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 switch (game.prop[BEAR]) {
110 } else if (obj == DRAGON && game.prop[DRAGON] == 0) {
111 /* Fun stuff for dragon. If he insists on attacking it, win!
112 * Set game.prop to dead, move dragon to central loc (still
113 * fixed), move rug there (not fixed), and move him there,
114 * too. Then do a null motion to get new description. */
115 rspeak(BARE_HANDS_QUERY);
117 // FIXME: setting wd1 is a workaround for broken logic
118 command->wd1 = token_to_packed("Y");
120 // FIXME: setting wd1 is a workaround for broken logic
121 command->wd1 = token_to_packed("N");
124 state_change(DRAGON, DRAGON_DEAD);
125 game.prop[RUG] = RUG_FLOOR;
126 /* FIXME: Arithmentic on location values */
127 int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
128 move(DRAGON + NOBJECTS, -1);
129 move(RUG + NOBJECTS, 0);
133 for (obj = 1; obj <= NOBJECTS; obj++) {
134 if (game.place[obj] == objects[DRAGON].plac || game.place[obj] == objects[DRAGON].fixd)
145 static int bigwords(token_t foo)
146 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
147 * Look up foo in section 3 of vocab to determine which word we've got. Last
148 * word zips the eggs back to the giant room (unless already there). */
150 //int k = vocab(foo, 3);
152 packed_to_token(foo, word);
153 int k = (int) get_special_vocab_id(word);
154 int spk = NOTHING_HAPPENS;
155 if (game.foobar != 1 - k) {
156 if (game.foobar != 0 && game.loc == LOC_GIANTROOM)
167 if (game.place[EGGS] == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
171 /* Bring back troll if we steal the eggs back from him before
173 if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0)
174 game.prop[TROLL] = 1;
178 if (game.loc == objects[EGGS].plac)
180 move(EGGS, objects[EGGS].plac);
181 pspeak(EGGS, look, k);
187 static int bivalve(token_t verb, token_t obj)
188 /* Clam/oyster actions */
191 bool is_oyster = (obj == OYSTER);
192 spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
194 spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
195 if (!TOTING(TRIDENT))
196 spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
199 if (spk == PEARL_FALLS) {
201 drop(OYSTER, game.loc);
202 drop(PEARL, LOC_CULDESAC);
208 static void blast(void)
209 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
211 if (game.prop[ROD2] < 0 || !game.closed)
212 rspeak(REQUIRES_DYNAMITE);
214 game.bonus = VICTORY_MESSAGE;
215 if (game.loc == LOC_NE)
216 game.bonus = DEFEAT_MESSAGE;
218 game.bonus = SPLATTER_MESSAGE;
224 static int vbreak(token_t verb, token_t obj)
225 /* Break. Only works for mirror in repository and, of course, the vase. */
227 int spk = actions[verb].message;
230 if (obj == VASE && game.prop[VASE] == 0) {
232 drop(VASE, game.loc);
234 game.fixed[VASE] = -1;
237 if (obj == MIRROR && game.closed) {
238 rspeak(BREAK_MIRROR);
246 static int brief(void)
247 /* Brief. Intransitive only. Suppress long descriptions after first time. */
251 rspeak(BRIEF_CONFIRM);
255 static int vcarry(token_t verb, token_t obj)
256 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
257 * take one without the other). Liquids also special, since they depend on
258 * status of bottle. Also various side effects, etc. */
261 if (obj == INTRANSITIVE) {
262 /* Carry, no object given yet. OK if only one object present. */
263 if (game.atloc[game.loc] == 0 ||
264 game.link[game.atloc[game.loc]] != 0 ||
265 atdwrf(game.loc) > 0)
267 obj = game.atloc[game.loc];
271 rspeak(ALREADY_CARRYING);
275 if (obj == PLANT && game.prop[PLANT] <= 0)
277 if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
279 if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
284 spk = DOUGHNUT_HOLES;
287 if (obj == RUG && game.prop[RUG] == RUG_HOVER)
290 spk = HAND_PASSTHROUGH;
292 rspeak(REMOVE_MESSAGE);
296 if (game.fixed[obj] != 0) {
300 if (obj == WATER || obj == OIL) {
301 if (!HERE(BOTTLE) || LIQUID() != obj) {
302 if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
303 return (fill(verb, BOTTLE));
305 if (game.prop[BOTTLE] != EMPTY_BOTTLE)
317 if (game.holdng >= INVLIMIT) {
320 } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
321 if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
330 if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
334 game.prop[BIRD] = BIRD_CAGED;
336 if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
337 carry(BIRD + CAGE - obj, game.loc);
338 carry(obj, game.loc);
339 if (obj == BOTTLE && LIQUID() != 0)
340 game.place[LIQUID()] = CARRIED;
341 if (GSTONE(obj) && game.prop[obj] != 0) {
343 game.prop[CAVITY] = CAVITY_EMPTY;
349 static int chain(token_t verb)
350 /* Do something to the bear's chain */
354 spk = CHAIN_UNLOCKED;
355 if (game.prop[BEAR] == UNTAMED_BEAR)
357 if (game.prop[CHAIN] == 0)
358 spk = ALREADY_UNLOCKED;
359 if (spk != CHAIN_UNLOCKED) {
363 game.prop[CHAIN] = 0;
364 game.fixed[CHAIN] = 0;
365 if (game.prop[BEAR] != BEAR_DEAD)
366 game.prop[BEAR] = CONTENTED_BEAR;
367 /* FIXME: Arithmetic on state numbers */
368 game.fixed[BEAR] = 2 - game.prop[BEAR];
371 if (game.prop[CHAIN] != 0)
372 spk = ALREADY_LOCKED;
373 if (game.loc != objects[CHAIN].plac)
375 if (spk != CHAIN_LOCKED) {
379 game.prop[CHAIN] = 2;
381 drop(CHAIN, game.loc);
382 game.fixed[CHAIN] = -1;
388 static int discard(token_t verb, token_t obj, bool just_do_it)
389 /* Discard object. "Throw" also comes here for most objects. Special cases for
390 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
391 * Drop coins at vending machine for extra batteries. */
393 int spk = actions[verb].message;
395 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
401 if (obj == BIRD && HERE(SNAKE)) {
402 rspeak(BIRD_ATTACKS);
406 /* Set game.prop for use by travel options */
407 game.prop[SNAKE] = SNAKE_CHASED;
409 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
412 game.prop[CAVITY] = CAVITY_FULL;
413 if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || (obj == RUBY &&
414 game.prop[RUG] == RUG_HOVER))) {
421 if (spk != RUG_WIGGLES) {
422 /* FIXME: Arithmetic on state numbers */
423 int k = 2 - game.prop[RUG];
426 k = objects[SAPPH].plac;
427 move(RUG + NOBJECTS, k);
430 } else if (obj == COINS && HERE(VEND)) {
432 drop(BATTERY, game.loc);
433 pspeak(BATTERY, look, FRESH_BATTERIES);
435 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
439 } else if (obj == BEAR && AT(TROLL)) {
440 rspeak(TROLL_SCAMPERS);
442 move(TROLL + NOBJECTS, 0);
443 move(TROLL2, objects[TROLL].plac);
444 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
446 game.prop[TROLL] = 2;
447 } else if (obj != VASE || game.loc == objects[PILLOW].plac) {
453 pspeak(VASE, look, game.prop[VASE] + 1);
454 if (game.prop[VASE] != 0)
455 game.fixed[VASE] = -1;
461 if (obj == BOTTLE && k != 0)
462 game.place[k] = LOC_NOWHERE;
463 if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
464 drop(BIRD, game.loc);
468 game.prop[BIRD] = BIRD_UNCAGED;
469 if (FOREST(game.loc))
470 game.prop[BIRD] = BIRD_FOREST_UNCAGED;
474 static int drink(token_t verb, token_t obj)
475 /* Drink. If no object, assume water and look for it here. If water is in
476 * the bottle, drink that, else must be at a water loc, so drink stream. */
478 int spk = actions[verb].message;
479 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
