7 /* Limit visibility of ugly globals. Eventually these should go away. */
8 extern token_t WD1, WD1X, WD2, WD2X;
10 static int fill(token_t, token_t);
12 static int attack(FILE *input, token_t verb, token_t obj)
13 /* Attack. Assume target if unambiguous. "Throw" also links here.
14 * Attackable objects fall into two categories: enemies (snake,
15 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
16 * enemies, or no enemies but 2 others. */
18 int spk = ACTSPK[verb];
19 if (obj == 0 || obj == INTRANSITIVE) {
20 if (ATDWRF(game.loc) > 0)
22 if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE;
23 if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
24 if (AT(TROLL))obj = obj * NOBJECTS + TROLL;
25 if (AT(OGRE))obj = obj * NOBJECTS + OGRE;
26 if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR;
27 if (obj > NOBJECTS) return GO_UNKNOWN;
29 /* Can't attack bird or machine by throwing axe. */
30 if (HERE(BIRD) && verb != THROW)obj = BIRD;
31 if (HERE(VEND) && verb != THROW)obj = obj * NOBJECTS + VEND;
32 /* Clam and oyster both treated as clam for intransitive case;
34 if (HERE(CLAM) || HERE(OYSTER))obj = NOBJECTS * obj + CLAM;
48 } else if (obj == VEND) {
49 PSPEAK(VEND, game.prop[VEND] + 2);
50 game.prop[VEND] = 3 - game.prop[VEND];
54 if (obj == 0)spk = NO_TARGET;
55 if (obj == CLAM || obj == OYSTER)spk = SHELL_IMPERVIOUS;
56 if (obj == SNAKE)spk = SNAKE_WARNING;
57 if (obj == DWARF)spk = BARE_HANDS_QUERY;
58 if (obj == DWARF && game.closed) return GO_DWARFWAKE;
59 if (obj == DRAGON)spk = ALREADY_DEAD;
60 if (obj == TROLL)spk = ROCKY_TROLL;
61 if (obj == OGRE)spk = OGRE_DODGE;
62 if (obj == OGRE && ATDWRF(game.loc) > 0) {
67 for (int i = 1; i < PIRATE; i++) {
68 if (game.dloc[i] == game.loc) {
70 game.dloc[i] = LOC_LONGWEST;
71 game.dseen[i] = false;
74 spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
75 } else if (obj == BEAR)
76 /* FIXME: Arithmetic on message numbers */
77 spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
78 else if (obj == DRAGON && game.prop[DRAGON] == 0) {
79 /* Fun stuff for dragon. If he insists on attacking it, win!
80 * Set game.prop to dead, move dragon to central loc (still
81 * fixed), move rug there (not fixed), and move him there,
82 * too. Then do a null motion to get new description. */
83 RSPEAK(BARE_HANDS_QUERY);
84 GETIN(input, &WD1, &WD1X, &WD2, &WD2X);
85 if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
88 game.prop[DRAGON] = 1;
90 int k = (PLAC[DRAGON] + FIXD[DRAGON]) / 2;
91 MOVE(DRAGON + NOBJECTS, -1);
92 MOVE(RUG + NOBJECTS, 0);
96 for (obj = 1; obj <= NOBJECTS; obj++) {
97 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
108 static int bigwords(token_t foo)
109 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
110 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
111 * word zips the eggs back to the giant room (unless already there). */
113 int k = VOCAB(foo, 3);
114 int spk = NOTHING_HAPPENS;
115 if (game.foobar != 1 - k) {
116 if (game.foobar != 0)spk = START_OVER;
126 if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
130 /* Bring back troll if we steal the eggs back from him before
132 if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0)
133 game.prop[TROLL] = 1;
135 if (HERE(EGGS))k = 1;
136 if (game.loc == PLAC[EGGS])k = 0;
137 MOVE(EGGS, PLAC[EGGS]);
144 static int bivalve(token_t verb, token_t obj)
145 /* Clam/oyster actions */
148 bool is_oyster = (obj == OYSTER);
149 spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
150 if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
151 if (!TOTING(TRIDENT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
152 if (verb == LOCK)spk = HUH_MAN;
153 if (spk == PEARL_FALLS) {
155 DROP(OYSTER, game.loc);
156 DROP(PEARL, LOC_CULDESAC);
162 static void blast(void)
163 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
165 if (game.prop[ROD2] < 0 || !game.closed)
166 RSPEAK(REQUIRES_DYNAMITE);
168 game.bonus = VICTORY_MESSAGE;
169 if (game.loc == LOC_NE)
170 game.bonus = DEFEAT_MESSAGE;
172 game.bonus = SPLATTER_MESSAGE;
178 static int vbreak(token_t verb, token_t obj)
179 /* Break. Only works for mirror in repository and, of course, the vase. */
181 int spk = ACTSPK[verb];
182 if (obj == MIRROR)spk = TOO_FAR;
183 if (obj == VASE && game.prop[VASE] == 0) {
184 if (TOTING(VASE))DROP(VASE, game.loc);
186 game.fixed[VASE] = -1;
189 if (obj == MIRROR && game.closed) {
190 RSPEAK(BREAK_MIRROR);
198 static int brief(void)
199 /* Brief. Intransitive only. Suppress long descriptions after first time. */
203 RSPEAK(BRIEF_CONFIRM);
207 static int carry(token_t verb, token_t obj)
208 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
209 * take one without the other). Liquids also special, since they depend on
210 * status of bottle. Also various side effects, etc. */
213 if (obj == INTRANSITIVE) {
214 /* Carry, no object given yet. OK if only one object present. */
215 if (game.atloc[game.loc] == 0 ||
216 game.link[game.atloc[game.loc]] != 0 ||
217 ATDWRF(game.loc) > 0)
219 obj = game.atloc[game.loc];
223 RSPEAK(ALREADY_CARRYING);
227 if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
228 if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
229 if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED;
230 if (obj == URN)spk = URN_NOBUDGE;
231 if (obj == CAVITY)spk = DOUGHNUT_HOLES;
232 if (obj == BLOOD)spk = FEW_DROPS;
233 if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS;
234 if (obj == SIGN)spk = HAND_PASSTHROUGH;
236 RSPEAK(REMOVE_MESSAGE);
240 if (game.fixed[obj] != 0) {
244 if (obj == WATER || obj == OIL) {
245 if (!HERE(BOTTLE) || LIQUID() != obj) {
246 if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
247 return (fill(verb, BOTTLE));
249 if (game.prop[BOTTLE] != 1)spk = BOTTLE_FULL;
250 if (!TOTING(BOTTLE))spk = NO_CONTAINER;
259 if (game.holdng >= INVLIMIT) {
262 } else if (obj == BIRD && game.prop[BIRD] != 1 && -1 - game.prop[BIRD] != 1) {
263 if (game.prop[BIRD] == 2) {
268 if (!TOTING(CAGE))spk = CANNOT_CARRY;
269 if (TOTING(ROD))spk = BIRD_EVADES;
270 if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
276 if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == 1 || -1 - game.prop[BIRD] == 1))
277 CARRY(BIRD + CAGE - obj, game.loc);
278 CARRY(obj, game.loc);
279 if (obj == BOTTLE && LIQUID() != 0)
280 game.place[LIQUID()] = CARRIED;
281 if (GSTONE(obj) && game.prop[obj] != 0) {
283 game.prop[CAVITY] = 1;
289 static int chain(token_t verb)
290 /* Do something to the bear's chain */
294 spk = CHAIN_UNLOCKED;
295 if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
296 if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
297 if (spk != CHAIN_UNLOCKED) {
301 game.prop[CHAIN] = 0;
302 game.fixed[CHAIN] = 0;
303 if (game.prop[BEAR] != 3)game.prop[BEAR] = 2;
304 game.fixed[BEAR] = 2 - game.prop[BEAR];
307 if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
308 if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE;
309 if (spk != CHAIN_LOCKED) {
313 game.prop[CHAIN] = 2;
314 if (TOTING(CHAIN))DROP(CHAIN, game.loc);
315 game.fixed[CHAIN] = -1;
321 static int discard(token_t verb, token_t obj, bool just_do_it)
322 /* Discard object. "Throw" also comes here for most objects. Special cases for
323 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
324 * Drop coins at vending machine for extra batteries. */
326 int spk = ACTSPK[verb];
328 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
333 if (obj == BIRD && HERE(SNAKE)) {
