open-adventure/actions.c

1144 lines
32 KiB
C

#include <stdlib.h>
#include <stdbool.h>
#include "advent.h"
#include "database.h"
#include "newdb.h"
/* Limit visibility of ugly globals. Eventually these should go away. */
extern long WD1, WD1X, WD2, WD2X;
/*
* Action handlers. Eventually we'll do lookup through a method table
* that calls these.
*/
static int fill(token_t verb, token_t);
static int attack(FILE *input, long verb, token_t obj)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
* enemies, or no enemies but 2 others. */
{
int spk = ACTSPK[verb];
int i = ATDWRF(game.loc);
if (obj == 0) {
if (i > 0)
obj=DWARF;
if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
if (obj > NOBJECTS) return GO_UNKNOWN;
if (obj == 0) {
/* Can't attack bird or machine by throwing axe. */
if (HERE(BIRD) && verb != THROW)obj=BIRD;
if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
/* Clam and oyster both treated as clam for intransitive case;
* no harm done. */
if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
if (obj > NOBJECTS) return GO_UNKNOWN;
}
}
if (obj == BIRD) {
spk=UNHAPPY_BIRD;
if (game.closed)
{
RSPEAK(spk);
return GO_CLEAROBJ;
}
DSTROY(BIRD);
game.prop[BIRD]=0;
spk=BIRD_DEAD;
}
if (obj == VEND) {
PSPEAK(VEND,game.prop[VEND]+2);
game.prop[VEND]=3-game.prop[VEND];
return GO_CLEAROBJ;
}
if (obj == 0)spk=NO_TARGET;
if (obj == CLAM || obj == OYSTER)spk=SHELL_IMPERVIOUS;
if (obj == SNAKE)spk=SNAKE_WARNING;
if (obj == DWARF)spk=BARE_HANDS_QUERY;
if (obj == DWARF && game.closed) return GO_DWARFWAKE;
if (obj == DRAGON)spk=ALREADY_DEAD;
if (obj == TROLL)spk=ROCKY_TROLL;
if (obj == OGRE)spk=OGRE_DOFGE;
if (obj == OGRE && i > 0) {
RSPEAK(spk);
RSPEAK(KNIFE_THROWN);
DSTROY(OGRE);
int k=0;
for (i=1; i < PIRATE; i++) {
if (game.dloc[i] == game.loc) {
++k;
game.dloc[i] = LOC_61;
game.dseen[i]=false;
}
}
spk=spk+1+1/k;
RSPEAK(spk);
return GO_CLEAROBJ;
}
if (obj == BEAR)spk=BEAR_HANDS+(game.prop[BEAR]+1)/2;
if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
/* Fun stuff for dragon. If he insists on attacking it, win!
* Set game.prop to dead, move dragon to central loc (still
* fixed), move rug there (not fixed), and move him there,
* too. Then do a null motion to get new description. */
RSPEAK(BARE_HANDS_QUERY);
GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
return GO_CHECKFOO;
PSPEAK(DRAGON,3);
game.prop[DRAGON]=1;
game.prop[RUG]=0;
int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
MOVE(DRAGON+NOBJECTS,-1);
MOVE(RUG+NOBJECTS,0);
MOVE(DRAGON,k);
MOVE(RUG,k);
DROP(BLOOD,k);
for (obj=1; obj<=NOBJECTS; obj++) {
if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
MOVE(obj,k);
}
game.loc=k;
return GO_MOVE;
}
static int bigwords(long foo)
/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
* Look up WD1 in section 3 of vocab to determine which word we've got. Last
* word zips the eggs back to the giant room (unless already there). */
{
int k=VOCAB(foo,3);
int spk=NOTHING_HAPPENS;
if (game.foobar != 1-k) {
if (game.foobar != 0)spk=START_OVER;
RSPEAK(spk);
return GO_CLEAROBJ;
} else {
game.foobar=k;
if (k != 4) {
RSPEAK(OK_MAN);
return GO_CLEAROBJ;
}
game.foobar=0;
if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
RSPEAK(spk);
return GO_CLEAROBJ;
} else {
/* 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 GO_CLEAROBJ;
}
}
}
static int bivalve(token_t verb, token_t obj)
/* Clam/oyster actions */
{
int spk, k=0;
if (obj == OYSTER)k=1;
/* FIXME: Arithmetic on message numbers in next lines */
spk=PEARL_FALLS+k;
if (TOTING(obj))spk=DROP_CLAM+k;
if (!TOTING(TRIDNT))spk=CLAM_OPENER+k;
if (verb == LOCK)spk=HUH_MAN;
if (spk == PEARL_FALLS) {
DSTROY(CLAM);
DROP(OYSTER,game.loc);
DROP(PEARL,LOC_105);
}
RSPEAK(spk);
return GO_CLEAROBJ;
}
static int blast(void)
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
{
if (game.prop[ROD2] < 0 || !game.closed)
{
RSPEAK(REQUIRES_DYNAMITE);
return GO_CLEAROBJ;
}
game.bonus=133;
if (game.loc == LOC_115)
game.bonus=134;
if (HERE(ROD2))
game.bonus=135;
RSPEAK(game.bonus);
score(0);
return GO_CLEAROBJ; /* pacify compiler - we never get here */
}
static int vbreak(token_t verb, token_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
int spk = ACTSPK[verb];
if (obj == MIRROR)spk=TOO_FAR;
if (obj == VASE && game.prop[VASE] == 0) {
if (TOTING(VASE))DROP(VASE,game.loc);
game.prop[VASE]=2;
game.fixed[VASE]= -1;
spk=BREAK_VASE;
} else {
if (obj == MIRROR && game.closed) {
RSPEAK(BREAK_MIRROR);
return GO_DWARFWAKE;
}
}
RSPEAK(spk);
return GO_CLEAROBJ;
}
static int brief(void)
/* Brief. Intransitive only. Suppress long descriptions after first time. */
{
game.abbnum=10000;
game.detail=3;
RSPEAK(BRIEF_CONFIRM);
return GO_CLEAROBJ;
}
static int carry(token_t verb, token_t obj)
/* Carry an object. Special cases for bird and cage (if bird in cage, can't
* take one without the other). Liquids also special, since they depend on
* status of bottle. Also various side effects, etc. */
{
int spk;
if (obj == INTRANSITIVE) {
/* Carry, no object given yet. OK if only one object present. */
if(game.atloc[game.loc] == 0 ||
game.link[game.atloc[game.loc]] != 0 ||
ATDWRF(game.loc) > 0)
return GO_UNKNOWN;
obj=game.atloc[game.loc];
}
if (TOTING(obj)) {RSPEAK(ALREADY_CARRYING); return GO_CLEAROBJ;}
spk=YOU_JOKING;
if (obj == PLANT && game.prop[PLANT] <= 0)spk=DEEP_ROOTS;
if (obj == BEAR && game.prop[BEAR] == 1)spk=BEAR_CHAINED;
if (obj == CHAIN && game.prop[BEAR] != 0)spk=STILL_LOCKED;
if (obj == URN)spk=URN_NOBUDGE;
if (obj == CAVITY)spk=DOUGHNUT_HOLES;
if (obj == BLOOD)spk=FEW_DROPS;
if (obj == RUG && game.prop[RUG] == 2)spk=RUG_HOVERS;
if (obj == SIGN)spk=HAND_PASSTHROUGH;
if (obj == MESSAG) {
RSPEAK(REMOVE_MESSAGE);
DSTROY(MESSAG);
return GO_CLEAROBJ;
}
if (game.fixed[obj] != 0) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
if (obj == WATER || obj == OIL) {
if (!HERE(BOTTLE) || LIQUID() != obj) {
if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
return(fill(verb, BOTTLE));
if (game.prop[BOTTLE] != 1)spk=BOTTLE_FULL;
if (!TOTING(BOTTLE))spk=NO_CONTAINER;
RSPEAK(spk);
return GO_CLEAROBJ;
}
obj = BOTTLE;
}
spk=CARRY_LIMIT;
if (game.holdng >= INVLIMIT) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
if (game.prop[BIRD] == 2) {
DSTROY(BIRD);
RSPEAK(BIRD_CRAP);
return GO_CLEAROBJ;
}
if (!TOTING(CAGE))spk=CANNOT_CARRY;
if (TOTING(ROD))spk=BIRD_EVADES;
if (spk/2 == 13) { /* FIXME: Arithmetic on message number */
RSPEAK(spk);
return GO_CLEAROBJ;
}
game.prop[BIRD]=1;
}
if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
CARRY(BIRD+CAGE-obj,game.loc);
CARRY(obj,game.loc);
if (obj == BOTTLE && LIQUID() != 0)
game.place[LIQUID()] = -1;
if (GSTONE(obj) && game.prop[obj] != 0) {
game.prop[obj]=0;
game.prop[CAVITY]=1;
}
RSPEAK(OK_MAN);
return GO_CLEAROBJ;
}
static int chain(token_t verb)
/* Do something to the bear's chain */
{
int spk;
if (verb != LOCK) {
spk=CHAIN_UNLOCKED;
if (game.prop[BEAR] == 0)spk=BEAR_BLOCKS;
if (game.prop[CHAIN] == 0)spk=ALREADY_UNLOCKED;
if (spk != CHAIN_UNLOCKED) {RSPEAK(spk); return GO_CLEAROBJ;}
game.prop[CHAIN]=0;
game.fixed[CHAIN]=0;
if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
game.fixed[BEAR]=2-game.prop[BEAR];
} else {
spk=CHAIN_LOCKED;
if (game.prop[CHAIN] != 0)spk=ALREADY_LOCKED;
if (game.loc != PLAC[CHAIN])spk=NO_LOCKSITE;
if (spk != CHAIN_LOCKED) {RSPEAK(spk); return GO_CLEAROBJ;}
game.prop[CHAIN]=2;
if (TOTING(CHAIN))DROP(CHAIN,game.loc);
game.fixed[CHAIN]= -1;
}
RSPEAK(spk);
return GO_CLEAROBJ;
}
static int discard(token_t verb, token_t obj, bool just_do_it)
/* Discard object. "Throw" also comes here for most objects. Special cases for
* bird (might attack snake or dragon) and cage (might contain bird) and vase.
* Drop coins at vending machine for extra batteries. */
{
int spk = ACTSPK[verb];
if (!just_do_it) {
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
if (obj == BIRD && HERE(SNAKE)) {
RSPEAK(BIRD_ATTACKS);
if (game.closed) return GO_DWARFWAKE;
DSTROY(SNAKE);
/* Set game.prop for use by travel options */
game.prop[SNAKE]=1;
} else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
RSPEAK(GEM_FITS);
game.prop[obj]=1;
game.prop[CAVITY]=0;
if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
game.prop[RUG] == 2))) {
spk=RUG_RISES;
if (TOTING(RUG))spk=RUG_WIGGLES;
if (obj == RUBY)spk=RUG_SETTLES;
RSPEAK(spk);
if (spk != RUG_WIGGLES) {
int k = 2-game.prop[RUG];
game.prop[RUG] = k;
if (k == 2) k = PLAC[SAPPH];
MOVE(RUG+NOBJECTS, k);
}
}
} else if (obj == COINS && HERE(VEND)) {
DSTROY(COINS);
DROP(BATTER,game.loc);
PSPEAK(BATTER,0);
return GO_CLEAROBJ;
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
RSPEAK(BIRD_BURNT);
DSTROY(BIRD);
game.prop[BIRD]=0;
return GO_CLEAROBJ;
} else if (obj == BEAR && AT(TROLL)) {
RSPEAK(TROLL_SCAMPERS);
MOVE(TROLL,0);
MOVE(TROLL+NOBJECTS,0);
MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
game.prop[TROLL]=2;
} else if (obj != VASE || game.loc == PLAC[PILLOW]) {
RSPEAK(OK_MAN);
} else {
game.prop[VASE]=2;
if (AT(PILLOW))game.prop[VASE]=0;
PSPEAK(VASE,game.prop[VASE]+1);
if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
}
}
int k = LIQUID();
if (k == obj)obj=BOTTLE;
if (obj == BOTTLE && k != 0)
game.place[k]=0;
if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
DROP(obj,game.loc);
if (obj != BIRD) return GO_CLEAROBJ;
game.prop[BIRD]=0;
if (FOREST(game.loc))game.prop[BIRD]=2;
return GO_CLEAROBJ;
}
static int drink(token_t verb, token_t obj)
/* Drink. If no object, assume water and look for it here. If water is in
* the bottle, drink that, else must be at a water loc, so drink stream. */
{
int spk = ACTSPK[verb];
if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
return GO_UNKNOWN;
if (obj != BLOOD) {
if (obj != 0 && obj != WATER)spk=RIDICULOUS_ATTEMPT;
if (spk != 110 && LIQUID() == WATER && HERE(BOTTLE)) {
game.prop[BOTTLE]=1;
game.place[WATER]=0;
spk=BOTTLE_EMPTY;
}
} else {
DSTROY(BLOOD);
game.prop[DRAGON]=2;
OBJSND[BIRD]=OBJSND[BIRD]+3;
spk=HEAD_BUZZES;
}
RSPEAK(spk);
return GO_CLEAROBJ;
}
static int eat(token_t verb, token_t obj)
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
if (!HERE(FOOD))
return GO_UNKNOWN;
DSTROY(FOOD);
spk=THANKS_DELICIOUS;
} else {
if (obj == FOOD) {
DSTROY(FOOD);
spk=THANKS_DELICIOUS;
}
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 : ARB_0;
}
else if (obj == DRAGON || obj == VOLCAN)
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)) {
DSTROY(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)) {
DSTROY(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]=0;
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 == 107) {
game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
k=LIQUID();
if (TOTING(BOTTLE))
game.place[k]= -1;
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_NEreplace;
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/2 == 112) { /* FIXME: Arithmetic on message numbers */
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(token_t obj)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
int i;
int spk=NO_CARRY;
for (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=ARB_0;
}
if (TOTING(BEAR))
spk=TAME_BEAR;
RSPEAK(spk);
return GO_CLEAROBJ;
}
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) {
spk=URN_EMPTY;
if (game.prop[URN] == 0)
{RSPEAK(spk); return GO_CLEAROBJ;}
spk=URN_LIT;
game.prop[URN]=2;
RSPEAK(spk);
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 i, k;
int spk=ALL_SILENT;
k=LOCSND[game.loc];
if (k != 0) {
RSPEAK(labs(k));
if (k < 0) return GO_CLEAROBJ;
spk=ARB_0;
}
SETPRM(1,game.zzword,0);
for (i=1; i<=NOBJECTS; i++) {
if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
continue;
PSPEAK(i,OBJSND[i]+game.prop[i]);
spk=ARB_0;
if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
DSTROY(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) {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=15;
game.panic=true;
} else {
spk=ALREADY_LOCKED+game.prop[GRATE]; /* FIXME: Arithmetic on message number */
game.prop[GRATE]=1;
if (verb == LOCK)game.prop[GRATE]=0;
spk=spk+2*game.prop[GRATE];
}
}
}
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]=0;
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(FILE *input)
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
if (YES(input,REALLY_QUIT,OK_MAN,OK_MAN))
score(1);
return GO_CLEAROBJ;
}
static int read(FILE *input, token_t verb, token_t obj)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
obj = 0;
for (int i=1; i<=NOBJECTS; i++) {
if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
obj = obj * NOBJECTS + i;
}
if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
}
if (DARK(game.loc)) {
SETPRM(1,WD1,WD1X);
RSPEAK(NO_SEE);
return GO_CLEAROBJ;
}
if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
if (obj == OYSTER && !game.clshnt) {
game.clshnt=YES(input,CLUE_QUERY,WAYOUT_CLUE,OK_MAN);
return GO_CLEAROBJ;
}
PSPEAK(obj,OBJTXT[obj]+game.prop[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(RUB_NOGO);
return GO_CLEAROBJ;
} else {
PSPEAK(RESER,game.prop[RESER]+1);
game.prop[RESER]=1-game.prop[RESER];
if (AT(RESER)) return GO_CLEAROBJ;
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) {
DSTROY(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(void)
/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
{
/* FIXME: ugly use of globals */
SETPRM(1,WD2,WD2X);
if (WD2 <= 0)
SETPRM(1,WD1,WD1X);
if (WD2 > 0)
WD1=WD2;
int wd=VOCAB(WD1,-1);
if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
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, long verb, token_t obj)
/* 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[verb];
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
if (!TOTING(obj)) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
spk=TROLL_SATISFIED;
/* Snarf a treasure for the troll. */
DROP(obj,0);
MOVE(TROLL,0);
MOVE(TROLL+NOBJECTS,0);
DROP(TROLL2,PLAC[TROLL]);
DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
RSPEAK(spk);
return GO_CLEAROBJ;
}
if (obj == FOOD && HERE(BEAR)) {
/* But throwing food is another story. */
obj=BEAR;
return(feed(verb, obj));
}
if (obj != AXE)
return(discard(verb, obj, false));
int i=ATDWRF(game.loc);
if (i <= 0) {
if (AT(DRAGON) && game.prop[DRAGON] == 0) {
spk=DRAGON_SCALES;
return throw_support(spk);
}
if (AT(TROLL)) {
spk=TROLL_RETURNS;
return throw_support(spk);
}
if (AT(OGRE)) {
spk=OGRE_DOFGE;
return throw_support(spk);
}
if (HERE(BEAR) && game.prop[BEAR] == 0) {
/* This'll teach him to throw the axe at the bear! */
spk=AXE_LOST;
DROP(AXE,game.loc);
game.fixed[AXE]= -1;
game.prop[AXE]=1;
JUGGLE(BEAR);
{RSPEAK(spk); return GO_CLEAROBJ;}
}
return(attack(cmdin, verb, 0));
}
if (randrange(NDWARVES+1) < game.dflag) {
spk=DWARF_DODGES;
return throw_support(spk);
}
game.dseen[i]=false;
game.dloc[i]=0;
spk=KILLED_DWARF;
++game.dkill;
if (game.dkill == 1)spk=DWARF_SMOKE;
return throw_support(spk);
}
static int vscore(void)
/* Score. Call scoring routine but tell it to return. */
{
score(-1);
return GO_CLEAROBJ;
}
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;
}
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(FISSUR)))) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
if (HERE(BIRD))spk=FREE_FLY+MOD(game.prop[BIRD],2);
if (spk == 206 && 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(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;}
if (HERE(BIRD))RSPEAK(spk);
game.prop[FISSUR]=1-game.prop[FISSUR];
PSPEAK(FISSUR,2-game.prop[FISSUR]);
return GO_CLEAROBJ;
}
}
int action(FILE *input, enum speechpart part, long verb, token_t obj)
/* 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[verb];
if (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(obj))
/* FALL THROUGH */;
else if (obj == GRATE) {
if (game.loc == LOC_1 || game.loc == LOC_4 || game.loc == LOC_7)
obj=DPRSSN;
/* FIXME: Arithmetic on location numbers */
if (game.loc > LOC_9 && game.loc < LOC_15)
obj=ENTRNC;
if (obj != GRATE)
return GO_MOVE;
}
else if (obj == DWARF && ATDWRF(game.loc) > 0)
/* FALL THROUGH */;
else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
/* FALL THROUGH */;
else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
obj=URN;
/* FALL THROUGH */;
}
else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
obj=PLANT2;
/* FALL THROUGH */;
}
else if (obj == KNIFE && game.knfloc == game.loc) {
game.knfloc= -1;
spk=KNIVES_VANISH;
RSPEAK(spk);
return GO_CLEAROBJ;
}
else if (obj == ROD && HERE(ROD2)) {
obj=ROD2;
/* FALL THROUGH */;
}
else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
/* FALL THROUGH */;
else {
SETPRM(1,WD1,WD1X);
RSPEAK(NO_SEE);
return GO_CLEAROBJ;
}
if (WD2 > 0)
return GO_WORD2;
if (verb != 0)
part = transitive;
}
switch(part)
{
case intransitive:
if (WD2 > 0 && verb != SAY) return(2800);
if (verb == SAY)obj=WD2;
if (obj == 0 || obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */
switch (verb-1) {
case 0: /* CARRY */ return carry(verb, INTRANSITIVE);
case 1: /* DROP */ return GO_UNKNOWN;
case 2: /* SAY */ return GO_UNKNOWN;
case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
case 6: /* LIGHT */ return light(verb, INTRANSITIVE);
case 7: /* EXTIN */ return extinguish(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, verb, obj);
case 12: /* POUR */ return pour(verb, obj);
case 13: /* EAT */ return eat(verb, INTRANSITIVE);
case 14: /* DRINK */ return drink(verb, obj);
case 15: /* RUB */ return GO_UNKNOWN;
case 16: /* TOSS */ return GO_UNKNOWN;
case 17: /* QUIT */ return quit(input);
case 18: /* FIND */ return GO_UNKNOWN;
case 19: /* INVEN */ return inven(obj);
case 20: /* FEED */ return GO_UNKNOWN;
case 21: /* FILL */ return fill(verb, obj);
case 22: /* BLAST */ return blast();
case 23: /* SCOR */ return vscore();
case 24: /* FOO */ return bigwords(WD1);
case 25: /* BRIEF */ return brief();
case 26: /* READ */ return read(input, verb, INTRANSITIVE);
case 27: /* BREAK */ return GO_UNKNOWN;
case 28: /* WAKE */ return GO_UNKNOWN;
case 29: /* SUSP */ return saveresume(input, false);
case 30: /* RESU */ return saveresume(input, true);
case 31: /* FLY */ return fly(verb, INTRANSITIVE);
case 32: /* LISTE */ return listen();
case 33: /* ZZZZ */ return reservoir();
}
BUG(23);
}
/* FALLTHRU */
case transitive:
/* Analyse a transitive verb. */
switch (verb-1) {
case 0: /* CARRY */ return carry(verb, obj);
case 1: /* DROP */ return discard(verb, obj, false);
case 2: /* SAY */ return say();
case 3: /* UNLOC */ return lock(verb, obj);
case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
case 5: /* LOCK */ return lock(verb, obj);
case 6: /* LIGHT */ return light(verb, obj);
case 7: /* EXTI */ return extinguish(verb, obj);
case 8: /* WAVE */ return wave(verb, obj);
case 9: /* CALM */ {RSPEAK(spk); return GO_CLEAROBJ;}
case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
case 11: /* ATTAC */ return attack(input, verb, obj);
case 12: /* POUR */ return pour(verb, obj);
case 13: /* EAT */ return eat(verb, obj);
case 14: /* DRINK */ return drink(verb, obj);
case 15: /* RUB */ return rub(verb, obj);
case 16: /* TOSS */ return throw(input, verb, obj);
case 17: /* QUIT */ {RSPEAK(spk); return GO_CLEAROBJ;}
case 18: /* FIND */ return find(verb, obj);
case 19: /* INVEN */ return find(verb, obj);
case 20: /* FEED */ return feed(verb, obj);
case 21: /* FILL */ return fill(verb, obj);
case 22: /* BLAST */ return blast();
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(input, verb, obj);
case 27: /* BREAK */ return vbreak(verb, obj);
case 28: /* WAKE */ return wake(verb, obj);
case 29: /* SUSP */ {RSPEAK(spk); return GO_CLEAROBJ;}
case 30: /* RESU */ {RSPEAK(spk); return GO_CLEAROBJ;}
case 31: /* FLY */ return fly(verb, obj);
case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;}
case 33: /* ZZZZ */ return reservoir();
}
BUG(24);
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
SETPRM(1,WD1,WD1X);
RSPEAK(WHAT_DO);
return GO_CHECKHINT;
default:
BUG(99);
}
}