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 if (obj == 0 || obj == INTRANSITIVE) {
25 if (ATDWRF(game.loc) > 0)
27 if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE;
28 if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
29 if (AT(TROLL))obj = obj * NOBJECTS + TROLL;
30 if (AT(OGRE))obj = obj * NOBJECTS + OGRE;
31 if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR;
32 if (obj > NOBJECTS) return GO_UNKNOWN;
34 /* Can't attack bird or machine by throwing axe. */
35 if (HERE(BIRD) && verb != THROW)obj = BIRD;
36 if (HERE(VEND) && verb != THROW)obj = obj * NOBJECTS + VEND;
37 /* Clam and oyster both treated as clam for intransitive case;
39 if (HERE(CLAM) || HERE(OYSTER))obj = NOBJECTS * obj + CLAM;
53 } else if (obj == VEND) {
54 PSPEAK(VEND, game.prop[VEND] + 2);
55 game.prop[VEND] = 3 - game.prop[VEND];
59 if (obj == 0)spk = NO_TARGET;
60 if (obj == CLAM || obj == OYSTER)spk = SHELL_IMPERVIOUS;
61 if (obj == SNAKE)spk = SNAKE_WARNING;
62 if (obj == DWARF)spk = BARE_HANDS_QUERY;
63 if (obj == DWARF && game.closed) return GO_DWARFWAKE;
64 if (obj == DRAGON)spk = ALREADY_DEAD;
65 if (obj == TROLL)spk = ROCKY_TROLL;
66 if (obj == OGRE)spk = OGRE_DODGE;
67 if (obj == OGRE && ATDWRF(game.loc) > 0) {
72 for (int i = 1; i < PIRATE; i++) {
73 if (game.dloc[i] == game.loc) {
75 game.dloc[i] = LOC_LONGWEST;
76 game.dseen[i] = false;
79 spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
80 } else if (obj == BEAR)
81 /* FIXME: Arithmetic on message numbers */
82 spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
83 else if (obj == DRAGON && game.prop[DRAGON] == 0) {
84 /* Fun stuff for dragon. If he insists on attacking it, win!
85 * Set game.prop to dead, move dragon to central loc (still
86 * fixed), move rug there (not fixed), and move him there,
87 * too. Then do a null motion to get new description. */
88 RSPEAK(BARE_HANDS_QUERY);
89 GETIN(input, &WD1, &WD1X, &WD2, &WD2X);
90 if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
93 game.prop[DRAGON] = 1;
95 int k = (PLAC[DRAGON] + FIXD[DRAGON]) / 2;
96 MOVE(DRAGON + NOBJECTS, -1);
97 MOVE(RUG + NOBJECTS, 0);
101 for (obj = 1; obj <= NOBJECTS; obj++) {
102 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
113 static int bigwords(long foo)
114 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
115 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
116 * word zips the eggs back to the giant room (unless already there). */
118 int k = VOCAB(foo, 3);
119 int spk = NOTHING_HAPPENS;
120 if (game.foobar != 1 - k) {
121 if (game.foobar != 0)spk = START_OVER;
131 if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
135 /* Bring back troll if we steal the eggs back from him before
137 if (game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] == 0)
138 game.prop[TROLL] = 1;
140 if (HERE(EGGS))k = 1;
141 if (game.loc == PLAC[EGGS])k = 0;
142 MOVE(EGGS, PLAC[EGGS]);
149 static int bivalve(token_t verb, token_t obj)
150 /* Clam/oyster actions */
153 bool is_oyster = (obj == OYSTER);
154 spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
155 if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
156 if (!TOTING(TRIDNT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
157 if (verb == LOCK)spk = HUH_MAN;
158 if (spk == PEARL_FALLS) {
160 DROP(OYSTER, game.loc);
161 DROP(PEARL, LOC_CULDESAC);
167 static void blast(void)
168 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
170 if (game.prop[ROD2] < 0 || !game.closed)
171 RSPEAK(REQUIRES_DYNAMITE);
173 game.bonus = VICTORY_MESSAGE;
174 if (game.loc == LOC_NE)
175 game.bonus = DEFEAT_MESSAGE;
177 game.bonus = SPLATTER_MESSAGE;
183 static int vbreak(token_t verb, token_t obj)
184 /* Break. Only works for mirror in repository and, of course, the vase. */
186 int spk = ACTSPK[verb];
187 if (obj == MIRROR)spk = TOO_FAR;
188 if (obj == VASE && game.prop[VASE] == 0) {
189 if (TOTING(VASE))DROP(VASE, game.loc);
191 game.fixed[VASE] = -1;
194 if (obj == MIRROR && game.closed) {
195 RSPEAK(BREAK_MIRROR);
203 static int brief(void)
204 /* Brief. Intransitive only. Suppress long descriptions after first time. */
208 RSPEAK(BRIEF_CONFIRM);
212 static int carry(token_t verb, token_t obj)
213 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
