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;
41 if (obj > NOBJECTS) return GO_UNKNOWN;
56 PSPEAK(VEND,game.prop[VEND]+2);
57 game.prop[VEND]=3-game.prop[VEND];
61 if (obj == 0)spk=NO_TARGET;
62 if (obj == CLAM || obj == OYSTER)spk=SHELL_IMPERVIOUS;
63 if (obj == SNAKE)spk=SNAKE_WARNING;
64 if (obj == DWARF)spk=BARE_HANDS_QUERY;
65 if (obj == DWARF && game.closed) return GO_DWARFWAKE;
66 if (obj == DRAGON)spk=ALREADY_DEAD;
67 if (obj == TROLL)spk=ROCKY_TROLL;
68 if (obj == OGRE)spk=OGRE_DODGE;
69 if (obj == OGRE && d > 0) {
74 for (int i=1; i < PIRATE; i++) {
75 if (game.dloc[i] == game.loc) {
77 game.dloc[i] = LOC_LONGWEST;
81 spk=dwarves == 2 ? OGRE_PANIC1 : OGRE_PANIC2;
86 /* FIXME: Arithmetic on message numbers */
87 spk = BEAR_HANDS+(game.prop[BEAR]+1)/2;
88 else if (obj == DRAGON && game.prop[DRAGON] == 0) {
89 /* Fun stuff for dragon. If he insists on attacking it, win!
90 * Set game.prop to dead, move dragon to central loc (still
91 * fixed), move rug there (not fixed), and move him there,
92 * too. Then do a null motion to get new description. */
93 RSPEAK(BARE_HANDS_QUERY);
94 GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
95 if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
100 int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
101 MOVE(DRAGON+NOBJECTS,-1);
102 MOVE(RUG+NOBJECTS,0);
106 for (obj=1; obj<=NOBJECTS; obj++) {
107 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
118 static int bigwords(long foo)
119 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
120 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
121 * word zips the eggs back to the giant room (unless already there). */
124 int spk=NOTHING_HAPPENS;
125 if (game.foobar != 1-k) {
126 if (game.foobar != 0)spk=START_OVER;
136 if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
140 /* Bring back troll if we steal the eggs back from him before
142 if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
146 if (game.loc == PLAC[EGGS])k=0;
147 MOVE(EGGS,PLAC[EGGS]);
154 static int bivalve(token_t verb, token_t obj)
155 /* Clam/oyster actions */
158 bool is_oyster = (obj == OYSTER);
159 spk= is_oyster ? OYSTER_OPENS : PEARL_FALLS;
160 if (TOTING(obj))spk= is_oyster ? DROP_OYSTER : DROP_CLAM;
161 if (!TOTING(TRIDNT))spk= is_oyster ? OYSTER_OPENER : CLAM_OPENER;
162 if (verb == LOCK)spk=HUH_MAN;
163 if (spk == PEARL_FALLS) {
165 DROP(OYSTER,game.loc);
166 DROP(PEARL,LOC_CULDESAC);
172 static int blast(void)
173 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
175 if (game.prop[ROD2] < 0 || !game.closed)
177 RSPEAK(REQUIRES_DYNAMITE);
181 if (game.loc == LOC_NE)
187 return GO_CLEAROBJ; /* pacify compiler - we never get here */
190 static int vbreak(token_t verb, token_t obj)
191 /* Break. Only works for mirror in repository and, of course, the vase. */
193 int spk = ACTSPK[verb];
194 if (obj == MIRROR)spk=TOO_FAR;
195 if (obj == VASE && game.prop[VASE] == 0) {
196 if (TOTING(VASE))DROP(VASE,game.loc);
198 game.fixed[VASE]= -1;
201 if (obj == MIRROR && game.closed) {
202 RSPEAK(BREAK_MIRROR);
210 static int brief(void)
211 /* Brief. Intransitive only. Suppress long descriptions after first time. */
215 RSPEAK(BRIEF_CONFIRM);
219 static int carry(token_t verb, token_t obj)
220 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
221 * take one without the other). Liquids also special, since they depend on
222 * status of bottle. Also various side effects, etc. */
225 if (obj == INTRANSITIVE) {
226 /* Carry, no object given yet. OK if only one object present. */
227 if(game.atloc[game.loc] == 0 ||
228 game.link[game.atloc[game.loc]] != 0 ||
229 ATDWRF(game.loc) > 0)
231 obj=game.atloc[game.loc];
234 if (TOTING(obj)) {RSPEAK(ALREADY_CARRYING); return GO_CLEAROBJ;}
236 if (obj == PLANT && game.prop[PLANT] <= 0)spk=DEEP_ROOTS;
237 if (obj == BEAR && game.prop[BEAR] == 1)spk=BEAR_CHAINED;
