* 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). */
{
- if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
- (game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
- (game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
- (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
- (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM))) {
+ 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 != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
+ if ((id != FOO) && (id != FUM)) {
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
game.prop[i] < 0)
continue;
int mi = game.prop[i];
- /* FIXME: Weird magic on object states */
+ /* (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;
long packed_zzword = token_to_packed(game.zzword);
}
char word1[TOKLEN + 1];
packed_to_token(command->wd1, word1);
- int wd = (int) get_vocab_id(word1);
- if (wd == MOTION_WORD(XYZZY) ||
- wd == MOTION_WORD(PLUGH) ||
- wd == MOTION_WORD(PLOVER) ||
- wd == ACTION_WORD(FEE) ||
- wd == ACTION_WORD(FIE) ||
- wd == ACTION_WORD(FOE) ||
- wd == ACTION_WORD(FOO) ||
- wd == ACTION_WORD(FUM) ||
- wd == ACTION_WORD(PART)) {
+ long wd;
+ enum wordtype type;
+ get_vocab_metadata(word1, &wd, &type);
+ if (wd == XYZZY ||
+ wd == PLUGH ||
+ wd == PLOVER ||
+ wd == FEE ||
+ wd == FIE ||
+ wd == FOE ||
+ wd == FOO ||
+ wd == FUM ||
+ wd == PART) {
/* FIXME: scribbles on the interpreter's command block */
wordclear(&command->wd2);
return GO_LOOKUP;