482 if (obj != 0 && obj != WATER)
483 spk = RIDICULOUS_ATTEMPT;
484 if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
485 game.prop[BOTTLE] = EMPTY_BOTTLE;
486 game.place[WATER] = LOC_NOWHERE;
492 state_change(DRAGON, DRAGON_BLOODLESS);
498 static int eat(token_t verb, token_t obj)
499 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
500 * ok, some things lose appetite, rest are ridiculous. */
502 int spk = actions[verb].message;
503 if (obj == INTRANSITIVE) {
507 spk = THANKS_DELICIOUS;
511 spk = THANKS_DELICIOUS;
513 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
514 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
522 static int extinguish(token_t verb, int obj)
523 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
525 int spk = actions[verb].message;
526 if (obj == INTRANSITIVE) {
527 if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
529 if (HERE(URN) && game.prop[URN] == 2)
530 obj = obj * NOBJECTS + URN;
531 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
536 game.prop[URN] = game.prop[URN] / 2;
538 } else if (obj == LAMP) {
539 state_change(LAMP, LAMP_DARK);
540 spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
541 } else if (obj == DRAGON || obj == VOLCANO)
547 static int feed(token_t verb, token_t obj)
548 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
549 * mad. Bear, special. */
551 int spk = actions[verb].message;
555 } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
556 spk = NOTHING_EDIBLE;
557 if (obj == DRAGON && game.prop[DRAGON] != 0)
558 spk = RIDICULOUS_ATTEMPT;
561 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
565 } else if (obj == DWARF) {
570 } else if (obj == BEAR) {
571 if (game.prop[BEAR] == UNTAMED_BEAR)
572 spk = NOTHING_EDIBLE;
573 if (game.prop[BEAR] == BEAR_DEAD)
574 spk = RIDICULOUS_ATTEMPT;
577 game.prop[BEAR] = SITTING_BEAR;
582 } else if (obj == OGRE) {
592 int fill(token_t verb, token_t obj)
593 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
597 int spk = actions[verb].message;
599 spk = ARENT_CARRYING;
600 if (LIQLOC(game.loc) == 0)
602 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
606 rspeak(SHATTER_VASE);
608 game.fixed[VASE] = -1;
609 return (discard(verb, obj, true));
610 } else if (obj == URN) {
612 if (game.prop[URN] != 0) {
618 if (k == 0 || !HERE(BOTTLE)) {
622 game.place[k] = LOC_NOWHERE;
623 game.prop[BOTTLE] = EMPTY_BOTTLE;
626 spk = WATER_URN + game.prop[URN];
629 } else if (obj != 0 && obj != BOTTLE) {
632 } else if (obj == 0 && !HERE(BOTTLE))
635 if (LIQLOC(game.loc) == 0)
637 if (HERE(URN) && game.prop[URN] != 0)
641 if (spk == BOTTLED_WATER) {
642 /* FIXME: Arithmetic on property values */
643 game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
646 game.place[k] = CARRIED;
654 static int find(token_t verb, token_t obj)
655 /* Find. Might be carrying it, or it might be here. Else give caveat. */
657 int spk = actions[verb].message;
659 (LIQUID() == obj && AT(BOTTLE)) ||
660 obj == LIQLOC(game.loc) ||
661 (obj == DWARF && atdwrf(game.loc) > 0))
666 spk = ALREADY_CARRYING;
671 static int fly(token_t verb, token_t obj)
672 /* Fly. Snide remarks unless hovering rug is here. */
674 int spk = actions[verb].message;
675 if (obj == INTRANSITIVE) {
676 if (game.prop[RUG] != RUG_HOVER)
680 if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
692 if (game.prop[RUG] != RUG_HOVER) {
696 game.oldlc2 = game.oldloc;
697 game.oldloc = game.loc;
698 /* FIXME: Arithmetic on location values */
699 game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
701 if (game.prop[SAPPH] >= 0)
707 static int inven(void)
708 /* Inventory. If object, treat same as find. Else report on current burden. */
711 for (int i = 1; i <= NOBJECTS; i++) {
712 if (i == BEAR || !TOTING(i))
717 pspeak(i, touch, -1);
727 static int light(token_t verb, token_t obj)
728 /* Light. Applicable only to lamp and urn. */
730 int spk = actions[verb].message;
731 if (obj == INTRANSITIVE) {
732 if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
734 if (HERE(URN) && game.prop[URN] == 1)
735 obj = obj * NOBJECTS + URN;
736 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
741 if (game.prop[URN] == 0) {
754 if (game.limit < 0) {
758 state_change(LAMP, LAMP_BRIGHT);
766 static int listen(void)
767 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
770 int spk = ALL_SILENT;
771 k = locations[game.loc].sound;
774 if (locations[game.loc].loud)
779 for (int i = 1; i <= NOBJECTS; i++) {
780 if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
782 int mi = game.prop[i];
784 mi += 3 * game.blooded;
785 long packed_zzword = token_to_packed(game.zzword);
786 pspeak(i, hear, mi, packed_zzword);
788 /* FIXME: Magic number, sensitive to bird state logic */
789 if (i == BIRD && game.prop[i] == 5)
796 static int lock(token_t verb, token_t obj)
797 /* Lock, unlock, no object given. Assume various things if present. */
799 int spk = actions[verb].message;
800 if (obj == INTRANSITIVE) {
801 spk = NOTHING_LOCKED;
810 if (obj != 0 && HERE(CHAIN))
814 if (obj == 0 || obj == INTRANSITIVE) {
820 /* Lock, unlock object. Special stuff for opening clam/oyster
822 if (obj == CLAM || obj == OYSTER)
823 return bivalve(verb, obj);
826 if (obj == DOOR && game.prop[DOOR] == 1)
832 if (obj == GRATE || obj == CHAIN) {
840 game.clock2 = PANICTIME;
843 state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
852 static int pour(token_t verb, token_t obj)
853 /* Pour. If no object, or object is bottle, assume contents of bottle.
854 * special tests for pouring water or oil on plant or rusty door. */
856 int spk = actions[verb].message;
857 if (obj == BOTTLE || obj == 0)
866 if (obj != OIL && obj != WATER) {
870 if (HERE(URN) && game.prop[URN] == 0)
871 return fill(verb, URN);
872 game.prop[BOTTLE] = EMPTY_BOTTLE;
873 game.place[obj] = LOC_NOWHERE;
875 if (!(AT(PLANT) || AT(DOOR))) {
880 spk = SHAKING_LEAVES;
885 pspeak(PLANT, look, game.prop[PLANT] + 3);
886 game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
887 game.prop[PLANT2] = game.prop[PLANT];
893 spk = RUSTED_HINGES + game.prop[DOOR];
899 static int quit(void)
900 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
902 if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
907 static int read(struct command_t command)
908 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
910 if (command.obj == INTRANSITIVE) {
912 for (int i = 1; i <= NOBJECTS; i++) {
913 if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
914 command.obj = command.obj * NOBJECTS + i;
916 if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
920 if (DARK(game.loc)) {
921 rspeak(NO_SEE, command.wd1, command.wd1x);
922 } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
923 game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
924 } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
925 rspeak(actions[command.verb].message);
927 pspeak(command.obj, study, game.prop[command.obj]);
931 static int reservoir(void)
932 /* Z'ZZZ (word gets recomputed at startup; different each game). */
934 if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
935 rspeak(NOTHING_HAPPENS);
938 pspeak(RESER, look, game.prop[RESER] + 1);
939 game.prop[RESER] = 1 - game.prop[RESER];
943 game.oldlc2 = game.loc;