214 * take one without the other). Liquids also special, since they depend on
215 * status of bottle. Also various side effects, etc. */
218 if (obj == INTRANSITIVE) {
219 /* Carry, no object given yet. OK if only one object present. */
220 if (game.atloc[game.loc] == 0 ||
221 game.link[game.atloc[game.loc]] != 0 ||
222 ATDWRF(game.loc) > 0)
224 obj = game.atloc[game.loc];
228 RSPEAK(ALREADY_CARRYING);
232 if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
233 if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
234 if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED;
235 if (obj == URN)spk = URN_NOBUDGE;
236 if (obj == CAVITY)spk = DOUGHNUT_HOLES;
237 if (obj == BLOOD)spk = FEW_DROPS;
238 if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS;
239 if (obj == SIGN)spk = HAND_PASSTHROUGH;
241 RSPEAK(REMOVE_MESSAGE);
245 if (game.fixed[obj] != 0) {
249 if (obj == WATER || obj == OIL) {
250 if (!HERE(BOTTLE) || LIQUID() != obj) {
251 if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
252 return (fill(verb, BOTTLE));
254 if (game.prop[BOTTLE] != 1)spk = BOTTLE_FULL;
255 if (!TOTING(BOTTLE))spk = NO_CONTAINER;
264 if (game.holdng >= INVLIMIT) {
267 } else if (obj == BIRD && game.prop[BIRD] != 1 && -1 - game.prop[BIRD] != 1) {
268 if (game.prop[BIRD] == 2) {
273 if (!TOTING(CAGE))spk = CANNOT_CARRY;
274 if (TOTING(ROD))spk = BIRD_EVADES;
275 if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
281 if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == 1 || -1 - game.prop[BIRD] == 1))
282 CARRY(BIRD + CAGE - obj, game.loc);
283 CARRY(obj, game.loc);
284 if (obj == BOTTLE && LIQUID() != 0)
285 game.place[LIQUID()] = CARRIED;
286 if (GSTONE(obj) && game.prop[obj] != 0) {
288 game.prop[CAVITY] = 1;
294 static int chain(token_t verb)
295 /* Do something to the bear's chain */
299 spk = CHAIN_UNLOCKED;
300 if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
301 if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
302 if (spk != CHAIN_UNLOCKED) {
306 game.prop[CHAIN] = 0;
307 game.fixed[CHAIN] = 0;
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) {
318 game.prop[CHAIN] = 2;
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;
338 if (obj == BIRD && HERE(SNAKE)) {
339 RSPEAK(BIRD_ATTACKS);
340 if (game.closed) return GO_DWARFWAKE;
342 /* Set game.prop for use by travel options */
343 game.prop[SNAKE] = 1;
345 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
348 game.prop[CAVITY] = 0;
349 if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
350 game.prop[RUG] == 2))) {
352 if (TOTING(RUG))spk = RUG_WIGGLES;
353 if (obj == RUBY)spk = RUG_SETTLES;
355 if (spk != RUG_WIGGLES) {
356 int k = 2 - game.prop[RUG];
358 if (k == 2) k = PLAC[SAPPH];
359 MOVE(RUG + NOBJECTS, k);
362 } else if (obj == COINS && HERE(VEND)) {
364 DROP(BATTER, game.loc);
367 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
372 } else if (obj == BEAR && AT(TROLL)) {
373 RSPEAK(TROLL_SCAMPERS);
375 MOVE(TROLL + NOBJECTS, 0);
376 MOVE(TROLL2, PLAC[TROLL]);
377 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
379 game.prop[TROLL] = 2;
380 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
384 if (AT(PILLOW))game.prop[VASE] = 0;
385 PSPEAK(VASE, game.prop[VASE] + 1);
386 if (game.prop[VASE] != 0)game.fixed[VASE] = -1;
390 if (k == obj)obj = BOTTLE;
391 if (obj == BOTTLE && k != 0)
392 game.place[k] = NOWHERE;
393 if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD, game.loc);
395 if (obj != BIRD) return GO_CLEAROBJ;
397 if (FOREST(game.loc))game.prop[BIRD] = 2;
401 static int drink(token_t verb, token_t obj)
402 /* Drink. If no object, assume water and look for it here. If water is in
403 * the bottle, drink that, else must be at a water loc, so drink stream. */
405 int spk = ACTSPK[verb];
406 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
409 if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
410 if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
411 game.prop[BOTTLE] = 1;
412 game.place[WATER] = NOWHERE;
417 game.prop[DRAGON] = 2;
418 OBJSND[BIRD] = OBJSND[BIRD] + 3;
425 static int eat(token_t verb, token_t obj)
426 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
427 * ok, some things lose appetite, rest are ridiculous. */
429 int spk = ACTSPK[verb];
430 if (obj == INTRANSITIVE) {
434 spk = THANKS_DELICIOUS;
438 spk = THANKS_DELICIOUS;
440 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
441 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
442 OGRE)spk = LOST_APPETITE;
448 static int extinguish(token_t verb, int obj)
449 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
451 int spk = ACTSPK[verb];
452 if (obj == INTRANSITIVE) {
453 if (HERE(LAMP) && game.prop[LAMP] == 1)obj = LAMP;
454 if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
455 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
459 game.prop[URN] = game.prop[URN] / 2;
461 } else if (obj == LAMP) {
464 spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
465 } else if (obj == DRAGON || obj == VOLCAN)
471 static int feed(token_t verb, token_t obj)
472 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
473 * mad. Bear, special. */
475 int spk = ACTSPK[verb];
479 } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
480 spk = NOTHING_EDIBLE;
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)) {
488 } else if (obj == DWARF) {
493 } else if (obj == BEAR) {
494 if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
495 if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
503 } else if (obj == OGRE) {
513 int fill(token_t verb, token_t obj)
514 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
518 int spk = ACTSPK[verb];
520 spk = ARENT_CARRYING;
521 if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
522 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
526 RSPEAK(SHATTER_VASE);
528 game.fixed[VASE] = -1;
529 return (discard(verb, obj, true));
530 } else if (obj == URN) {
532 if (game.prop[URN] != 0) {
538 if (k == 0 || !HERE(BOTTLE)) {
542 game.place[k] = NOWHERE;
543 game.prop[BOTTLE] = 1;
544 if (k == OIL)game.prop[URN] = 1;
545 spk = WATER_URN + game.prop[URN];
548 } 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)
560 if (spk == BOTTLED_WATER) {
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) {
610 game.oldlc2 = game.oldloc;
611 game.oldloc = game.loc;
612 game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
614 if (game.prop[SAPPH] >= 0)
620 static int inven(void)
621 /* Inventory. If object, treat same as find. Else report on current burden. */
624 for (int i = 1; i <= NOBJECTS; i++) {
625 if (i == BEAR || !TOTING(i))
640 static int light(token_t verb, token_t obj)
641 /* Light. Applicable only to lamp and urn. */
643 int spk = ACTSPK[verb];
644 if (obj == INTRANSITIVE) {
645 if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj = LAMP;
646 if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN;
647 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
651 if (game.prop[URN] == 0) {
664 if (game.limit < 0) {
677 static int listen(void)
678 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
681 int spk = ALL_SILENT;
682 k = LOCSND[game.loc];
685 if (k < 0) return GO_CLEAROBJ;
688 SETPRM(1, game.zzword, 0);
689 for (int i = 1; i <= NOBJECTS; i++) {
690 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
692 PSPEAK(i, OBJSND[i] + game.prop[i]);
694 if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
701 static int lock(token_t verb, token_t obj)
702 /* Lock, unlock, no object given. Assume various things if present. */
704 int spk = ACTSPK[verb];
705 if (obj == INTRANSITIVE) {
706 spk = NOTHING_LOCKED;
707 if (HERE(CLAM))obj = CLAM;
708 if (HERE(OYSTER))obj = OYSTER;
709 if (AT(DOOR))obj = DOOR;
710 if (AT(GRATE))obj = GRATE;
711 if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
712 if (HERE(CHAIN))obj = CHAIN;
713 if (obj == 0 || obj == INTRANSITIVE) {
719 /* Lock, unlock object. Special stuff for opening clam/oyster
721 if (obj == CLAM || obj == OYSTER)
722 return bivalve(verb, obj);
723 if (obj == DOOR)spk = RUSTY_DOOR;
724 if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN;
725 if (obj == CAGE)spk = NO_LOCK;
726 if (obj == KEYS)spk = CANNOT_UNLOCK;
727 if (obj == GRATE || obj == CHAIN) {
734 if (!game.panic)game.clock2 = PANICTIME;
737 spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
738 game.prop[GRATE] = 1;
739 if (verb == LOCK)game.prop[GRATE] = 0;
740 spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
748 static int pour(token_t verb, token_t obj)
749 /* Pour. If no object, or object is bottle, assume contents of bottle.
750 * special tests for pouring water or oil on plant or rusty door. */
752 int spk = ACTSPK[verb];
753 if (obj == BOTTLE || obj == 0)obj = LIQUID();
754 if (obj == 0) return GO_UNKNOWN;
760 if (obj != OIL && obj != WATER) {
764 if (HERE(URN) && game.prop[URN] == 0)
765 return fill(verb, URN);
766 game.prop[BOTTLE] = 1;
767 game.place[obj] = NOWHERE;
769 if (!(AT(PLANT) || AT(DOOR))) {
774 spk = SHAKING_LEAVES;
779 PSPEAK(PLANT, game.prop[PLANT] + 3);
780 game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
781 game.prop[PLANT2] = game.prop[PLANT];
785 if (obj == OIL)game.prop[DOOR] = 1;
786 spk = RUSTED_HINGES + game.prop[DOOR];
792 static int quit(FILE *input)
793 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
795 if (YES(input, REALLY_QUIT, OK_MAN, OK_MAN))
800 static int read(FILE *input, token_t verb, token_t obj)
801 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
803 int spk = ACTSPK[verb];
804 if (obj == INTRANSITIVE) {
806 for (int i = 1; i <= NOBJECTS; i++) {
807 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
808 obj = obj * NOBJECTS + i;
810 if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
813 if (DARK(game.loc)) {
814 SETPRM(1, WD1, WD1X);
818 if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
822 if (obj == OYSTER && !game.clshnt) {
823 game.clshnt = YES(input, CLUE_QUERY, WAYOUT_CLUE, OK_MAN);
826 PSPEAK(obj, OBJTXT[obj] + game.prop[obj]);
830 static int reservoir(void)
831 /* Z'ZZZ (word gets recomputed at startup; different each game). */
833 if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
834 RSPEAK(NOTHING_HAPPENS);
837 PSPEAK(RESER, game.prop[RESER] + 1);
838 game.prop[RESER] = 1 - game.prop[RESER];
842 game.oldlc2 = game.loc;
850 static int rub(token_t verb, token_t obj)
851 /* Rub. Yields various snide remarks except for lit urn. */
853 int spk = ACTSPK[verb];
855 spk = PECULIAR_NOTHING;
856 if (obj == URN && game.prop[URN] == 2) {
858 DROP(AMBER, game.loc);
859 game.prop[AMBER] = 1;
861 DROP(CAVITY, game.loc);
869 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
871 /* FIXME: ugly use of globals */
872 SETPRM(1, WD2, WD2X);
874 SETPRM(1, WD1, WD1X);
877 int wd = VOCAB(WD1, -1);
878 /* FIXME: Magic numbers */
879 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
887 static int throw_support(long spk)
894 static int throw (FILE *cmdin, long verb, token_t obj)
895 /* Throw. Same as discard unless axe. Then same as attack except
896 * ignore bird, and if dwarf is present then one might be killed.
897 * (Only way to do so!) Axe also special for dragon, bear, and
898 * troll. Treasures special for troll. */
900 int spk = ACTSPK[verb];
901 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
906 if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
907 spk = TROLL_SATISFIED;
908 /* Snarf a treasure for the troll. */
911 MOVE(TROLL + NOBJECTS, 0);
912 DROP(TROLL2, PLAC[TROLL]);
913 DROP(TROLL2 + NOBJECTS, FIXD[TROLL]);
918 if (obj == FOOD && HERE(BEAR)) {
919 /* But throwing food is another story. */
921 return (feed(verb, obj));
924 return (discard(verb, obj, false));
925 int i = ATDWRF(game.loc);
927 if (AT(DRAGON) && game.prop[DRAGON] == 0)
928 return throw_support(DRAGON_SCALES);
930 return throw_support(TROLL_RETURNS);
932 return throw_support(OGRE_DODGE);
933 else if (HERE(BEAR) && game.prop[BEAR] == 0) {
934 /* This'll teach him to throw the axe at the bear! */
936 game.fixed[AXE] = -1;
942 return (attack(cmdin, verb, 0));
945 if (randrange(NDWARVES + 1) < game.dflag) {
946 return throw_support(DWARF_DODGES);
948 game.dseen[i] = false;
950 return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF);
953 static int vscore(void)
954 /* Score. Call scoring routine but tell it to return. */
960 static int wake(token_t verb, token_t obj)
961 /* Wake. Only use is to disturb the dwarves. */
963 if (obj != DWARF || !game.closed) {
964 RSPEAK(ACTSPK[verb]);
972 static int wave(token_t verb, token_t obj)
973 /* Wave. No effect unless waving rod at fissure or at bird. */
975 int spk = ACTSPK[verb];
976 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
979 (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
983 if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2);
984 if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
985 DROP(JADE, game.loc);
996 if (game.closng || !AT(FISSUR)) {
1000 if (HERE(BIRD))RSPEAK(spk);
1001 game.prop[FISSUR] = 1 - game.prop[FISSUR];
1002 PSPEAK(FISSUR, 2 - game.prop[FISSUR]);
1007 int action(FILE *input, enum speechpart part, long verb, token_t obj)
1008 /* Analyse a verb. Remember what it was, go back for object if second word
1009 * unless verb is "say", which snarfs arbitrary second word.
1012 token_t spk = ACTSPK[verb];
1014 if (part == unknown) {
1015 /* Analyse an object word. See if the thing is here, whether
1016 * we've got a verb yet, and so on. Object must be here
1017 * unless verb is "find" or "invent(ory)" (and no new verb
1018 * yet to be analysed). Water and oil are also funny, since
1019 * they are never actually dropped at any location, but might
1020 * be here inside the bottle or urn or as a feature of the
1024 else if (obj == GRATE) {
1025 if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1027 if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1028 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1032 } else if (obj == DWARF && ATDWRF(game.loc) > 0)
1034 else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
1036 else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1039 } else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1042 } else if (obj == KNIFE && game.knfloc == game.loc) {
1044 spk = KNIVES_VANISH;
1047 } else if (obj == ROD && HERE(ROD2)) {
1050 } else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
1053 SETPRM(1, WD1, WD1X);
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). */
1072 return carry(verb, INTRANSITIVE);
1078 return lock(verb, INTRANSITIVE);
1079 case 4: { /* NOTHI */
1081 return (GO_CLEAROBJ);
1084 return lock(verb, INTRANSITIVE);
1086 return light(verb, INTRANSITIVE);
1088 return extinguish(verb, INTRANSITIVE);
1093 case 10: { /* WALK */
1097 case 11: /* ATTAC */
1098 return attack(input, verb, obj);
1100 return pour(verb, obj);
1102 return eat(verb, INTRANSITIVE);
1103 case 14: /* DRINK */
1104 return drink(verb, obj);
1113 case 19: /* INVEN */
1118 return fill(verb, obj);
1119 case 22: /* BLAST */
1125 return bigwords(WD1);
1126 case 25: /* BRIEF */
1129 return read(input, verb, INTRANSITIVE);
1130 case 27: /* BREAK */
1135 return suspend(input);
1137 return resume(input);
1139 return fly(verb, INTRANSITIVE);
1140 case 32: /* LISTE */
1149 /* Analyse a transitive verb. */
1152 return carry(verb, obj);
1154 return discard(verb, obj, false);
1158 return lock(verb, obj);
1159 case 4: { /* NOTHI */
1161 return (GO_CLEAROBJ);
1164 return lock(verb, obj);
1166 return light(verb, obj);
1168 return extinguish(verb, obj);
1170 return wave(verb, obj);
1171 case 9: { /* CALM */
1175 case 10: { /* WALK */
1179 case 11: /* ATTAC */
1180 return attack(input, verb, obj);
1182 return pour(verb, obj);
1184 return eat(verb, obj);
1185 case 14: /* DRINK */
1186 return drink(verb, obj);
1188 return rub(verb, obj);
1190 return throw (input, verb, obj);
1191 case 17: { /* QUIT */
1196 return find(verb, obj);
1197 case 19: /* INVEN */
1198 return find(verb, obj);
1200 return feed(verb, obj);
1202 return fill(verb, obj);
1203 case 22: /* BLAST */
1206 case 23: { /* SCOR */
1210 case 24: { /* FOO */
1214 case 25: { /* BRIEF */
1219 return read(input, verb, obj);
1220 case 27: /* BREAK */
1221 return vbreak(verb, obj);
1223 return wake(verb, obj);
1224 case 29: { /* SUSP */
1228 case 30: { /* RESU */
1233 return fly(verb, obj);
1234 case 32: { /* LISTE */
1243 /* Unknown verb, couldn't deduce object - might need hint */
1244 SETPRM(1, WD1, WD1X);
1246 return GO_CHECKHINT;