334 RSPEAK(BIRD_ATTACKS);
335 if (game.closed) return GO_DWARFWAKE;
337 /* Set game.prop for use by travel options */
338 game.prop[SNAKE] = 1;
340 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
343 game.prop[CAVITY] = 0;
344 if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
345 game.prop[RUG] == 2))) {
347 if (TOTING(RUG))spk = RUG_WIGGLES;
348 if (obj == RUBY)spk = RUG_SETTLES;
350 if (spk != RUG_WIGGLES) {
351 int k = 2 - game.prop[RUG];
353 if (k == 2) k = PLAC[SAPPH];
354 MOVE(RUG + NOBJECTS, k);
357 } else if (obj == COINS && HERE(VEND)) {
359 DROP(BATTERY, game.loc);
362 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
367 } else if (obj == BEAR && AT(TROLL)) {
368 RSPEAK(TROLL_SCAMPERS);
370 MOVE(TROLL + NOBJECTS, 0);
371 MOVE(TROLL2, PLAC[TROLL]);
372 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
374 game.prop[TROLL] = 2;
375 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
379 if (AT(PILLOW))game.prop[VASE] = 0;
380 PSPEAK(VASE, game.prop[VASE] + 1);
381 if (game.prop[VASE] != 0)game.fixed[VASE] = -1;
385 if (k == obj)obj = BOTTLE;
386 if (obj == BOTTLE && k != 0)
387 game.place[k] = LOC_NOWHERE;
388 if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD, game.loc);
390 if (obj != BIRD) return GO_CLEAROBJ;
392 if (FOREST(game.loc))game.prop[BIRD] = 2;
396 static int drink(token_t verb, token_t obj)
397 /* Drink. If no object, assume water and look for it here. If water is in
398 * the bottle, drink that, else must be at a water loc, so drink stream. */
400 int spk = ACTSPK[verb];
401 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
404 if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
405 if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
406 game.prop[BOTTLE] = 1;
407 game.place[WATER] = LOC_NOWHERE;
412 game.prop[DRAGON] = 2;
413 OBJSND[BIRD] = OBJSND[BIRD] + 3;
420 static int eat(token_t verb, token_t obj)
421 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
422 * ok, some things lose appetite, rest are ridiculous. */
424 int spk = ACTSPK[verb];
425 if (obj == INTRANSITIVE) {
429 spk = THANKS_DELICIOUS;
433 spk = THANKS_DELICIOUS;
435 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
436 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
437 OGRE)spk = LOST_APPETITE;
443 static int extinguish(token_t verb, int obj)
444 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
446 int spk = ACTSPK[verb];
447 if (obj == INTRANSITIVE) {
448 if (HERE(LAMP) && game.prop[LAMP] == 1)obj = LAMP;
449 if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
450 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
454 game.prop[URN] = game.prop[URN] / 2;
456 } else if (obj == LAMP) {
459 spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
460 } else if (obj == DRAGON || obj == VOLCANO)
466 static int feed(token_t verb, token_t obj)
467 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
468 * mad. Bear, special. */
470 int spk = ACTSPK[verb];
474 } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
475 spk = NOTHING_EDIBLE;
476 if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT;
477 if (obj == TROLL)spk = TROLL_VICES;
478 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
483 } else if (obj == DWARF) {
488 } else if (obj == BEAR) {
489 if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
490 if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
498 } else if (obj == OGRE) {
508 int fill(token_t verb, token_t obj)
509 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
513 int spk = ACTSPK[verb];
515 spk = ARENT_CARRYING;
516 if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
517 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
521 RSPEAK(SHATTER_VASE);
523 game.fixed[VASE] = -1;
