1046 lines
28 KiB
C
1046 lines
28 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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/*
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* Action handlers. Eventually we'll do lookup through a method table
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* that calls these. Absolutely nothing like the original FORTRAN.
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*/
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static int fill(long);
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static int attack(FILE *input, long verb, long obj)
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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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int i =ATDWRF(game.loc);
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if (obj == 0) {
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if (i > 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(8000);
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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) return(8000);
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}
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}
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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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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) {
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RSPEAK(SPK);
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RSPEAK(6);
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DSTROY(OGRE);
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int 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;
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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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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))
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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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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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K=NUL; /* FIXME: error if removed */
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return(8);
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}
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static int bigwords(long 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 WD1 in section 3 of vocab to determine which word we've got. Last
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* word zips the eggs back to the giant room (unless already there). */
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{
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int k=VOCAB(foo,3);
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SPK=42;
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if (game.foobar != 1-k) {
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if (game.foobar != 0)SPK=151;
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return(2011);
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} else {
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game.foobar=k;
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if (k != 4) return(2009);
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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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return(2011);
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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]==0 && game.place[TROLL]==0 && 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(2012);
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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 k=0;
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if (obj == OYSTER)k=1;
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SPK=124+k;
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if (TOTING(obj))SPK=120+k;
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if (!TOTING(TRIDNT))SPK=122+k;
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if (verb == LOCK)SPK=61;
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if (SPK != 124)
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return(2011);
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DSTROY(CLAM);
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DROP(OYSTER,game.loc);
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DROP(PEARL,105);
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return(2011);
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}
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static int 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) return(2011);
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game.bonus=133;
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if (game.loc == 115)game.bonus=134;
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if (HERE(ROD2))game.bonus=135;
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RSPEAK(game.bonus);
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score(0);
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}
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static int vbreak(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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if (obj == MIRROR)SPK=148;
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if (obj == VASE && game.prop[VASE] == 0) {
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SPK=198;
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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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return(2011);
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} else {
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if (obj != MIRROR || !game.closed) return(2011);
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SPK=197;
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return(18999);
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}
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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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SPK=156;
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game.abbnum=10000;
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game.detail=3;
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return(2011);
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}
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static int carry(long 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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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(8000);
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obj=game.atloc[game.loc];
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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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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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if (verb != LOCK) {
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SPK=171;
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if (game.prop[BEAR] == 0)SPK=41;
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if (game.prop[CHAIN] == 0)SPK=37;
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if (SPK != 171) return(2011);
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game.prop[CHAIN]=0;
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game.fixed[CHAIN]=0;
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if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
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game.fixed[BEAR]=2-game.prop[BEAR];
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return(2011);
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} else {
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SPK=172;
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if (game.prop[CHAIN] != 0)SPK=34;
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if (game.loc != PLAC[CHAIN])SPK=173;
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if (SPK != 172) return(2011);
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game.prop[CHAIN]=2;
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if (TOTING(CHAIN))DROP(CHAIN,game.loc);
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game.fixed[CHAIN]= -1;
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return(2011);
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}
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}
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static int discard(long 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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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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static int drink(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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if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
