBJ*100+DRAGON;
if(AT(TROLL))OBJ=OBJ*100+TROLL;
if(AT(OGRE))OBJ=OBJ*100+OGRE;
if(HERE(BEAR) && PROP[BEAR] == 0)OBJ=OBJ*100+BEAR;
if(OBJ > 100) 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*100+VEND;
/* CLAM AND OYSTER BOTH TREATED AS CLAM FOR INTRANSITIVE CASE; NO HARM DONE. */
if(HERE(CLAM) || HERE(OYSTER))OBJ=100*OBJ+CLAM;
if(OBJ > 100) return(8000);
L9124: if(OBJ != BIRD) goto L9125;
game.spk=137;
if(game.closed) return(2011);
DSTROY(BIRD);
PROP[BIRD]=0;
game.spk=45;
L9125: if(OBJ != VEND) goto L9126;
PSPEAK(VEND,PROP[VEND]+2);
PROP[VEND]=3-PROP[VEND];
return(2012);
L9126: if(OBJ == 0)game.spk=44;
if(OBJ == CLAM || OBJ == OYSTER)game.spk=150;
if(OBJ == SNAKE)game.spk=46;
if(OBJ == DWARF)game.spk=49;
if(OBJ == DWARF && game.closed) return(19000);
if(OBJ == DRAGON)game.spk=167;
if(OBJ == TROLL)game.spk=157;
if(OBJ == OGRE)game.spk=203;
if(OBJ == OGRE && I > 0) goto L9128;
if(OBJ == BEAR)game.spk=165+(PROP[BEAR]+1)/2;
if(OBJ != DRAGON || PROP[DRAGON] != 0) return(2011);
/* Fun stuff for dragon. If he insists on attacking it, win! Set 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);
VERB=0;
OBJ=0;
GETIN(input,WD1,WD1X,WD2,WD2X);
if(WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
PSPEAK(DRAGON,3);
PROP[DRAGON]=1;
PROP[RUG]=0;
K=(PLAC[DRAGON]+FIXD[DRAGON])/2;
MOVE(DRAGON+100,-1);
MOVE(RUG+100,0);
MOVE(DRAGON,K);
MOVE(RUG,K);
DROP(BLOOD,K);
for (OBJ=1; OBJ<=100; OBJ++) {
if(PLACE[OBJ] == PLAC[DRAGON] || PLACE[OBJ] == FIXD[DRAGON])MOVE(OBJ,K);
/*etc*/ ;
} /* end loop */
LOC=K;
K=NUL;
return(8);
L9128: RSPEAK(game.spk);
RSPEAK(6);
DSTROY(OGRE);
K=0;
/* 9129 */ for (I=1; I<=5; I++) {
if(DLOC[I] != LOC) goto L9129;
K=K+1;
DLOC[I]=61;
game.dseen[I]=false;
L9129: /*etc*/ ;
} /* end loop */
game.spk=game.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) {
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(false));
I=ATDWRF(LOC);
if(I > 0) goto L9172;
game.spk=152;
if(AT(DRAGON) && PROP[DRAGON] == 0) goto L9175;
game.spk=158;
if(AT(TROLL)) goto L9175;
game.spk=203;
if(AT(OGRE)) goto L9175;
if(HERE(BEAR) && PROP[BEAR] == 0) goto L9176;
OBJ=0;
return(attack(cmdin));
L9172: game.spk=48;
if(RAN(7) < game.dflag) goto L9175;
game.dseen[I]=false;
DLOC[I]=0;
game.spk=47;
game.dkill=game.dkill+1;
if(game.dkill == 1)game.spk=149;
L9175: RSPEAK(game.spk);
DROP(AXE,LOC);
K=NUL;
return(8);
/* This'll teach him to throw the axe at the bear! */
L9176: game.spk=164;
DROP(AXE,LOC);
FIXED[AXE]= -1;
PROP[AXE]=1;
JUGGLE(BEAR);
return(2011);
/* But throwing food is another story. */
L9177: OBJ=BEAR;
return(feed());
L9178: game.spk=159;
/* Snarf a treasure for the troll. */
DROP(OBJ,0);
MOVE(TROLL,0);
MOVE(TROLL+100,0);
DROP(TROLL2,PLAC[TROLL]);
DROP(TROLL2+100,FIXD[TROLL]);
JUGGLE(CHASM);
return(2011);
}
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
int feed() {
if(OBJ != BIRD) goto L9212;
game.spk=100;
return(2011);
L9212: if(OBJ != SNAKE && OBJ != DRAGON && OBJ != TROLL) goto L9213;
game.spk=102;
if(OBJ == DRAGON && PROP[DRAGON] != 0)game.spk=110;
if(OBJ == TROLL)game.spk=182;
if(OBJ != SNAKE || game.closed || !HERE(BIRD)) return(2011);
game.spk=101;
DSTROY(BIRD);
PROP[BIRD]=0;
return(2011);
L9213: if(OBJ != DWARF) goto L9214;
if(!HERE(FOOD)) return(2011);
game.spk=103;
game.dflag=game.dflag+2;
return(2011);
L9214: if(OBJ != BEAR) goto L9215;
if(PROP[BEAR] == 0)game.spk=102;
if(PROP[BEAR] == 3)game.spk=110;
if(!HERE(FOOD)) return(2011);
DSTROY(FOOD);
PROP[BEAR]=1;
FIXED[AXE]=0;
PROP[AXE]=0;
game.spk=168;
return(2011);
L9215: if(OBJ != OGRE) goto L9216;
if(HERE(FOOD))game.spk=202;
return(2011);
L9216: game.spk=14;
return(2011);
}
/* Fill. Bottle or urn must be empty, and liquid available. (Vase is nasty.) */
int fill() {
if(OBJ == VASE) goto L9222;
if(OBJ == URN) goto L9224;
if(OBJ != 0 && OBJ != BOTTLE) return(2011);
if(OBJ == 0 && !HERE(BOTTLE)) return(8000);
game.spk=107;
if(LIQLOC(LOC) == 0)game.spk=106;
if(HERE(URN) && PROP[URN] != 0)game.spk=214;
if(LIQ(0) != 0)game.spk=105;
if(game.spk != 107) return(2011);
PROP[BOTTLE]=MOD(COND[LOC],4)/2*2;
K=LIQ(0);
if(TOTING(BOTTLE))PLACE[K]= -1;
if(K == OIL)game.spk=108;
return(2011);
L9222: game.spk=29;
if(LIQLOC(LOC) == 0)game.spk=144;
if(LIQLOC(LOC) == 0 || !TOTING(VASE)) return(2011);
RSPEAK(145);
PROP[VASE]=2;
FIXED[VASE]= -1;
return(discard(true));
L9224: game.spk=213;
if(PROP[URN] != 0) return(2011);
game.spk=144;
K=LIQ(0);
if(K == 0 || !HERE(BOTTLE)) return(2011);
PLACE[K]=0;
PROP[BOTTLE]=1;
if(K == OIL)PROP[URN]=1;
game.spk=211+PROP[URN];
return(2011);
}