524 return (discard(verb, obj, true));
525 } else if (obj == URN) {
527 if (game.prop[URN] != 0) {
533 if (k == 0 || !HERE(BOTTLE)) {
537 game.place[k] = LOC_NOWHERE;
538 game.prop[BOTTLE] = 1;
539 if (k == OIL)game.prop[URN] = 1;
540 spk = WATER_URN + game.prop[URN];
543 } else if (obj != 0 && obj != BOTTLE) {
546 } else if (obj == 0 && !HERE(BOTTLE))
549 if (LIQLOC(game.loc) == 0)
551 if (HERE(URN) && game.prop[URN] != 0)
555 if (spk == BOTTLED_WATER) {
556 game.prop[BOTTLE] = MOD(COND[game.loc], 4) / 2 * 2;
559 game.place[k] = CARRIED;
567 static int find(token_t verb, token_t obj)
568 /* Find. Might be carrying it, or it might be here. Else give caveat. */
570 int spk = ACTSPK[verb];
572 (LIQUID() == obj && AT(BOTTLE)) ||
573 obj == LIQLOC(game.loc) ||
574 (obj == DWARF && ATDWRF(game.loc) > 0))
576 if (game.closed)spk = NEEDED_NEARBY;
577 if (TOTING(obj))spk = ALREADY_CARRYING;
582 static int fly(token_t verb, token_t obj)
583 /* Fly. Snide remarks unless hovering rug is here. */
585 int spk = ACTSPK[verb];
586 if (obj == INTRANSITIVE) {
587 if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
588 if (!HERE(RUG))spk = FLAP_ARMS;
589 if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
601 if (game.prop[RUG] != 2) {
605 game.oldlc2 = game.oldloc;
606 game.oldloc = game.loc;
607 game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
609 if (game.prop[SAPPH] >= 0)
615 static int inven(void)
616 /* Inventory. If object, treat same as find. Else report on current burden. */
619 for (int i = 1; i <= NOBJECTS; i++) {
620 if (i == BEAR || !TOTING(i))
635 static int light(token_t verb, token_t obj)
636 /* Light. Applicable only to lamp and urn. */
638 int spk = ACTSPK[verb];
639 if (obj == INTRANSITIVE) {
640 if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj = LAMP;
641 if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN;
642 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
646 if (game.prop[URN] == 0) {
659 if (game.limit < 0) {
672 static int listen(void)
673 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
676 int spk = ALL_SILENT;
677 k = LOCSND[game.loc];
680 if (k < 0) return GO_CLEAROBJ;
683 SETPRM(1, game.zzword, 0);
684 for (int i = 1; i <= NOBJECTS; i++) {
685 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
687 PSPEAK(i, OBJSND[i] + game.prop[i]);
689 if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
696 static int lock(token_t verb, token_t obj)
697 /* Lock, unlock, no object given. Assume various things if present. */
699 int spk = ACTSPK[verb];
700 if (obj == INTRANSITIVE) {
701 spk = NOTHING_LOCKED;
702 if (HERE(CLAM))obj = CLAM;
703 if (HERE(OYSTER))obj = OYSTER;
704 if (AT(DOOR))obj = DOOR;
705 if (AT(GRATE))obj = GRATE;
706 if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
707 if (HERE(CHAIN))obj = CHAIN;
708 if (obj == 0 || obj == INTRANSITIVE) {
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 = PANICTIME;
732 spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
733 game.prop[GRATE] = 1;
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;
755 if (obj != OIL && obj != WATER) {
759 if (HERE(URN) && game.prop[URN] == 0)
760 return fill(verb, URN);
761 game.prop[BOTTLE] = 1;
762 game.place[obj] = LOC_NOWHERE;
764 if (!(AT(PLANT) || AT(DOOR))) {
769 spk = SHAKING_LEAVES;
774 PSPEAK(PLANT, game.prop[PLANT] + 3);
775 game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
776 game.prop[PLANT2] = game.prop[PLANT];
780 if (obj == OIL)game.prop[DOOR] = 1;
781 spk = RUSTED_HINGES + game.prop[DOOR];
787 static int quit(void)
788 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
790 if (YES(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
795 static int read(token_t verb, token_t obj)
796 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
798 if (obj == INTRANSITIVE) {
800 for (int i = 1; i <= NOBJECTS; i++) {
801 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
802 obj = obj * NOBJECTS + i;
804 if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
807 if (DARK(game.loc)) {
808 SETPRM(1, WD1, WD1X);
812 if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
813 RSPEAK(ACTSPK[verb]);
816 if (obj == OYSTER && !game.clshnt) {
817 game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
820 PSPEAK(obj, OBJTXT[obj] + game.prop[obj]);
824 static int reservoir(void)
825 /* Z'ZZZ (word gets recomputed at startup; different each game). */
827 if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
828 RSPEAK(NOTHING_HAPPENS);
831 PSPEAK(RESER, game.prop[RESER] + 1);
832 game.prop[RESER] = 1 - game.prop[RESER];
836 game.oldlc2 = game.loc;
844 static int rub(token_t verb, token_t obj)
845 /* Rub. Yields various snide remarks except for lit urn. */
847 int spk = ACTSPK[verb];
849 spk = PECULIAR_NOTHING;
850 if (obj == URN && game.prop[URN] == 2) {
852 DROP(AMBER, game.loc);
853 game.prop[AMBER] = 1;
855 DROP(CAVITY, game.loc);
863 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
865 /* FIXME: ugly use of globals */
866 SETPRM(1, WD2, WD2X);
868 SETPRM(1, WD1, WD1X);
871 int wd = VOCAB(WD1, -1);
872 /* FIXME: Magic numbers */
873 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
881 static int throw_support(long spk)
888 static int throw (FILE *cmdin, long verb, token_t obj)
889 /* Throw. Same as discard unless axe. Then same as attack except
890 * ignore bird, and if dwarf is present then one might be killed.
891 * (Only way to do so!) Axe also special for dragon, bear, and
892 * troll. Treasures special for troll. */
894 int spk = ACTSPK[verb];
895 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
900 if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
901 spk = TROLL_SATISFIED;
902 /* Snarf a treasure for the troll. */
905 MOVE(TROLL + NOBJECTS, 0);
906 DROP(TROLL2, PLAC[TROLL]);
907 DROP(TROLL2 + NOBJECTS, FIXD[TROLL]);
912 if (obj == FOOD && HERE(BEAR)) {
913 /* But throwing food is another story. */
915 return (feed(verb, obj));
918 return (discard(verb, obj, false));
920 int i = ATDWRF(game.loc);
922 if (AT(DRAGON) && game.prop[DRAGON] == 0)
923 return throw_support(DRAGON_SCALES);
925 return throw_support(TROLL_RETURNS);
927 return throw_support(OGRE_DODGE);
928 else if (HERE(BEAR) && game.prop[BEAR] == 0) {
929 /* This'll teach him to throw the axe at the bear! */
931 game.fixed[AXE] = -1;
937 return (attack(cmdin, verb, 0));
940 if (randrange(NDWARVES + 1) < game.dflag) {
941 return throw_support(DWARF_DODGES);
943 game.dseen[i] = false;
945 return throw_support((++game.dkill == 1)
946 ? DWARF_SMOKE : KILLED_DWARF);
951 static int wake(token_t verb, token_t obj)
952 /* Wake. Only use is to disturb the dwarves. */
954 if (obj != DWARF || !game.closed) {
955 RSPEAK(ACTSPK[verb]);
963 static int wave(token_t verb, token_t obj)
964 /* Wave. No effect unless waving rod at fissure or at bird. */
966 int spk = ACTSPK[verb];
967 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
970 (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
974 if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2);
975 if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
976 DROP(JADE, game.loc);
987 if (game.closng || !AT(FISSURE)) {
991 if (HERE(BIRD))RSPEAK(spk);
992 game.prop[FISSURE] = 1 - game.prop[FISSURE];
993 PSPEAK(FISSURE, 2 - game.prop[FISSURE]);
998 int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
999 /* Analyse a verb. Remember what it was, go back for object if second word
1000 * unless verb is "say", which snarfs arbitrary second word.
1003 token_t spk = ACTSPK[verb];
1005 if (part == unknown) {
1006 /* Analyse an object word. See if the thing is here, whether
1007 * we've got a verb yet, and so on. Object must be here
1008 * unless verb is "find" or "invent(ory)" (and no new verb
1009 * yet to be analysed). Water and oil are also funny, since
1010 * they are never actually dropped at any location, but might
1011 * be here inside the bottle or urn or as a feature of the
1015 else if (obj == GRATE) {
1016 if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1018 if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1019 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1023 } else if (obj == DWARF && ATDWRF(game.loc) > 0)
1025 else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
1027 else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1030 } else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1033 } else if (obj == KNIFE && game.knfloc == game.loc) {
1035 spk = KNIVES_VANISH;
1038 } else if (obj == ROD && HERE(ROD2)) {
1041 } else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
1044 SETPRM(1, WD1, WD1X);
1057 if (WD2 > 0 && verb != SAY) return (2800);
1058 if (verb == SAY)obj = WD2;
1059 if (obj == 0 || obj == INTRANSITIVE) {
1060 /* Analyse an intransitive verb (ie, no object given yet). */
1063 return carry(verb, INTRANSITIVE);
1069 return lock(verb, INTRANSITIVE);
1070 case 4: { /* NOTHI */
1072 return (GO_CLEAROBJ);
1075 return lock(verb, INTRANSITIVE);
1077 return light(verb, INTRANSITIVE);
1079 return extinguish(verb, INTRANSITIVE);
1084 case 10: { /* WALK */
1088 case 11: /* ATTAC */
1089 return attack(input, verb, obj);
1091 return pour(verb, obj);
1093 return eat(verb, INTRANSITIVE);
1094 case 14: /* DRINK */
1095 return drink(verb, obj);
1104 case 19: /* INVEN */
1109 return fill(verb, obj);
1110 case 22: /* BLAST */
1117 return bigwords(WD1);
1118 case 25: /* BRIEF */
1121 return read(verb, INTRANSITIVE);
1122 case 27: /* BREAK */
1131 return fly(verb, INTRANSITIVE);
1132 case 32: /* LISTE */
1137 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
1141 /* Analyse a transitive verb. */
1144 return carry(verb, obj);
1146 return discard(verb, obj, false);
1150 return lock(verb, obj);
1151 case 4: { /* NOTHI */
1153 return (GO_CLEAROBJ);
1156 return lock(verb, obj);
1158 return light(verb, obj);
1160 return extinguish(verb, obj);
1162 return wave(verb, obj);
1163 case 9: { /* CALM */
1167 case 10: { /* WALK */
1171 case 11: /* ATTAC */
1172 return attack(input, verb, obj);
1174 return pour(verb, obj);
1176 return eat(verb, obj);
1177 case 14: /* DRINK */
1178 return drink(verb, obj);
1180 return rub(verb, obj);
1182 return throw (input, verb, obj);
1183 case 17: { /* QUIT */
1188 return find(verb, obj);
1189 case 19: /* INVEN */
1190 return find(verb, obj);
1192 return feed(verb, obj);
1194 return fill(verb, obj);
1195 case 22: /* BLAST */
1198 case 23: { /* SCOR */
1202 case 24: { /* FOO */
1206 case 25: { /* BRIEF */
1211 return read(verb, obj);
1212 case 27: /* BREAK */
1213 return vbreak(verb, obj);
1215 return wake(verb, obj);
1216 case 29: { /* SUSP */
1220 case 30: { /* RESU */
1225 return fly(verb, obj);
1226 case 32: { /* LISTE */
1233 BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
1235 /* Unknown verb, couldn't deduce object - might need hint */
1236 SETPRM(1, WD1, WD1X);
1238 return GO_CHECKHINT;
1240 BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);