#include <stdlib.h>
#include <stdbool.h>
#include "advent.h"
-#include "database.h"
-#include "newdb.h"
+#include "dungeon.h"
static int fill(token_t, token_t);
-static int attack(FILE *input, struct command_t *command)
+static void state_change(long obj, long state)
+{
+ game.prop[obj] = state;
+ pspeak(obj, change, state);
+}
+
+static int attack(struct command_t *command)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
{
vocab_t verb = command->verb;
vocab_t obj = command->obj;
- int spk = actions[verb].message;
+ long spk = actions[verb].message;
if (obj == 0 || obj == INTRANSITIVE) {
if (atdwrf(game.loc) > 0)
obj = DWARF;
if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
if (AT(TROLL))obj = obj * NOBJECTS + TROLL;
if (AT(OGRE))obj = obj * NOBJECTS + OGRE;
- if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR;
+ if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
+ obj = obj * NOBJECTS + BEAR;
if (obj > NOBJECTS) return GO_UNKNOWN;
if (obj == 0) {
/* Can't attack bird or machine by throwing axe. */
DESTROY(BIRD);
spk = BIRD_DEAD;
} else if (obj == VEND) {
- bool blocking = (game.prop[VEND] == VEND_BLOCKS);
- game.prop[VEND] = blocking ? VEND_UNBLOCKS : VEND_BLOCKS;
- rspeak(blocking ? MACHINE_SWINGOUT : MACHINE_SWINGBACK);
+ state_change(VEND,
+ game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
return GO_CLEAROBJ;
}
* fixed), move rug there (not fixed), and move him there,
* too. Then do a null motion to get new description. */
rspeak(BARE_HANDS_QUERY);
- GETIN(input, &command->wd1, &command->wd1x, &command->wd2, &command->wd2x);
- if (command->wd1 != MAKEWD(WORD_YINIT) && command->wd1 != MAKEWD(WORD_YES))
+ if (silent_yes()) {
+ // FIXME: setting wd1 is a workaround for broken logic
+ command->wd1 = token_to_packed("Y");
+ } else {
+ // FIXME: setting wd1 is a workaround for broken logic
+ command->wd1 = token_to_packed("N");
return GO_CHECKFOO;
+ }
pspeak(DRAGON, look, 3);
game.prop[DRAGON] = 1;
game.prop[RUG] = 0;
* Look up foo in section 3 of vocab to determine which word we've got. Last
* word zips the eggs back to the giant room (unless already there). */
{
- int k = vocab(foo, 3);
+ //int k = vocab(foo, 3);
+ char word[6];
+ packed_to_token(foo, word);
+ int k = (int) get_special_vocab_id(word);
int spk = NOTHING_HAPPENS;
if (game.foobar != 1 - k) {
if (game.foobar != 0 && game.loc == LOC_GIANTROOM)spk = START_OVER;
}
spk = YOU_JOKING;
if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
- if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
- if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED;
+ if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
+ spk = BEAR_CHAINED;
+ if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
+ spk = STILL_LOCKED;
if (obj == URN)spk = URN_NOBUDGE;
if (obj == CAVITY)spk = DOUGHNUT_HOLES;
if (obj == BLOOD)spk = FEW_DROPS;
return (fill(verb, BOTTLE));
else {
if (game.prop[BOTTLE] != EMPTY_BOTTLE)
- spk = BOTTLE_FULL;
+ spk = BOTTLE_FULL;
if (!TOTING(BOTTLE))spk = NO_CONTAINER;
rspeak(spk);
return GO_CLEAROBJ;
game.place[LIQUID()] = CARRIED;
if (GSTONE(obj) && game.prop[obj] != 0) {
game.prop[obj] = 0;
- game.prop[CAVITY] = 1;
+ game.prop[CAVITY] = CAVITY_EMPTY;
}
rspeak(OK_MAN);
return GO_CLEAROBJ;
int spk;
if (verb != LOCK) {
spk = CHAIN_UNLOCKED;
- if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
- if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
+ if (game.prop[BEAR] == UNTAMED_BEAR)
+ spk = BEAR_BLOCKS;
+ if (game.prop[CHAIN] == 0)
+ spk = ALREADY_UNLOCKED;
if (spk != CHAIN_UNLOCKED) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = 0;
game.fixed[CHAIN] = 0;
- if (game.prop[BEAR] != 3)game.prop[BEAR] = 2;
+ if (game.prop[BEAR] != BEAR_DEAD)
+ game.prop[BEAR] = CONTENTED_BEAR;
+ /* FIXME: Arithmetic on state numbers */
game.fixed[BEAR] = 2 - game.prop[BEAR];
} else {
spk = CHAIN_LOCKED;
- if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
- if (game.loc != objects[CHAIN].plac)spk = NO_LOCKSITE;
+ if (game.prop[CHAIN] != 0)
+ spk = ALREADY_LOCKED;
+ if (game.loc != objects[CHAIN].plac)
+ spk = NO_LOCKSITE;
if (spk != CHAIN_LOCKED) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = 2;
- if (TOTING(CHAIN))drop(CHAIN, game.loc);
+ if (TOTING(CHAIN))
+ drop(CHAIN, game.loc);
game.fixed[CHAIN] = -1;
}
rspeak(spk);
if (game.closed) return GO_DWARFWAKE;
DESTROY(SNAKE);
/* Set game.prop for use by travel options */
- game.prop[SNAKE] = 1;
+ game.prop[SNAKE] = SNAKE_CHASED;
- } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
+ } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
rspeak(GEM_FITS);
game.prop[obj] = 1;
- game.prop[CAVITY] = 0;
+ game.prop[CAVITY] = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
game.prop[RUG] == 2))) {
spk = RUG_RISES;
if (obj == BOTTLE && k != 0)
game.place[k] = LOC_NOWHERE;
if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
- drop(BIRD, game.loc);
+ drop(BIRD, game.loc);
drop(obj, game.loc);
if (obj != BIRD) return GO_CLEAROBJ;
game.prop[BIRD] = BIRD_UNCAGED;
if (FOREST(game.loc))
- game.prop[BIRD] = BIRD_FOREST_UNCAGED;
+ game.prop[BIRD] = BIRD_FOREST_UNCAGED;
return GO_CLEAROBJ;
}
int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
- obj = LAMP;
+ obj = LAMP;
if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
}
game.prop[URN] = game.prop[URN] / 2;
spk = URN_DARK;
} else if (obj == LAMP) {
- game.prop[LAMP] = LAMP_DARK;
- rspeak(LAMP_OFF);
+ state_change(LAMP, LAMP_DARK);
spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
} else if (obj == DRAGON || obj == VOLCANO)
spk = BEYOND_POWER;
spk = REALLY_MAD;
}
} else if (obj == BEAR) {
- if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
- if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
+ if (game.prop[BEAR] == UNTAMED_BEAR)
+ spk = NOTHING_EDIBLE;
+ if (game.prop[BEAR] == BEAR_DEAD)
+ spk = RIDICULOUS_ATTEMPT;
if (HERE(FOOD)) {
DESTROY(FOOD);
- game.prop[BEAR] = 1;
+ game.prop[BEAR] = SITTING_BEAR;
game.fixed[AXE] = 0;
game.prop[AXE] = 0;
spk = BEAR_TAMED;
if (LIQUID() != 0)
spk = BOTTLE_FULL;
if (spk == BOTTLED_WATER) {
- /* FIXME: Arithmetic on property values */
+ /* FIXME: Arithmetic on property values */
game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
k = LIQUID();
if (TOTING(BOTTLE))
int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
- obj = LAMP;
+ obj = LAMP;
if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN;
if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- game.prop[LAMP] = LAMP_BRIGHT;
- rspeak(LAMP_ON);
+ state_change(LAMP, LAMP_BRIGHT);
if (game.wzdark)
return GO_TOP;
else
if (k != SILENT) {
rspeak(k);
if (locations[game.loc].loud)
- return GO_CLEAROBJ;
- else
- spk = NO_MESSAGE;
+ return GO_CLEAROBJ;
+ else
+ spk = NO_MESSAGE;
}
for (int i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
continue;
- int mi = game.prop[i];
- if (i == BIRD)
- mi += 3 * game.blooded;
- pspeak(i, hear, mi, game.zzword);
+ int mi = game.prop[i];
+ if (i == BIRD)
+ mi += 3 * game.blooded;
+ long packed_zzword = token_to_packed(game.zzword);
+ pspeak(i, hear, mi, packed_zzword);
spk = NO_MESSAGE;
- /* FIXME: Magic number, sensitive to bird state logic */
- if (i == BIRD && game.prop[i] == 5)
+ /* FIXME: Magic number, sensitive to bird state logic */
+ if (i == BIRD && game.prop[i] == 5)
DESTROY(BIRD);
}
rspeak(spk);
if (!game.panic)game.clock2 = PANICTIME;
game.panic = true;
} else {
- game.prop[GRATE] = (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN;
- spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
+ state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
+ return GO_CLEAROBJ;
}
}
}
b = command->wd2x;
command->wd1 = command->wd2;
}
- int wd = vocab(command->wd1, -1);
+ //int wd = vocab(command->wd1, -1);
+ char word1[6];
+ packed_to_token(command->wd1, word1);
+ int wd = (int) get_vocab_id(word1);
/* FIXME: Magic numbers */
if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
/* FIXME: scribbles on the interpreter's command block */
return GO_MOVE;
}
-static int throw (FILE *cmdin, struct command_t *command)
+static int throw (struct command_t *command)
/* Throw. Same as discard unless axe. Then same as attack except
* ignore bird, and if dwarf is present then one might be killed.
* (Only way to do so!) Axe also special for dragon, bear, and
return throw_support(TROLL_RETURNS);
else if (AT(OGRE))
return throw_support(OGRE_DODGE);
- else if (HERE(BEAR) && game.prop[BEAR] == 0) {
+ else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
/* This'll teach him to throw the axe at the bear! */
drop(AXE, game.loc);
game.fixed[AXE] = -1;
return GO_CLEAROBJ;
}
command->obj = 0;
- return (attack(cmdin, command));
+ return (attack(command));
}
if (randrange(NDWARVES + 1) < game.dflag) {
}
/* FIXME: Arithemetic on proprty values */
if (HERE(BIRD))
- spk = FREE_FLY + MOD(game.prop[BIRD], 2);
+ spk = FREE_FLY + MOD(game.prop[BIRD], 2);
if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
drop(JADE, game.loc);
game.prop[JADE] = 0;
}
}
-int action(FILE *input, struct command_t *command)
+int action(struct command_t *command)
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
*/
switch (command->part) {
case intransitive:
if (command->wd2 > 0 && command->verb != SAY)
- return GO_WORD2;
+ return GO_WORD2;
if (command->verb == SAY)command->obj = command->wd2;
if (command->obj == 0 || command->obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */
return GO_CLEAROBJ;
}
case ATTACK:
- return attack(input, command);
+ return attack(command);
case POUR:
return pour(command->verb, command->obj);
case EAT:
case BRIEF:
return brief();
case READ:
- command->obj = INTRANSITIVE;
+ command->obj = INTRANSITIVE;
return read(*command);
case BREAK:
return GO_UNKNOWN;
return listen();
case PART:
return reservoir();
- default:
- BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
+ default:
+ BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
/* FALLTHRU */
rspeak(spk);
return GO_CLEAROBJ;
}
- case GO: {
+ case GO: {
rspeak(spk);
return GO_CLEAROBJ;
}
case ATTACK:
- return attack(input, command);
+ return attack(command);
case POUR:
return pour(command->verb, command->obj);
case EAT:
case RUB:
return rub(command->verb, command->obj);
case THROW:
- return throw(input, command);
+ return throw (command);
case QUIT: {
rspeak(spk);
return GO_CLEAROBJ;
rspeak(spk);
return GO_CLEAROBJ;
}
- case PART:
+ case PART:
return reservoir();
- default:
- BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
- }
+ default:
+ BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ }
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
rspeak(WHAT_DO, command->wd1, command->wd1x);
return GO_CHECKHINT;
default:
- BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
+ BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
}
}