#include "database.h"
#include "newdb.h"
-/* Limit visibility of ugly globals. Eventually these should go away. */
-extern long WD1, WD1X, WD2, WD2X;
+static int fill(token_t, token_t);
-/*
- * Action handlers. Eventually we'll do lookup through a method table
- * that calls these.
- */
-
-static int fill(token_t verb, token_t);
-
-static int attack(FILE *input, long verb, token_t obj)
+static int attack(FILE *input, 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 = ACTSPK[verb];
if (obj == 0 || obj == INTRANSITIVE) {
if (ATDWRF(game.loc) > 0)
* 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, &WD1, &WD1X, &WD2, &WD2X);
- if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
+ 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, 3);
game.prop[DRAGON] = 1;
return GO_CLEAROBJ;
}
-static int bigwords(long foo)
+static int bigwords(token_t foo)
/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
- * Look up WD1 in section 3 of vocab to determine which word we've got. Last
+ * 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);
} else {
/* Bring back troll if we steal the eggs back from him before
* crossing. */
- if (game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] == 0)
+ 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;
int k = LIQUID();
if (k == obj)obj = BOTTLE;
if (obj == BOTTLE && k != 0)
- game.place[k] = NOWHERE;
+ game.place[k] = LOC_NOWHERE;
if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD, game.loc);
DROP(obj, game.loc);
if (obj != BIRD) return GO_CLEAROBJ;
if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
game.prop[BOTTLE] = 1;
- game.place[WATER] = NOWHERE;
+ game.place[WATER] = LOC_NOWHERE;
spk = BOTTLE_EMPTY;
}
} else {
RSPEAK(spk);
return GO_CLEAROBJ;
}
- game.place[k] = NOWHERE;
+ game.place[k] = LOC_NOWHERE;
game.prop[BOTTLE] = 1;
if (k == OIL)game.prop[URN] = 1;
spk = WATER_URN + game.prop[URN];
if (!game.panic)game.clock2 = PANICTIME;
game.panic = true;
} else {
- spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
- game.prop[GRATE] = 1;
- if (verb == LOCK)game.prop[GRATE] = 0;
+ game.prop[GRATE] = (verb == LOCK) ? 0 : 1;
spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
}
}
if (HERE(URN) && game.prop[URN] == 0)
return fill(verb, URN);
game.prop[BOTTLE] = 1;
- game.place[obj] = NOWHERE;
+ game.place[obj] = LOC_NOWHERE;
spk = GROUND_WET;
if (!(AT(PLANT) || AT(DOOR))) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
-static int read(token_t verb, token_t obj)
+static int read(struct command_t command)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
- int spk = ACTSPK[verb];
- if (obj == INTRANSITIVE) {
- obj = 0;
+ if (command.obj == INTRANSITIVE) {
+ command.obj = 0;
for (int i = 1; i <= NOBJECTS; i++) {
if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
- obj = obj * NOBJECTS + i;
+ command.obj = command.obj * NOBJECTS + i;
}
- if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
+ if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
+ return GO_UNKNOWN;
}
if (DARK(game.loc)) {
- SETPRM(1, WD1, WD1X);
+ SETPRM(1, command.wd1, command.wd1x);
RSPEAK(NO_SEE);
- return GO_CLEAROBJ;
- }
- if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- if (obj == OYSTER && !game.clshnt) {
+ } else if (OBJTXT[command.obj] == 0 || game.prop[command.obj] < 0) {
+ RSPEAK(ACTSPK[command.verb]);
+ } else if (command.obj == OYSTER && !game.clshnt) {
game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
- return GO_CLEAROBJ;
- }
- PSPEAK(obj, OBJTXT[obj] + game.prop[obj]);