238 if (obj == CHAIN && game.prop[BEAR] != 0)spk=STILL_LOCKED;
239 if (obj == URN)spk=URN_NOBUDGE;
240 if (obj == CAVITY)spk=DOUGHNUT_HOLES;
241 if (obj == BLOOD)spk=FEW_DROPS;
242 if (obj == RUG && game.prop[RUG] == 2)spk=RUG_HOVERS;
243 if (obj == SIGN)spk=HAND_PASSTHROUGH;
245 RSPEAK(REMOVE_MESSAGE);
249 if (game.fixed[obj] != 0) {
253 if (obj == WATER || obj == OIL) {
254 if (!HERE(BOTTLE) || LIQUID() != obj) {
255 if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
256 return(fill(verb, BOTTLE));
257 if (game.prop[BOTTLE] != 1)spk=BOTTLE_FULL;
258 if (!TOTING(BOTTLE))spk=NO_CONTAINER;
266 if (game.holdng >= INVLIMIT) {
270 else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
271 if (game.prop[BIRD] == 2) {
276 if (!TOTING(CAGE))spk=CANNOT_CARRY;
277 if (TOTING(ROD))spk=BIRD_EVADES;
278 if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
284 if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
285 CARRY(BIRD+CAGE-obj,game.loc);
287 if (obj == BOTTLE && LIQUID() != 0)
288 game.place[LIQUID()] = CARRIED;
289 if (GSTONE(obj) && game.prop[obj] != 0) {
297 static int chain(token_t verb)
298 /* Do something to the bear's chain */
303 if (game.prop[BEAR] == 0)spk=BEAR_BLOCKS;
304 if (game.prop[CHAIN] == 0)spk=ALREADY_UNLOCKED;
305 if (spk != CHAIN_UNLOCKED) {RSPEAK(spk); return GO_CLEAROBJ;}
308 if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
309 game.fixed[BEAR]=2-game.prop[BEAR];
312 if (game.prop[CHAIN] != 0)spk=ALREADY_LOCKED;
313 if (game.loc != PLAC[CHAIN])spk=NO_LOCKSITE;
314 if (spk != CHAIN_LOCKED) {
319 if (TOTING(CHAIN))DROP(CHAIN,game.loc);
320 game.fixed[CHAIN]= -1;
326 static int discard(token_t verb, token_t obj, bool just_do_it)
327 /* Discard object. "Throw" also comes here for most objects. Special cases for
328 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
329 * Drop coins at vending machine for extra batteries. */
331 int spk = ACTSPK[verb];
333 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
334 if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
335 if (obj == BIRD && HERE(SNAKE)) {
336 RSPEAK(BIRD_ATTACKS);
337 if (game.closed) return GO_DWARFWAKE;
339 /* Set game.prop for use by travel options */
342 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
346 if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
347 game.prop[RUG] == 2))) {
349 if (TOTING(RUG))spk=RUG_WIGGLES;
350 if (obj == RUBY)spk=RUG_SETTLES;
352 if (spk != RUG_WIGGLES) {
353 int k = 2-game.prop[RUG];
355 if (k == 2) k = PLAC[SAPPH];
356 MOVE(RUG+NOBJECTS, k);
359 } else if (obj == COINS && HERE(VEND)) {
361 DROP(BATTER,game.loc);
364 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
369 } else if (obj == BEAR && AT(TROLL)) {
370 RSPEAK(TROLL_SCAMPERS);
372 MOVE(TROLL+NOBJECTS,0);
373 MOVE(TROLL2,PLAC[TROLL]);
374 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
377 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
381 if (AT(PILLOW))game.prop[VASE]=0;
382 PSPEAK(VASE,game.prop[VASE]+1);
383 if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
387 if (k == obj)obj=BOTTLE;
388 if (obj == BOTTLE && k != 0)
389 game.place[k] = NOWHERE;
390 if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
392 if (obj != BIRD) return GO_CLEAROBJ;
394 if (FOREST(game.loc))game.prop[BIRD]=2;
398 static int drink(token_t verb, token_t obj)
399 /* Drink. If no object, assume water and look for it here. If water is in
400 * the bottle, drink that, else must be at a water loc, so drink stream. */
402 int spk = ACTSPK[verb];
403 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
406 if (obj != 0 && obj != WATER)spk=RIDICULOUS_ATTEMPT;
407 if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
408 game.prop[BOTTLE] = 1;
409 game.place[WATER] = NOWHERE;
415 OBJSND[BIRD]=OBJSND[BIRD]+3;
422 static int eat(token_t verb, token_t obj)
