6 static int fill(token_t, token_t);
8 static void state_change(long obj, long state)
10 game.prop[obj] = state;
11 pspeak(obj, change, state);
14 static int attack(struct command_t *command)
15 /* Attack. Assume target if unambiguous. "Throw" also links here.
16 * Attackable objects fall into two categories: enemies (snake,
17 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
18 * enemies, or no enemies but 2 others. */
20 vocab_t verb = command->verb;
21 vocab_t obj = command->obj;
22 long spk = actions[verb].message;
23 if (obj == 0 || obj == INTRANSITIVE) {
24 if (atdwrf(game.loc) > 0)
27 obj = obj * NOBJECTS + SNAKE;
28 if (AT(DRAGON) && game.prop[DRAGON] == 0)
29 obj = obj * NOBJECTS + DRAGON;
31 obj = obj * NOBJECTS + TROLL;
33 obj = obj * NOBJECTS + OGRE;
34 if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
35 obj = obj * NOBJECTS + BEAR;
39 /* Can't attack bird or machine by throwing axe. */
40 if (HERE(BIRD) && verb != THROW)
42 if (HERE(VEND) && verb != THROW)
43 obj = obj * NOBJECTS + VEND;
44 /* Clam and oyster both treated as clam for intransitive case;
46 if (HERE(CLAM) || HERE(OYSTER))
47 obj = NOBJECTS * obj + CLAM;
60 } else if (obj == VEND) {
62 game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
68 if (obj == CLAM || obj == OYSTER)
69 spk = SHELL_IMPERVIOUS;
73 spk = BARE_HANDS_QUERY;
74 if (obj == DWARF && game.closed)
82 if (obj == OGRE && atdwrf(game.loc) > 0) {
87 for (int i = 1; i < PIRATE; i++) {
88 if (game.dloc[i] == game.loc) {
90 game.dloc[i] = LOC_LONGWEST;
91 game.dseen[i] = false;
94 spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
95 } else if (obj == BEAR) {
96 /* FIXME: Arithmetic on message numbers */
97 spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
98 } else if (obj == DRAGON && game.prop[DRAGON] == 0) {
99 /* Fun stuff for dragon. If he insists on attacking it, win!
100 * Set game.prop to dead, move dragon to central loc (still
101 * fixed), move rug there (not fixed), and move him there,
102 * too. Then do a null motion to get new description. */
103 rspeak(BARE_HANDS_QUERY);
105 // FIXME: setting wd1 is a workaround for broken logic
106 command->wd1 = token_to_packed("Y");
108 // FIXME: setting wd1 is a workaround for broken logic
109 command->wd1 = token_to_packed("N");
112 pspeak(DRAGON, look, 3);
113 game.prop[DRAGON] = 1;
115 int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
116 move(DRAGON + NOBJECTS, -1);
117 move(RUG + NOBJECTS, 0);
121 for (obj = 1; obj <= NOBJECTS; obj++) {
122 if (game.place[obj] == objects[DRAGON].plac || game.place[obj] == objects[DRAGON].fixd)
133 static int bigwords(token_t foo)
134 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
135 * Look up foo in section 3 of vocab to determine which word we've got. Last
136 * word zips the eggs back to the giant room (unless already there). */
138 //int k = vocab(foo, 3);
140 packed_to_token(foo, word);
141 int k = (int) get_special_vocab_id(word);
142 int spk = NOTHING_HAPPENS;
143 if (game.foobar != 1 - k) {
144 if (game.foobar != 0 && game.loc == LOC_GIANTROOM)
155 if (game.place[EGGS] == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
159 /* Bring back troll if we steal the eggs back from him before
161 if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0)
162 game.prop[TROLL] = 1;
166 if (game.loc == objects[EGGS].plac)
168 move(EGGS, objects[EGGS].plac);
169 pspeak(EGGS, look, k);
175 static int bivalve(token_t verb, token_t obj)
176 /* Clam/oyster actions */
179 bool is_oyster = (obj == OYSTER);
180 spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
182 spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
183 if (!TOTING(TRIDENT))
184 spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
187 if (spk == PEARL_FALLS) {
189 drop(OYSTER, game.loc);
190 drop(PEARL, LOC_CULDESAC);
196 static void blast(void)
197 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
199 if (game.prop[ROD2] < 0 || !game.closed)
200 rspeak(REQUIRES_DYNAMITE);
202 game.bonus = VICTORY_MESSAGE;
203 if (game.loc == LOC_NE)
204 game.bonus = DEFEAT_MESSAGE;
206 game.bonus = SPLATTER_MESSAGE;
212 static int vbreak(token_t verb, token_t obj)
213 /* Break. Only works for mirror in repository and, of course, the vase. */
215 int spk = actions[verb].message;
218 if (obj == VASE && game.prop[VASE] == 0) {
220 drop(VASE, game.loc);
222 game.fixed[VASE] = -1;
225 if (obj == MIRROR && game.closed) {
226 rspeak(BREAK_MIRROR);
234 static int brief(void)
235 /* Brief. Intransitive only. Suppress long descriptions after first time. */
239 rspeak(BRIEF_CONFIRM);
243 static int vcarry(token_t verb, token_t obj)
244 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
245 * take one without the other). Liquids also special, since they depend on
246 * status of bottle. Also various side effects, etc. */
249 if (obj == INTRANSITIVE) {
250 /* Carry, no object given yet. OK if only one object present. */
251 if (game.atloc[game.loc] == 0 ||
252 game.link[game.atloc[game.loc]] != 0 ||
253 atdwrf(game.loc) > 0)
255 obj = game.atloc[game.loc];
259 rspeak(ALREADY_CARRYING);
263 if (obj == PLANT && game.prop[PLANT] <= 0)
265 if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
267 if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
272 spk = DOUGHNUT_HOLES;
275 if (obj == RUG && game.prop[RUG] == 2)
278 spk = HAND_PASSTHROUGH;
280 rspeak(REMOVE_MESSAGE);
284 if (game.fixed[obj] != 0) {
288 if (obj == WATER || obj == OIL) {
289 if (!HERE(BOTTLE) || LIQUID() != obj) {
290 if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
291 return (fill(verb, BOTTLE));
293 if (game.prop[BOTTLE] != EMPTY_BOTTLE)
305 if (game.holdng >= INVLIMIT) {
308 } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
309 if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
318 if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
322 game.prop[BIRD] = BIRD_CAGED;
324 if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
325 carry(BIRD + CAGE - obj, game.loc);
326 carry(obj, game.loc);
327 if (obj == BOTTLE && LIQUID() != 0)
328 game.place[LIQUID()] = CARRIED;
329 if (GSTONE(obj) && game.prop[obj] != 0) {
331 game.prop[CAVITY] = CAVITY_EMPTY;
337 static int chain(token_t verb)
338 /* Do something to the bear's chain */
342 spk = CHAIN_UNLOCKED;
343 if (game.prop[BEAR] == UNTAMED_BEAR)
345 if (game.prop[CHAIN] == 0)
346 spk = ALREADY_UNLOCKED;
347 if (spk != CHAIN_UNLOCKED) {
351 game.prop[CHAIN] = 0;
352 game.fixed[CHAIN] = 0;
353 if (game.prop[BEAR] != BEAR_DEAD)
354 game.prop[BEAR] = CONTENTED_BEAR;
355 /* FIXME: Arithmetic on state numbers */
356 game.fixed[BEAR] = 2 - game.prop[BEAR];
359 if (game.prop[CHAIN] != 0)
360 spk = ALREADY_LOCKED;
361 if (game.loc != objects[CHAIN].plac)
363 if (spk != CHAIN_LOCKED) {
367 game.prop[CHAIN] = 2;
369 drop(CHAIN, game.loc);
370 game.fixed[CHAIN] = -1;
376 static int discard(token_t verb, token_t obj, bool just_do_it)
377 /* Discard object. "Throw" also comes here for most objects. Special cases for
378 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
379 * Drop coins at vending machine for extra batteries. */
381 int spk = actions[verb].message;
383 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
389 if (obj == BIRD && HERE(SNAKE)) {
390 rspeak(BIRD_ATTACKS);
394 /* Set game.prop for use by travel options */
395 game.prop[SNAKE] = SNAKE_CHASED;
397 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
400 game.prop[CAVITY] = CAVITY_FULL;
401 if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
402 game.prop[RUG] == 2))) {
409 if (spk != RUG_WIGGLES) {
410 int k = 2 - game.prop[RUG];
413 k = objects[SAPPH].plac;
414 move(RUG + NOBJECTS, k);
417 } else if (obj == COINS && HERE(VEND)) {
419 drop(BATTERY, game.loc);
420 pspeak(BATTERY, look, FRESH_BATTERIES);
422 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
426 } else if (obj == BEAR && AT(TROLL)) {
427 rspeak(TROLL_SCAMPERS);
429 move(TROLL + NOBJECTS, 0);
430 move(TROLL2, objects[TROLL].plac);
431 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
433 game.prop[TROLL] = 2;
434 } else if (obj != VASE || game.loc == objects[PILLOW].plac) {
440 pspeak(VASE, look, game.prop[VASE] + 1);
441 if (game.prop[VASE] != 0)
442 game.fixed[VASE] = -1;
448 if (obj == BOTTLE && k != 0)
449 game.place[k] = LOC_NOWHERE;
450 if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
451 drop(BIRD, game.loc);
455 game.prop[BIRD] = BIRD_UNCAGED;
456 if (FOREST(game.loc))
457 game.prop[BIRD] = BIRD_FOREST_UNCAGED;
461 static int drink(token_t verb, token_t obj)
462 /* Drink. If no object, assume water and look for it here. If water is in
463 * the bottle, drink that, else must be at a water loc, so drink stream. */
465 int spk = actions[verb].message;
466 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
469 if (obj != 0 && obj != WATER)
470 spk = RIDICULOUS_ATTEMPT;
471 if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
472 game.prop[BOTTLE] = EMPTY_BOTTLE;
473 game.place[WATER] = LOC_NOWHERE;
478 game.prop[DRAGON] = 2;
486 static int eat(token_t verb, token_t obj)
487 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
488 * ok, some things lose appetite, rest are ridiculous. */
490 int spk = actions[verb].message;
491 if (obj == INTRANSITIVE) {
495 spk = THANKS_DELICIOUS;
499 spk = THANKS_DELICIOUS;
501 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
502 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
510 static int extinguish(token_t verb, int obj)
511 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
513 int spk = actions[verb].message;
514 if (obj == INTRANSITIVE) {
515 if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
517 if (HERE(URN) && game.prop[URN] == 2)
518 obj = obj * NOBJECTS + URN;
519 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
524 game.prop[URN] = game.prop[URN] / 2;
526 } else if (obj == LAMP) {
527 state_change(LAMP, LAMP_DARK);
528 spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
529 } else if (obj == DRAGON || obj == VOLCANO)
535 static int feed(token_t verb, token_t obj)
536 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
537 * mad. Bear, special. */
539 int spk = actions[verb].message;
543 } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
544 spk = NOTHING_EDIBLE;
545 if (obj == DRAGON && game.prop[DRAGON] != 0)
546 spk = RIDICULOUS_ATTEMPT;
549 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
553 } else if (obj == DWARF) {
558 } else if (obj == BEAR) {
559 if (game.prop[BEAR] == UNTAMED_BEAR)
560 spk = NOTHING_EDIBLE;
561 if (game.prop[BEAR] == BEAR_DEAD)
562 spk = RIDICULOUS_ATTEMPT;
565 game.prop[BEAR] = SITTING_BEAR;
570 } else if (obj == OGRE) {