+ } else
+ PSPEAK(command.obj, OBJTXT[command.obj] + game.prop[command.obj]);
return GO_CLEAROBJ;
}
return GO_CLEAROBJ;
}
-static int say(void)
+static int say(struct command_t *command)
/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
{
- /* FIXME: ugly use of globals */
- SETPRM(1, WD2, WD2X);
- if (WD2 <= 0)
- SETPRM(1, WD1, WD1X);
- if (WD2 > 0)
- WD1 = WD2;
- int wd = VOCAB(WD1, -1);
+ SETPRM(1, command->wd2, command->wd2x);
+ if (command->wd2 <= 0)
+ SETPRM(1, command->wd1, command->wd1x);
+ if (command->wd2 > 0)
+ command->wd1 = command->wd2;
+ int wd = VOCAB(command->wd1, -1);
/* FIXME: Magic numbers */
if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
- WD2 = 0;
+ /* FIXME: scribbles on the interpreter's command block */
+ wordclear(&command->wd2);
return GO_LOOKUP;
}
RSPEAK(OKEY_DOKEY);
return GO_MOVE;
}
-static int throw(FILE *cmdin, long verb, token_t obj)
+static int throw (FILE *cmdin, 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 = ACTSPK[verb];
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
- if (!TOTING(obj)) {
+ int spk = ACTSPK[command->verb];
+ if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
+ if (!TOTING(command->obj)) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
- if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
+ if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) {
spk = TROLL_SATISFIED;
/* Snarf a treasure for the troll. */
- DROP(obj, 0);
+ DROP(command->obj, 0);
MOVE(TROLL, 0);
MOVE(TROLL + NOBJECTS, 0);
DROP(TROLL2, PLAC[TROLL]);
RSPEAK(spk);
return GO_CLEAROBJ;
}
- if (obj == FOOD && HERE(BEAR)) {
+ if (command->obj == FOOD && HERE(BEAR)) {
/* But throwing food is another story. */
- obj = BEAR;
- return (feed(verb, obj));
+ command->obj = BEAR;
+ return (feed(command->verb, command->obj));
}
- if (obj != AXE)
- return (discard(verb, obj, false));
+ if (command->obj != AXE)
+ return (discard(command->verb, command->obj, false));
else {
- int i = ATDWRF(game.loc);
- if (i <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == 0)
- return throw_support(DRAGON_SCALES);
- if (AT(TROLL))
- return throw_support(TROLL_RETURNS);
- else if (AT(OGRE))
- return throw_support(OGRE_DODGE);
- else if (HERE(BEAR) && game.prop[BEAR] == 0) {
- /* This'll teach him to throw the axe at the bear! */
- DROP(AXE, game.loc);
- game.fixed[AXE] = -1;
- game.prop[AXE] = 1;
- JUGGLE(BEAR);
- RSPEAK(AXE_LOST);
- return GO_CLEAROBJ;
- }
- return (attack(cmdin, verb, 0));
- }
+ int i = ATDWRF(game.loc);
+ if (i <= 0) {
+ if (AT(DRAGON) && game.prop[DRAGON] == 0)
+ return throw_support(DRAGON_SCALES);
+ if (AT(TROLL))
+ return throw_support(TROLL_RETURNS);
+ else if (AT(OGRE))
+ return throw_support(OGRE_DODGE);
+ else if (HERE(BEAR) && game.prop[BEAR] == 0) {
+ /* This'll teach him to throw the axe at the bear! */
+ DROP(AXE, game.loc);
+ game.fixed[AXE] = -1;
+ game.prop[AXE] = 1;
+ JUGGLE(BEAR);
+ RSPEAK(AXE_LOST);
+ return GO_CLEAROBJ;
+ }
+ command->obj = 0;
+ return (attack(cmdin, command));
+ }
- if (randrange(NDWARVES + 1) < game.dflag) {
- return throw_support(DWARF_DODGES);
- } else {
- game.dseen[i] = false;
- game.dloc[i] = 0;
- return throw_support((++game.dkill == 1)
- ? DWARF_SMOKE : KILLED_DWARF);
- }
+ if (randrange(NDWARVES + 1) < game.dflag) {
+ return throw_support(DWARF_DODGES);
+ } else {
+ game.dseen[i] = false;
+ game.dloc[i] = 0;
+ return throw_support((++game.dkill == 1)
+ ? DWARF_SMOKE : KILLED_DWARF);
+ }
}
}
}
}
-int action(FILE *input, enum speechpart part, long verb, token_t obj)
+int action(FILE *input, 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 = ACTSPK[verb];
+ token_t spk = ACTSPK[command->verb];
- if (part == unknown) {
+ 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
* unless verb is "find" or "invent(ory)" (and no new verb
* they are never actually dropped at any location, but might
* be here inside the bottle or urn or as a feature of the
* location. */
- if (HERE(obj))
+ if (HERE(command->obj))
/* FALL THROUGH */;
- else if (obj == GRATE) {
+ else if (command->obj == GRATE) {
if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
- obj = DPRSSN;
+ command->obj = DPRSSN;
if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
- obj = ENTRNC;
- if (obj != GRATE)
+ command->obj = ENTRNC;
+ if (command->obj != GRATE)
return GO_MOVE;
- } else if (obj == DWARF && ATDWRF(game.loc) > 0)
+ } else if (command->obj == DWARF && ATDWRF(game.loc) > 0)
/* FALL THROUGH */;
- else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
+ else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
/* FALL THROUGH */;
- else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
- obj = URN;
+ else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
+ command->obj = URN;
/* FALL THROUGH */;
- } else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
- obj = PLANT2;
+ } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
+ command->obj = PLANT2;
/* FALL THROUGH */;
- } else if (obj == KNIFE && game.knfloc == game.loc) {
+ } else if (command->obj == KNIFE && game.knfloc == game.loc) {
game.knfloc = -1;
spk = KNIVES_VANISH;
RSPEAK(spk);
return GO_CLEAROBJ;
- } else if (obj == ROD && HERE(ROD2)) {
- obj = ROD2;
+ } else if (command->obj == ROD && HERE(ROD2)) {
+ command->obj = ROD2;
/* FALL THROUGH */;
- } else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
+ } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0)
/* FALL THROUGH */;
else {
- SETPRM(1, WD1, WD1X);
+ SETPRM(1, command->wd1, command->wd1x);
RSPEAK(NO_SEE);
return GO_CLEAROBJ;
}
- if (WD2 > 0)
+ if (command->wd2 > 0)
return GO_WORD2;
- if (verb != 0)
- part = transitive;
+ if (command->verb != 0)
+ command->part = transitive;
}
- switch (part) {
+ switch (command->part) {
case intransitive:
- if (WD2 > 0 && verb != SAY) return (2800);
- if (verb == SAY)obj = WD2;
- if (obj == 0 || obj == 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) {
/* Analyse an intransitive verb (ie, no object given yet). */
- switch (verb - 1) {
+ switch (command->verb - 1) {
case 0: /* CARRY */
- return carry(verb, INTRANSITIVE);
+ return carry(command->verb, INTRANSITIVE);
case 1: /* DROP */
return GO_UNKNOWN;
case 2: /* SAY */
return GO_UNKNOWN;
case 3: /* UNLOC */
- return lock(verb, INTRANSITIVE);
+ return lock(command->verb, INTRANSITIVE);
case 4: { /* NOTHI */
RSPEAK(OK_MAN);
return (GO_CLEAROBJ);
}
case 5: /* LOCK */
- return lock(verb, INTRANSITIVE);
+ return lock(command->verb, INTRANSITIVE);
case 6: /* LIGHT */
- return light(verb, INTRANSITIVE);
+ return light(command->verb, INTRANSITIVE);
case 7: /* EXTIN */
- return extinguish(verb, INTRANSITIVE);
+ return extinguish(command->verb, INTRANSITIVE);
case 8: /* WAVE */
return GO_UNKNOWN;
case 9: /* CALM */
return GO_CLEAROBJ;
}
case 11: /* ATTAC */
- return attack(input, verb, obj);
+ return attack(input, command);
case 12: /* POUR */
- return pour(verb, obj);
+ return pour(command->verb, command->obj);
case 13: /* EAT */
- return eat(verb, INTRANSITIVE);
+ return eat(command->verb, INTRANSITIVE);
case 14: /* DRINK */
- return drink(verb, obj);
+ return drink(command->verb, command->obj);
case 15: /* RUB */
return GO_UNKNOWN;
case 16: /* TOSS */
case 20: /* FEED */
return GO_UNKNOWN;
case 21: /* FILL */
- return fill(verb, obj);
+ return fill(command->verb, command->obj);
case 22: /* BLAST */
blast();
return GO_CLEAROBJ;
score(scoregame);
return GO_CLEAROBJ;
case 24: /* FOO */
- return bigwords(WD1);
+ return bigwords(command->wd1);
case 25: /* BRIEF */
return brief();
case 26: /* READ */
- return read(verb, INTRANSITIVE);
+ command->obj = INTRANSITIVE;
+ return read(*command);
case 27: /* BREAK */
return GO_UNKNOWN;
case 28: /* WAKE */
case 30: /* RESU */
return resume();
case 31: /* FLY */
- return fly(verb, INTRANSITIVE);
+ return fly(command->verb, INTRANSITIVE);
case 32: /* LISTE */
return listen();
case 33: /* ZZZZ */
/* FALLTHRU */
case transitive:
/* Analyse a transitive verb. */
- switch (verb - 1) {
+ switch (command->verb - 1) {
case 0: /* CARRY */
- return carry(verb, obj);
+ return carry(command->verb, command->obj);
case 1: /* DROP */
- return discard(verb, obj, false);
+ return discard(command->verb, command->obj, false);
case 2: /* SAY */
- return say();
+ return say(command);
case 3: /* UNLOC */
- return lock(verb, obj);
+ return lock(command->verb, command->obj);
case 4: { /* NOTHI */
RSPEAK(OK_MAN);
return (GO_CLEAROBJ);
}
case 5: /* LOCK */
- return lock(verb, obj);
+ return lock(command->verb, command->obj);
case 6: /* LIGHT */
- return light(verb, obj);
+ return light(command->verb, command->obj);
case 7: /* EXTI */
- return extinguish(verb, obj);
+ return extinguish(command->verb, command->obj);
case 8: /* WAVE */
- return wave(verb, obj);
+ return wave(command->verb, command->obj);
case 9: { /* CALM */
RSPEAK(spk);
return GO_CLEAROBJ;
return GO_CLEAROBJ;
}
case 11: /* ATTAC */
- return attack(input, verb, obj);
+ return attack(input, command);
case 12: /* POUR */
- return pour(verb, obj);
+ return pour(command->verb, command->obj);
case 13: /* EAT */
- return eat(verb, obj);
+ return eat(command->verb, command->obj);
case 14: /* DRINK */
- return drink(verb, obj);
+ return drink(command->verb, command->obj);
case 15: /* RUB */
- return rub(verb, obj);
+ return rub(command->verb, command->obj);
case 16: /* TOSS */
- return throw (input, verb, obj);
+ return throw(input, command);
case 17: { /* QUIT */
RSPEAK(spk);
return GO_CLEAROBJ;
}
case 18: /* FIND */
- return find(verb, obj);
+ return find(command->verb, command->obj);
case 19: /* INVEN */
- return find(verb, obj);
+ return find(command->verb, command->obj);
case 20: /* FEED */
- return feed(verb, obj);
+ return feed(command->verb, command->obj);
case 21: /* FILL */
- return fill(verb, obj);
+ return fill(command->verb, command->obj);
case 22: /* BLAST */
blast();
return GO_CLEAROBJ;
return GO_CLEAROBJ;
}
case 26: /* READ */
- return read(verb, obj);
+ return read(*command);
case 27: /* BREAK */
- return vbreak(verb, obj);
+ return vbreak(command->verb, command->obj);
case 28: /* WAKE */
- return wake(verb, obj);
+ return wake(command->verb, command->obj);
case 29: { /* SUSP */
RSPEAK(spk);
return GO_CLEAROBJ;
return GO_CLEAROBJ;
}
case 31: /* FLY */
- return fly(verb, obj);
+ return fly(command->verb, command->obj);
case 32: { /* LISTE */
RSPEAK(spk);
return GO_CLEAROBJ;
BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
- SETPRM(1, WD1, WD1X);
+ SETPRM(1, command->wd1, command->wd1x);
RSPEAK(WHAT_DO);
return GO_CHECKHINT;
default: