1244 lines
39 KiB
C
1244 lines
39 KiB
C
#include <stdlib.h>
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#include <stdbool.h>
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#include "advent.h"
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#include "database.h"
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#include "newdb.h"
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static int fill(token_t, token_t);
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static int attack(FILE *input, struct command_t *command)
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/* Attack. Assume target if unambiguous. "Throw" also links here.
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* Attackable objects fall into two categories: enemies (snake,
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* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
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* enemies, or no enemies but 2 others. */
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{
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vocab_t verb = command->verb;
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vocab_t obj = command->obj;
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int spk = ACTSPK[verb];
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if (obj == 0 || obj == INTRANSITIVE) {
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if (ATDWRF(game.loc) > 0)
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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 GO_UNKNOWN;
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if (obj == 0) {
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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;
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* no harm done. */
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if (HERE(CLAM) || HERE(OYSTER))obj = NOBJECTS * obj + CLAM;
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if (obj > NOBJECTS)
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return GO_UNKNOWN;
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}
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}
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if (obj == BIRD) {
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spk = UNHAPPY_BIRD;
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if (game.closed) {
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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DESTROY(BIRD);
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game.prop[BIRD] = 0;
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spk = BIRD_DEAD;
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} else if (obj == VEND) {
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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 GO_CLEAROBJ;
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}
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if (obj == 0)spk = NO_TARGET;
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if (obj == CLAM || obj == OYSTER)spk = SHELL_IMPERVIOUS;
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if (obj == SNAKE)spk = SNAKE_WARNING;
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if (obj == DWARF)spk = BARE_HANDS_QUERY;
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if (obj == DWARF && game.closed) return GO_DWARFWAKE;
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if (obj == DRAGON)spk = ALREADY_DEAD;
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if (obj == TROLL)spk = ROCKY_TROLL;
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if (obj == OGRE)spk = OGRE_DODGE;
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if (obj == OGRE && ATDWRF(game.loc) > 0) {
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RSPEAK(spk);
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RSPEAK(KNIFE_THROWN);
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DESTROY(OGRE);
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int dwarves = 0;
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for (int i = 1; i < PIRATE; i++) {
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if (game.dloc[i] == game.loc) {
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++dwarves;
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game.dloc[i] = LOC_LONGWEST;
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game.dseen[i] = false;
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}
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}
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spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
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} else if (obj == BEAR)
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/* FIXME: Arithmetic on message numbers */
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spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
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else if (obj == DRAGON && game.prop[DRAGON] == 0) {
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/* Fun stuff for dragon. If he insists on attacking it, win!
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* Set game.prop to dead, move dragon to central loc (still
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* fixed), move rug there (not fixed), and move him there,
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* too. Then do a null motion to get new description. */
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RSPEAK(BARE_HANDS_QUERY);
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GETIN(input, &command->wd1, &command->wd1x, &command->wd2, &command->wd2x);
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if (command->wd1 != MAKEWD(WORD_YINIT) && command->wd1 != MAKEWD(WORD_YES))
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return GO_CHECKFOO;
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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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int 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])
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MOVE(obj, k);
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}
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game.loc = k;
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return GO_MOVE;
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}
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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static int bigwords(token_t foo)
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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 foo 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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{
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int k = VOCAB(foo, 3);
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int spk = NOTHING_HAPPENS;
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if (game.foobar != 1 - k) {
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if (game.foobar != 0)spk = START_OVER;
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RSPEAK(spk);
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return GO_CLEAROBJ;
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} else {
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game.foobar = k;
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if (k != 4) {
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RSPEAK(OK_MAN);
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return GO_CLEAROBJ;
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}
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game.foobar = 0;
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if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
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RSPEAK(spk);
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return GO_CLEAROBJ;
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} else {
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/* Bring back troll if we steal the eggs back from him before
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* crossing. */
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if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0)
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game.prop[TROLL] = 1;
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k = 2;
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if (HERE(EGGS))k = 1;
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if (game.loc == PLAC[EGGS])k = 0;
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MOVE(EGGS, PLAC[EGGS]);
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PSPEAK(EGGS, k);
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return GO_CLEAROBJ;
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}
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}
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}
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static int bivalve(token_t verb, token_t obj)
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/* Clam/oyster actions */
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{
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int spk;
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bool is_oyster = (obj == OYSTER);
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spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
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if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
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if (!TOTING(TRIDENT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
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if (verb == LOCK)spk = HUH_MAN;
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if (spk == PEARL_FALLS) {
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DESTROY(CLAM);
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DROP(OYSTER, game.loc);
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DROP(PEARL, LOC_CULDESAC);
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}
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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static void blast(void)
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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{
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if (game.prop[ROD2] < 0 || !game.closed)
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RSPEAK(REQUIRES_DYNAMITE);
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else {
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game.bonus = VICTORY_MESSAGE;
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if (game.loc == LOC_NE)
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game.bonus = DEFEAT_MESSAGE;
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if (HERE(ROD2))
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game.bonus = SPLATTER_MESSAGE;
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RSPEAK(game.bonus);
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terminate(endgame);
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}
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}
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static int vbreak(token_t verb, token_t obj)
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/* Break. Only works for mirror in repository and, of course, the vase. */
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{
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int spk = ACTSPK[verb];
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if (obj == MIRROR)spk = TOO_FAR;
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if (obj == VASE && game.prop[VASE] == 0) {
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if (TOTING(VASE))DROP(VASE, game.loc);
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game.prop[VASE] = 2;
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game.fixed[VASE] = -1;
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spk = BREAK_VASE;