580 int fill(token_t verb, token_t obj)
581 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
585 int spk = actions[verb].message;
587 spk = ARENT_CARRYING;
588 if (LIQLOC(game.loc) == 0)
590 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
594 rspeak(SHATTER_VASE);
596 game.fixed[VASE] = -1;
597 return (discard(verb, obj, true));
598 } else if (obj == URN) {
600 if (game.prop[URN] != 0) {
606 if (k == 0 || !HERE(BOTTLE)) {
610 game.place[k] = LOC_NOWHERE;
611 game.prop[BOTTLE] = EMPTY_BOTTLE;
614 spk = WATER_URN + game.prop[URN];
617 } else if (obj != 0 && obj != BOTTLE) {
620 } else if (obj == 0 && !HERE(BOTTLE))
623 if (LIQLOC(game.loc) == 0)
625 if (HERE(URN) && game.prop[URN] != 0)
629 if (spk == BOTTLED_WATER) {
630 /* FIXME: Arithmetic on property values */
631 game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
634 game.place[k] = CARRIED;
642 static int find(token_t verb, token_t obj)
643 /* Find. Might be carrying it, or it might be here. Else give caveat. */
645 int spk = actions[verb].message;
647 (LIQUID() == obj && AT(BOTTLE)) ||
648 obj == LIQLOC(game.loc) ||
649 (obj == DWARF && atdwrf(game.loc) > 0))
654 spk = ALREADY_CARRYING;
659 static int fly(token_t verb, token_t obj)
660 /* Fly. Snide remarks unless hovering rug is here. */
662 int spk = actions[verb].message;
663 if (obj == INTRANSITIVE) {
664 if (game.prop[RUG] != 2)
668 if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
680 if (game.prop[RUG] != 2) {
684 game.oldlc2 = game.oldloc;
685 game.oldloc = game.loc;
686 game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
688 if (game.prop[SAPPH] >= 0)
694 static int inven(void)
695 /* Inventory. If object, treat same as find. Else report on current burden. */
698 for (int i = 1; i <= NOBJECTS; i++) {
699 if (i == BEAR || !TOTING(i))
704 pspeak(i, touch, -1);
714 static int light(token_t verb, token_t obj)
715 /* Light. Applicable only to lamp and urn. */
717 int spk = actions[verb].message;
718 if (obj == INTRANSITIVE) {
719 if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
721 if (HERE(URN) && game.prop[URN] == 1)
722 obj = obj * NOBJECTS + URN;
723 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
728 if (game.prop[URN] == 0) {
741 if (game.limit < 0) {
745 state_change(LAMP, LAMP_BRIGHT);
753 static int listen(void)
754 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
757 int spk = ALL_SILENT;
758 k = locations[game.loc].sound;
761 if (locations[game.loc].loud)
766 for (int i = 1; i <= NOBJECTS; i++) {
767 if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
769 int mi = game.prop[i];
771 mi += 3 * game.blooded;
772 long packed_zzword = token_to_packed(game.zzword);
773 pspeak(i, hear, mi, packed_zzword);
775 /* FIXME: Magic number, sensitive to bird state logic */
776 if (i == BIRD && game.prop[i] == 5)
783 static int lock(token_t verb, token_t obj)
784 /* Lock, unlock, no object given. Assume various things if present. */
786 int spk = actions[verb].message;
787 if (obj == INTRANSITIVE) {
788 spk = NOTHING_LOCKED;
797 if (obj != 0 && HERE(CHAIN))
801 if (obj == 0 || obj == INTRANSITIVE) {
807 /* Lock, unlock object. Special stuff for opening clam/oyster
809 if (obj == CLAM || obj == OYSTER)
810 return bivalve(verb, obj);
813 if (obj == DOOR && game.prop[DOOR] == 1)
819 if (obj == GRATE || obj == CHAIN) {
827 game.clock2 = PANICTIME;
830 state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
839 static int pour(token_t verb, token_t obj)
840 /* Pour. If no object, or object is bottle, assume contents of bottle.
