627 lines
18 KiB
C
627 lines
18 KiB
C
#include <stdlib.h>
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#include <stdbool.h>
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#include "advent.h"
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#include "funcs.h"
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#include "database.h"
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/* This stuff was broken off as part of an effort to get the main program
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* to compile without running out of memory. We're called with a number
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* that says what label the caller wanted to "goto", and we return a
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* similar label number for the caller to "goto".
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*/
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/* Analyse a verb. Remember what it was, go back for object if second word
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* unless verb is "say", which snarfs arbitrary second word.
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*/
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int action(FILE *input, long STARTAT, long verb, long obj) {
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int kk;
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switch(STARTAT) {
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case 4000: goto L4000;
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case 4090: goto L4090;
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case 5000: goto L5000;
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}
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BUG(99);
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L4000:
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SPK=ACTSPK[verb];
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if(WD2 > 0 && verb != SAY) return(2800);
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if(verb == SAY)obj=WD2;
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if(obj > 0) goto L4090;
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/* Analyse an intransitive verb (ie, no object given yet). */
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switch (verb-1) {
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case 0: goto L8010; /* CARRY */
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case 1: return(8000); /* DROP */
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case 2: return(8000); /* SAY */
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case 3: goto L8040; /* UNLOC */
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case 4: return(2009); /* NOTHI */
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case 5: goto L8040; /* LOCK */
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case 6: goto L8070; /* LIGHT */
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case 7: goto L8080; /* EXTIN */
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case 8: return(8000); /* WAVE */
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case 9: return(8000); /* CALM */
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case 10: return(2011); /* WALK */
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case 11: goto L9120; /* ATTAC */
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case 12: goto L9130; /* POUR */
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case 13: goto L8140; /* EAT */
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case 14: goto L9150; /* DRINK */
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case 15: return(8000); /* RUB */
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case 16: return(8000); /* TOSS */
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case 17: goto L8180; /* QUIT */
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case 18: return(8000); /* FIND */
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case 19: goto L8200; /* INVEN */
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case 20: return(8000); /* FEED */
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case 21: goto L9220; /* FILL */
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case 22: goto L9230; /* BLAST */
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case 23: goto L8240; /* SCOR */
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case 24: goto L8250; /* FOO */
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case 25: goto L8260; /* BRIEF */
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case 26: goto L8270; /* READ */
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case 27: return(8000); /* BREAK */
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case 28: return(8000); /* WAKE */
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case 29: goto L8300; /* SUSP */
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case 30: goto L8310; /* RESU */
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case 31: goto L8320; /* FLY */
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case 32: goto L8330; /* LISTEN */
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case 33: goto L8340; /* ZZZZ */
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}
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BUG(23);
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/* Analyse a transitive verb. */
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L4090: switch (verb-1) {
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case 0: goto L9010; /* CARRY */
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case 1: goto L9020; /* DROP */
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case 2: goto L9030; /* SAY */
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case 3: goto L9040; /* UNLOC */
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case 4: return(2009); /* NOTHI */
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case 5: goto L9040; /* LOCK */
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case 6: goto L9070; /* LIGHT */
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case 7: goto L9080; /* EXTI */
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case 8: goto L9090; /* WAVE */
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case 9: return(2011); /* CALM */
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case 10: return(2011); /* WALK */
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case 11: goto L9120; /* ATTAC */
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case 12: goto L9130; /* POUR */
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case 13: goto L9140; /* EAT */
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case 14: goto L9150; /* DRINK */
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case 15: goto L9160; /* RUB */
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case 16: goto L9170; /* TOSS */
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case 17: return(2011); /* QUIT */
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case 18: goto L9190; /* FIND */
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case 19: goto L9190; /* INVEN */
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case 20: goto L9210; /* FEED */
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case 21: goto L9220; /* FILL */
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case 22: goto L9230; /* BLAST */
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case 23: return(2011); /* SCOR */
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case 24: return(2011); /* FOO */
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case 25: return(2011); /* BRIEF */
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case 26: goto L9270; /* READ */
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case 27: goto L9280; /* BREAK */
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case 28: goto L9290; /* WAKE */
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case 29: return(2011); /* SUSP */
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case 30: return(2011); /* RESU */
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case 31: goto L9320; /* FLY */
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case 32: return(2011); /* LISTEN */
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case 33: goto L8340; /* ZZZZ */
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}
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BUG(24);
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/* Analyse an object word. See if the thing is here, whether we've got a verb
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* yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
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* (and no new verb yet to be analysed). Water and oil are also funny, since
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* they are never actually dropped at any location, but might be here inside
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* the bottle or urn or as a feature of the location. */
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L5000: obj=K;
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if(!HERE(K)) goto L5100;
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L5010: if(WD2 > 0) return(2800);
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if(verb != 0) goto L4090;
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SETPRM(1,WD1,WD1X);
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RSPEAK(255);
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return(2600);
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L5100: if(K != GRATE) goto L5110;
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if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
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if(game.loc > 9 && game.loc < 15)K=ENTRNC;
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if(K != GRATE) return(8);
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L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
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if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
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if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
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obj=URN;
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goto L5010;
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L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
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obj=PLANT2;
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goto L5010;
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L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
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game.knfloc= -1;
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SPK=116;
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return(2011);
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L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
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obj=ROD2;
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goto L5010;
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L5190: if((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
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SETPRM(1,WD1,WD1X);
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RSPEAK(256);
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return(2012);
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/* Routines for performing the various action verbs */
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/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
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* transitive, plus ten times the verb number. Many intransitive verbs use the
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* transitive code, and some verbs use code for other verbs, as noted below. */
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/* Carry, no object given yet. OK if only one object present. */
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L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
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obj=game.atloc[game.loc];
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/* Transitive carry/drop are in separate file. */
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L9010: return(carry(obj));
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L9020: return(discard(obj, false));
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/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
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L9030: SETPRM(1,WD2,WD2X);
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if(WD2 <= 0)SETPRM(1,WD1,WD1X);
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if(WD2 > 0)WD1=WD2;
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I=VOCAB(WD1,-1);
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if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
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RSPEAK(258);
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return(2012);
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L9035: WD2=0;
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obj=0;
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return(2630);
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/* Lock, unlock, no object given. Assume various things if present. */
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L8040: SPK=28;
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if(HERE(CLAM))obj=CLAM;
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if(HERE(OYSTER))obj=OYSTER;
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if(AT(DOOR))obj=DOOR;
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if(AT(GRATE))obj=GRATE;
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if(obj != 0 && HERE(CHAIN)) return(8000);
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if(HERE(CHAIN))obj=CHAIN;
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if(obj == 0) return(2011);
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/* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
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L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
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if(obj == DOOR)SPK=111;
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if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
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if(obj == CAGE)SPK=32;
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if(obj == KEYS)SPK=55;
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if(obj == GRATE || obj == CHAIN)SPK=31;
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if(SPK != 31 || !HERE(KEYS)) return(2011);
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if(obj == CHAIN) goto L9048;
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if(!game.closng) goto L9043;
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K=130;
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if(!game.panic)game.clock2=15;
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game.panic=true;
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return(2010);
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L9043: K=34+game.prop[GRATE];
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game.prop[GRATE]=1;
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if(verb == LOCK)game.prop[GRATE]=0;
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K=K+2*game.prop[GRATE];
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return(2010);
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/* Clam/Oyster. */
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L9046: K=0;
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if(obj == OYSTER)K=1;
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SPK=124+K;
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if(TOTING(obj))SPK=120+K;
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if(!TOTING(TRIDNT))SPK=122+K;
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if(verb == LOCK)SPK=61;
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if(SPK != 124) return(2011);
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DSTROY(CLAM);
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DROP(OYSTER,game.loc);
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DROP(PEARL,105);
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return(2011);
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/* Chain. */
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L9048: if(verb == LOCK) goto L9049;
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SPK=171;
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if(game.prop[BEAR] == 0)SPK=41;
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if(game.prop[CHAIN] == 0)SPK=37;
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if(SPK != 171) return(2011);
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game.prop[CHAIN]=0;
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game.fixed[CHAIN]=0;
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if(game.prop[BEAR] != 3)game.prop[BEAR]=2;
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game.fixed[BEAR]=2-game.prop[BEAR];
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return(2011);
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L9049: SPK=172;
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if(game.prop[CHAIN] != 0)SPK=34;
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if(game.loc != PLAC[CHAIN])SPK=173;
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if(SPK != 172) return(2011);
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game.prop[CHAIN]=2;
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if(TOTING(CHAIN))DROP(CHAIN,game.loc);
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game.fixed[CHAIN]= -1;
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return(2011);
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/* Light. Applicable only to lamp and urn. */
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L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
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if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
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if(obj == 0 || obj > NOBJECTS) return(8000);
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L9070: if(obj == URN) goto L9073;
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if(obj != LAMP) return(2011);
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SPK=184;
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if(game.limit < 0) return(2011);
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game.prop[LAMP]=1;
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RSPEAK(39);
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if(game.wzdark) return(2000);
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return(2012);
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L9073: SPK=38;
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if(game.prop[URN] == 0) return(2011);
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SPK=209;
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game.prop[URN]=2;
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return(2011);
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/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
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L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
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if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
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if(obj == 0 || obj > NOBJECTS) return(8000);
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L9080: if(obj == URN) goto L9083;
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if(obj == LAMP) goto L9086;
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if(obj == DRAGON || obj == VOLCAN)SPK=146;
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return(2011);
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L9083: game.prop[URN]=game.prop[URN]/2;
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SPK=210;
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return(2011);
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L9086: game.prop[LAMP]=0;
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RSPEAK(40);
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if(DARK(0))RSPEAK(16);
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return(2012);
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/* Wave. No effect unless waving rod at fissure or at bird. */
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L9090: if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
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if(obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
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return(2011);
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if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
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if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
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if(game.closed) return(18999);
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if(game.closng || !AT(FISSUR)) return(2011);
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if(HERE(BIRD))RSPEAK(SPK);
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game.prop[FISSUR]=1-game.prop[FISSUR];
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PSPEAK(FISSUR,2-game.prop[FISSUR]);
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return(2012);
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L9094: DROP(JADE,game.loc);
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game.prop[JADE]=0;
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game.tally=game.tally-1;
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SPK=208;
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return(2011);
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/* Attack also moved into separate module. */
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L9120: return(attack(input, obj, verb));
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/* Pour. If no object, or object is bottle, assume contents of bottle.
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* special tests for pouring water or oil on plant or rusty door. */
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L9130: if(obj == BOTTLE || obj == 0)obj=LIQ(0);
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if(obj == 0) return(8000);
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if(!TOTING(obj)) return(2011);
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SPK=78;
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if(obj != OIL && obj != WATER) return(2011);
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if(HERE(URN) && game.prop[URN] == 0) goto L9134;
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game.prop[BOTTLE]=1;
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game.place[obj]=0;
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SPK=77;
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if(!(AT(PLANT) || AT(DOOR))) return(2011);
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if(AT(DOOR)) goto L9132;
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SPK=112;
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if(obj != WATER) return(2011);
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PSPEAK(PLANT,game.prop[PLANT]+3);
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game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
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game.prop[PLANT2]=game.prop[PLANT];
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K=NUL;
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return(8);
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L9132: game.prop[DOOR]=0;
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if(obj == OIL)game.prop[DOOR]=1;
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SPK=113+game.prop[DOOR];
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return(2011);
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L9134: obj=URN;
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goto L9220;
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/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
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* ok, some things lose appetite, rest are ridiculous. */
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L8140: if(!HERE(FOOD)) return(8000);
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L8142: DSTROY(FOOD);
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SPK=72;
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return(2011);
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L9140: if(obj == FOOD) goto L8142;
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if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
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DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
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OGRE)SPK=71;
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return(2011);
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/* Drink. If no object, assume water and look for it here. If water is in
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* the bottle, drink that, else must be at a water loc, so drink stream. */
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L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
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return(8000);
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if(obj == BLOOD) goto L9153;
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if(obj != 0 && obj != WATER)SPK=110;
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if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
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game.prop[BOTTLE]=1;
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game.place[WATER]=0;
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SPK=74;
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return(2011);
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L9153: DSTROY(BLOOD);
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game.prop[DRAGON]=2;
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OBJSND[BIRD]=OBJSND[BIRD]+3;
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SPK=240;
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return(2011);
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/* Rub. Yields various snide remarks except for lit urn. */
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L9160: if(obj != LAMP)SPK=76;
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if(obj != URN || game.prop[URN] != 2) return(2011);
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DSTROY(URN);
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DROP(AMBER,game.loc);
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game.prop[AMBER]=1;
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game.tally=game.tally-1;
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DROP(CAVITY,game.loc);
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SPK=216;
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return(2011);
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/* Throw moved into separate module. */
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L9170: return(throw(input, obj, verb));
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/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
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L8180: if(YES(input,22,54,54)) score(1);
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return(2012);
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/* Find. Might be carrying it, or it might be here. Else give caveat. */
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L9190: if(AT(obj) || (LIQ(0) == obj && AT(BOTTLE)) || K == LIQLOC(game.loc) || (obj ==
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DWARF && ATDWRF(game.loc) > 0))SPK=94;
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if(game.closed)SPK=138;
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if(TOTING(obj))SPK=24;
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return(2011);
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/* Inventory. If object, treat same as find. Else report on current burden. */
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L8200: SPK=98;
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/* 8201 */ for (I=1; I<=NOBJECTS; I++) {
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if(I == BEAR || !TOTING(I)) goto L8201;
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if(SPK == 98)RSPEAK(99);
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game.blklin=false;
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PSPEAK(I,-1);
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game.blklin=true;
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SPK=0;
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L8201: /*etc*/ ;
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} /* end loop */
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if(TOTING(BEAR))SPK=141;
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return(2011);
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/* Feed/fill are in the other module. */
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L9210: return(feed(obj));
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L9220: return(fill(obj));
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011);
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game.bonus=133;
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if(game.loc == 115)game.bonus=134;
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if(HERE(ROD2))game.bonus=135;
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RSPEAK(game.bonus);
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score(0);
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/* Score. Call scoring routine but tell it to return. */
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L8240: score(-1);
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SETPRM(1,SCORE,MXSCOR);
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SETPRM(3,game.turns,game.turns);
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RSPEAK(259);
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return(2012);
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/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
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* Look up WD1 in section 3 of vocab to determine which word we've got. Last
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* word zips the eggs back to the giant room (unless already there). */
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L8250: K=VOCAB(WD1,3);
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SPK=42;
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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(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);
|
|
|
|
/* 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);
|
|
|
|
}
|