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} else {
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if (obj == MIRROR && game.closed) {
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RSPEAK(BREAK_MIRROR);
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return GO_DWARFWAKE;
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}
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}
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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static int brief(void)
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/* Brief. Intransitive only. Suppress long descriptions after first time. */
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{
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game.abbnum = 10000;
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game.detail = 3;
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RSPEAK(BRIEF_CONFIRM);
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return GO_CLEAROBJ;
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}
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static int carry(token_t verb, token_t obj)
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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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{
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int spk;
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if (obj == INTRANSITIVE) {
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/* Carry, no object given yet. OK if only one object present. */
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if (game.atloc[game.loc] == 0 ||
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game.link[game.atloc[game.loc]] != 0 ||
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ATDWRF(game.loc) > 0)
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return GO_UNKNOWN;
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obj = game.atloc[game.loc];
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}
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if (TOTING(obj)) {
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RSPEAK(ALREADY_CARRYING);
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return GO_CLEAROBJ;
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}
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spk = YOU_JOKING;
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if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
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if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
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if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED;
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if (obj == URN)spk = URN_NOBUDGE;
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if (obj == CAVITY)spk = DOUGHNUT_HOLES;
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if (obj == BLOOD)spk = FEW_DROPS;
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if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS;
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if (obj == SIGN)spk = HAND_PASSTHROUGH;
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if (obj == MESSAG) {
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RSPEAK(REMOVE_MESSAGE);
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DESTROY(MESSAG);
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return GO_CLEAROBJ;
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}
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if (game.fixed[obj] != 0) {
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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if (obj == WATER || obj == OIL) {
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if (!HERE(BOTTLE) || LIQUID() != obj) {
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if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
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return (fill(verb, BOTTLE));
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else {
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if (game.prop[BOTTLE] != 1)spk = BOTTLE_FULL;
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if (!TOTING(BOTTLE))spk = NO_CONTAINER;
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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}
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obj = BOTTLE;
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}
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spk = CARRY_LIMIT;
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if (game.holdng >= INVLIMIT) {
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RSPEAK(spk);
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return GO_CLEAROBJ;
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} else if (obj == BIRD && game.prop[BIRD] != 1 && -1 - game.prop[BIRD] != 1) {
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if (game.prop[BIRD] == 2) {
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DESTROY(BIRD);
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RSPEAK(BIRD_CRAP);
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return GO_CLEAROBJ;
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}
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if (!TOTING(CAGE))spk = CANNOT_CARRY;
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if (TOTING(ROD))spk = BIRD_EVADES;
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if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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game.prop[BIRD] = 1;
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}
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if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == 1 || -1 - game.prop[BIRD] == 1))
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CARRY(BIRD + CAGE - obj, game.loc);
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CARRY(obj, game.loc);
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if (obj == BOTTLE && LIQUID() != 0)
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game.place[LIQUID()] = CARRIED;
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if (GSTONE(obj) && game.prop[obj] != 0) {
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game.prop[obj] = 0;
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game.prop[CAVITY] = 1;
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}
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RSPEAK(OK_MAN);
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return GO_CLEAROBJ;
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}
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static int chain(token_t verb)
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/* Do something to the bear's chain */
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{
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int spk;
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if (verb != LOCK) {
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spk = CHAIN_UNLOCKED;
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if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
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if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
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if (spk != CHAIN_UNLOCKED) {
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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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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} else {
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spk = CHAIN_LOCKED;
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if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
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if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE;
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if (spk != CHAIN_LOCKED) {
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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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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}
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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static int discard(token_t verb, token_t obj, bool just_do_it)
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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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{
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int spk = ACTSPK[verb];
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if (!just_do_it) {
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if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
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if (!TOTING(obj)) {
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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if (obj == BIRD && HERE(SNAKE)) {
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RSPEAK(BIRD_ATTACKS);
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if (game.closed) return GO_DWARFWAKE;
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DESTROY(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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} else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
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RSPEAK(GEM_FITS);
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game.prop[obj] = 1;
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game.prop[CAVITY] = 0;
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if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
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game.prop[RUG] == 2))) {
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spk = RUG_RISES;
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if (TOTING(RUG))spk = RUG_WIGGLES;
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if (obj == RUBY)spk = RUG_SETTLES;
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RSPEAK(spk);
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if (spk != RUG_WIGGLES) {
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int 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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}
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}
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} else if (obj == COINS && HERE(VEND)) {
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DESTROY(COINS);
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DROP(BATTERY, game.loc);
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PSPEAK(BATTERY, 0);
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return GO_CLEAROBJ;
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} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
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RSPEAK(BIRD_BURNT);
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DESTROY(BIRD);
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game.prop[BIRD] = 0;
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return GO_CLEAROBJ;
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} else if (obj == BEAR && AT(TROLL)) {
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RSPEAK(TROLL_SCAMPERS);
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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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} else if (obj != VASE || game.loc == PLAC[PILLOW]) {
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RSPEAK(OK_MAN);
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} else {
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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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}
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}
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int k = LIQUID();
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if (k == obj)obj = BOTTLE;
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if (obj == BOTTLE && k != 0)
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game.place[k] = LOC_NOWHERE;
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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 GO_CLEAROBJ;
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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 GO_CLEAROBJ;
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}
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static int drink(token_t verb, token_t obj)
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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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{
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int spk = ACTSPK[verb];
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if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
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return GO_UNKNOWN;
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if (obj != BLOOD) {
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if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
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if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
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game.prop[BOTTLE] = 1;
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game.place[WATER] = LOC_NOWHERE;
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spk = BOTTLE_EMPTY;
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}
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} else {
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DESTROY(BLOOD);
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game.prop[DRAGON] = 2;
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OBJSND[BIRD] = OBJSND[BIRD] + 3;
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spk = HEAD_BUZZES;
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}
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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static int eat(token_t verb, token_t obj)
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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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{
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int spk = ACTSPK[verb];
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if (obj == INTRANSITIVE) {
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if (!HERE(FOOD))
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return GO_UNKNOWN;
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DESTROY(FOOD);
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spk = THANKS_DELICIOUS;
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} else {
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if (obj == FOOD) {
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DESTROY(FOOD);
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spk = THANKS_DELICIOUS;
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}
|
|
if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
|
|
DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
|
|
OGRE)spk = LOST_APPETITE;
|
|
}
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int extinguish(token_t verb, int obj)
|
|
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
|
|
{
|
|
int spk = ACTSPK[verb];
|
|
if (obj == INTRANSITIVE) {
|
|
if (HERE(LAMP) && game.prop[LAMP] == 1)obj = LAMP;
|
|
if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
|
|
if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
|
|
}
|
|
|
|
if (obj == URN) {
|
|
game.prop[URN] = game.prop[URN] / 2;
|
|
spk = URN_DARK;
|
|
} else if (obj == LAMP) {
|
|
game.prop[LAMP] = 0;
|
|
RSPEAK(LAMP_OFF);
|
|
spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
|
|
} else if (obj == DRAGON || obj == VOLCANO)
|
|
spk = BEYOND_POWER;
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int feed(token_t verb, token_t obj)
|
|
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
|
|
* mad. Bear, special. */
|
|
{
|
|
int spk = ACTSPK[verb];
|
|
if (obj == BIRD) {
|
|
RSPEAK(BIRD_PINING);
|
|
return GO_CLEAROBJ;
|
|
} else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
|
|
spk = NOTHING_EDIBLE;
|
|
if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT;
|
|
if (obj == TROLL)spk = TROLL_VICES;
|
|
if (obj == SNAKE && !game.closed && HERE(BIRD)) {
|
|
DESTROY(BIRD);
|
|
game.prop[BIRD] = 0;
|
|
spk = BIRD_DEVOURED;
|
|
}
|
|
} else if (obj == DWARF) {
|
|
if (HERE(FOOD)) {
|
|
game.dflag += 2;
|
|
spk = REALLY_MAD;
|
|
}
|
|
} else if (obj == BEAR) {
|
|
if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
|
|
if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
|
|
if (HERE(FOOD)) {
|
|
DESTROY(FOOD);
|
|
game.prop[BEAR] = 1;
|
|
game.fixed[AXE] = 0;
|
|
game.prop[AXE] = 0;
|
|
spk = BEAR_TAMED;
|
|
}
|
|
} else if (obj == OGRE) {
|
|
if (HERE(FOOD))
|
|
spk = OGRE_FULL;
|
|
} else {
|
|
spk = AM_GAME;
|
|
}
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
int fill(token_t verb, token_t obj)
|
|
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
|
|
* is nasty.) */
|
|
{
|
|
int k;
|
|
int spk = ACTSPK[verb];
|
|
if (obj == VASE) {
|
|
spk = ARENT_CARRYING;
|
|
if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
|
|
if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
RSPEAK(SHATTER_VASE);
|
|
game.prop[VASE] = 2;
|
|
game.fixed[VASE] = -1;
|
|
return (discard(verb, obj, true));
|
|
} else if (obj == URN) {
|
|
spk = FULL_URN;
|
|
if (game.prop[URN] != 0) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
spk = FILL_INVALID;
|
|
k = LIQUID();
|
|
if (k == 0 || !HERE(BOTTLE)) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
game.place[k] = LOC_NOWHERE;
|
|
game.prop[BOTTLE] = 1;
|
|
if (k == OIL)game.prop[URN] = 1;
|
|
spk = WATER_URN + game.prop[URN];
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
} else if (obj != 0 && obj != BOTTLE) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
} else if (obj == 0 && !HERE(BOTTLE))
|
|
return GO_UNKNOWN;
|
|
spk = BOTTLED_WATER;
|
|
if (LIQLOC(game.loc) == 0)
|
|
spk = NO_LIQUID;
|
|
if (HERE(URN) && game.prop[URN] != 0)
|
|
spk = URN_NOPOUR;
|
|
if (LIQUID() != 0)
|
|
spk = BOTTLE_FULL;
|
|
if (spk == BOTTLED_WATER) {
|
|
game.prop[BOTTLE] = MOD(COND[game.loc], 4) / 2 * 2;
|
|
k = LIQUID();
|
|
if (TOTING(BOTTLE))
|
|
game.place[k] = CARRIED;
|
|
if (k == OIL)
|
|
spk = BOTTLED_OIL;
|
|
}
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int find(token_t verb, token_t obj)
|
|
/* Find. Might be carrying it, or it might be here. Else give caveat. */
|
|
{
|
|
int spk = ACTSPK[verb];
|
|
if (AT(obj) ||
|
|
(LIQUID() == obj && AT(BOTTLE)) ||
|
|
obj == LIQLOC(game.loc) ||
|
|
(obj == DWARF && ATDWRF(game.loc) > 0))
|
|
spk = YOU_HAVEIT;
|
|
if (game.closed)spk = NEEDED_NEARBY;
|
|
if (TOTING(obj))spk = ALREADY_CARRYING;
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int fly(token_t verb, token_t obj)
|
|
/* Fly. Snide remarks unless hovering rug is here. */
|
|
{
|
|
int spk = ACTSPK[verb];
|
|
if (obj == INTRANSITIVE) {
|
|
if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
|
|
if (!HERE(RUG))spk = FLAP_ARMS;
|
|
if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
obj = RUG;
|
|
}
|
|
|
|
if (obj != RUG) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
spk = RUG_NOTHING1;
|
|
if (game.prop[RUG] != 2) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
game.oldlc2 = game.oldloc;
|
|
game.oldloc = game.loc;
|
|
game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
|
|
spk = RUG_GOES;
|
|
if (game.prop[SAPPH] >= 0)
|
|
spk = RUG_RETURNS;
|
|
RSPEAK(spk);
|
|
return GO_TERMINATE;
|
|
}
|
|
|
|
static int inven(void)
|
|
/* Inventory. If object, treat same as find. Else report on current burden. */
|
|
{
|
|
int spk = NO_CARRY;
|
|
for (int i = 1; i <= NOBJECTS; i++) {
|
|
if (i == BEAR || !TOTING(i))
|
|
continue;
|
|
if (spk == NO_CARRY)
|
|
RSPEAK(NOW_HOLDING);
|
|
game.blklin = false;
|
|
PSPEAK(i, -1);
|
|
game.blklin = true;
|
|
spk = NO_MESSAGE;
|
|
}
|
|
if (TOTING(BEAR))
|
|
spk = TAME_BEAR;
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int light(token_t verb, token_t obj)
|
|
/* Light. Applicable only to lamp and urn. */
|
|
{
|
|
int spk = ACTSPK[verb];
|
|
if (obj == INTRANSITIVE) {
|
|
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 == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
|
|
}
|
|
|
|
if (obj == URN) {
|
|
if (game.prop[URN] == 0) {
|
|
RSPEAK(URN_EMPTY);
|
|
} else {
|
|
game.prop[URN] = 2;
|
|
RSPEAK(URN_LIT);
|
|
}
|
|
return GO_CLEAROBJ;
|
|
} else {
|
|
if (obj != LAMP) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
spk = LAMP_OUT;
|
|
if (game.limit < 0) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
game.prop[LAMP] = 1;
|
|
RSPEAK(LAMP_ON);
|
|
if (game.wzdark)
|
|
return GO_TOP;
|
|
else
|
|
return GO_CLEAROBJ;
|
|
}
|
|
}
|
|
|
|
static int listen(void)
|
|
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
|
|
{
|
|
int k;
|
|
int spk = ALL_SILENT;
|
|
k = LOCSND[game.loc];
|
|
if (k != 0) {
|
|
RSPEAK(labs(k));
|
|
if (k < 0) return GO_CLEAROBJ;
|
|
spk = NO_MESSAGE;
|
|
}
|
|
SETPRM(1, game.zzword, 0);
|
|
for (int i = 1; i <= NOBJECTS; i++) {
|
|
if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
|
|
continue;
|
|
PSPEAK(i, OBJSND[i] + game.prop[i]);
|
|
spk = NO_MESSAGE;
|
|
if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
|
|
DESTROY(BIRD);
|
|
}
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int lock(token_t verb, token_t obj)
|
|
/* Lock, unlock, no object given. Assume various things if present. */
|
|
{
|
|
int spk = ACTSPK[verb];
|
|
if (obj == INTRANSITIVE) {
|
|
spk = NOTHING_LOCKED;
|
|
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 GO_UNKNOWN;
|
|
if (HERE(CHAIN))obj = CHAIN;
|
|
if (obj == 0 || obj == INTRANSITIVE) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
}
|
|
|
|
/* Lock, unlock object. Special stuff for opening clam/oyster
|
|
* and for chain. */
|
|
if (obj == CLAM || obj == OYSTER)
|
|
return bivalve(verb, obj);
|
|
if (obj == DOOR)spk = RUSTY_DOOR;
|
|
if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN;
|
|
if (obj == CAGE)spk = NO_LOCK;
|
|
if (obj == KEYS)spk = CANNOT_UNLOCK;
|
|
if (obj == GRATE || obj == CHAIN) {
|
|
spk = NO_KEYS;
|
|
if (HERE(KEYS)) {
|
|
if (obj == CHAIN)
|
|
return chain(verb);
|
|
if (game.closng) {
|
|
spk = EXIT_CLOSED;
|
|
if (!game.panic)game.clock2 = PANICTIME;
|
|
game.panic = true;
|
|
} else {
|
|
spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
|
|
game.prop[GRATE] = 1;
|
|
if (verb == LOCK)game.prop[GRATE] = 0;
|
|
spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
|
|
}
|
|
}
|
|
}
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int pour(token_t verb, 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. */
|
|
{
|
|
int spk = ACTSPK[verb];
|
|
if (obj == BOTTLE || obj == 0)obj = LIQUID();
|
|
if (obj == 0) return GO_UNKNOWN;
|
|
if (!TOTING(obj)) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
spk = CANT_POUR;
|
|
if (obj != OIL && obj != WATER) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
if (HERE(URN) && game.prop[URN] == 0)
|
|
return fill(verb, URN);
|
|
game.prop[BOTTLE] = 1;
|
|
game.place[obj] = LOC_NOWHERE;
|
|
spk = GROUND_WET;
|
|
if (!(AT(PLANT) || AT(DOOR))) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
if (!AT(DOOR)) {
|
|
spk = SHAKING_LEAVES;
|
|
if (obj != WATER) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
PSPEAK(PLANT, game.prop[PLANT] + 3);
|
|
game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
|
|
game.prop[PLANT2] = game.prop[PLANT];
|
|
return GO_MOVE;
|
|
} else {
|
|
game.prop[DOOR] = 0;
|
|
if (obj == OIL)game.prop[DOOR] = 1;
|
|
spk = RUSTED_HINGES + game.prop[DOOR];
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
}
|
|
|
|
static int quit(void)
|
|
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
|
|
{
|
|
if (YES(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
|
|
terminate(quitgame);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int read(struct command_t *command)
|
|
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
|
|
{
|
|
if (command->obj == INTRANSITIVE) {
|
|
command->obj = 0;
|
|
for (int i = 1; i <= NOBJECTS; i++) {
|
|
if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
|
|
command->obj = command->obj * NOBJECTS + i;
|
|
}
|
|
if (command->obj > NOBJECTS || command->obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
|
|
}
|
|
|
|
if (DARK(game.loc)) {
|
|
SETPRM(1, command->wd1, command->wd1x);
|
|
RSPEAK(NO_SEE);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
if (OBJTXT[command->obj] == 0 || game.prop[command->obj] < 0) {
|
|
RSPEAK(ACTSPK[command->verb]);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
if (command->obj == OYSTER && !game.clshnt) {
|
|
game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
PSPEAK(command->obj, OBJTXT[command->obj] + game.prop[command->obj]);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int reservoir(void)
|
|
/* Z'ZZZ (word gets recomputed at startup; different each game). */
|
|
{
|
|
if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
|
|
RSPEAK(NOTHING_HAPPENS);
|
|
return GO_CLEAROBJ;
|
|
} else {
|
|
PSPEAK(RESER, game.prop[RESER] + 1);
|
|
game.prop[RESER] = 1 - game.prop[RESER];
|
|
if (AT(RESER))
|
|
return GO_CLEAROBJ;
|
|
else {
|
|
game.oldlc2 = game.loc;
|
|
game.newloc = 0;
|
|
RSPEAK(NOT_BRIGHT);
|
|
return GO_TERMINATE;
|
|
}
|
|
}
|
|
}
|
|
|
|
static int rub(token_t verb, token_t obj)
|
|
/* Rub. Yields various snide remarks except for lit urn. */
|
|
{
|
|
int spk = ACTSPK[verb];
|
|
if (obj != LAMP)
|
|
spk = PECULIAR_NOTHING;
|
|
if (obj == URN && game.prop[URN] == 2) {
|
|
DESTROY(URN);
|
|
DROP(AMBER, game.loc);
|
|
game.prop[AMBER] = 1;
|
|
--game.tally;
|
|
DROP(CAVITY, game.loc);
|
|
spk = URN_GENIES;
|
|
}
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int say(struct command_t *command)
|
|
/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
|
|
{
|
|
/* FIXME: ugly use of globals */
|
|
SETPRM(1, command->wd2, command->wd2x);
|
|
if (command->wd2 <= 0)
|
|
SETPRM(1, command->wd1, command->wd1x);
|
|
if (command->wd2 > 0)
|
|
command->wd1 = command->wd2;
|
|
int wd = VOCAB(command->wd1, -1);
|
|
/* FIXME: Magic numbers */
|
|
if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
|
|
command->wd2 = 0;
|
|
return GO_LOOKUP;
|
|
}
|
|
RSPEAK(OKEY_DOKEY);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int throw_support(long spk)
|
|
{
|
|
RSPEAK(spk);
|
|
DROP(AXE, game.loc);
|
|
return GO_MOVE;
|
|
}
|
|
|
|
static int throw (FILE *cmdin, struct command_t *command)
|
|
/* 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 spk = ACTSPK[command->verb];
|
|
if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
|
|
if (!TOTING(command->obj)) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) {
|
|
spk = TROLL_SATISFIED;
|
|
/* Snarf a treasure for the troll. */
|
|
DROP(command->obj, 0);
|
|
MOVE(TROLL, 0);
|
|
MOVE(TROLL + NOBJECTS, 0);
|
|
DROP(TROLL2, PLAC[TROLL]);
|
|
DROP(TROLL2 + NOBJECTS, FIXD[TROLL]);
|
|
JUGGLE(CHASM);
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
if (command->obj == FOOD && HERE(BEAR)) {
|
|
/* But throwing food is another story. */
|
|
command->obj = BEAR;
|
|
return (feed(command->verb, command->obj));
|
|
}
|
|
if (command->obj != AXE)
|
|
return (discard(command->verb, command->obj, false));
|
|
else {
|
|
int i = ATDWRF(game.loc);
|
|
if (i <= 0) {
|
|
if (AT(DRAGON) && game.prop[DRAGON] == 0)
|
|
return throw_support(DRAGON_SCALES);
|
|
if (AT(TROLL))
|
|
return throw_support(TROLL_RETURNS);
|
|
else if (AT(OGRE))
|
|
return throw_support(OGRE_DODGE);
|
|
else if (HERE(BEAR) && game.prop[BEAR] == 0) {
|
|
/* This'll teach him to throw the axe at the bear! */
|
|
DROP(AXE, game.loc);
|
|
game.fixed[AXE] = -1;
|
|
game.prop[AXE] = 1;
|
|
JUGGLE(BEAR);
|
|
RSPEAK(AXE_LOST);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
command->obj = 0;
|
|
return (attack(cmdin, command));
|
|
}
|
|
|
|
if (randrange(NDWARVES + 1) < game.dflag) {
|
|
return throw_support(DWARF_DODGES);
|
|
} else {
|
|
game.dseen[i] = false;
|
|
game.dloc[i] = 0;
|
|
return throw_support((++game.dkill == 1)
|
|
? DWARF_SMOKE : KILLED_DWARF);
|
|
}
|
|
}
|
|
}
|
|
|
|
static int wake(token_t verb, token_t obj)
|
|
/* Wake. Only use is to disturb the dwarves. */
|
|
{
|
|
if (obj != DWARF || !game.closed) {
|
|
RSPEAK(ACTSPK[verb]);
|
|
return GO_CLEAROBJ;
|
|
} else {
|
|
RSPEAK(PROD_DWARF);
|
|
return GO_DWARFWAKE;
|
|
}
|
|
}
|
|
|
|
static int wave(token_t verb, token_t obj)
|
|
/* Wave. No effect unless waving rod at fissure or at bird. */
|
|
{
|
|
int spk = ACTSPK[verb];
|
|
if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
|
|
if (obj != ROD ||
|
|
!TOTING(obj) ||
|
|
(!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2);
|
|
if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
|
|
DROP(JADE, game.loc);
|
|
game.prop[JADE] = 0;
|
|
--game.tally;
|
|
spk = NECKLACE_FLY;
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
} else {
|
|
if (game.closed) {
|
|
RSPEAK(spk);
|
|
return GO_DWARFWAKE;
|
|
}
|
|
if (game.closng || !AT(FISSURE)) {
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
if (HERE(BIRD))RSPEAK(spk);
|
|
game.prop[FISSURE] = 1 - game.prop[FISSURE];
|
|
PSPEAK(FISSURE, 2 - game.prop[FISSURE]);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
}
|
|
|
|
int action(FILE *input, struct command_t *command)
|
|
/* Analyse a verb. Remember what it was, go back for object if second word
|
|
* unless verb is "say", which snarfs arbitrary second word.
|
|
*/
|
|
{
|
|
token_t spk = ACTSPK[command->verb];
|
|
|
|
if (command->part == unknown) {
|
|
/* 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. */
|
|
if (HERE(command->obj))
|
|
/* FALL THROUGH */;
|
|
else if (command->obj == GRATE) {
|
|
if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
|
|
command->obj = DPRSSN;
|
|
if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
|
|
game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
|
|
command->obj = ENTRNC;
|
|
if (command->obj != GRATE)
|
|
return GO_MOVE;
|
|
} else if (command->obj == DWARF && ATDWRF(game.loc) > 0)
|
|
/* FALL THROUGH */;
|
|
else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
|
|
/* FALL THROUGH */;
|
|
else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
|
|
command->obj = URN;
|
|
/* FALL THROUGH */;
|
|
} else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
|
|
command->obj = PLANT2;
|
|
/* FALL THROUGH */;
|
|
} else if (command->obj == KNIFE && game.knfloc == game.loc) {
|
|
game.knfloc = -1;
|
|
spk = KNIVES_VANISH;
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
} else if (command->obj == ROD && HERE(ROD2)) {
|
|
command->obj = ROD2;
|
|
/* FALL THROUGH */;
|
|
} else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0)
|
|
/* FALL THROUGH */;
|
|
else {
|
|
SETPRM(1, command->wd1, command->wd1x);
|
|
RSPEAK(NO_SEE);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
if (command->wd2 > 0)
|
|
return GO_WORD2;
|
|
if (command->verb != 0)
|
|
command->part = transitive;
|
|
}
|
|
|
|
switch (command->part) {
|
|
case intransitive:
|
|
if (command->wd2 > 0 && command->verb != SAY)
|
|
return GO_WORD2;
|
|
if (command->verb == SAY)command->obj = command->wd2;
|
|
if (command->obj == 0 || command->obj == INTRANSITIVE) {
|
|
/* Analyse an intransitive verb (ie, no object given yet). */
|
|
switch (command->verb - 1) {
|
|
case 0: /* CARRY */
|
|
return carry(command->verb, INTRANSITIVE);
|
|
case 1: /* DROP */
|
|
return GO_UNKNOWN;
|
|
case 2: /* SAY */
|
|
return GO_UNKNOWN;
|
|
case 3: /* UNLOC */
|
|
return lock(command->verb, INTRANSITIVE);
|
|
case 4: { /* NOTHI */
|
|
RSPEAK(OK_MAN);
|
|
return (GO_CLEAROBJ);
|
|
}
|
|
case 5: /* LOCK */
|
|
return lock(command->verb, INTRANSITIVE);
|
|
case 6: /* LIGHT */
|
|
return light(command->verb, INTRANSITIVE);
|
|
case 7: /* EXTIN */
|
|
return extinguish(command->verb, INTRANSITIVE);
|
|
case 8: /* WAVE */
|
|
return GO_UNKNOWN;
|
|
case 9: /* CALM */
|
|
return GO_UNKNOWN;
|
|
case 10: { /* WALK */
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case 11: /* ATTAC */
|
|
return attack(input, command);
|
|
case 12: /* POUR */
|
|
return pour(command->verb, command->obj);
|
|
case 13: /* EAT */
|
|
return eat(command->verb, INTRANSITIVE);
|
|
case 14: /* DRINK */
|
|
return drink(command->verb, command->obj);
|
|
case 15: /* RUB */
|
|
return GO_UNKNOWN;
|
|
case 16: /* TOSS */
|
|
return GO_UNKNOWN;
|
|
case 17: /* QUIT */
|
|
return quit();
|
|
case 18: /* FIND */
|
|
return GO_UNKNOWN;
|
|
case 19: /* INVEN */
|
|
return inven();
|
|
case 20: /* FEED */
|
|
return GO_UNKNOWN;
|
|
case 21: /* FILL */
|
|
return fill(command->verb, command->obj);
|
|
case 22: /* BLAST */
|
|
blast();
|
|
return GO_CLEAROBJ;
|
|
case 23: /* SCOR */
|
|
score(scoregame);
|
|
return GO_CLEAROBJ;
|
|
case 24: /* FOO */
|
|
return bigwords(command->wd1);
|
|
case 25: /* BRIEF */
|
|
return brief();
|
|
case 26: /* READ */
|
|
command->obj = INTRANSITIVE;
|
|
return read(command);
|
|
case 27: /* BREAK */
|
|
return GO_UNKNOWN;
|
|
case 28: /* WAKE */
|
|
return GO_UNKNOWN;
|
|
case 29: /* SUSP */
|
|
return suspend();
|
|
case 30: /* RESU */
|
|
return resume();
|
|
case 31: /* FLY */
|
|
return fly(command->verb, INTRANSITIVE);
|
|
case 32: /* LISTE */
|
|
return listen();
|
|
case 33: /* ZZZZ */
|
|
return reservoir();
|
|
}
|
|
BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
|
|
}
|
|
/* FALLTHRU */
|
|
case transitive:
|
|
/* Analyse a transitive verb. */
|
|
switch (command->verb - 1) {
|
|
case 0: /* CARRY */
|
|
return carry(command->verb, command->obj);
|
|
case 1: /* DROP */
|
|
return discard(command->verb, command->obj, false);
|
|
case 2: /* SAY */
|
|
return say(command);
|
|
case 3: /* UNLOC */
|
|
return lock(command->verb, command->obj);
|
|
case 4: { /* NOTHI */
|
|
RSPEAK(OK_MAN);
|
|
return (GO_CLEAROBJ);
|
|
}
|
|
case 5: /* LOCK */
|
|
return lock(command->verb, command->obj);
|
|
case 6: /* LIGHT */
|
|
return light(command->verb, command->obj);
|
|
case 7: /* EXTI */
|
|
return extinguish(command->verb, command->obj);
|
|
case 8: /* WAVE */
|
|
return wave(command->verb, command->obj);
|
|
case 9: { /* CALM */
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case 10: { /* WALK */
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case 11: /* ATTAC */
|
|
return attack(input, command);
|
|
case 12: /* POUR */
|
|
return pour(command->verb, command->obj);
|
|
case 13: /* EAT */
|
|
return eat(command->verb, command->obj);
|
|
case 14: /* DRINK */
|
|
return drink(command->verb, command->obj);
|
|
case 15: /* RUB */
|
|
return rub(command->verb, command->obj);
|
|
case 16: /* TOSS */
|
|
return throw(input, command);
|
|
case 17: { /* QUIT */
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case 18: /* FIND */
|
|
return find(command->verb, command->obj);
|
|
case 19: /* INVEN */
|
|
return find(command->verb, command->obj);
|
|
case 20: /* FEED */
|
|
return feed(command->verb, command->obj);
|
|
case 21: /* FILL */
|
|
return fill(command->verb, command->obj);
|
|
case 22: /* BLAST */
|
|
blast();
|
|
return GO_CLEAROBJ;
|
|
case 23: { /* SCOR */
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case 24: { /* FOO */
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case 25: { /* BRIEF */
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case 26: /* READ */
|
|
return read(command);
|
|
case 27: /* BREAK */
|
|
return vbreak(command->verb, command->obj);
|
|
case 28: /* WAKE */
|
|
return wake(command->verb, command->obj);
|
|
case 29: { /* SUSP */
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case 30: { /* RESU */
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case 31: /* FLY */
|
|
return fly(command->verb, command->obj);
|
|
case 32: { /* LISTE */
|
|
RSPEAK(spk);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case 33: /* ZZZZ */
|
|
return reservoir();
|
|
}
|
|
BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
|
|
case unknown:
|
|
/* Unknown verb, couldn't deduce object - might need hint */
|
|
SETPRM(1, command->wd1, command->wd1x);
|
|
RSPEAK(WHAT_DO);
|
|
return GO_CHECKHINT;
|
|
default:
|
|
BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
|
|
}
|
|
}
|