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return(8000);
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if (obj != BLOOD) {
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if (obj != 0 && obj != WATER)SPK=110;
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if (SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
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game.prop[BOTTLE]=1;
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game.place[WATER]=0;
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SPK=74;
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return(2011);
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} else {
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DSTROY(BLOOD);
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game.prop[DRAGON]=2;
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OBJSND[BIRD]=OBJSND[BIRD]+3;
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SPK=240;
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return(2011);
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}
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}
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static int eat(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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if (obj == INTRANSITIVE) {
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if (!HERE(FOOD))
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return(8000);
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DSTROY(FOOD);
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SPK=72;
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return(2011);
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} else {
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if (obj == FOOD) {
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DSTROY(FOOD);
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SPK=72;
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return(2011);
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}
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if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
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DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
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OGRE)SPK=71;
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return(2011);
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}
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}
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static int extinguish(int obj)
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/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
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{
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if (obj == INTRANSITIVE) {
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if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
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if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
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if (obj == 0 || obj > NOBJECTS) return(8000);
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}
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if (obj == URN) {
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game.prop[URN]=game.prop[URN]/2;
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SPK=210;
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return(2011);
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}
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if (obj == LAMP) {
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game.prop[LAMP]=0;
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RSPEAK(40);
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if (DARK(0))
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RSPEAK(16);
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return(2012);
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}
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if (obj == DRAGON || obj == VOLCAN)
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SPK=146;
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return(2011);
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}
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static 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;
|
|
return(2011);
|
|
}
|
|
|
|
int fill(long obj)
|
|
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
|
|
* is nasty.) */
|
|
{
|
|
int k;
|
|
if (obj == VASE) {
|
|
SPK=29;
|
|
if (LIQLOC(game.loc) == 0)SPK=144;
|
|
if (LIQLOC(game.loc) == 0 || !TOTING(VASE))
|
|
return(2011);
|
|
RSPEAK(145);
|
|
game.prop[VASE]=2;
|
|
game.fixed[VASE]= -1;
|
|
return(discard(obj, true));
|
|
}
|
|
|
|
if (obj == URN){
|
|
SPK=213;
|
|
if (game.prop[URN] != 0) return(2011);
|
|
SPK=144;
|
|
k=LIQ(0);
|
|
if (k == 0 || !HERE(BOTTLE)) return(2011);
|
|
game.place[k]=0;
|
|
game.prop[BOTTLE]=1;
|
|
if (k == OIL)game.prop[URN]=1;
|
|
SPK=211+game.prop[URN];
|
|
return(2011);
|
|
}
|
|
|
|
if (obj != 0 && obj != BOTTLE)
|
|
return(2011);
|
|
if (obj == 0 && !HERE(BOTTLE))
|
|
return(8000);
|
|
SPK=107;
|
|
if (LIQLOC(game.loc) == 0)
|
|
SPK=106;
|
|
if (HERE(URN) && game.prop[URN] != 0)
|
|
SPK=214;
|
|
if (LIQ(0) != 0)
|
|
SPK=105;
|
|
if (SPK != 107)
|
|
return(2011);
|
|
game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
|
|
k=LIQ(0);
|
|
if (TOTING(BOTTLE))
|
|
game.place[k]= -1;
|
|
if (k == OIL)
|
|
SPK=108;
|
|
return(2011);
|
|
}
|
|
|
|
static int find(token_t obj)
|
|
/* Find. Might be carrying it, or it might be here. Else give caveat. */
|
|
{
|
|
if (AT(obj) ||
|
|
(LIQ(0) == obj && AT(BOTTLE)) ||
|
|
obj == LIQLOC(game.loc) ||
|
|
(obj == DWARF && ATDWRF(game.loc) > 0))
|
|
SPK=94;
|
|
if (game.closed)SPK=138;
|
|
if (TOTING(obj))SPK=24;
|
|
return(2011);
|
|
}
|
|
|
|
static int fly(token_t obj)
|
|
/* Fly. Snide remarks unless hovering rug is here. */
|
|
{
|
|
if (obj == INTRANSITIVE) {
|
|
if (game.prop[RUG] != 2)SPK=224;
|
|
if (!HERE(RUG))SPK=225;
|
|
if (SPK/2 == 112) return(2011);
|
|
obj=RUG;
|
|
}
|
|
|
|
if (obj != RUG) return(2011);
|
|
SPK=223;
|
|
if (game.prop[RUG] != 2) return(2011);
|
|
game.oldlc2=game.oldloc;
|
|
game.oldloc=game.loc;
|
|
game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
|
|
SPK=226;
|
|
if (game.prop[SAPPH] >= 0)SPK=227;
|
|
RSPEAK(SPK);
|
|
return(2);
|
|
}
|
|
|
|
static int inven(token_t obj)
|
|
/* Inventory. If object, treat same as find. Else report on current burden. */
|
|
{
|
|
int i;
|
|
SPK=98;
|
|
for (i=1; i<=NOBJECTS; i++) {
|
|
if (i == BEAR || !TOTING(i))
|
|
continue;
|
|
if (SPK == 98)RSPEAK(99);
|
|
game.blklin=false;
|
|
PSPEAK(i,-1);
|
|
game.blklin=true;
|
|
SPK=0;
|
|
}
|
|
if (TOTING(BEAR))
|
|
SPK=141;
|
|
return(2011);
|
|
}
|
|
|
|
int light(token_t obj)
|
|
/* Light. Applicable only to lamp and urn. */
|
|
{
|
|
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 == 0 || obj > NOBJECTS) return(8000);
|
|
}
|
|
|
|
if (obj == URN) {
|
|
SPK=38;
|
|
if (game.prop[URN] == 0)
|
|
return(2011);
|
|
SPK=209;
|
|
game.prop[URN]=2;
|
|
return(2011);
|
|
} else {
|
|
if (obj != LAMP) return(2011);
|
|
SPK=184;
|
|
if (game.limit < 0) return(2011);
|
|
game.prop[LAMP]=1;
|
|
RSPEAK(39);
|
|
if (game.wzdark) return(2000);
|
|
return(2012);
|
|
}
|
|
}
|
|
|
|
static int listen(void)
|
|
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
|
|
{
|
|
int i, k;
|
|
SPK=228;
|
|
k=LOCSND[game.loc];
|
|
if (k != 0) {
|
|
RSPEAK(labs(k));
|
|
if (k < 0) return(2012);
|
|
SPK=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=0;
|
|
if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
|
|
DSTROY(BIRD);
|
|
}
|
|
return(2011);
|
|
}
|
|
|
|
static int lock(token_t verb, token_t obj)
|
|
/* Lock, unlock, no object given. Assume various things if present. */
|
|
{
|
|
int k;
|
|
if (obj == INTRANSITIVE) {
|
|
SPK=28;
|
|
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(8000);
|
|
if (HERE(CHAIN))obj=CHAIN;
|
|
if (obj == 0) return(2011);
|
|
}
|
|
|
|
/* 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=111;
|
|
if (obj == DOOR && game.prop[DOOR] == 1)SPK=54;
|
|
if (obj == CAGE)SPK=32;
|
|
if (obj == KEYS)SPK=55;
|
|
if (obj == GRATE || obj == CHAIN)SPK=31;
|
|
if (SPK != 31 || !HERE(KEYS)) return(2011);
|
|
if (obj == CHAIN)
|
|
return chain(verb);
|
|
if (game.closng) {
|
|
SPK=130;
|
|
if (!game.panic)game.clock2=15;
|
|
game.panic=true;
|
|
return(2011);
|
|
}
|
|
SPK=34+game.prop[GRATE];
|
|
game.prop[GRATE]=1;
|
|
if (verb == LOCK)game.prop[GRATE]=0;
|
|
SPK=SPK+2*game.prop[GRATE];
|
|
return(2011);
|
|
}
|
|
|
|
static int pour(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. */
|
|
{
|
|
if (obj == BOTTLE || obj == 0)obj=LIQ(0);
|
|
if (obj == 0) return(8000);
|
|
if (!TOTING(obj)) return(2011);
|
|
SPK=78;
|
|
if (obj != OIL && obj != WATER) return(2011);
|
|
if (HERE(URN) && game.prop[URN] == 0)
|
|
return fill(URN);
|
|
game.prop[BOTTLE]=1;
|
|
game.place[obj]=0;
|
|
SPK=77;
|
|
if (!(AT(PLANT) || AT(DOOR)))
|
|
return(2011);
|
|
if (!AT(DOOR)) {
|
|
SPK=112;
|
|
if (obj != WATER) return(2011);
|
|
PSPEAK(PLANT,game.prop[PLANT]+3);
|
|
game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
|
|
game.prop[PLANT2]=game.prop[PLANT];
|
|
K=NUL;
|
|
return(8);
|
|
} else {
|
|
game.prop[DOOR]=0;
|
|
if (obj == OIL)game.prop[DOOR]=1;
|
|
SPK=113+game.prop[DOOR];
|
|
return(2011);
|
|
}
|
|
}
|
|
|
|
static int quit(FILE *input)
|
|
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
|
|
{
|
|
if (YES(input,22,54,54))
|
|
score(1);
|
|
return(2012);
|
|
}
|
|
|
|
static int read(FILE *input, token_t obj)
|
|
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
|
|
{
|
|
int i;
|
|
if (obj == INTRANSITIVE) {
|
|
obj = 0;
|
|
for (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(0)) return(8000);
|
|
}
|
|
|
|
if (DARK(0)) {
|
|
SETPRM(1,WD1,WD1X);
|
|
RSPEAK(256);
|
|
return(2012);
|
|
}
|
|
if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
|
|
return(2011);
|
|
if (obj == OYSTER && !game.clshnt) {
|
|
game.clshnt=YES(input,192,193,54);
|
|
return(2012);
|
|
}
|
|
PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
|
|
return(2012);
|
|
}
|
|
|
|
static int reservoir(void)
|
|
/* Z'ZZZ (word gets recomputed at startup; different each game). */
|
|
{
|
|
if (!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
|
|
PSPEAK(RESER,game.prop[RESER]+1);
|
|
game.prop[RESER]=1-game.prop[RESER];
|
|
if (AT(RESER)) return(2012);
|
|
game.oldlc2=game.loc;
|
|
game.newloc=0;
|
|
RSPEAK(241);
|
|
return(2);
|
|
}
|
|
|
|
static int rub(token_t obj)
|
|
/* Rub. Yields various snide remarks except for lit urn. */
|
|
{
|
|
if (obj != LAMP)SPK=76;
|
|
if (obj != URN || game.prop[URN] != 2) return(2011);
|
|
DSTROY(URN);
|
|
DROP(AMBER,game.loc);
|
|
game.prop[AMBER]=1;
|
|
--game.tally;
|
|
DROP(CAVITY,game.loc);
|
|
SPK=216;
|
|
return(2011);
|
|
}
|
|
|
|
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(2630);
|
|
}
|
|
RSPEAK(258);
|
|
return(2012);
|
|
|
|
}
|
|
|
|
static int throw_support(long spk)
|
|
{
|
|
RSPEAK(spk);
|
|
DROP(AXE,game.loc);
|
|
K=NUL;
|
|
return(8);
|
|
}
|
|
|
|
static int throw(FILE *cmdin, long verb, long 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. */
|
|
{
|
|
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
|
|
if (!TOTING(obj))
|
|
return(2011);
|
|
if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
|
|
SPK=159;
|
|
/* 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);
|
|
return(2011);
|
|
}
|
|
if (obj == FOOD && HERE(BEAR)) {
|
|
/* But throwing food is another story. */
|
|
obj=BEAR;
|
|
return(feed(obj));
|
|
}
|
|
if (obj != AXE)
|
|
return(discard(obj, false));
|
|
int i=ATDWRF(game.loc);
|
|
if (i <= 0) {
|
|
if (AT(DRAGON) && game.prop[DRAGON] == 0) {
|
|
SPK=152;
|
|
return throw_support(SPK);
|
|
}
|
|
if (AT(TROLL)) {
|
|
SPK=158;
|
|
return throw_support(SPK);
|
|
}
|
|
if (AT(OGRE)) {
|
|
SPK=203;
|
|
return throw_support(SPK);
|
|
}
|
|
if (HERE(BEAR) && game.prop[BEAR] == 0) {
|
|
/* This'll teach him to throw the axe at the bear! */
|
|
SPK=164;
|
|
DROP(AXE,game.loc);
|
|
game.fixed[AXE]= -1;
|
|
game.prop[AXE]=1;
|
|
JUGGLE(BEAR);
|
|
return(2011);
|
|
}
|
|
return(attack(cmdin, verb, 0));
|
|
}
|
|
|
|
if (randrange(NDWARVES+1) < game.dflag) {
|
|
SPK=48;
|
|
return throw_support(SPK);
|
|
}
|
|
game.dseen[i]=false;
|
|
game.dloc[i]=0;
|
|
SPK=47;
|
|
++game.dkill;
|
|
if (game.dkill == 1)SPK=149;
|
|
|
|
return throw_support(SPK);
|
|
}
|
|
|
|
static int vscore(void)
|
|
/* Score. Call scoring routine but tell it to return. */
|
|
{
|
|
score(-1);
|
|
return(2012);
|
|
}
|
|
|
|
static int wake(token_t obj)
|
|
/* Wake. Only use is to disturb the dwarves. */
|
|
{
|
|
if (obj != DWARF || !game.closed) return(2011);
|
|
SPK=199;
|
|
return(18999);
|
|
}
|
|
|
|
static int wave(token_t obj)
|
|
/* Wave. No effect unless waving rod at fissure or at bird. */
|
|
{
|
|
if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
|
|
if (obj != ROD ||
|
|
!TOTING(obj) ||
|
|
(!HERE(BIRD) && (game.closng || !AT(FISSUR))))
|
|
return(2011);
|
|
if (HERE(BIRD))SPK=206+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=208;
|
|
return(2011);
|
|
} else {
|
|
if (game.closed) return(18999);
|
|
if (game.closng || !AT(FISSUR)) return(2011);
|
|
if (HERE(BIRD))RSPEAK(SPK);
|
|
game.prop[FISSUR]=1-game.prop[FISSUR];
|
|
PSPEAK(FISSUR,2-game.prop[FISSUR]);
|
|
return(2012);
|
|
}
|
|
}
|
|
|
|
/* We're called with a number that says what label the caller wanted
|
|
* to "goto", and we return a similar label number for the caller to
|
|
* "goto".
|
|
*/
|
|
|
|
int action(FILE *input, enum speechpart part, long verb, long obj)
|
|
/* Analyse a verb. Remember what it was, go back for object if second word
|
|
* unless verb is "say", which snarfs arbitrary second word.
|
|
*/
|
|
{
|
|
int kk;
|
|
switch(part)
|
|
{
|
|
case intransitive:
|
|
SPK=ACTSPK[verb];
|
|
if (WD2 > 0 && verb != SAY) return(2800);
|
|
if (verb == SAY)obj=WD2;
|
|
if (obj == 0) {
|
|
/* Analyse an intransitive verb (ie, no object given yet). */
|
|
switch (verb-1) {
|
|
case 0: /* CARRY */ return carry(INTRANSITIVE);
|
|
case 1: /* DROP */ return(8000);
|
|
case 2: /* SAY */ return(8000);
|
|
case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
|
|
case 4: /* NOTHI */ return(2009);
|
|
case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
|
|
case 6: /* LIGHT */ return light(INTRANSITIVE);
|
|
case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
|
|
case 8: /* WAVE */ return(8000);
|
|
case 9: /* CALM */ return(8000);
|
|
case 10: /* WALK */ return(2011);
|
|
case 11: /* ATTAC */ return attack(input, verb, obj);
|
|
case 12: /* POUR */ return pour(obj);
|
|
case 13: /* EAT */ return eat(INTRANSITIVE);
|
|
case 14: /* DRINK */ return drink(obj);
|
|
case 15: /* RUB */ return(8000);
|
|
case 16: /* TOSS */ return(8000);
|
|
case 17: /* QUIT */ return quit(input);
|
|
case 18: /* FIND */ return(8000);
|
|
case 19: /* INVEN */ return inven(obj);
|
|
case 20: /* FEED */ return(8000);
|
|
case 21: /* FILL */ return fill(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, INTRANSITIVE);
|
|
case 27: /* BREAK */ return(8000);
|
|
case 28: /* WAKE */ return(8000);
|
|
case 29: /* SUSP */ return saveresume(input, false);
|
|
case 30: /* RESU */ return saveresume(input, true);
|
|
case 31: /* FLY */ return fly(INTRANSITIVE);
|
|
case 32: /* LISTE */ return listen();
|
|
case 33: /* ZZZZ */ return reservoir();
|
|
}
|
|
BUG(23);
|
|
}
|
|
/* FALLTHRU */
|
|
case transitive:
|
|
L4090:
|
|
/* Analyse a transitive verb. */
|
|
switch (verb-1) {
|
|
case 0: /* CARRY */ return carry(obj);
|
|
case 1: /* DROP */ return discard(obj, false);
|
|
case 2: /* SAY */ return say();
|
|
case 3: /* UNLOC */ return lock(verb, obj);
|
|
case 4: /* NOTHI */ return(2009);
|
|
case 5: /* LOCK */ return lock(verb, obj);
|
|
case 6: /* LIGHT */ return light(obj);
|
|
case 7: /* EXTI */ return extinguish(obj);
|
|
case 8: /* WAVE */ return wave(obj);
|
|
case 9: /* CALM */ return(2011);
|
|
case 10: /* WALK */ return(2011);
|
|
case 11: /* ATTAC */ return attack(input, verb, obj);
|
|
case 12: /* POUR */ return pour(obj);
|
|
case 13: /* EAT */ return eat(obj);
|
|
case 14: /* DRINK */ return drink(obj);
|
|
case 15: /* RUB */ return rub(obj);
|
|
case 16: /* TOSS */ return throw(input, verb, obj);
|
|
case 17: /* QUIT */ return(2011);
|
|
case 18: /* FIND */ return find(obj);
|
|
case 19: /* INVEN */ return find(obj);
|
|
case 20: /* FEED */ return feed(obj);
|
|
case 21: /* FILL */ return fill(obj);
|
|
case 22: /* BLAST */ return blast();
|
|
case 23: /* SCOR */ return(2011);
|
|
case 24: /* FOO */ return(2011);
|
|
case 25: /* BRIEF */ return(2011);
|
|
case 26: /* READ */ return read(input, obj);
|
|
case 27: /* BREAK */ return vbreak(obj);
|
|
case 28: /* WAKE */ return wake(obj);
|
|
case 29: /* SUSP */ return(2011);
|
|
case 30: /* RESU */ return(2011);
|
|
case 31: /* FLY */ return fly(obj);
|
|
case 32: /* LISTE */ return(2011);
|
|
case 33: /* ZZZZ */ return reservoir();
|
|
}
|
|
BUG(24);
|
|
case 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 == 1 || game.loc == 4 || game.loc == 7)
|
|
obj=DPRSSN;
|
|
if (game.loc > 9 && game.loc < 15)
|
|
obj=ENTRNC;
|
|
if (obj != GRATE)
|
|
return(8);
|
|
}
|
|
else if (obj == DWARF && ATDWRF(game.loc) > 0)
|
|
/* FALL THROUGH */;
|
|
else if ((LIQ(0) == 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=116;
|
|
return(2011);
|
|
}
|
|
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(256);
|
|
return(2012);
|
|
}
|
|
|
|
if (WD2 > 0)
|
|
return(2800);
|
|
if (verb != 0)
|
|
goto L4090;
|
|
SETPRM(1,WD1,WD1X);
|
|
RSPEAK(255);
|
|
return(2600);
|
|
default:
|
|
BUG(99);
|
|
}
|
|
}
|