841 * special tests for pouring water or oil on plant or rusty door. */
843 int spk = actions[verb].message;
844 if (obj == BOTTLE || obj == 0)
853 if (obj != OIL && obj != WATER) {
857 if (HERE(URN) && game.prop[URN] == 0)
858 return fill(verb, URN);
859 game.prop[BOTTLE] = EMPTY_BOTTLE;
860 game.place[obj] = LOC_NOWHERE;
862 if (!(AT(PLANT) || AT(DOOR))) {
867 spk = SHAKING_LEAVES;
872 pspeak(PLANT, look, game.prop[PLANT] + 3);
873 game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
874 game.prop[PLANT2] = game.prop[PLANT];
880 spk = RUSTED_HINGES + game.prop[DOOR];
886 static int quit(void)
887 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
889 if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
894 static int read(struct command_t command)
895 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
897 if (command.obj == INTRANSITIVE) {
899 for (int i = 1; i <= NOBJECTS; i++) {
900 if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
901 command.obj = command.obj * NOBJECTS + i;
903 if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
907 if (DARK(game.loc)) {
908 rspeak(NO_SEE, command.wd1, command.wd1x);
909 } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
910 game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
911 } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
912 rspeak(actions[command.verb].message);
914 pspeak(command.obj, study, game.prop[command.obj]);
918 static int reservoir(void)
919 /* Z'ZZZ (word gets recomputed at startup; different each game). */
921 if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
922 rspeak(NOTHING_HAPPENS);
925 pspeak(RESER, look, game.prop[RESER] + 1);
926 game.prop[RESER] = 1 - game.prop[RESER];
930 game.oldlc2 = game.loc;
938 static int rub(token_t verb, token_t obj)
939 /* Rub. Yields various snide remarks except for lit urn. */
941 int spk = actions[verb].message;
943 spk = PECULIAR_NOTHING;
944 if (obj == URN && game.prop[URN] == 2) {
946 drop(AMBER, game.loc);
947 game.prop[AMBER] = 1;
949 drop(CAVITY, game.loc);
956 static int say(struct command_t *command)
957 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
959 long a = command->wd1, b = command->wd1x;
960 if (command->wd2 > 0) {
963 command->wd1 = command->wd2;
965 //int wd = vocab(command->wd1, -1);
967 packed_to_token(command->wd1, word1);
968 int wd = (int) get_vocab_id(word1);
969 /* FIXME: magic numbers */
970 if (wd == XYZZY || wd == PLUGH || wd == PLOVER || wd == 2000 + GIANTWORDS || wd == 2000 + PART) {
971 /* FIXME: scribbles on the interpreter's command block */
972 wordclear(&command->wd2);
975 rspeak(OKEY_DOKEY, a, b);
979 static int throw_support(long spk)
986 static int throw (struct command_t *command)
987 /* Throw. Same as discard unless axe. Then same as attack except
988 * ignore bird, and if dwarf is present then one might be killed.
989 * (Only way to do so!) Axe also special for dragon, bear, and
990 * troll. Treasures special for troll. */
992 int spk = actions[command->verb].message;
993 if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
995 if (!TOTING(command->obj)) {
999 if (objects[command->obj].is_treasure && AT(TROLL)) {
1000 spk = TROLL_SATISFIED;
1001 /* Snarf a treasure for the troll. */
1002 drop(command->obj, 0);
1004 move(TROLL + NOBJECTS, 0);
1005 drop(TROLL2, objects[TROLL].plac);
1006 drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1011 if (command->obj == FOOD && HERE(BEAR)) {
1012 /* But throwing food is another story. */
1013 command->obj = BEAR;
1014 return (feed(command->verb, command->obj));
1016 if (command->obj != AXE)
1017 return (discard(command->verb, command->obj, false));
1019 int i = atdwrf(game.loc);
1021 if (AT(DRAGON) && game.prop[DRAGON] == 0)
1022 return throw_support(DRAGON_SCALES);
1024 return throw_support(TROLL_RETURNS);
1026 return throw_support(OGRE_DODGE);
1027 else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1028 /* This'll teach him to throw the axe at the bear! */
1029 drop(AXE, game.loc);
1030 game.fixed[AXE] = -1;
1037 return (attack(command));
1040 if (randrange(NDWARVES + 1) < game.dflag) {
1041 return throw_support(DWARF_DODGES);
1043 game.dseen[i] = false;
1045 return throw_support((++game.dkill == 1)
1046 ? DWARF_SMOKE : KILLED_DWARF);
1051 static int wake(token_t verb, token_t obj)
1052 /* Wake. Only use is to disturb the dwarves. */
1054 if (obj != DWARF || !game.closed) {
1055 rspeak(actions[verb].message);
1059 return GO_DWARFWAKE;
1063 static int wave(token_t verb, token_t obj)
1064 /* Wave. No effect unless waving rod at fissure or at bird. */
1066 int spk = actions[verb].message;
1067 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
1068 spk = ARENT_CARRYING;
1071 (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
1075 /* FIXME: Arithemetic on proprty values */
1077 spk = FREE_FLY + MOD(game.prop[BIRD], 2);
1078 if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1079 drop(JADE, game.loc);
1080 game.prop[JADE] = 0;
1088 return GO_DWARFWAKE;
1090 if (game.closng || !AT(FISSURE)) {
1096 game.prop[FISSURE] = 1 - game.prop[FISSURE];
1097 pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
1102 int action(struct command_t *command)
1103 /* Analyse a verb. Remember what it was, go back for object if second word
1104 * unless verb is "say", which snarfs arbitrary second word.
1107 token_t spk = actions[command->verb].message;
1109 if (command->part == unknown) {
1110 /* Analyse an object word. See if the thing is here, whether
1111 * we've got a verb yet, and so on. Object must be here
1112 * unless verb is "find" or "invent(ory)" (and no new verb
1113 * yet to be analysed). Water and oil are also funny, since
1114 * they are never actually dropped at any location, but might
1115 * be here inside the bottle or urn or as a feature of the
1117 if (HERE(command->obj))
1119 else if (command->obj == GRATE) {
1120 if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1121 command->obj = DPRSSN;
1122 if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1123 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1124 command->obj = ENTRNC;
1125 } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1127 else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
1129 else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1132 } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1133 command->obj = PLANT2;
1135 } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1137 spk = KNIVES_VANISH;
1140 } else if (command->obj == ROD && HERE(ROD2)) {
1141 command->obj = ROD2;
1143 } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
1146 rspeak(NO_SEE, command->wd1, command->wd1x);
1150 if (command->wd2 > 0)
1152 if (command->verb != 0)
1153 command->part = transitive;
1156 switch (command->part) {
1158 if (command->wd2 > 0 && command->verb != SAY)
1160 if (command->verb == SAY)
1161 command->obj = command->wd2;
1162 if (command->obj == 0 || command->obj == INTRANSITIVE) {
1163 /* Analyse an intransitive verb (ie, no object given yet). */
1164 switch (command->verb) {
1166 return vcarry(command->verb, INTRANSITIVE);
1172 return lock(command->verb, INTRANSITIVE);
1175 return (GO_CLEAROBJ);
1178 return lock(command->verb, INTRANSITIVE);
1180 return light(command->verb, INTRANSITIVE);
1182 return extinguish(command->verb, INTRANSITIVE);
1192 return attack(command);
1194 return pour(command->verb, command->obj);
1196 return eat(command->verb, INTRANSITIVE);
1198 return drink(command->verb, command->obj);
1212 return fill(command->verb, command->obj);
1220 return bigwords(command->wd1);
1224 command->obj = INTRANSITIVE;
1225 return read(*command);
1235 return fly(command->verb, INTRANSITIVE);
1241 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1246 /* Analyse a transitive verb. */
1247 switch (command->verb) {
1249 return vcarry(command->verb, command->obj);
1251 return discard(command->verb, command->obj, false);
1253 return say(command);
1255 return lock(command->verb, command->obj);
1258 return (GO_CLEAROBJ);
1261 return lock(command->verb, command->obj);
1263 return light(command->verb, command->obj);
1265 return extinguish(command->verb, command->obj);
1267 return wave(command->verb, command->obj);
1277 return attack(command);
1279 return pour(command->verb, command->obj);
1281 return eat(command->verb, command->obj);
1283 return drink(command->verb, command->obj);
1285 return rub(command->verb, command->obj);
1287 return throw (command);
1293 return find(command->verb, command->obj);
1295 return find(command->verb, command->obj);
1297 return feed(command->verb, command->obj);
1299 return fill(command->verb, command->obj);
1316 return read(*command);
1318 return vbreak(command->verb, command->obj);
1320 return wake(command->verb, command->obj);
1330 return fly(command->verb, command->obj);
1338 BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1341 /* Unknown verb, couldn't deduce object - might need hint */
1342 rspeak(WHAT_DO, command->wd1, command->wd1x);
1343 return GO_CHECKHINT;
1345 BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE