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