7 /* Limit visibility of ugly globals. Eventually these should go away. */
8 extern long WD1, WD1X, WD2, WD2X;
11 * Action handlers. Eventually we'll do lookup through a method table
15 static int fill(token_t verb, token_t);
17 static int attack(FILE *input, long verb, token_t obj)
18 /* Attack. Assume target if unambiguous. "Throw" also links here.
19 * Attackable objects fall into two categories: enemies (snake,
20 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
21 * enemies, or no enemies but 2 others. */
23 int spk = ACTSPK[verb];
24 int d = ATDWRF(game.loc);
28 if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE;
29 if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
30 if (AT(TROLL))obj = obj * NOBJECTS + TROLL;
31 if (AT(OGRE))obj = obj * NOBJECTS + OGRE;
32 if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR;
33 if (obj > NOBJECTS) return GO_UNKNOWN;
35 /* Can't attack bird or machine by throwing axe. */
36 if (HERE(BIRD) && verb != THROW)obj = BIRD;
37 if (HERE(VEND) && verb != THROW)obj = obj * NOBJECTS + VEND;
38 /* Clam and oyster both treated as clam for intransitive case;
40 if (HERE(CLAM) || HERE(OYSTER))obj = NOBJECTS * obj + CLAM;
54 } else if (obj == VEND) {
55 PSPEAK(VEND, game.prop[VEND] + 2);
56 game.prop[VEND] = 3 - game.prop[VEND];
60 if (obj == 0)spk = NO_TARGET;
61 if (obj == CLAM || obj == OYSTER)spk = SHELL_IMPERVIOUS;
62 if (obj == SNAKE)spk = SNAKE_WARNING;
63 if (obj == DWARF)spk = BARE_HANDS_QUERY;
64 if (obj == DWARF && game.closed) return GO_DWARFWAKE;
65 if (obj == DRAGON)spk = ALREADY_DEAD;
66 if (obj == TROLL)spk = ROCKY_TROLL;
67 if (obj == OGRE)spk = OGRE_DODGE;
68 if (obj == OGRE && d > 0) {
73 for (int i = 1; i < PIRATE; i++) {
74 if (game.dloc[i] == game.loc) {
76 game.dloc[i] = LOC_LONGWEST;
77 game.dseen[i] = false;
80 spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
81 } else if (obj == BEAR)
82 /* FIXME: Arithmetic on message numbers */
83 spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
84 else if (obj == DRAGON && game.prop[DRAGON] == 0) {
85 /* Fun stuff for dragon. If he insists on attacking it, win!
86 * Set game.prop to dead, move dragon to central loc (still
87 * fixed), move rug there (not fixed), and move him there,
88 * too. Then do a null motion to get new description. */
89 RSPEAK(BARE_HANDS_QUERY);
90 GETIN(input, &WD1, &WD1X, &WD2, &WD2X);
91 if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
94 game.prop[DRAGON] = 1;
96 int k = (PLAC[DRAGON] + FIXD[DRAGON]) / 2;
97 MOVE(DRAGON + NOBJECTS, -1);
98 MOVE(RUG + NOBJECTS, 0);
102 for (obj = 1; obj <= NOBJECTS; obj++) {
103 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
114 static int bigwords(long foo)
115 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
116 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
117 * word zips the eggs back to the giant room (unless already there). */
119 int k = VOCAB(foo, 3);
120 int spk = NOTHING_HAPPENS;
121 if (game.foobar != 1 - k) {
122 if (game.foobar != 0)spk = START_OVER;
132 if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
136 /* Bring back troll if we steal the eggs back from him before
138 if (game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] == 0)
139 game.prop[TROLL] = 1;
141 if (HERE(EGGS))k = 1;
142 if (game.loc == PLAC[EGGS])k = 0;
143 MOVE(EGGS, PLAC[EGGS]);
150 static int bivalve(token_t verb, token_t obj)
151 /* Clam/oyster actions */
154 bool is_oyster = (obj == OYSTER);
155 spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
156 if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
157 if (!TOTING(TRIDNT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
158 if (verb == LOCK)spk = HUH_MAN;
159 if (spk == PEARL_FALLS) {
161 DROP(OYSTER, game.loc);
162 DROP(PEARL, LOC_CULDESAC);
168 static void blast(void)
169 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
171 if (game.prop[ROD2] < 0 || !game.closed)
172 RSPEAK(REQUIRES_DYNAMITE);
174 game.bonus = VICTORY_MESSAGE;
175 if (game.loc == LOC_NE)
176 game.bonus = DEFEAT_MESSAGE;
178 game.bonus = SPLATTER_MESSAGE;
184 static int vbreak(token_t verb, token_t obj)
185 /* Break. Only works for mirror in repository and, of course, the vase. */
187 int spk = ACTSPK[verb];
188 if (obj == MIRROR)spk = TOO_FAR;
189 if (obj == VASE && game.prop[VASE] == 0) {
190 if (TOTING(VASE))DROP(VASE, game.loc);
192 game.fixed[VASE] = -1;
195 if (obj == MIRROR && game.closed) {
196 RSPEAK(BREAK_MIRROR);
204 static int brief(void)
205 /* Brief. Intransitive only. Suppress long descriptions after first time. */
209 RSPEAK(BRIEF_CONFIRM);
213 static int carry(token_t verb, token_t obj)
214 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
215 * take one without the other). Liquids also special, since they depend on
216 * status of bottle. Also various side effects, etc. */
219 if (obj == INTRANSITIVE) {
220 /* Carry, no object given yet. OK if only one object present. */
221 if (game.atloc[game.loc] == 0 ||
222 game.link[game.atloc[game.loc]] != 0 ||
223 ATDWRF(game.loc) > 0)
225 obj = game.atloc[game.loc];
229 RSPEAK(ALREADY_CARRYING);
233 if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
234 if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
235 if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED;
236 if (obj == URN)spk = URN_NOBUDGE;
237 if (obj == CAVITY)spk = DOUGHNUT_HOLES;
238 if (obj == BLOOD)spk = FEW_DROPS;
239 if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS;
240 if (obj == SIGN)spk = HAND_PASSTHROUGH;
242 RSPEAK(REMOVE_MESSAGE);
246 if (game.fixed[obj] != 0) {
250 if (obj == WATER || obj == OIL) {
251 if (!HERE(BOTTLE) || LIQUID() != obj) {
252 if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
253 return (fill(verb, BOTTLE));
255 if (game.prop[BOTTLE] != 1)spk = BOTTLE_FULL;
256 if (!TOTING(BOTTLE))spk = NO_CONTAINER;
265 if (game.holdng >= INVLIMIT) {
268 } else if (obj == BIRD && game.prop[BIRD] != 1 && -1 - game.prop[BIRD] != 1) {
269 if (game.prop[BIRD] == 2) {
274 if (!TOTING(CAGE))spk = CANNOT_CARRY;
275 if (TOTING(ROD))spk = BIRD_EVADES;
276 if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
282 if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == 1 || -1 - game.prop[BIRD] == 1))
283 CARRY(BIRD + CAGE - obj, game.loc);
284 CARRY(obj, game.loc);
285 if (obj == BOTTLE && LIQUID() != 0)
286 game.place[LIQUID()] = CARRIED;
287 if (GSTONE(obj) && game.prop[obj] != 0) {
289 game.prop[CAVITY] = 1;
295 static int chain(token_t verb)
296 /* Do something to the bear's chain */
300 spk = CHAIN_UNLOCKED;
301 if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
302 if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
303 if (spk != CHAIN_UNLOCKED) {
307 game.prop[CHAIN] = 0;
308 game.fixed[CHAIN] = 0;
309 if (game.prop[BEAR] != 3)game.prop[BEAR] = 2;
310 game.fixed[BEAR] = 2 - game.prop[BEAR];
313 if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
314 if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE;
315 if (spk != CHAIN_LOCKED) {
319 game.prop[CHAIN] = 2;
320 if (TOTING(CHAIN))DROP(CHAIN, game.loc);
321 game.fixed[CHAIN] = -1;
327 static int discard(token_t verb, token_t obj, bool just_do_it)
328 /* Discard object. "Throw" also comes here for most objects. Special cases for
329 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
330 * Drop coins at vending machine for extra batteries. */
332 int spk = ACTSPK[verb];
334 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
339 if (obj == BIRD && HERE(SNAKE)) {
340 RSPEAK(BIRD_ATTACKS);
341 if (game.closed) return GO_DWARFWAKE;
343 /* Set game.prop for use by travel options */
344 game.prop[SNAKE] = 1;
346 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
349 game.prop[CAVITY] = 0;
350 if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
351 game.prop[RUG] == 2))) {
353 if (TOTING(RUG))spk = RUG_WIGGLES;
354 if (obj == RUBY)spk = RUG_SETTLES;
356 if (spk != RUG_WIGGLES) {
357 int k = 2 - game.prop[RUG];
359 if (k == 2) k = PLAC[SAPPH];
360 MOVE(RUG + NOBJECTS, k);
363 } else if (obj == COINS && HERE(VEND)) {
365 DROP(BATTER, game.loc);
368 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
373 } else if (obj == BEAR && AT(TROLL)) {
374 RSPEAK(TROLL_SCAMPERS);
376 MOVE(TROLL + NOBJECTS, 0);
377 MOVE(TROLL2, PLAC[TROLL]);
378 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
380 game.prop[TROLL] = 2;
381 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
385 if (AT(PILLOW))game.prop[VASE] = 0;
386 PSPEAK(VASE, game.prop[VASE] + 1);
387 if (game.prop[VASE] != 0)game.fixed[VASE] = -1;
391 if (k == obj)obj = BOTTLE;
392 if (obj == BOTTLE && k != 0)
393 game.place[k] = NOWHERE;
394 if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD, game.loc);
396 if (obj != BIRD) return GO_CLEAROBJ;
398 if (FOREST(game.loc))game.prop[BIRD] = 2;
402 static int drink(token_t verb, token_t obj)
403 /* Drink. If no object, assume water and look for it here. If water is in
404 * the bottle, drink that, else must be at a water loc, so drink stream. */
406 int spk = ACTSPK[verb];
407 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
410 if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
411 if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
412 game.prop[BOTTLE] = 1;
413 game.place[WATER] = NOWHERE;
418 game.prop[DRAGON] = 2;
419 OBJSND[BIRD] = OBJSND[BIRD] + 3;
426 static int eat(token_t verb, token_t obj)
427 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
428 * ok, some things lose appetite, rest are ridiculous. */
430 int spk = ACTSPK[verb];
431 if (obj == INTRANSITIVE) {
435 spk = THANKS_DELICIOUS;
439 spk = THANKS_DELICIOUS;
441 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
442 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
443 OGRE)spk = LOST_APPETITE;
449 static int extinguish(token_t verb, int obj)
450 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
452 int spk = ACTSPK[verb];
453 if (obj == INTRANSITIVE) {
454 if (HERE(LAMP) && game.prop[LAMP] == 1)obj = LAMP;
455 if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
456 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
460 game.prop[URN] = game.prop[URN] / 2;
462 } else if (obj == LAMP) {
465 spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
466 } else if (obj == DRAGON || obj == VOLCAN)
472 static int feed(token_t verb, token_t obj)
473 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
474 * mad. Bear, special. */
476 int spk = ACTSPK[verb];
480 } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
481 spk = NOTHING_EDIBLE;
482 if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT;
483 if (obj == TROLL)spk = TROLL_VICES;
484 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
489 } else if (obj == DWARF) {
494 } else if (obj == BEAR) {
495 if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
496 if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
504 } else if (obj == OGRE) {
514 int fill(token_t verb, token_t obj)
515 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
519 int spk = ACTSPK[verb];
521 spk = ARENT_CARRYING;
522 if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
523 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
527 RSPEAK(SHATTER_VASE);
529 game.fixed[VASE] = -1;
530 return (discard(verb, obj, true));
531 } else if (obj == URN) {
533 if (game.prop[URN] != 0) {
539 if (k == 0 || !HERE(BOTTLE)) {
543 game.place[k] = NOWHERE;
544 game.prop[BOTTLE] = 1;
545 if (k == OIL)game.prop[URN] = 1;
546 spk = WATER_URN + game.prop[URN];
549 } else if (obj != 0 && obj != BOTTLE) {
552 } else if (obj == 0 && !HERE(BOTTLE))
555 if (LIQLOC(game.loc) == 0)
557 if (HERE(URN) && game.prop[URN] != 0)
561 if (spk == BOTTLED_WATER) {
562 game.prop[BOTTLE] = MOD(COND[game.loc], 4) / 2 * 2;
565 game.place[k] = CARRIED;
573 static int find(token_t verb, token_t obj)
574 /* Find. Might be carrying it, or it might be here. Else give caveat. */
576 int spk = ACTSPK[verb];
578 (LIQUID() == obj && AT(BOTTLE)) ||
579 obj == LIQLOC(game.loc) ||
580 (obj == DWARF && ATDWRF(game.loc) > 0))
582 if (game.closed)spk = NEEDED_NEreplace;
583 if (TOTING(obj))spk = ALREADY_CARRYING;
588 static int fly(token_t verb, token_t obj)
589 /* Fly. Snide remarks unless hovering rug is here. */
591 int spk = ACTSPK[verb];
592 if (obj == INTRANSITIVE) {
593 if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
594 if (!HERE(RUG))spk = FLAP_ARMS;
595 if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
607 if (game.prop[RUG] != 2) {
611 game.oldlc2 = game.oldloc;
612 game.oldloc = game.loc;
613 game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
615 if (game.prop[SAPPH] >= 0)
621 static int inven(void)
622 /* Inventory. If object, treat same as find. Else report on current burden. */
625 for (int i = 1; i <= NOBJECTS; i++) {
626 if (i == BEAR || !TOTING(i))
641 static int light(token_t verb, token_t obj)
642 /* Light. Applicable only to lamp and urn. */
644 int spk = ACTSPK[verb];
645 if (obj == INTRANSITIVE) {
646 if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj = LAMP;
647 if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN;
648 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
652 if (game.prop[URN] == 0) {
665 if (game.limit < 0) {
678 static int listen(void)
679 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
682 int spk = ALL_SILENT;
683 k = LOCSND[game.loc];
686 if (k < 0) return GO_CLEAROBJ;
689 SETPRM(1, game.zzword, 0);
690 for (int i = 1; i <= NOBJECTS; i++) {
691 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
693 PSPEAK(i, OBJSND[i] + game.prop[i]);
695 if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
702 static int lock(token_t verb, token_t obj)
703 /* Lock, unlock, no object given. Assume various things if present. */
705 int spk = ACTSPK[verb];
706 if (obj == INTRANSITIVE) {
707 spk = NOTHING_LOCKED;
708 if (HERE(CLAM))obj = CLAM;
709 if (HERE(OYSTER))obj = OYSTER;
710 if (AT(DOOR))obj = DOOR;
711 if (AT(GRATE))obj = GRATE;
712 if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
713 if (HERE(CHAIN))obj = CHAIN;
720 /* Lock, unlock object. Special stuff for opening clam/oyster
722 if (obj == CLAM || obj == OYSTER)
723 return bivalve(verb, obj);
724 if (obj == DOOR)spk = RUSTY_DOOR;
725 if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN;
726 if (obj == CAGE)spk = NO_LOCK;
727 if (obj == KEYS)spk = CANNOT_UNLOCK;
728 if (obj == GRATE || obj == CHAIN) {
735 if (!game.panic)game.clock2 = 15;
738 spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
739 game.prop[GRATE] = 1;
740 if (verb == LOCK)game.prop[GRATE] = 0;
741 spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
749 static int pour(token_t verb, token_t obj)
750 /* Pour. If no object, or object is bottle, assume contents of bottle.
751 * special tests for pouring water or oil on plant or rusty door. */
753 int spk = ACTSPK[verb];
754 if (obj == BOTTLE || obj == 0)obj = LIQUID();
755 if (obj == 0) return GO_UNKNOWN;
761 if (obj != OIL && obj != WATER) {
765 if (HERE(URN) && game.prop[URN] == 0)
766 return fill(verb, URN);
767 game.prop[BOTTLE] = 1;
768 game.place[obj] = NOWHERE;
770 if (!(AT(PLANT) || AT(DOOR))) {
775 spk = SHAKING_LEAVES;
780 PSPEAK(PLANT, game.prop[PLANT] + 3);
781 game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
782 game.prop[PLANT2] = game.prop[PLANT];
786 if (obj == OIL)game.prop[DOOR] = 1;
787 spk = RUSTED_HINGES + game.prop[DOOR];
793 static int quit(FILE *input)
794 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
796 if (YES(input, REALLY_QUIT, OK_MAN, OK_MAN))
801 static int read(FILE *input, token_t verb, token_t obj)
802 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
804 int spk = ACTSPK[verb];
805 if (obj == INTRANSITIVE) {
807 for (int i = 1; i <= NOBJECTS; i++) {
808 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
809 obj = obj * NOBJECTS + i;
811 if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
814 if (DARK(game.loc)) {
815 SETPRM(1, WD1, WD1X);
819 if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
823 if (obj == OYSTER && !game.clshnt) {
824 game.clshnt = YES(input, CLUE_QUERY, WAYOUT_CLUE, OK_MAN);
827 PSPEAK(obj, OBJTXT[obj] + game.prop[obj]);
831 static int reservoir(void)
832 /* Z'ZZZ (word gets recomputed at startup; different each game). */
834 if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
835 RSPEAK(NOTHING_HAPPENS);
838 PSPEAK(RESER, game.prop[RESER] + 1);
839 game.prop[RESER] = 1 - game.prop[RESER];
843 game.oldlc2 = game.loc;
851 static int rub(token_t verb, token_t obj)
852 /* Rub. Yields various snide remarks except for lit urn. */
854 int spk = ACTSPK[verb];
856 spk = PECULIAR_NOTHING;
857 if (obj == URN && game.prop[URN] == 2) {
859 DROP(AMBER, game.loc);
860 game.prop[AMBER] = 1;
862 DROP(CAVITY, game.loc);
870 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
872 /* FIXME: ugly use of globals */
873 SETPRM(1, WD2, WD2X);
875 SETPRM(1, WD1, WD1X);
878 int wd = VOCAB(WD1, -1);
879 /* FIXME: Magic numbers */
880 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
888 static int throw_support(long spk)
895 static int throw (FILE *cmdin, long verb, token_t obj)
896 /* Throw. Same as discard unless axe. Then same as attack except
897 * ignore bird, and if dwarf is present then one might be killed.
898 * (Only way to do so!) Axe also special for dragon, bear, and
899 * troll. Treasures special for troll. */
901 int spk = ACTSPK[verb];
902 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
907 if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
908 spk = TROLL_SATISFIED;
909 /* Snarf a treasure for the troll. */
912 MOVE(TROLL + NOBJECTS, 0);
913 DROP(TROLL2, PLAC[TROLL]);
914 DROP(TROLL2 + NOBJECTS, FIXD[TROLL]);
919 if (obj == FOOD && HERE(BEAR)) {
920 /* But throwing food is another story. */
922 return (feed(verb, obj));
925 return (discard(verb, obj, false));
926 int i = ATDWRF(game.loc);
928 if (AT(DRAGON) && game.prop[DRAGON] == 0)
929 return throw_support(DRAGON_SCALES);
931 return throw_support(TROLL_RETURNS);
933 return throw_support(OGRE_DODGE);
934 else if (HERE(BEAR) && game.prop[BEAR] == 0) {
935 /* This'll teach him to throw the axe at the bear! */
937 game.fixed[AXE] = -1;
943 return (attack(cmdin, verb, 0));
946 if (randrange(NDWARVES + 1) < game.dflag) {
947 return throw_support(DWARF_DODGES);
949 game.dseen[i] = false;
951 return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF);
954 static int vscore(void)
955 /* Score. Call scoring routine but tell it to return. */
961 static int wake(token_t verb, token_t obj)
962 /* Wake. Only use is to disturb the dwarves. */
964 if (obj != DWARF || !game.closed) {
965 RSPEAK(ACTSPK[verb]);
973 static int wave(token_t verb, token_t obj)
974 /* Wave. No effect unless waving rod at fissure or at bird. */
976 int spk = ACTSPK[verb];
977 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
980 (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
984 if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2);
985 if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
986 DROP(JADE, game.loc);
997 if (game.closng || !AT(FISSUR)) {
1001 if (HERE(BIRD))RSPEAK(spk);
1002 game.prop[FISSUR] = 1 - game.prop[FISSUR];
1003 PSPEAK(FISSUR, 2 - game.prop[FISSUR]);
1008 int action(FILE *input, enum speechpart part, long verb, token_t obj)
1009 /* Analyse a verb. Remember what it was, go back for object if second word
1010 * unless verb is "say", which snarfs arbitrary second word.
1013 token_t spk = ACTSPK[verb];
1015 if (part == unknown) {
1016 /* Analyse an object word. See if the thing is here, whether
1017 * we've got a verb yet, and so on. Object must be here
1018 * unless verb is "find" or "invent(ory)" (and no new verb
1019 * yet to be analysed). Water and oil are also funny, since
1020 * they are never actually dropped at any location, but might
1021 * be here inside the bottle or urn or as a feature of the
1025 else if (obj == GRATE) {
1026 if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1028 if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1029 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1033 } else if (obj == DWARF && ATDWRF(game.loc) > 0)
1035 else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
1037 else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1040 } else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1043 } else if (obj == KNIFE && game.knfloc == game.loc) {
1045 spk = KNIVES_VANISH;
1048 } else if (obj == ROD && HERE(ROD2)) {
1051 } else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
1054 SETPRM(1, WD1, WD1X);
1067 if (WD2 > 0 && verb != SAY) return (2800);
1068 if (verb == SAY)obj = WD2;
1069 if (obj == 0 || obj == INTRANSITIVE) {
1070 /* Analyse an intransitive verb (ie, no object given yet). */
1073 return carry(verb, INTRANSITIVE);
1079 return lock(verb, INTRANSITIVE);
1080 case 4: { /* NOTHI */
1082 return (GO_CLEAROBJ);
1085 return lock(verb, INTRANSITIVE);
1087 return light(verb, INTRANSITIVE);
1089 return extinguish(verb, INTRANSITIVE);
1094 case 10: { /* WALK */
1098 case 11: /* ATTAC */
1099 return attack(input, verb, obj);
1101 return pour(verb, obj);
1103 return eat(verb, INTRANSITIVE);
1104 case 14: /* DRINK */
1105 return drink(verb, obj);
1114 case 19: /* INVEN */
1119 return fill(verb, obj);
1120 case 22: /* BLAST */
1126 return bigwords(WD1);
1127 case 25: /* BRIEF */
1130 return read(input, verb, INTRANSITIVE);
1131 case 27: /* BREAK */
1136 return suspend(input);
1138 return resume(input);
1140 return fly(verb, INTRANSITIVE);
1141 case 32: /* LISTE */
1150 /* Analyse a transitive verb. */
1153 return carry(verb, obj);
1155 return discard(verb, obj, false);
1159 return lock(verb, obj);
1160 case 4: { /* NOTHI */
1162 return (GO_CLEAROBJ);
1165 return lock(verb, obj);
1167 return light(verb, obj);
1169 return extinguish(verb, obj);
1171 return wave(verb, obj);
1172 case 9: { /* CALM */
1176 case 10: { /* WALK */
1180 case 11: /* ATTAC */
1181 return attack(input, verb, obj);
1183 return pour(verb, obj);
1185 return eat(verb, obj);
1186 case 14: /* DRINK */
1187 return drink(verb, obj);
1189 return rub(verb, obj);
1191 return throw (input, verb, obj);
1192 case 17: { /* QUIT */
1197 return find(verb, obj);
1198 case 19: /* INVEN */
1199 return find(verb, obj);
1201 return feed(verb, obj);
1203 return fill(verb, obj);
1204 case 22: /* BLAST */
1207 case 23: { /* SCOR */
1211 case 24: { /* FOO */
1215 case 25: { /* BRIEF */
1220 return read(input, verb, obj);
1221 case 27: /* BREAK */
1222 return vbreak(verb, obj);
1224 return wake(verb, obj);
1225 case 29: { /* SUSP */
1229 case 30: { /* RESU */
1234 return fly(verb, obj);
1235 case 32: { /* LISTE */
1244 /* Unknown verb, couldn't deduce object - might need hint */
1245 SETPRM(1, WD1, WD1X);
1247 return GO_CHECKHINT;