951 static int rub(token_t verb, token_t obj)
952 /* Rub. Yields various snide remarks except for lit urn. */
954 int spk = actions[verb].message;
956 spk = PECULIAR_NOTHING;
957 if (obj == URN && game.prop[URN] == 2) {
959 drop(AMBER, game.loc);
960 game.prop[AMBER] = 1;
962 drop(CAVITY, game.loc);
969 static int say(struct command_t *command)
970 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
972 long a = command->wd1, b = command->wd1x;
973 if (command->wd2 > 0) {
976 command->wd1 = command->wd2;
978 //int wd = vocab(command->wd1, -1);
980 packed_to_token(command->wd1, word1);
981 int wd = (int) get_vocab_id(word1);
982 /* FIXME: magic numbers */
983 if (wd == XYZZY || wd == PLUGH || wd == PLOVER || wd == ACTION_WORD(GIANTWORDS) || wd == ACTION_WORD(PART)) {
984 /* FIXME: scribbles on the interpreter's command block */
985 wordclear(&command->wd2);
988 rspeak(OKEY_DOKEY, a, b);
992 static int throw_support(long spk)
999 static int throw (struct command_t *command)
1000 /* Throw. Same as discard unless axe. Then same as attack except
1001 * ignore bird, and if dwarf is present then one might be killed.
1002 * (Only way to do so!) Axe also special for dragon, bear, and
1003 * troll. Treasures special for troll. */
1005 int spk = actions[command->verb].message;
1006 if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
1007 command->obj = ROD2;
1008 if (!TOTING(command->obj)) {
1012 if (objects[command->obj].is_treasure && AT(TROLL)) {
1013 spk = TROLL_SATISFIED;
1014 /* Snarf a treasure for the troll. */
1015 drop(command->obj, 0);
1017 move(TROLL + NOBJECTS, 0);
1018 drop(TROLL2, objects[TROLL].plac);
1019 drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1024 if (command->obj == FOOD && HERE(BEAR)) {
1025 /* But throwing food is another story. */
1026 command->obj = BEAR;
1027 return (feed(command->verb, command->obj));
1029 if (command->obj != AXE)
1030 return (discard(command->verb, command->obj, false));
1032 int i = atdwrf(game.loc);
1034 if (AT(DRAGON) && game.prop[DRAGON] == 0)
1035 return throw_support(DRAGON_SCALES);
1037 return throw_support(TROLL_RETURNS);
1039 return throw_support(OGRE_DODGE);
1040 else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1041 /* This'll teach him to throw the axe at the bear! */
1042 drop(AXE, game.loc);
1043 game.fixed[AXE] = -1;
1050 return (attack(command));
1053 if (randrange(NDWARVES + 1) < game.dflag) {
1054 return throw_support(DWARF_DODGES);
1056 game.dseen[i] = false;
1058 return throw_support((++game.dkill == 1)
1059 ? DWARF_SMOKE : KILLED_DWARF);
1064 static int wake(token_t verb, token_t obj)
1065 /* Wake. Only use is to disturb the dwarves. */
1067 if (obj != DWARF || !game.closed) {
1068 rspeak(actions[verb].message);
1072 return GO_DWARFWAKE;
1076 static int wave(token_t verb, token_t obj)
1077 /* Wave. No effect unless waving rod at fissure or at bird. */
1079 int spk = actions[verb].message;
1080 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
1081 spk = ARENT_CARRYING;
1084 (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
1088 /* FIXME: Arithemetic on proprty values */
1090 spk = FREE_FLY + MOD(game.prop[BIRD], 2);
1091 if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1092 drop(JADE, game.loc);
1093 game.prop[JADE] = 0;
1101 return GO_DWARFWAKE;
1103 if (game.closng || !AT(FISSURE)) {
1109 game.prop[FISSURE] = 1 - game.prop[FISSURE];
1110 pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
1115 int action(struct command_t *command)
1116 /* Analyse a verb. Remember what it was, go back for object if second word
1117 * unless verb is "say", which snarfs arbitrary second word.
1120 token_t spk = actions[command->verb].message;
1122 if (command->part == unknown) {
1123 /* Analyse an object word. See if the thing is here, whether
1124 * we've got a verb yet, and so on. Object must be here
1125 * unless verb is "find" or "invent(ory)" (and no new verb
1126 * yet to be analysed). Water and oil are also funny, since
1127 * they are never actually dropped at any location, but might
1128 * be here inside the bottle or urn or as a feature of the
1130 if (HERE(command->obj))
1132 else if (command->obj == GRATE) {
1133 if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1134 command->obj = DPRSSN;
1135 if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1136 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1137 command->obj = ENTRNC;
1138 } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1140 else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
1142 else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1145 } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1146 command->obj = PLANT2;
1148 } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1150 spk = KNIVES_VANISH;
1153 } else if (command->obj == ROD && HERE(ROD2)) {
1154 command->obj = ROD2;
1156 } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
1159 rspeak(NO_SEE, command->wd1, command->wd1x);
1163 if (command->wd2 > 0)
1165 if (command->verb != 0)
1166 command->part = transitive;
1169 switch (command->part) {
1171 if (command->wd2 > 0 && command->verb != SAY)
1173 if (command->verb == SAY)
1174 command->obj = command->wd2;
1175 if (command->obj == 0 || command->obj == INTRANSITIVE) {
1176 /* Analyse an intransitive verb (ie, no object given yet). */
1177 switch (command->verb) {
1179 return vcarry(command->verb, INTRANSITIVE);
1185 return lock(command->verb, INTRANSITIVE);
1188 return (GO_CLEAROBJ);
1191 return lock(command->verb, INTRANSITIVE);
1193 return light(command->verb, INTRANSITIVE);
1195 return extinguish(command->verb, INTRANSITIVE);
1205 return attack(command);
1207 return pour(command->verb, command->obj);
1209 return eat(command->verb, INTRANSITIVE);
1211 return drink(command->verb, command->obj);
1225 return fill(command->verb, command->obj);
1233 return bigwords(command->wd1);
1237 command->obj = INTRANSITIVE;
1238 return read(*command);
1248 return fly(command->verb, INTRANSITIVE);
1254 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1259 /* Analyse a transitive verb. */
1260 switch (command->verb) {
1262 return vcarry(command->verb, command->obj);
1264 return discard(command->verb, command->obj, false);
1266 return say(command);
1268 return lock(command->verb, command->obj);
1271 return (GO_CLEAROBJ);
1274 return lock(command->verb, command->obj);
1276 return light(command->verb, command->obj);
1278 return extinguish(command->verb, command->obj);
1280 return wave(command->verb, command->obj);
1290 return attack(command);
1292 return pour(command->verb, command->obj);
1294 return eat(command->verb, command->obj);
1296 return drink(command->verb, command->obj);
1298 return rub(command->verb, command->obj);
1300 return throw (command);
1306 return find(command->verb, command->obj);
1308 return find(command->verb, command->obj);
1310 return feed(command->verb, command->obj);
1312 return fill(command->verb, command->obj);
1329 return read(*command);
1331 return vbreak(command->verb, command->obj);
1333 return wake(command->verb, command->obj);
1343 return fly(command->verb, command->obj);
1351 BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1354 /* Unknown verb, couldn't deduce object - might need hint */
1355 rspeak(WHAT_DO, command->wd1, command->wd1x);
1356 return GO_CHECKHINT;
1358 BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE