#include <stdlib.h>
#include <stdbool.h>
+#include <string.h>
#include "advent.h"
-#include "database.h"
-#include "newdb.h"
+#include "dungeon.h"
-static int fill(token_t, token_t);
+static int fill(verb_t, obj_t);
-static int attack(FILE *input, struct command_t *command)
+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
* enemies, or no enemies but 2 others. */
{
- vocab_t verb = command->verb;
- vocab_t obj = command->obj;
- int spk = actions[verb].message;
- if (obj == 0 || obj == INTRANSITIVE) {
- if (atdwrf(game.loc) > 0)
+ verb_t verb = command->verb;
+ obj_t obj = command->obj;
+
+ if (obj == INTRANSITIVE) {
+ int changes = 0;
+ if (atdwrf(game.loc) > 0) {
obj = DWARF;
- if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE;
- 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 (obj > NOBJECTS) return GO_UNKNOWN;
- if (obj == 0) {
+ ++changes;
+ }
+ if (HERE(SNAKE)) {
+ obj = SNAKE;
+ ++changes;
+ }
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+ obj = DRAGON;
+ ++changes;
+ }
+ if (AT(TROLL)) {
+ obj = TROLL;
+ ++changes;
+ }
+ if (AT(OGRE)) {
+ obj = OGRE;
+ ++changes;
+ }
+ if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+ obj = BEAR;
+ ++changes;
+ }
+ /* check for low-priority targets */
+ if (obj == INTRANSITIVE) {
/* Can't attack bird or machine by throwing axe. */
- if (HERE(BIRD) && verb != THROW)obj = BIRD;
- if (HERE(VEND) && verb != THROW)obj = obj * NOBJECTS + VEND;
+ if (HERE(BIRD) && verb != THROW) {
+ obj = BIRD;
+ ++changes;
+ }
+ if (HERE(VEND) && verb != THROW) {
+ obj = VEND;
+ ++changes;
+ }
/* Clam and oyster both treated as clam for intransitive case;
* no harm done. */
- if (HERE(CLAM) || HERE(OYSTER))obj = NOBJECTS * obj + CLAM;
- if (obj > NOBJECTS)
- return GO_UNKNOWN;
+ if (HERE(CLAM) || HERE(OYSTER)) {
+ obj = CLAM;
+ ++changes;
+ }
}
+ if (changes >= 2)
+ return GO_UNKNOWN;
}
+
if (obj == BIRD) {
- spk = UNHAPPY_BIRD;
if (game.closed) {
- rspeak(spk);
- return GO_CLEAROBJ;
+ rspeak(UNHAPPY_BIRD);
+ } else {
+ DESTROY(BIRD);
+ rspeak(BIRD_DEAD);
}
- 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);
return GO_CLEAROBJ;
}
+ if (obj == VEND) {
+ state_change(VEND,
+ game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == BEAR) {
+ switch (game.prop[BEAR]) {
+ case UNTAMED_BEAR:
+ rspeak(BEAR_HANDS);
+ break;
+ case SITTING_BEAR:
+ rspeak(BEAR_CONFUSED);
+ break;
+ case CONTENTED_BEAR:
+ rspeak(BEAR_CONFUSED);
+ break;
+ case BEAR_DEAD:
+ rspeak(ALREADY_DEAD);
+ break;
+ }
+ return GO_CLEAROBJ;
+ }
+ if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
+ /* Fun stuff for dragon. If he insists on attacking it, win!
+ * Set game.prop to dead, move dragon to central loc (still
+ * fixed), move rug there (not fixed), and move him there,
+ * too. Then do a null motion to get new description. */
+ rspeak(BARE_HANDS_QUERY);
+ if (!silent_yes()) {
+ speak(arbitrary_messages[NASTY_DRAGON]);
+ return GO_MOVE;
+ }
+ state_change(DRAGON, DRAGON_DEAD);
+ game.prop[RUG] = RUG_FLOOR;
+ /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
+ * The way it was computed before was worse; it depended on the
+ * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
+ * LOC_SECRET5 being right between them.
+ */
+ move(DRAGON + NOBJECTS, IS_FIXED);
+ move(RUG + NOBJECTS, IS_FREE);
+ move(DRAGON, LOC_SECRET5);
+ move(RUG, LOC_SECRET5);
+ drop(BLOOD, LOC_SECRET5);
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
+ if (game.place[i] == objects[DRAGON].plac ||
+ game.place[i] == objects[DRAGON].fixd)
+ move(i, LOC_SECRET5);
+ }
+ game.loc = LOC_SECRET5;
+ return GO_MOVE;
+ }
+
+ if (obj == OGRE) {
+ rspeak(OGRE_DODGE);
+ if (atdwrf(game.loc) == 0)
+ return GO_CLEAROBJ;
- if (obj == 0)spk = NO_TARGET;
- if (obj == CLAM || obj == OYSTER)spk = SHELL_IMPERVIOUS;
- if (obj == SNAKE)spk = SNAKE_WARNING;
- if (obj == DWARF)spk = BARE_HANDS_QUERY;
- if (obj == DWARF && game.closed) return GO_DWARFWAKE;
- if (obj == DRAGON)spk = ALREADY_DEAD;
- if (obj == TROLL)spk = ROCKY_TROLL;
- if (obj == OGRE)spk = OGRE_DODGE;
- if (obj == OGRE && atdwrf(game.loc) > 0) {
- rspeak(spk);
rspeak(KNIFE_THROWN);
DESTROY(OGRE);
int dwarves = 0;
game.dseen[i] = false;
}
}
- spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
- } else if (obj == BEAR)
- /* FIXME: Arithmetic on message numbers */
- spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
- else if (obj == DRAGON && game.prop[DRAGON] == 0) {
- /* Fun stuff for dragon. If he insists on attacking it, win!
- * Set game.prop to dead, move dragon to central loc (still
- * 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))
- return GO_CHECKFOO;
- pspeak(DRAGON, look, 3);
- game.prop[DRAGON] = 1;
- game.prop[RUG] = 0;
- int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
- move(DRAGON + NOBJECTS, -1);
- move(RUG + NOBJECTS, 0);
- move(DRAGON, k);
- move(RUG, k);
- drop(BLOOD, k);
- for (obj = 1; obj <= NOBJECTS; obj++) {
- if (game.place[obj] == objects[DRAGON].plac || game.place[obj] == objects[DRAGON].fixd)
- move(obj, k);
- }
- game.loc = k;
- return GO_MOVE;
+ rspeak((dwarves > 1) ?
+ OGRE_PANIC1 :
+ OGRE_PANIC2);
+ return GO_CLEAROBJ;
}
- rspeak(spk);
+ switch (obj) {
+ case INTRANSITIVE:
+ rspeak(NO_TARGET);
+ break;
+ case CLAM:
+ case OYSTER:
+ rspeak(SHELL_IMPERVIOUS);
+ break;
+ case SNAKE:
+ rspeak(SNAKE_WARNING);
+ break;
+ case DWARF:
+ if (game.closed) {
+ return GO_DWARFWAKE;
+ }
+ rspeak(BARE_HANDS_QUERY);
+ break;
+ case DRAGON:
+ rspeak(ALREADY_DEAD);
+ break;
+ case TROLL:
+ rspeak(ROCKY_TROLL);
+ break;
+ default:
+ speak(actions[verb].message);
+ }
return GO_CLEAROBJ;
}
-static int bigwords(token_t foo)
+static int bigwords(long id)
/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
- * 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). */
+ * Look up foo in special section 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 spk = NOTHING_HAPPENS;
- if (game.foobar != 1 - k) {
- if (game.foobar != 0 && game.loc == LOC_GIANTROOM)spk = START_OVER;
- rspeak(spk);
- return GO_CLEAROBJ;
- } else {
- game.foobar = k;
- if (k != 4) {
+ if ((game.foobar == WORD_EMPTY && id == FEE) ||
+ (game.foobar == FEE && id == FIE) ||
+ (game.foobar == FIE && id == FOE) ||
+ (game.foobar == FOE && id == FOO) ||
+ (game.foobar == FOE && id == FUM)) {
+ game.foobar = id;
+ if ((id != FOO) && (id != FUM)) {
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
- game.foobar = 0;
- if (game.place[EGGS] == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
- rspeak(spk);
+ game.foobar = WORD_EMPTY;
+ if (game.place[EGGS] == objects[EGGS].plac ||
+ (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
+ rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
/* Bring back troll if we steal the eggs back from him before
* crossing. */
- if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0)
- game.prop[TROLL] = 1;
- k = 2;
- if (HERE(EGGS))k = 1;
- if (game.loc == objects[EGGS].plac)k = 0;
+ if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
+ game.prop[TROLL] = TROLL_PAIDONCE;
+ if (HERE(EGGS))
+ pspeak(EGGS, look, EGGS_VANISHED, true);
+ else if (game.loc == objects[EGGS].plac)
+ pspeak(EGGS, look, EGGS_HERE, true);
+ else
+ pspeak(EGGS, look, EGGS_DONE, true);
move(EGGS, objects[EGGS].plac);
- pspeak(EGGS, look, k);
+
return GO_CLEAROBJ;
}
+ } else {
+ if (game.loc == LOC_GIANTROOM) {
+ rspeak(START_OVER);
+ } else {
+ /* This is new begavior in Open Adventure - sounds better when
+ * player isn't in the Giant Room. */
+ rspeak(WELL_POINTLESS);
+ }
+ game.foobar = WORD_EMPTY;
+ return GO_CLEAROBJ;
}
}
-static int bivalve(token_t verb, token_t obj)
-/* Clam/oyster actions */
-{
- int spk;
- bool is_oyster = (obj == OYSTER);
- spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
- if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
- if (!TOTING(TRIDENT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
- if (verb == LOCK)spk = HUH_MAN;
- if (spk == PEARL_FALLS) {
- DESTROY(CLAM);
- drop(OYSTER, game.loc);
- drop(PEARL, LOC_CULDESAC);
- }
- rspeak(spk);
- return GO_CLEAROBJ;
-}
-
static void blast(void)
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
{
- if (game.prop[ROD2] < 0 || !game.closed)
+ if (game.prop[ROD2] == STATE_NOTFOUND ||
+ !game.closed)
rspeak(REQUIRES_DYNAMITE);
else {
- game.bonus = VICTORY_MESSAGE;
- if (game.loc == LOC_NE)
- game.bonus = DEFEAT_MESSAGE;
- if (HERE(ROD2))
- game.bonus = SPLATTER_MESSAGE;
- rspeak(game.bonus);
+ if (HERE(ROD2)) {
+ game.bonus = splatter;
+ rspeak(SPLATTER_MESSAGE);
+ } else if (game.loc == LOC_NE) {
+ game.bonus = defeat;
+ rspeak(DEFEAT_MESSAGE);
+ } else {
+ game.bonus = victory;
+ rspeak(VICTORY_MESSAGE);
+ }
terminate(endgame);
}
}
-static int vbreak(token_t verb, token_t obj)
+static int vbreak(verb_t verb, obj_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
- int spk = actions[verb].message;
- if (obj == MIRROR)spk = TOO_FAR;
- if (obj == VASE && game.prop[VASE] == 0) {
- if (TOTING(VASE))drop(VASE, game.loc);
- game.prop[VASE] = 2;
- game.fixed[VASE] = -1;
- spk = BREAK_VASE;
- } else {
- if (obj == MIRROR && game.closed) {
- rspeak(BREAK_MIRROR);
+ switch (obj) {
+ case MIRROR:
+ if (game.closed) {
+ state_change(MIRROR, MIRROR_BROKEN);
return GO_DWARFWAKE;
+ } else {
+ rspeak(TOO_FAR);
+ break;
}
+ case VASE:
+ if (game.prop[VASE] == VASE_WHOLE) {
+ if (TOTING(VASE))
+ drop(VASE, game.loc);
+ state_change(VASE, VASE_BROKEN);
+ game.fixed[VASE] = IS_FIXED;
+ break;
+ }
+ /* FALLTHRU */
+ default:
+ speak(actions[verb].message);
}
- rspeak(spk);
- return GO_CLEAROBJ;
+ return (GO_CLEAROBJ);
}
static int brief(void)
return GO_CLEAROBJ;
}
-static int vcarry(token_t verb, token_t obj)
+static int vcarry(verb_t verb, obj_t obj)
/* Carry an object. Special cases for bird and cage (if bird in cage, can't
* take one without the other). Liquids also special, since they depend on
* status of bottle. Also various side effects, etc. */
{
- int spk;
if (obj == INTRANSITIVE) {
/* Carry, no object given yet. OK if only one object present. */
- if (game.atloc[game.loc] == 0 ||
+ if (game.atloc[game.loc] == NO_OBJECT ||
game.link[game.atloc[game.loc]] != 0 ||
atdwrf(game.loc) > 0)
return GO_UNKNOWN;
}
if (TOTING(obj)) {
- rspeak(ALREADY_CARRYING);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
- 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 == URN)spk = URN_NOBUDGE;
- if (obj == CAVITY)spk = DOUGHNUT_HOLES;
- if (obj == BLOOD)spk = FEW_DROPS;
- if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS;
- if (obj == SIGN)spk = HAND_PASSTHROUGH;
+
if (obj == MESSAG) {
rspeak(REMOVE_MESSAGE);
DESTROY(MESSAG);
return GO_CLEAROBJ;
}
- if (game.fixed[obj] != 0) {
- rspeak(spk);
+
+ if (game.fixed[obj] != IS_FREE) {
+ switch (obj) {
+ case PLANT:
+ /* Next guard tests whether plant is tiny or stashed */
+ rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
+ break;
+ case BEAR:
+ rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
+ break;
+ case CHAIN:
+ rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
+ break;
+ case RUG:
+ rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
+ break;
+ case URN:
+ rspeak(URN_NOBUDGE);
+ break;
+ case CAVITY:
+ rspeak(DOUGHNUT_HOLES);
+ break;
+ case BLOOD:
+ rspeak(FEW_DROPS);
+ break;
+ case SIGN:
+ rspeak(HAND_PASSTHROUGH);
+ break;
+ default:
+ rspeak(YOU_JOKING);
+ }
return GO_CLEAROBJ;
}
- if (obj == WATER || obj == OIL) {
- if (!HERE(BOTTLE) || LIQUID() != obj) {
- if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
- return (fill(verb, BOTTLE));
- else {
- if (game.prop[BOTTLE] != EMPTY_BOTTLE)
- spk = BOTTLE_FULL;
- if (!TOTING(BOTTLE))spk = NO_CONTAINER;
- rspeak(spk);
+
+ if (obj == WATER ||
+ obj == OIL) {
+ if (!HERE(BOTTLE) ||
+ LIQUID() != obj) {
+ if (!TOTING(BOTTLE)) {
+ rspeak(NO_CONTAINER);
return GO_CLEAROBJ;
}
+ if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
+ return (fill(verb, BOTTLE));
+ } else
+ rspeak(BOTTLE_FULL);
+ return GO_CLEAROBJ;
}
obj = BOTTLE;
}
- spk = CARRY_LIMIT;
if (game.holdng >= INVLIMIT) {
- rspeak(spk);
+ rspeak(CARRY_LIMIT);
return GO_CLEAROBJ;
- } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
+
+ }
+
+ if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
DESTROY(BIRD);
rspeak(BIRD_CRAP);
return GO_CLEAROBJ;
}
- if (!TOTING(CAGE))spk = CANNOT_CARRY;
- if (TOTING(ROD))spk = BIRD_EVADES;
- if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
- rspeak(spk);
+ if (!TOTING(CAGE)) {
+ rspeak(CANNOT_CARRY);
+ return GO_CLEAROBJ;
+ }
+ if (TOTING(ROD)) {
+ rspeak(BIRD_EVADES);
return GO_CLEAROBJ;
}
game.prop[BIRD] = BIRD_CAGED;
}
- if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
+ if ((obj == BIRD ||
+ obj == CAGE) &&
+ (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
+ /* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
+ }
+
carry(obj, game.loc);
- if (obj == BOTTLE && LIQUID() != 0)
+
+ if (obj == BOTTLE && LIQUID() != NO_OBJECT)
game.place[LIQUID()] = CARRIED;
- if (GSTONE(obj) && game.prop[obj] != 0) {
- game.prop[obj] = 0;
- game.prop[CAVITY] = 1;
+
+ if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
+ game.prop[obj] = STATE_FOUND;
+ game.prop[CAVITY] = CAVITY_EMPTY;
}
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
-static int chain(token_t verb)
+static int chain(verb_t verb)
/* Do something to the bear's chain */
{
- 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 (spk != CHAIN_UNLOCKED) {
- rspeak(spk);
+ if (game.prop[BEAR] == UNTAMED_BEAR) {
+ rspeak(BEAR_BLOCKS);
return GO_CLEAROBJ;
}
- game.prop[CHAIN] = 0;
- game.fixed[CHAIN] = 0;
- if (game.prop[BEAR] != 3)game.prop[BEAR] = 2;
- 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 (spk != CHAIN_LOCKED) {
- rspeak(spk);
+ if (game.prop[CHAIN] == CHAIN_HEAP) {
+ rspeak(ALREADY_UNLOCKED);
return GO_CLEAROBJ;
}
- game.prop[CHAIN] = 2;
- if (TOTING(CHAIN))drop(CHAIN, game.loc);
- game.fixed[CHAIN] = -1;
+ game.prop[CHAIN] = CHAIN_HEAP;
+ game.fixed[CHAIN] = IS_FREE;
+ if (game.prop[BEAR] != BEAR_DEAD)
+ game.prop[BEAR] = CONTENTED_BEAR;
+
+ switch (game.prop[BEAR]) {
+ // LCOV_EXCL_START
+ case BEAR_DEAD:
+ /* Can't be reached as long as the only way for the bear to die
+ * is from a bridge collapse. Leave in in case this changes, but
+ * exclude from coverage testing. */
+ game.fixed[BEAR] = IS_FIXED;
+ break;
+ // LCOV_EXCL_STOP
+ default:
+ game.fixed[BEAR] = IS_FREE;
+ }
+ rspeak(CHAIN_UNLOCKED);
+ return GO_CLEAROBJ;
}
- rspeak(spk);
+
+ if (game.prop[CHAIN] != CHAIN_HEAP) {
+ rspeak(ALREADY_LOCKED);
+ return GO_CLEAROBJ;
+ }
+ if (game.loc != objects[CHAIN].plac) {
+ rspeak(NO_LOCKSITE);
+ return GO_CLEAROBJ;
+ }
+
+ game.prop[CHAIN] = CHAIN_FIXED;
+
+ if (TOTING(CHAIN))
+ drop(CHAIN, game.loc);
+ game.fixed[CHAIN] = IS_FIXED;
+
+ rspeak(CHAIN_LOCKED);
return GO_CLEAROBJ;
}
-static int discard(token_t verb, token_t obj, bool just_do_it)
+static int discard(verb_t verb, obj_t obj)
/* Discard object. "Throw" also comes here for most objects. Special cases for
* bird (might attack snake or dragon) and cage (might contain bird) and vase.
* Drop coins at vending machine for extra batteries. */
{
- int spk = actions[verb].message;
- if (!just_do_it) {
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
- if (!TOTING(obj)) {
- rspeak(spk);
- return GO_CLEAROBJ;
- }
- if (obj == BIRD && HERE(SNAKE)) {
- rspeak(BIRD_ATTACKS);
- if (game.closed) return GO_DWARFWAKE;
- DESTROY(SNAKE);
- /* Set game.prop for use by travel options */
- game.prop[SNAKE] = 1;
-
- } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
- rspeak(GEM_FITS);
- game.prop[obj] = 1;
- game.prop[CAVITY] = 0;
- if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
- game.prop[RUG] == 2))) {
- spk = RUG_RISES;
- if (TOTING(RUG))spk = RUG_WIGGLES;
- if (obj == RUBY)spk = RUG_SETTLES;
- rspeak(spk);
- if (spk != RUG_WIGGLES) {
- int k = 2 - game.prop[RUG];
- game.prop[RUG] = k;
- if (k == 2) k = objects[SAPPH].plac;
- move(RUG + NOBJECTS, k);
- }
+ if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
+ obj = ROD2;
+ }
+
+ if (!TOTING(obj)) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ }
+
+ if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
+ rspeak(GEM_FITS);
+ game.prop[obj] = STATE_IN_CAVITY;
+ game.prop[CAVITY] = CAVITY_FULL;
+ if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
+ (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
+ if (obj == RUBY)
+ rspeak(RUG_SETTLES);
+ else if (TOTING(RUG))
+ rspeak(RUG_WIGGLES);
+ else
+ rspeak(RUG_RISES);
+ if (!TOTING(RUG) || obj == RUBY) {
+ int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
+ game.prop[RUG] = k;
+ if (k == RUG_HOVER)
+ k = objects[SAPPH].plac;
+ move(RUG + NOBJECTS, k);
}
- } else if (obj == COINS && HERE(VEND)) {
- DESTROY(COINS);
- drop(BATTERY, game.loc);
- pspeak(BATTERY, look, FRESH_BATTERIES);
+ }
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == COINS && HERE(VEND)) {
+ DESTROY(COINS);
+ drop(BATTERY, game.loc);
+ pspeak(BATTERY, look, FRESH_BATTERIES, true);
+ return GO_CLEAROBJ;
+ }
+
+ if (LIQUID() == obj)
+ obj = BOTTLE;
+ if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+ game.place[LIQUID()] = LOC_NOWHERE;
+ }
+
+ if (obj == BEAR && AT(TROLL)) {
+ state_change(TROLL, TROLL_GONE);
+ move(TROLL, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, IS_FREE);
+ move(TROLL2, objects[TROLL].plac);
+ move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == VASE) {
+ if (game.loc != objects[PILLOW].plac) {
+ state_change(VASE, AT(PILLOW)
+ ? VASE_WHOLE
+ : VASE_DROPPED);
+ if (game.prop[VASE] != VASE_WHOLE)
+ game.fixed[VASE] = IS_FIXED;
+ drop(obj, game.loc);
return GO_CLEAROBJ;
- } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
+ }
+ }
+
+ if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
+ drop(BIRD, game.loc);
+ }
+
+ if (obj == BIRD) {
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
rspeak(BIRD_BURNT);
DESTROY(BIRD);
return GO_CLEAROBJ;
- } else if (obj == BEAR && AT(TROLL)) {
- rspeak(TROLL_SCAMPERS);
- move(TROLL, 0);
- move(TROLL + NOBJECTS, 0);
- move(TROLL2, objects[TROLL].plac);
- move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
- juggle(CHASM);
- game.prop[TROLL] = 2;
- } else if (obj != VASE || game.loc == objects[PILLOW].plac) {
- rspeak(OK_MAN);
- } else {
- game.prop[VASE] = 2;
- if (AT(PILLOW))game.prop[VASE] = 0;
- pspeak(VASE, look, game.prop[VASE] + 1);
- if (game.prop[VASE] != 0)game.fixed[VASE] = -1;
}
+ if (HERE(SNAKE)) {
+ rspeak(BIRD_ATTACKS);
+ if (game.closed)
+ return GO_DWARFWAKE;
+ DESTROY(SNAKE);
+ /* Set game.prop for use by travel options */
+ game.prop[SNAKE] = SNAKE_CHASED;
+ } else
+ rspeak(OK_MAN);
+
+ game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
}
- int k = LIQUID();
- if (k == obj)obj = BOTTLE;
- if (obj == BOTTLE && k != 0)
- game.place[k] = LOC_NOWHERE;
- if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
- drop(BIRD, game.loc);
+
+ rspeak(OK_MAN);
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;
return GO_CLEAROBJ;
}
-static int drink(token_t verb, token_t obj)
+static int drink(verb_t verb, obj_t obj)
/* Drink. If no object, assume water and look for it here. If water is in
* the bottle, drink that, else must be at a water loc, so drink stream. */
{
- int spk = actions[verb].message;
- if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
+ if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
+ (LIQUID() != WATER || !HERE(BOTTLE))) {
return GO_UNKNOWN;
- if (obj != BLOOD) {
- if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
- if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
- game.prop[BOTTLE] = EMPTY_BOTTLE;
- game.place[WATER] = LOC_NOWHERE;
- spk = BOTTLE_EMPTY;
- }
- } else {
+ }
+
+ if (obj == BLOOD) {
DESTROY(BLOOD);
- game.prop[DRAGON] = 2;
+ state_change(DRAGON, DRAGON_BLOODLESS);
game.blooded = true;
- spk = HEAD_BUZZES;
+ return GO_CLEAROBJ;
}
- rspeak(spk);
+
+ if (obj != INTRANSITIVE && obj != WATER) {
+ rspeak(RIDICULOUS_ATTEMPT);
+ return GO_CLEAROBJ;
+ }
+ if (LIQUID() == WATER && HERE(BOTTLE)) {
+ game.place[WATER] = LOC_NOWHERE;
+ state_change(BOTTLE, EMPTY_BOTTLE);
+ return GO_CLEAROBJ;
+ }
+
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
-static int eat(token_t verb, token_t obj)
+static int eat(verb_t verb, obj_t obj)
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
- int spk = actions[verb].message;
- if (obj == INTRANSITIVE) {
+ switch (obj) {
+ case INTRANSITIVE:
if (!HERE(FOOD))
return GO_UNKNOWN;
+ /* FALLTHRU */
+ case FOOD:
DESTROY(FOOD);
- spk = THANKS_DELICIOUS;
- } else {
- if (obj == FOOD) {
- DESTROY(FOOD);
- spk = THANKS_DELICIOUS;
- }
- if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
- DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)spk = LOST_APPETITE;
+ rspeak(THANKS_DELICIOUS);
+ break;
+ case BIRD:
+ case SNAKE:
+ case CLAM:
+ case OYSTER:
+ case DWARF:
+ case DRAGON:
+ case TROLL:
+ case BEAR:
+ case OGRE:
+ rspeak(LOST_APPETITE);
+ break;
+ default:
+ speak(actions[verb].message);
}
- rspeak(spk);
return GO_CLEAROBJ;
}
-static int extinguish(token_t verb, int obj)
+static int extinguish(verb_t verb, obj_t obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
- int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
- obj = LAMP;
- if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
- if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
+ obj = LAMP;
+ if (HERE(URN) && game.prop[URN] == URN_LIT)
+ obj = URN;
+ if (obj == INTRANSITIVE)
+ return GO_UNKNOWN;
}
- if (obj == URN) {
- game.prop[URN] = game.prop[URN] / 2;
- spk = URN_DARK;
- } else if (obj == LAMP) {
- game.prop[LAMP] = LAMP_DARK;
- rspeak(LAMP_OFF);
- spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
- } else if (obj == DRAGON || obj == VOLCANO)
- spk = BEYOND_POWER;
- rspeak(spk);
+ switch (obj) {
+ case URN:
+ if (game.prop[URN] != URN_EMPTY) {
+ state_change(URN, URN_DARK);
+ } else {
+ pspeak(URN, change, URN_DARK, true);
+ }
+ break;
+ case LAMP:
+ state_change(LAMP, LAMP_DARK);
+ rspeak(DARK(game.loc) ?
+ PITCH_DARK :
+ NO_MESSAGE);
+ break;
+ case DRAGON:
+ case VOLCANO:
+ rspeak(BEYOND_POWER);
+ break;
+ default:
+ speak(actions[verb].message);
+ }
return GO_CLEAROBJ;
}
-static int feed(token_t verb, token_t obj)
+static int feed(verb_t verb, obj_t obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
- int spk = actions[verb].message;
- if (obj == BIRD) {
+ switch (obj) {
+ case BIRD:
rspeak(BIRD_PINING);
- return GO_CLEAROBJ;
- } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
- spk = NOTHING_EDIBLE;
- if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT;
- if (obj == TROLL)spk = TROLL_VICES;
- if (obj == SNAKE && !game.closed && HERE(BIRD)) {
+ break;
+ case DRAGON:
+ if (game.prop[DRAGON] != DRAGON_BARS)
+ rspeak(RIDICULOUS_ATTEMPT);
+ else
+ rspeak(NOTHING_EDIBLE);
+ break;
+ case SNAKE:
+ if (!game.closed && HERE(BIRD)) {
DESTROY(BIRD);
- spk = BIRD_DEVOURED;
- }
- } else if (obj == DWARF) {
+ rspeak(BIRD_DEVOURED);
+ } else
+ rspeak(NOTHING_EDIBLE);
+ break;
+ case TROLL:
+ rspeak(TROLL_VICES);
+ break;
+ case DWARF:
if (HERE(FOOD)) {
game.dflag += 2;
- spk = REALLY_MAD;
+ rspeak(REALLY_MAD);
+ } else
+ speak(actions[verb].message);
+ break;
+ case BEAR:
+ if (game.prop[BEAR] == BEAR_DEAD) {
+ rspeak(RIDICULOUS_ATTEMPT);
+ break;
}
- } else if (obj == BEAR) {
- if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
- if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
- if (HERE(FOOD)) {
- DESTROY(FOOD);
- game.prop[BEAR] = 1;
- game.fixed[AXE] = 0;
- game.prop[AXE] = 0;
- spk = BEAR_TAMED;
+ if (game.prop[BEAR] == UNTAMED_BEAR) {
+ if (HERE(FOOD)) {
+ DESTROY(FOOD);
+ game.fixed[AXE] = IS_FREE;
+ game.prop[AXE] = AXE_HERE;
+ state_change(BEAR, SITTING_BEAR);
+ } else
+ rspeak(NOTHING_EDIBLE);
+ break;
}
- } else if (obj == OGRE) {
+ speak(actions[verb].message);
+ break;
+ case OGRE:
if (HERE(FOOD))
- spk = OGRE_FULL;
- } else {
- spk = AM_GAME;
+ rspeak(OGRE_FULL);
+ else
+ speak(actions[verb].message);
+ break;
+ default:
+ rspeak(AM_GAME);
}
- rspeak(spk);
return GO_CLEAROBJ;
}
-int fill(token_t verb, token_t obj)
+int fill(verb_t verb, obj_t obj)
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
* is nasty.) */
{
- int k;
- int spk = actions[verb].message;
if (obj == VASE) {
- spk = ARENT_CARRYING;
- if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
- if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
- rspeak(spk);
+ if (LIQLOC(game.loc) == NO_OBJECT) {
+ rspeak(FILL_INVALID);
+ return GO_CLEAROBJ;
+ }
+ if (!TOTING(VASE)) {
+ rspeak(ARENT_CARRYING);
return GO_CLEAROBJ;
}
rspeak(SHATTER_VASE);
- game.prop[VASE] = 2;
- game.fixed[VASE] = -1;
- return (discard(verb, obj, true));
- } else if (obj == URN) {
- spk = FULL_URN;
- if (game.prop[URN] != 0) {
- rspeak(spk);
+ game.prop[VASE] = VASE_BROKEN;
+ game.fixed[VASE] = IS_FIXED;
+ drop(VASE, game.loc);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == URN) {
+ if (game.prop[URN] != URN_EMPTY) {
+ rspeak(FULL_URN);
+ return GO_CLEAROBJ;
+ }
+ if (!HERE(BOTTLE)) {
+ rspeak(FILL_INVALID);
return GO_CLEAROBJ;
}
- spk = FILL_INVALID;
- k = LIQUID();
- if (k == 0 || !HERE(BOTTLE)) {
- rspeak(spk);
+ int k = LIQUID();
+ switch (k) {
+ case WATER:
+ game.prop[BOTTLE] = EMPTY_BOTTLE;
+ rspeak(WATER_URN);
+ break;
+ case OIL:
+ game.prop[URN] = URN_DARK;
+ game.prop[BOTTLE] = EMPTY_BOTTLE;
+ rspeak(OIL_URN);
+ break;
+ case NO_OBJECT:
+ default:
+ rspeak(FILL_INVALID);
return GO_CLEAROBJ;
}
game.place[k] = LOC_NOWHERE;
- game.prop[BOTTLE] = EMPTY_BOTTLE;
- if (k == OIL)game.prop[URN] = 1;
- spk = WATER_URN + game.prop[URN];
- rspeak(spk);
return GO_CLEAROBJ;
- } else if (obj != 0 && obj != BOTTLE) {
- rspeak(spk);
+ }
+ if (obj != INTRANSITIVE && obj != BOTTLE) {
+ speak(actions[verb].message);
return GO_CLEAROBJ;
- } else if (obj == 0 && !HERE(BOTTLE))
+ }
+ if (obj == INTRANSITIVE && !HERE(BOTTLE))
return GO_UNKNOWN;
- spk = BOTTLED_WATER;
- if (LIQLOC(game.loc) == 0)
- spk = NO_LIQUID;
- if (HERE(URN) && game.prop[URN] != 0)
- spk = URN_NOPOUR;
- if (LIQUID() != 0)
- spk = BOTTLE_FULL;
- if (spk == BOTTLED_WATER) {
- /* FIXME: Arithmetic on property values */
- game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
- k = LIQUID();
- if (TOTING(BOTTLE))
- game.place[k] = CARRIED;
- if (k == OIL)
- spk = BOTTLED_OIL;
+
+ if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
+ rspeak(URN_NOPOUR);
+ return GO_CLEAROBJ;
}
- rspeak(spk);
+ if (LIQUID() != NO_OBJECT) {
+ rspeak(BOTTLE_FULL);
+ return GO_CLEAROBJ;
+ }
+ if (LIQLOC(game.loc) == NO_OBJECT) {
+ rspeak(NO_LIQUID);
+ return GO_CLEAROBJ;
+ }
+
+ state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
+ ? OIL_BOTTLE
+ : WATER_BOTTLE);
+ if (TOTING(BOTTLE))
+ game.place[LIQUID()] = CARRIED;
return GO_CLEAROBJ;
}
-static int find(token_t verb, token_t obj)
+static int find(verb_t verb, obj_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
- int spk = actions[verb].message;
+ if (TOTING(obj)) {
+ rspeak(ALREADY_CARRYING);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.closed) {
+ rspeak(NEEDED_NEARBY);
+ return GO_CLEAROBJ;
+ }
+
if (AT(obj) ||
(LIQUID() == obj && AT(BOTTLE)) ||
obj == LIQLOC(game.loc) ||
- (obj == DWARF && atdwrf(game.loc) > 0))
- spk = YOU_HAVEIT;
- if (game.closed)spk = NEEDED_NEARBY;
- if (TOTING(obj))spk = ALREADY_CARRYING;
- rspeak(spk);
+ (obj == DWARF && atdwrf(game.loc) > 0)) {
+ rspeak(YOU_HAVEIT);
+ return GO_CLEAROBJ;
+ }
+
+
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
-static int fly(token_t verb, token_t obj)
+static int fly(verb_t verb, obj_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
- int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
- if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
- if (!HERE(RUG))spk = FLAP_ARMS;
- if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
- rspeak(spk);
+ if (!HERE(RUG)) {
+ rspeak(FLAP_ARMS);
+ return GO_CLEAROBJ;
+ }
+ if (game.prop[RUG] != RUG_HOVER) {
+ rspeak(RUG_NOTHING2);
return GO_CLEAROBJ;
}
obj = RUG;
}
if (obj != RUG) {
- rspeak(spk);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
- spk = RUG_NOTHING1;
- if (game.prop[RUG] != 2) {
- rspeak(spk);
+ if (game.prop[RUG] != RUG_HOVER) {
+ rspeak(RUG_NOTHING1);
return GO_CLEAROBJ;
}
game.oldlc2 = game.oldloc;
game.oldloc = game.loc;
- game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
- spk = RUG_GOES;
- if (game.prop[SAPPH] >= 0)
- spk = RUG_RETURNS;
- rspeak(spk);
+
+ if (game.prop[SAPPH] == STATE_NOTFOUND) {
+ game.newloc = game.place[SAPPH];
+ rspeak(RUG_GOES);
+ } else {
+ game.newloc = LOC_CLIFF;
+ rspeak(RUG_RETURNS);
+ }
return GO_TERMINATE;
}
static int inven(void)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
- int spk = NO_CARRY;
- for (int i = 1; i <= NOBJECTS; i++) {
- if (i == BEAR || !TOTING(i))
+ bool empty = true;
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
+ if (i == BEAR ||
+ !TOTING(i))
continue;
- if (spk == NO_CARRY)
+ if (empty) {
rspeak(NOW_HOLDING);
- game.blklin = false;
- pspeak(i, touch, -1);
- game.blklin = true;
- spk = NO_MESSAGE;
+ empty = false;
+ }
+ pspeak(i, touch, -1, false);
}
if (TOTING(BEAR))
- spk = TAME_BEAR;
- rspeak(spk);
+ rspeak(TAME_BEAR);
+ if (empty)
+ rspeak(NO_CARRY);
return GO_CLEAROBJ;
}
-static int light(token_t verb, token_t obj)
+static int light(verb_t verb, obj_t obj)
/* Light. Applicable only to lamp and urn. */
{
- int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
- if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
- obj = LAMP;
- if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN;
- if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
- }
-
- if (obj == URN) {
- if (game.prop[URN] == 0) {
- rspeak(URN_EMPTY);
- } else {
- game.prop[URN] = 2;
- rspeak(URN_LIT);
+ int selects = 0;
+ if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) {
+ obj = LAMP;
+ selects++;
}
- return GO_CLEAROBJ;
- } else {
- if (obj != LAMP) {
- rspeak(spk);
- return GO_CLEAROBJ;
+ if (HERE(URN) && game.prop[URN] == URN_DARK) {
+ obj = URN;
+ selects++;
}
- spk = LAMP_OUT;
+ if (selects != 1)
+ return GO_UNKNOWN;
+ }
+
+ switch (obj) {
+ case URN:
+ state_change(URN, game.prop[URN] == URN_EMPTY ?
+ URN_EMPTY :
+ URN_LIT);
+ break;
+ case LAMP:
if (game.limit < 0) {
- rspeak(spk);
- return GO_CLEAROBJ;
+ rspeak(LAMP_OUT);
+ break;
}
- game.prop[LAMP] = LAMP_BRIGHT;
- rspeak(LAMP_ON);
+ state_change(LAMP, LAMP_BRIGHT);
if (game.wzdark)
return GO_TOP;
- else
- return GO_CLEAROBJ;
+ break;
+ default:
+ speak(actions[verb].message);
}
+ return GO_CLEAROBJ;
}
static int listen(void)
-/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
+/* Listen. Intransitive only. Print stuff based on object sound proprties. */
{
- long k;
- int spk = ALL_SILENT;
- k = locations[game.loc].sound;
- if (k != SILENT) {
- rspeak(k);
- if (locations[game.loc].loud)
- 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)
+ long sound = locations[game.loc].sound;
+ if (sound != SILENT) {
+ rspeak(sound);
+ if (!locations[game.loc].loud)
+ rspeak(NO_MESSAGE);
+ return GO_CLEAROBJ;
+ }
+ for (obj_t 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);
- spk = NO_MESSAGE;
- /* FIXME: Magic number, sensitive to bird state logic */
- if (i == BIRD && game.prop[i] == 5)
+ int mi = game.prop[i];
+ /* (ESR) Some unpleasant magic on object states here. Ideally
+ * we'd have liked the bird to be a normal object that we can
+ * use state_change() on; can't do it, because there are
+ * actually two different series of per-state birdsounds
+ * depending on whether player has drunk dragon's blood. */
+ if (i == BIRD)
+ mi += 3 * game.blooded;
+ pspeak(i, hear, mi, true, game.zzword);
+ rspeak(NO_MESSAGE);
+ if (i == BIRD && mi == BIRD_ENDSTATE)
DESTROY(BIRD);
+ return GO_CLEAROBJ;
}
- rspeak(spk);
+ rspeak(ALL_SILENT);
return GO_CLEAROBJ;
}
-static int lock(token_t verb, token_t obj)
+static int lock(verb_t verb, obj_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
- int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
- spk = NOTHING_LOCKED;
- if (HERE(CLAM))obj = CLAM;
- if (HERE(OYSTER))obj = OYSTER;
- if (AT(DOOR))obj = DOOR;
- if (AT(GRATE))obj = GRATE;
- if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
- if (HERE(CHAIN))obj = CHAIN;
- if (obj == 0 || obj == INTRANSITIVE) {
- rspeak(spk);
+ if (HERE(CLAM))
+ obj = CLAM;
+ if (HERE(OYSTER))
+ obj = OYSTER;
+ if (AT(DOOR))
+ obj = DOOR;
+ if (AT(GRATE))
+ obj = GRATE;
+ if (HERE(CHAIN))
+ obj = CHAIN;
+ if (obj == INTRANSITIVE) {
+ rspeak(NOTHING_LOCKED);
return GO_CLEAROBJ;
}
}
/* Lock, unlock object. Special stuff for opening clam/oyster
* and for chain. */
- if (obj == CLAM || obj == OYSTER)
- return bivalve(verb, obj);
- if (obj == DOOR)spk = RUSTY_DOOR;
- if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN;
- if (obj == CAGE)spk = NO_LOCK;
- if (obj == KEYS)spk = CANNOT_UNLOCK;
- if (obj == GRATE || obj == CHAIN) {
- spk = NO_KEYS;
+
+ switch (obj) {
+ case CHAIN:
+ if (HERE(KEYS)) {
+ return chain(verb);
+ } else
+ rspeak(NO_KEYS);
+ break;
+ case GRATE:
if (HERE(KEYS)) {
- if (obj == CHAIN)
- return chain(verb);
if (game.closng) {
- spk = EXIT_CLOSED;
- if (!game.panic)game.clock2 = PANICTIME;
+ rspeak(EXIT_CLOSED);
+ 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);
}
+ } else
+ rspeak(NO_KEYS);
+ break;
+ case CLAM:
+ if (verb == LOCK)
+ rspeak(HUH_MAN);
+ else if (!TOTING(TRIDENT))
+ rspeak(CLAM_OPENER);
+ else {
+ DESTROY(CLAM);
+ drop(OYSTER, game.loc);
+ drop(PEARL, LOC_CULDESAC);
+ rspeak(PEARL_FALLS);
}
+ break;
+ case OYSTER:
+ if (verb == LOCK)
+ rspeak(HUH_MAN);
+ else if (TOTING(OYSTER))
+ rspeak(DROP_OYSTER);
+ else if (!TOTING(TRIDENT))
+ rspeak(OYSTER_OPENER);
+ else
+ rspeak(OYSTER_OPENS);
+ break;
+ case DOOR:
+ rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
+ break;
+ case CAGE:
+ rspeak( NO_LOCK);
+ break;
+ case KEYS:
+ rspeak(CANNOT_UNLOCK);
+ break;
+ default:
+ speak(actions[verb].message);
}
- rspeak(spk);
+
return GO_CLEAROBJ;
}
-static int pour(token_t verb, token_t obj)
+static int pour(verb_t verb, obj_t obj)
/* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */
{
- int spk = actions[verb].message;
- if (obj == BOTTLE || obj == 0)obj = LIQUID();
- if (obj == 0) return GO_UNKNOWN;
+ if (obj == BOTTLE ||
+ obj == INTRANSITIVE)
+ obj = LIQUID();
+ if (obj == NO_OBJECT)
+ return GO_UNKNOWN;
if (!TOTING(obj)) {
- rspeak(spk);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
- spk = CANT_POUR;
+
if (obj != OIL && obj != WATER) {
- rspeak(spk);
+ rspeak(CANT_POUR);
return GO_CLEAROBJ;
}
- if (HERE(URN) && game.prop[URN] == 0)
+ if (HERE(URN) && game.prop[URN] == URN_EMPTY)
return fill(verb, URN);
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[obj] = LOC_NOWHERE;
- spk = GROUND_WET;
- if (!(AT(PLANT) || AT(DOOR))) {
- rspeak(spk);
+ if (!(AT(PLANT) ||
+ AT(DOOR))) {
+ rspeak(GROUND_WET);
return GO_CLEAROBJ;
}
if (!AT(DOOR)) {
- spk = SHAKING_LEAVES;
- if (obj != WATER) {
- rspeak(spk);
+ if (obj == WATER) {
+ /* cycle through the three plant states */
+ state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
+ game.prop[PLANT2] = game.prop[PLANT];
+ return GO_MOVE;
+ } else {
+ rspeak(SHAKING_LEAVES);
return GO_CLEAROBJ;
}
- pspeak(PLANT, look, game.prop[PLANT] + 3);
- game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
- game.prop[PLANT2] = game.prop[PLANT];
- return GO_MOVE;
} else {
- game.prop[DOOR] = 0;
- if (obj == OIL)game.prop[DOOR] = 1;
- spk = RUSTED_HINGES + game.prop[DOOR];
- rspeak(spk);
+ state_change(DOOR, (obj == OIL) ?
+ DOOR_UNRUSTED :
+ DOOR_RUSTED);
return GO_CLEAROBJ;
}
}
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
if (command.obj == INTRANSITIVE) {
- command.obj = 0;
+ command.obj = NO_OBJECT;
for (int i = 1; i <= NOBJECTS; i++) {
if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
command.obj = command.obj * NOBJECTS + i;
}
- if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
+ if (command.obj > NOBJECTS ||
+ command.obj == NO_OBJECT ||
+ DARK(game.loc))
return GO_UNKNOWN;
}
if (DARK(game.loc)) {
- rspeak(NO_SEE, command.wd1, command.wd1x);
+ sspeak(NO_SEE, command.raw1);
} else if (command.obj == OYSTER && !game.clshnt && game.closed) {
game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
- } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
- rspeak(actions[command.verb].message);
+ } else if (objects[command.obj].texts[0] == NULL ||
+ game.prop[command.obj] == STATE_NOTFOUND) {
+ speak(actions[command.verb].message);
} else
- pspeak(command.obj, study, game.prop[command.obj]);
+ pspeak(command.obj, study, game.prop[command.obj], true);
return GO_CLEAROBJ;
}
static int reservoir(void)
/* Z'ZZZ (word gets recomputed at startup; different each game). */
{
- if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
+ if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
- pspeak(RESER, look, game.prop[RESER] + 1);
- game.prop[RESER] = 1 - game.prop[RESER];
+ state_change(RESER,
+ game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
if (AT(RESER))
return GO_CLEAROBJ;
else {
game.oldlc2 = game.loc;
- game.newloc = 0;
+ game.newloc = LOC_NOWHERE;
rspeak(NOT_BRIGHT);
return GO_TERMINATE;
}
}
}
-static int rub(token_t verb, token_t obj)
+static int rub(verb_t verb, obj_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
- int spk = actions[verb].message;
- if (obj != LAMP)
- spk = PECULIAR_NOTHING;
- if (obj == URN && game.prop[URN] == 2) {
+ if (obj == URN && game.prop[URN] == URN_LIT) {
DESTROY(URN);
drop(AMBER, game.loc);
- game.prop[AMBER] = 1;
+ game.prop[AMBER] = AMBER_IN_ROCK;
--game.tally;
drop(CAVITY, game.loc);
- spk = URN_GENIES;
+ rspeak(URN_GENIES);
+ } else if (obj != LAMP) {
+ rspeak(PECULIAR_NOTHING);
+ } else {
+ speak(actions[verb].message);
}
- rspeak(spk);
return GO_CLEAROBJ;
}
static int say(struct command_t *command)
-/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
+/* Say. Echo WD2. Magic words override. */
{
- long a = command->wd1, b = command->wd1x;
- if (command->wd2 > 0) {
- a = command->wd2;
- b = command->wd2x;
- command->wd1 = command->wd2;
- }
- int wd = vocab(command->wd1, -1);
- /* FIXME: Magic numbers */
- if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
- /* FIXME: scribbles on the interpreter's command block */
- wordclear(&command->wd2);
- return GO_LOOKUP;
- }
- rspeak(OKEY_DOKEY, a, b);
+ if (command->type2 == MOTION &&
+ (command->id2 == XYZZY ||
+ command->id2 == PLUGH ||
+ command->id2 == PLOVER)) {
+ return GO_WORD2;
+ }
+ if (command->type2 == ACTION &&
+ (command->id2 == FEE ||
+ command->id2 == FIE ||
+ command->id2 == FOE ||
+ command->id2 == FOO ||
+ command->id2 == FUM ||
+ command->id2 == PART)) {
+ return GO_WORD2;
+ }
+ sspeak(OKEY_DOKEY, command->raw2);
return GO_CLEAROBJ;
}
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
* troll. Treasures special for troll. */
{
- int spk = actions[command->verb].message;
- if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
if (!TOTING(command->obj)) {
- rspeak(spk);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
if (objects[command->obj].is_treasure && AT(TROLL)) {
- spk = TROLL_SATISFIED;
/* Snarf a treasure for the troll. */
- drop(command->obj, 0);
- move(TROLL, 0);
- move(TROLL + NOBJECTS, 0);
+ drop(command->obj, LOC_NOWHERE);
+ move(TROLL, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, IS_FREE);
drop(TROLL2, objects[TROLL].plac);
drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- rspeak(spk);
+ rspeak(TROLL_SATISFIED);
return GO_CLEAROBJ;
}
if (command->obj == FOOD && HERE(BEAR)) {
return (feed(command->verb, command->obj));
}
if (command->obj != AXE)
- return (discard(command->verb, command->obj, false));
+ return (discard(command->verb, command->obj));
else {
- int i = atdwrf(game.loc);
- if (i <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == 0)
+ if (atdwrf(game.loc) <= 0) {
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
return throw_support(DRAGON_SCALES);
if (AT(TROLL))
return throw_support(TROLL_RETURNS);
- else if (AT(OGRE))
+ if (AT(OGRE))
return throw_support(OGRE_DODGE);
- else if (HERE(BEAR) && game.prop[BEAR] == 0) {
+ 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;
- game.prop[AXE] = 1;
+ game.fixed[AXE] = IS_FIXED;
juggle(BEAR);
- rspeak(AXE_LOST);
+ state_change(AXE, AXE_LOST);
return GO_CLEAROBJ;
}
- command->obj = 0;
- return (attack(cmdin, command));
+ command->obj = INTRANSITIVE;
+ return (attack(command));
}
if (randrange(NDWARVES + 1) < game.dflag) {
return throw_support(DWARF_DODGES);
} else {
+ long i = atdwrf(game.loc);
game.dseen[i] = false;
- game.dloc[i] = 0;
- return throw_support((++game.dkill == 1)
- ? DWARF_SMOKE : KILLED_DWARF);
+ game.dloc[i] = LOC_NOWHERE;
+ return throw_support((++game.dkill == 1) ?
+ DWARF_SMOKE :
+ KILLED_DWARF);
}
}
}
-static int wake(token_t verb, token_t obj)
+static int wake(verb_t verb, obj_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
- if (obj != DWARF || !game.closed) {
- rspeak(actions[verb].message);
+ if (obj != DWARF ||
+ !game.closed) {
+ speak(actions[verb].message);
return GO_CLEAROBJ;
} else {
rspeak(PROD_DWARF);
}
}
-static int wave(token_t verb, token_t obj)
+static int wave(verb_t verb, obj_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
- int spk = actions[verb].message;
- if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
if (obj != ROD ||
!TOTING(obj) ||
- (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
- rspeak(spk);
+ (!HERE(BIRD) &&
+ (game.closng ||
+ !AT(FISSURE)))) {
+ speak(((!TOTING(obj)) && (obj != ROD ||
+ !TOTING(ROD2))) ?
+ arbitrary_messages[ARENT_CARRYING] :
+ actions[verb].message);
return GO_CLEAROBJ;
}
- /* FIXME: Arithemetic on proprty values */
- if (HERE(BIRD))
- spk = FREE_FLY + MOD(game.prop[BIRD], 2);
- if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
+
+ if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
drop(JADE, game.loc);
- game.prop[JADE] = 0;
+ game.prop[JADE] = STATE_FOUND;
--game.tally;
- spk = NECKLACE_FLY;
- rspeak(spk);
+ rspeak(NECKLACE_FLY);
return GO_CLEAROBJ;
} else {
if (game.closed) {
- rspeak(spk);
+ rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+ CAGE_FLY :
+ FREE_FLY);
return GO_DWARFWAKE;
}
- if (game.closng || !AT(FISSURE)) {
- rspeak(spk);
+ if (game.closng ||
+ !AT(FISSURE)) {
+ rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+ CAGE_FLY :
+ FREE_FLY);
return GO_CLEAROBJ;
}
- if (HERE(BIRD))rspeak(spk);
- game.prop[FISSURE] = 1 - game.prop[FISSURE];
- pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
+ if (HERE(BIRD))
+ rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+ CAGE_FLY :
+ FREE_FLY);
+
+ state_change(FISSURE,
+ game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
return GO_CLEAROBJ;
}
}
-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.
*/
{
- token_t spk = actions[command->verb].message;
-
if (command->part == unknown) {
/* Analyse an object word. See if the thing is here, whether
* we've got a verb yet, and so on. Object must be here
if (HERE(command->obj))
/* FALL THROUGH */;
else if (command->obj == GRATE) {
- if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
- command->obj = DPRSSN;
- if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
- game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
- command->obj = ENTRNC;
+ if (game.loc == LOC_START ||
+ game.loc == LOC_VALLEY ||
+ game.loc == LOC_SLIT) {
+ command->obj = DEPRESSION;
+ }
+ if (game.loc == LOC_COBBLE ||
+ game.loc == LOC_DEBRIS ||
+ game.loc == LOC_AWKWARD ||
+ game.loc == LOC_BIRD ||
+ game.loc == LOC_PITTOP) {
+ command->obj = ENTRANCE;
+ }
} else if (command->obj == DWARF && atdwrf(game.loc) > 0)
/* FALL THROUGH */;
- else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
+ else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
+ command->obj == LIQLOC(game.loc))
/* FALL THROUGH */;
- else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
+ else if (command->obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
command->obj = URN;
/* FALL THROUGH */;
- } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
+ } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) {
command->obj = PLANT2;
/* FALL THROUGH */;
} else if (command->obj == KNIFE && game.knfloc == game.loc) {
game.knfloc = -1;
- spk = KNIVES_VANISH;
- rspeak(spk);
+ rspeak(KNIVES_VANISH);
return GO_CLEAROBJ;
} else if (command->obj == ROD && HERE(ROD2)) {
command->obj = ROD2;
/* FALL THROUGH */;
- } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
+ } else if ((command->verb == FIND ||
+ command->verb == INVENTORY) && (command->id2 == WORD_EMPTY || command->id2 == WORD_NOT_FOUND))
/* FALL THROUGH */;
else {
- rspeak(NO_SEE, command->wd1, command->wd1x);
+ sspeak(NO_SEE, command->raw1);
return GO_CLEAROBJ;
}
- if (command->wd2 > 0)
+ if (command->id2 != WORD_EMPTY && command->id2 != WORD_NOT_FOUND)
return GO_WORD2;
if (command->verb != 0)
command->part = transitive;
switch (command->part) {
case intransitive:
- if (command->wd2 > 0 && command->verb != SAY)
- return GO_WORD2;
- if (command->verb == SAY)command->obj = command->wd2;
- if (command->obj == 0 || command->obj == INTRANSITIVE) {
+ if (command->raw2[0] != '\0' && command->verb != SAY)
+ return GO_WORD2;
+ if (command->verb == SAY)
+ /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
+ * will do here. We're preventing interpretation as an intransitive
+ * verb when the word is unknown. */
+ command->obj = command->raw2[0] != '\0' ? KEYS : NO_OBJECT;
+ if (command->obj == NO_OBJECT ||
+ command->obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */
switch (command->verb) {
case CARRY:
case TAME:
return GO_UNKNOWN;
case GO: {
- rspeak(spk);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case ATTACK:
- return attack(input, command);
+ command->obj = INTRANSITIVE;
+ return attack(command);
case POUR:
- return pour(command->verb, command->obj);
+ return pour(command->verb, INTRANSITIVE);
case EAT:
return eat(command->verb, INTRANSITIVE);
case DRINK:
- return drink(command->verb, command->obj);
+ return drink(command->verb, INTRANSITIVE);
case RUB:
return GO_UNKNOWN;
case THROW:
case FEED:
return GO_UNKNOWN;
case FILL:
- return fill(command->verb, command->obj);
+ return fill(command->verb, INTRANSITIVE);
case BLAST:
blast();
return GO_CLEAROBJ;
case SCORE:
score(scoregame);
return GO_CLEAROBJ;
- case GIANTWORDS:
- return bigwords(command->wd1);
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM:
+ return bigwords(command->id1);
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); // LCOV_EXCL_LINE
+ default: // LCOV_EXCL_LINE
+ BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
/* FALLTHRU */
case CARRY:
return vcarry(command->verb, command->obj);
case DROP:
- return discard(command->verb, command->obj, false);
+ return discard(command->verb, command->obj);
case SAY:
return say(command);
case UNLOCK:
case WAVE:
return wave(command->verb, command->obj);
case TAME: {
- rspeak(spk);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case GO: {
- rspeak(spk);
+ case GO: {
+ speak(actions[command->verb].message);
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);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case FIND:
blast();
return GO_CLEAROBJ;
case SCORE: {
- rspeak(spk);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case GIANTWORDS: {
- rspeak(spk);
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM: {
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case BRIEF: {
- rspeak(spk);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case READ:
case WAKE:
return wake(command->verb, command->obj);
case SAVE: {
- rspeak(spk);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case RESUME: {
- rspeak(spk);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case FLY:
return fly(command->verb, command->obj);
case LISTEN: {
- rspeak(spk);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case PART:
+ case PART:
return reservoir();
- default:
- BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
- }
+ default: // LCOV_EXCL_LINE
+ 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);
+ sspeak(WHAT_DO, command->raw1);
return GO_CHECKHINT;
- default:
+ default: // LCOV_EXCL_LINE
BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
}
}