423 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
424 * ok, some things lose appetite, rest are ridiculous. */
426 int spk = ACTSPK[verb];
427 if (obj == INTRANSITIVE) {
431 spk=THANKS_DELICIOUS;
435 spk=THANKS_DELICIOUS;
437 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
438 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
439 OGRE)spk=LOST_APPETITE;
445 static int extinguish(token_t verb, int obj)
446 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
448 int spk = ACTSPK[verb];
449 if (obj == INTRANSITIVE) {
450 if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
451 if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
452 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
456 game.prop[URN]=game.prop[URN]/2;
459 else if (obj == LAMP) {
462 spk = DARK(game.loc) ? PITCH_DARK : ARB_0;
464 else if (obj == DRAGON || obj == VOLCAN)
470 static int feed(token_t verb, token_t obj)
471 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
472 * mad. Bear, special. */
474 int spk = ACTSPK[verb];
479 else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
481 if (obj == DRAGON && game.prop[DRAGON] != 0)spk=RIDICULOUS_ATTEMPT;
482 if (obj == TROLL)spk=TROLL_VICES;
483 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
489 else if (obj == DWARF) {
495 else if (obj == BEAR) {
496 if (game.prop[BEAR] == 0)spk=NOTHING_EDIBLE;
497 if (game.prop[BEAR] == 3)spk=RIDICULOUS_ATTEMPT;
506 else if (obj == OGRE) {
516 int fill(token_t verb, token_t obj)
517 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
521 int spk = ACTSPK[verb];
524 if (LIQLOC(game.loc) == 0)spk=FILL_INVALID;
525 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
529 RSPEAK(SHATTER_VASE);
531 game.fixed[VASE]= -1;
532 return(discard(verb, obj, true));
534 else if (obj == URN) {
536 if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
539 if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;}
540 game.place[k] = NOWHERE;
541 game.prop[BOTTLE] = 1;
542 if (k == OIL)game.prop[URN]=1;
543 spk=WATER_URN+game.prop[URN];
547 else if (obj != 0 && obj != BOTTLE) {
551 else if (obj == 0 && !HERE(BOTTLE))
554 if (LIQLOC(game.loc) == 0)
556 if (HERE(URN) && game.prop[URN] != 0)
561 game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
564 game.place[k] = CARRIED;
572 static int find(token_t verb, token_t obj)
573 /* Find. Might be carrying it, or it might be here. Else give caveat. */
575 int spk = ACTSPK[verb];
577 (LIQUID() == obj && AT(BOTTLE)) ||
578 obj == LIQLOC(game.loc) ||
579 (obj == DWARF && ATDWRF(game.loc) > 0))
581 if (game.closed)spk=NEEDED_NEreplace;
582 if (TOTING(obj))spk=ALREADY_CARRYING;
587 static int fly(token_t verb, token_t obj)
588 /* Fly. Snide remarks unless hovering rug is here. */
590 int spk = ACTSPK[verb];
591 if (obj == INTRANSITIVE) {
592 if (game.prop[RUG] != 2)spk=RUG_NOTHING2;
593 if (!HERE(RUG))spk=FLAP_ARMS;
594 if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
606 if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
607 game.oldlc2=game.oldloc;
608 game.oldloc=game.loc;
609 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
611 if (game.prop[SAPPH] >= 0)
617 static int inven(void)
618 /* Inventory. If object, treat same as find. Else report on current burden. */
621 for (int i=1; i<=NOBJECTS; i++) {
622 if (i == BEAR || !TOTING(i))
637 int light(token_t verb, token_t obj)
638 /* Light. Applicable only to lamp and urn. */
640 int spk = ACTSPK[verb];
641 if (obj == INTRANSITIVE) {
642 if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
643 if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
644 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
649 if (game.prop[URN] == 0)
650 {RSPEAK(spk); return GO_CLEAROBJ;}
662 if (game.limit < 0) {
675 static int listen(void)
676 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
683 if (k < 0) return GO_CLEAROBJ;
686 SETPRM(1,game.zzword,0);
687 for (int i=1; i<=NOBJECTS; i++) {
688 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
690 PSPEAK(i,OBJSND[i]+game.prop[i]);
692 if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
699 static int lock(token_t verb, token_t obj)
700 /* Lock, unlock, no object given. Assume various things if present. */
702 int spk = ACTSPK[verb];
703 if (obj == INTRANSITIVE) {
705 if (HERE(CLAM))obj=CLAM;
706 if (HERE(OYSTER))obj=OYSTER;
707 if (AT(DOOR))obj=DOOR;
708 if (AT(GRATE))obj=GRATE;
709 if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
710 if (HERE(CHAIN))obj=CHAIN;
711 if (obj == 0) {RSPEAK(spk); return GO_CLEAROBJ;}
714 /* Lock, unlock object. Special stuff for opening clam/oyster
716 if (obj == CLAM || obj == OYSTER)
717 return bivalve(verb, obj);
718 if (obj == DOOR)spk=RUSTY_DOOR;
719 if (obj == DOOR && game.prop[DOOR] == 1)spk=OK_MAN;
720 if (obj == CAGE)spk=NO_LOCK;
721 if (obj == KEYS)spk=CANNOT_UNLOCK;
722 if (obj == GRATE || obj == CHAIN) {
729 if (!game.panic)game.clock2=15;
732 spk=game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
734 if (verb == LOCK)game.prop[GRATE]=0;
735 spk=game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
743 static int pour(token_t verb, token_t obj)
744 /* Pour. If no object, or object is bottle, assume contents of bottle.
745 * special tests for pouring water or oil on plant or rusty door. */
747 int spk = ACTSPK[verb];
748 if (obj == BOTTLE || obj == 0)obj=LIQUID();
749 if (obj == 0) return GO_UNKNOWN;
750 if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
752 if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
753 if (HERE(URN) && game.prop[URN] == 0)
754 return fill(verb, URN);
755 game.prop[BOTTLE] = 1;
756 game.place[obj] = NOWHERE;
758 if (!(AT(PLANT) || AT(DOOR)))
759 {RSPEAK(spk); return GO_CLEAROBJ;}
762 if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
763 PSPEAK(PLANT,game.prop[PLANT]+3);
764 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
765 game.prop[PLANT2]=game.prop[PLANT];
769 if (obj == OIL)game.prop[DOOR]=1;
770 spk=RUSTED_HINGES+game.prop[DOOR];
776 static int quit(FILE *input)
777 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
779 if (YES(input,REALLY_QUIT,OK_MAN,OK_MAN))
784 static int read(FILE *input, token_t verb, token_t obj)
785 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
787 int spk = ACTSPK[verb];
788 if (obj == INTRANSITIVE) {
790 for (int i=1; i<=NOBJECTS; i++) {
791 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
792 obj = obj * NOBJECTS + i;
794 if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
797 if (DARK(game.loc)) {
802 if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
806 if (obj == OYSTER && !game.clshnt) {
807 game.clshnt=YES(input,CLUE_QUERY,WAYOUT_CLUE,OK_MAN);
810 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
814 static int reservoir(void)
815 /* Z'ZZZ (word gets recomputed at startup; different each game). */
817 if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {
821 PSPEAK(RESER,game.prop[RESER]+1);
822 game.prop[RESER]=1-game.prop[RESER];
826 game.oldlc2=game.loc;
834 static int rub(token_t verb, token_t obj)
835 /* Rub. Yields various snide remarks except for lit urn. */
837 int spk = ACTSPK[verb];
839 spk=PECULIAR_NOTHING;
840 if (obj == URN && game.prop[URN] == 2) {
842 DROP(AMBER,game.loc);
845 DROP(CAVITY,game.loc);
853 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
855 /* FIXME: ugly use of globals */
861 int wd=VOCAB(WD1,-1);
862 /* FIXME: Magic numbers */
863 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
872 static int throw_support(long spk)
879 static int throw(FILE *cmdin, long verb, token_t obj)
880 /* Throw. Same as discard unless axe. Then same as attack except
881 * ignore bird, and if dwarf is present then one might be killed.
882 * (Only way to do so!) Axe also special for dragon, bear, and
883 * troll. Treasures special for troll. */
885 int spk = ACTSPK[verb];
886 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
891 if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
893 /* Snarf a treasure for the troll. */
896 MOVE(TROLL+NOBJECTS,0);
897 DROP(TROLL2,PLAC[TROLL]);
898 DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
903 if (obj == FOOD && HERE(BEAR)) {
904 /* But throwing food is another story. */
906 return(feed(verb, obj));
909 return(discard(verb, obj, false));
910 int i=ATDWRF(game.loc);
912 if (AT(DRAGON) && game.prop[DRAGON] == 0) {
914 return throw_support(spk);
918 return throw_support(spk);
922 return throw_support(spk);
924 if (HERE(BEAR) && game.prop[BEAR] == 0) {
925 /* This'll teach him to throw the axe at the bear! */
931 {RSPEAK(spk); return GO_CLEAROBJ;}
933 return(attack(cmdin, verb, 0));
936 if (randrange(NDWARVES+1) < game.dflag) {
938 return throw_support(spk);
944 if (game.dkill == 1)spk=DWARF_SMOKE;
946 return throw_support(spk);
949 static int vscore(void)
950 /* Score. Call scoring routine but tell it to return. */
956 static int wake(token_t verb, token_t obj)
957 /* Wake. Only use is to disturb the dwarves. */
959 if (obj != DWARF || !game.closed)
961 RSPEAK(ACTSPK[verb]);
968 static int wave(token_t verb, token_t obj)
969 /* Wave. No effect unless waving rod at fissure or at bird. */
971 int spk = ACTSPK[verb];
972 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk=ARENT_CARRYING;
975 (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
979 if (HERE(BIRD))spk=FREE_FLY+MOD(game.prop[BIRD],2);
980 if (spk == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
992 if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;}
993 if (HERE(BIRD))RSPEAK(spk);
994 game.prop[FISSUR]=1-game.prop[FISSUR];
995 PSPEAK(FISSUR,2-game.prop[FISSUR]);
1000 int action(FILE *input, enum speechpart part, long verb, token_t obj)
1001 /* Analyse a verb. Remember what it was, go back for object if second word
1002 * unless verb is "say", which snarfs arbitrary second word.
1005 token_t spk=ACTSPK[verb];
1007 if (part == unknown)
1009 /* Analyse an object word. See if the thing is here, whether
1010 * we've got a verb yet, and so on. Object must be here
1011 * unless verb is "find" or "invent(ory)" (and no new verb
1012 * yet to be analysed). Water and oil are also funny, since
1013 * they are never actually dropped at any location, but might
1014 * be here inside the bottle or urn or as a feature of the
1018 else if (obj == GRATE) {
1019 if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1021 if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1022 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1027 else if (obj == DWARF && ATDWRF(game.loc) > 0)
1029 else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
1031 else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1035 else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1039 else if (obj == KNIFE && game.knfloc == game.loc) {
1045 else if (obj == ROD && HERE(ROD2)) {
1049 else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
1066 if (WD2 > 0 && verb != SAY) return(2800);
1067 if (verb == SAY)obj=WD2;
1068 if (obj == 0 || obj == INTRANSITIVE) {
1069 /* Analyse an intransitive verb (ie, no object given yet). */
1071 case 0: /* CARRY */ return carry(verb, INTRANSITIVE);
1072 case 1: /* DROP */ return GO_UNKNOWN;
1073 case 2: /* SAY */ return GO_UNKNOWN;
1074 case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
1075 case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
1076 case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
1077 case 6: /* LIGHT */ return light(verb, INTRANSITIVE);
1078 case 7: /* EXTIN */ return extinguish(verb, INTRANSITIVE);
1079 case 8: /* WAVE */ return GO_UNKNOWN;
1080 case 9: /* CALM */ return GO_UNKNOWN;
1081 case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
1082 case 11: /* ATTAC */ return attack(input, verb, obj);
1083 case 12: /* POUR */ return pour(verb, obj);
1084 case 13: /* EAT */ return eat(verb, INTRANSITIVE);
1085 case 14: /* DRINK */ return drink(verb, obj);
1086 case 15: /* RUB */ return GO_UNKNOWN;
1087 case 16: /* TOSS */ return GO_UNKNOWN;
1088 case 17: /* QUIT */ return quit(input);
1089 case 18: /* FIND */ return GO_UNKNOWN;
1090 case 19: /* INVEN */ return inven();
1091 case 20: /* FEED */ return GO_UNKNOWN;
1092 case 21: /* FILL */ return fill(verb, obj);
1093 case 22: /* BLAST */ return blast();
1094 case 23: /* SCOR */ return vscore();
1095 case 24: /* FOO */ return bigwords(WD1);
1096 case 25: /* BRIEF */ return brief();
1097 case 26: /* READ */ return read(input, verb, INTRANSITIVE);
1098 case 27: /* BREAK */ return GO_UNKNOWN;
1099 case 28: /* WAKE */ return GO_UNKNOWN;
1100 case 29: /* SUSP */ return saveresume(input, false);
1101 case 30: /* RESU */ return saveresume(input, true);
1102 case 31: /* FLY */ return fly(verb, INTRANSITIVE);
1103 case 32: /* LISTE */ return listen();
1104 case 33: /* ZZZZ */ return reservoir();
1110 /* Analyse a transitive verb. */
1112 case 0: /* CARRY */ return carry(verb, obj);
1113 case 1: /* DROP */ return discard(verb, obj, false);
1114 case 2: /* SAY */ return say();
1115 case 3: /* UNLOC */ return lock(verb, obj);
1116 case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
1117 case 5: /* LOCK */ return lock(verb, obj);
1118 case 6: /* LIGHT */ return light(verb, obj);
1119 case 7: /* EXTI */ return extinguish(verb, obj);
1120 case 8: /* WAVE */ return wave(verb, obj);
1121 case 9: /* CALM */ {RSPEAK(spk); return GO_CLEAROBJ;}
1122 case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
1123 case 11: /* ATTAC */ return attack(input, verb, obj);
1124 case 12: /* POUR */ return pour(verb, obj);
1125 case 13: /* EAT */ return eat(verb, obj);
1126 case 14: /* DRINK */ return drink(verb, obj);
1127 case 15: /* RUB */ return rub(verb, obj);
1128 case 16: /* TOSS */ return throw(input, verb, obj);
1129 case 17: /* QUIT */ {RSPEAK(spk); return GO_CLEAROBJ;}
1130 case 18: /* FIND */ return find(verb, obj);
1131 case 19: /* INVEN */ return find(verb, obj);
1132 case 20: /* FEED */ return feed(verb, obj);
1133 case 21: /* FILL */ return fill(verb, obj);
1134 case 22: /* BLAST */ return blast();
1135 case 23: /* SCOR */ {RSPEAK(spk); return GO_CLEAROBJ;}
1136 case 24: /* FOO */ {RSPEAK(spk); return GO_CLEAROBJ;}
1137 case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;}
1138 case 26: /* READ */ return read(input, verb, obj);
1139 case 27: /* BREAK */ return vbreak(verb, obj);
1140 case 28: /* WAKE */ return wake(verb, obj);
1141 case 29: /* SUSP */ {RSPEAK(spk); return GO_CLEAROBJ;}
1142 case 30: /* RESU */ {RSPEAK(spk); return GO_CLEAROBJ;}
1143 case 31: /* FLY */ return fly(verb, obj);
1144 case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;}
1145 case 33: /* ZZZZ */ return reservoir();
1149 /* Unknown verb, couldn't deduce object - might need hint */
1152 return GO_CHECKHINT;