#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];
- int d = ATDWRF(game.loc);
- if (obj == 0) {
- if (d > 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) {
- /* 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;
- /* 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 (obj == 0 || obj == INTRANSITIVE) {
+ 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) {
+ /* 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;
+ /* 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 (obj == BIRD) {
- spk=UNHAPPY_BIRD;
- if (game.closed)
- {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- spk=BIRD_DEAD;
- }
- if (obj == VEND) {
- PSPEAK(VEND,game.prop[VEND]+2);
- game.prop[VEND]=3-game.prop[VEND];
- return GO_CLEAROBJ;
+ spk = UNHAPPY_BIRD;
+ if (game.closed) {
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ 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 == 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 == 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_DOFGE;
- if (obj == OGRE && d > 0) {
- RSPEAK(spk);
- RSPEAK(KNIFE_THROWN);
- DSTROY(OGRE);
- int k=0;
- for (int i=1; i < PIRATE; i++) {
- if (game.dloc[i] == game.loc) {
- ++k;
- game.dloc[i] = LOC_LONGWEST;
- game.dseen[i]=false;
- }
- }
- spk=spk+1+1/k; /* FIXME: Arithmetic on message numbers */
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ 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;
+ for (int i = 1; i < PIRATE; i++) {
+ if (game.dloc[i] == game.loc) {
+ ++dwarves;
+ game.dloc[i] = LOC_LONGWEST;
+ 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 = (PLAC[DRAGON] + FIXD[DRAGON]) / 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] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
+ MOVE(obj, k);
+ }
+ game.loc = k;
+ return GO_MOVE;
}
- if (obj == BEAR)
- /* FIXME: Arithmetic on message numbers */
- spk = BEAR_HANDS+(game.prop[BEAR]+1)/2;
- if (obj != DRAGON || game.prop[DRAGON] != 0) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- /* 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,&WD1,&WD1X,&WD2,&WD2X);
- if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
- return GO_CHECKFOO;
- PSPEAK(DRAGON,3);
- game.prop[DRAGON]=1;
- game.prop[RUG]=0;
- int k=(PLAC[DRAGON]+FIXD[DRAGON])/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] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
- MOVE(obj,k);
- }
- game.loc=k;
- return GO_MOVE;
+ rspeak(spk);
+ 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);
- int spk=NOTHING_HAPPENS;
- if (game.foobar != 1-k) {
- if (game.foobar != 0)spk=START_OVER;
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ 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) {
- RSPEAK(OK_MAN);
- return GO_CLEAROBJ;
- }
- game.foobar=0;
- if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- } 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)
- game.prop[TROLL]=1;
- k=2;
- if (HERE(EGGS))k=1;
- if (game.loc == PLAC[EGGS])k=0;
- MOVE(EGGS,PLAC[EGGS]);
- PSPEAK(EGGS,k);
- return GO_CLEAROBJ;
- }
+ game.foobar = k;
+ if (k != 4) {
+ rspeak(OK_MAN);
+ return GO_CLEAROBJ;
+ }
+ game.foobar = 0;
+ if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
+ rspeak(spk);
+ 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 == PLAC[EGGS])k = 0;
+ MOVE(EGGS, PLAC[EGGS]);
+ pspeak(EGGS, look, k);
+ return GO_CLEAROBJ;
+ }
}
}
static int bivalve(token_t verb, token_t obj)
/* Clam/oyster actions */
{
- int spk, k=0;
- if (obj == OYSTER)k=1;
- /* FIXME: Arithmetic on message numbers in next lines */
- spk=PEARL_FALLS+k;
- if (TOTING(obj))spk=DROP_CLAM+k;
- if (!TOTING(TRIDNT))spk=CLAM_OPENER+k;
- if (verb == LOCK)spk=HUH_MAN;
+ 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) {
- DSTROY(CLAM);
- DROP(OYSTER,game.loc);
- DROP(PEARL,LOC_CULDESAC);
+ DESTROY(CLAM);
+ DROP(OYSTER, game.loc);
+ DROP(PEARL, LOC_CULDESAC);
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
-static int blast(void)
+static void blast(void)
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
{
if (game.prop[ROD2] < 0 || !game.closed)
- {
- RSPEAK(REQUIRES_DYNAMITE);
- return GO_CLEAROBJ;
+ 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);
+ terminate(endgame);
}
- game.bonus=133;
- if (game.loc == LOC_NE)
- game.bonus=134;
- if (HERE(ROD2))
- game.bonus=135;
- RSPEAK(game.bonus);
- score(0);
- return GO_CLEAROBJ; /* pacify compiler - we never get here */
}
static int vbreak(token_t verb, token_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
int spk = ACTSPK[verb];
- if (obj == MIRROR)spk=TOO_FAR;
+ 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;
+ 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);
- return GO_DWARFWAKE;
- }
+ if (obj == MIRROR && game.closed) {
+ rspeak(BREAK_MIRROR);
+ return GO_DWARFWAKE;
+ }
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
static int brief(void)
/* Brief. Intransitive only. Suppress long descriptions after first time. */
{
- game.abbnum=10000;
- game.detail=3;
- RSPEAK(BRIEF_CONFIRM);
+ game.abbnum = 10000;
+ game.detail = 3;
+ rspeak(BRIEF_CONFIRM);
return GO_CLEAROBJ;
}
{
int spk;
if (obj == INTRANSITIVE) {
- /* Carry, no object given yet. OK if only one object present. */
- if(game.atloc[game.loc] == 0 ||
- game.link[game.atloc[game.loc]] != 0 ||
- ATDWRF(game.loc) > 0)
- return GO_UNKNOWN;
- obj=game.atloc[game.loc];
+ /* Carry, no object given yet. OK if only one object present. */
+ if (game.atloc[game.loc] == 0 ||
+ game.link[game.atloc[game.loc]] != 0 ||
+ ATDWRF(game.loc) > 0)
+ return GO_UNKNOWN;
+ obj = game.atloc[game.loc];
}
- if (TOTING(obj)) {RSPEAK(ALREADY_CARRYING); 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 (TOTING(obj)) {
+ rspeak(ALREADY_CARRYING);
+ 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);
- DSTROY(MESSAG);
- return GO_CLEAROBJ;
+ rspeak(REMOVE_MESSAGE);
+ DESTROY(MESSAG);
+ return GO_CLEAROBJ;
}
if (game.fixed[obj] != 0) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ rspeak(spk);
+ return GO_CLEAROBJ;
}
if (obj == WATER || obj == OIL) {
- if (!HERE(BOTTLE) || LIQUID() != obj) {
- if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
- return(fill(verb, BOTTLE));
- if (game.prop[BOTTLE] != 1)spk=BOTTLE_FULL;
- if (!TOTING(BOTTLE))spk=NO_CONTAINER;
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- obj = BOTTLE;
+ 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);
+ return GO_CLEAROBJ;
+ }
+ }
+ obj = BOTTLE;
}
- spk=CARRY_LIMIT;
+ spk = CARRY_LIMIT;
if (game.holdng >= INVLIMIT) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
- if (game.prop[BIRD] == 2) {
- DSTROY(BIRD);
- RSPEAK(BIRD_CRAP);
- return GO_CLEAROBJ;
- }
- if (!TOTING(CAGE))spk=CANNOT_CARRY;
- if (TOTING(ROD))spk=BIRD_EVADES;
- if (spk/2 == 13) { /* FIXME: Arithmetic on message number */
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- game.prop[BIRD]=1;
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[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);
+ return GO_CLEAROBJ;
+ }
+ game.prop[BIRD] = BIRD_CAGED;
}
- if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
- CARRY(BIRD+CAGE-obj,game.loc);
- CARRY(obj,game.loc);
+ if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
+ CARRY(BIRD + CAGE - obj, game.loc);
+ CARRY(obj, game.loc);
if (obj == BOTTLE && LIQUID() != 0)
- game.place[LIQUID()] = -1;
+ game.place[LIQUID()] = CARRIED;
if (GSTONE(obj) && game.prop[obj] != 0) {
- game.prop[obj]=0;
- game.prop[CAVITY]=1;
+ game.prop[obj] = 0;
+ game.prop[CAVITY] = 1;
}
- RSPEAK(OK_MAN);
+ 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 (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;
- game.fixed[BEAR]=2-game.prop[BEAR];
+ 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);
+ 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 != PLAC[CHAIN])spk=NO_LOCKSITE;
- if (spk != CHAIN_LOCKED) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- game.prop[CHAIN]=2;
- if (TOTING(CHAIN))DROP(CHAIN,game.loc);
- game.fixed[CHAIN]= -1;
+ spk = CHAIN_LOCKED;
+ if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
+ if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE;
+ if (spk != CHAIN_LOCKED) {
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ game.prop[CHAIN] = 2;
+ if (TOTING(CHAIN))DROP(CHAIN, game.loc);
+ game.fixed[CHAIN] = -1;
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
{
int spk = ACTSPK[verb];
if (!just_do_it) {
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
+ 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);
+ rspeak(BIRD_ATTACKS);
if (game.closed) return GO_DWARFWAKE;
- DSTROY(SNAKE);
+ DESTROY(SNAKE);
/* Set game.prop for use by travel options */
- game.prop[SNAKE]=1;
+ 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 == EMRALD && 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);
+ 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];
+ int k = 2 - game.prop[RUG];
game.prop[RUG] = k;
if (k == 2) k = PLAC[SAPPH];
- MOVE(RUG+NOBJECTS, k);
+ MOVE(RUG + NOBJECTS, k);
}
}
} else if (obj == COINS && HERE(VEND)) {
- DSTROY(COINS);
- DROP(BATTER,game.loc);
- PSPEAK(BATTER,0);
+ DESTROY(COINS);
+ DROP(BATTERY, game.loc);
+ pspeak(BATTERY, look, FRESH_BATTERIES);
return GO_CLEAROBJ;
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
- RSPEAK(BIRD_BURNT);
- DSTROY(BIRD);
- game.prop[BIRD]=0;
+ 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,PLAC[TROLL]);
- MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
+ rspeak(TROLL_SCAMPERS);
+ MOVE(TROLL, 0);
+ MOVE(TROLL + NOBJECTS, 0);
+ MOVE(TROLL2, PLAC[TROLL]);
+ MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
JUGGLE(CHASM);
- game.prop[TROLL]=2;
+ game.prop[TROLL] = 2;
} else if (obj != VASE || game.loc == PLAC[PILLOW]) {
- RSPEAK(OK_MAN);
+ rspeak(OK_MAN);
} else {
- game.prop[VASE]=2;
- if (AT(PILLOW))game.prop[VASE]=0;
- PSPEAK(VASE,game.prop[VASE]+1);
- if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
+ 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;
}
}
int k = LIQUID();
- if (k == obj)obj=BOTTLE;
+ if (k == obj)obj = BOTTLE;
if (obj == BOTTLE && k != 0)
- game.place[k]=0;
- if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
- DROP(obj,game.loc);
+ game.place[k] = LOC_NOWHERE;
+ if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
+ DROP(BIRD, game.loc);
+ DROP(obj, game.loc);
if (obj != BIRD) return GO_CLEAROBJ;
- game.prop[BIRD]=0;
- if (FOREST(game.loc))game.prop[BIRD]=2;
+ game.prop[BIRD] = BIRD_UNCAGED;
+ if (FOREST(game.loc))
+ game.prop[BIRD] = BIRD_FOREST_UNCAGED;
return GO_CLEAROBJ;
}
{
int spk = ACTSPK[verb];
if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
- return GO_UNKNOWN;
+ 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]=1;
- game.place[WATER]=0;
- spk=BOTTLE_EMPTY;
- }
+ 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 {
- DSTROY(BLOOD);
- game.prop[DRAGON]=2;
- OBJSND[BIRD]=OBJSND[BIRD]+3;
- spk=HEAD_BUZZES;
+ DESTROY(BLOOD);
+ game.prop[DRAGON] = 2;
+ game.blooded = true;
+ spk = HEAD_BUZZES;
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
{
int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- if (!HERE(FOOD))
- return GO_UNKNOWN;
- DSTROY(FOOD);
- spk=THANKS_DELICIOUS;
+ if (!HERE(FOOD))
+ return GO_UNKNOWN;
+ DESTROY(FOOD);
+ spk = THANKS_DELICIOUS;
} else {
- if (obj == FOOD) {
- DSTROY(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;
+ 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(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
{
int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
- if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
- if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
+ 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;
}
if (obj == URN) {
- game.prop[URN]=game.prop[URN]/2;
- spk=URN_DARK;
- }
- else if (obj == LAMP) {
- game.prop[LAMP]=0;
- RSPEAK(LAMP_OFF);
- spk = DARK(game.loc) ? PITCH_DARK : ARB_0;
- }
- else if (obj == DRAGON || obj == VOLCAN)
- spk=BEYOND_POWER;
- RSPEAK(spk);
+ 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);
return GO_CLEAROBJ;
}
{
int spk = ACTSPK[verb];
if (obj == 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)) {
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- spk = BIRD_DEVOURED;
- }
- }
- else if (obj == DWARF) {
- if (HERE(FOOD)) {
- game.dflag += 2;
- spk = REALLY_MAD;
- }
- }
- else if (obj == BEAR) {
- if (game.prop[BEAR] == 0)spk=NOTHING_EDIBLE;
- if (game.prop[BEAR] == 3)spk=RIDICULOUS_ATTEMPT;
- if (HERE(FOOD)) {
- DSTROY(FOOD);
- game.prop[BEAR]=1;
- game.fixed[AXE]=0;
- game.prop[AXE]=0;
- spk=BEAR_TAMED;
- }
- }
- else if (obj == OGRE) {
- if (HERE(FOOD))
- spk=OGRE_FULL;
+ 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)) {
+ DESTROY(BIRD);
+ spk = BIRD_DEVOURED;
+ }
+ } else if (obj == DWARF) {
+ if (HERE(FOOD)) {
+ game.dflag += 2;
+ spk = REALLY_MAD;
+ }
+ } 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;
+ }
+ } else if (obj == OGRE) {
+ if (HERE(FOOD))
+ spk = OGRE_FULL;
} else {
- spk=AM_GAME;
+ spk = AM_GAME;
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
int k;
int spk = ACTSPK[verb];
if (obj == VASE) {
- spk=ARENT_CARRYING;
- if (LIQLOC(game.loc) == 0)spk=FILL_INVALID;
- if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
- RSPEAK(spk);
- 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); return GO_CLEAROBJ;}
- spk=FILL_INVALID;
- k=LIQUID();
- if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;}
- game.place[k]=0;
- game.prop[BOTTLE]=1;
- 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);
- return GO_CLEAROBJ;
- }
- else if (obj == 0 && !HERE(BOTTLE))
- return GO_UNKNOWN;
- spk=BOTTLED_WATER;
+ spk = ARENT_CARRYING;
+ if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
+ if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
+ rspeak(spk);
+ 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);
+ return GO_CLEAROBJ;
+ }
+ spk = FILL_INVALID;
+ k = LIQUID();
+ if (k == 0 || !HERE(BOTTLE)) {
+ rspeak(spk);
+ 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);
+ return GO_CLEAROBJ;
+ } else if (obj == 0 && !HERE(BOTTLE))
+ return GO_UNKNOWN;
+ spk = BOTTLED_WATER;
if (LIQLOC(game.loc) == 0)
- spk=NO_LIQUID;
+ spk = NO_LIQUID;
if (HERE(URN) && game.prop[URN] != 0)
- spk=URN_NOPOUR;
+ spk = URN_NOPOUR;
if (LIQUID() != 0)
- spk=BOTTLE_FULL;
- if (spk == 107) {
- game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
- k=LIQUID();
- if (TOTING(BOTTLE))
- game.place[k] = -1;
- if (k == OIL)
- spk=BOTTLED_OIL;
+ 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;
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
{
int spk = ACTSPK[verb];
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_NEreplace;
- if (TOTING(obj))spk=ALREADY_CARRYING;
- RSPEAK(spk);
+ (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);
return GO_CLEAROBJ;
}
{
int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- if (game.prop[RUG] != 2)spk=RUG_NOTHING2;
- if (!HERE(RUG))spk=FLAP_ARMS;
- if (spk/2 == 112) { /* FIXME: Arithmetic on message numbers */
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- obj=RUG;
+ if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
+ if (!HERE(RUG))spk = FLAP_ARMS;
+ if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ obj = RUG;
}
if (obj != RUG) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ spk = RUG_NOTHING1;
+ if (game.prop[RUG] != 2) {
+ rspeak(spk);
+ return GO_CLEAROBJ;
}
- spk=RUG_NOTHING1;
- if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
- game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
- spk=RUG_GOES;
+ 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);
+ spk = RUG_RETURNS;
+ rspeak(spk);
return GO_TERMINATE;
}
-static int inven(token_t obj)
+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))
- continue;
- if (spk == NO_CARRY)
- RSPEAK(NOW_HOLDING);
- game.blklin=false;
- PSPEAK(i,-1);
- game.blklin=true;
- spk=ARB_0;
+ int spk = NO_CARRY;
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (i == BEAR || !TOTING(i))
+ continue;
+ if (spk == NO_CARRY)
+ rspeak(NOW_HOLDING);
+ game.blklin = false;
+ pspeak(i, touch, -1);
+ game.blklin = true;
+ spk = NO_MESSAGE;
}
if (TOTING(BEAR))
- spk=TAME_BEAR;
- RSPEAK(spk);
+ spk = TAME_BEAR;
+ rspeak(spk);
return GO_CLEAROBJ;
}
-int light(token_t verb, token_t obj)
+static int light(token_t verb, token_t obj)
/* Light. Applicable only to lamp and urn. */
{
int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- if (HERE(LAMP) && game.prop[LAMP] == 0 && 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 (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) {
- spk=URN_EMPTY;
- if (game.prop[URN] == 0)
- {RSPEAK(spk); return GO_CLEAROBJ;}
- spk=URN_LIT;
- game.prop[URN]=2;
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ if (game.prop[URN] == 0) {
+ rspeak(URN_EMPTY);
+ } else {
+ game.prop[URN] = 2;
+ rspeak(URN_LIT);
+ }
+ return GO_CLEAROBJ;
} else {
- if (obj != LAMP)
- {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- spk=LAMP_OUT;
- if (game.limit < 0) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- game.prop[LAMP]=1;
- RSPEAK(LAMP_ON);
- if (game.wzdark)
- return GO_TOP;
- else
- return GO_CLEAROBJ;
+ if (obj != LAMP) {
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ spk = LAMP_OUT;
+ if (game.limit < 0) {
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ game.prop[LAMP] = LAMP_BRIGHT;
+ rspeak(LAMP_ON);
+ if (game.wzdark)
+ return GO_TOP;
+ else
+ return GO_CLEAROBJ;
}
}
static int listen(void)
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
{
- int k;
- int spk=ALL_SILENT;
- k=LOCSND[game.loc];
- if (k != 0) {
- RSPEAK(labs(k));
- if (k < 0) return GO_CLEAROBJ;
- spk=ARB_0;
+ 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;
}
- SETPRM(1,game.zzword,0);
- for (int i=1; i<=NOBJECTS; i++) {
- if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
- continue;
- PSPEAK(i,OBJSND[i]+game.prop[i]);
- spk=ARB_0;
- if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
- DSTROY(BIRD);
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (!HERE(i) || object_descriptions[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)
+ DESTROY(BIRD);
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
{
int spk = ACTSPK[verb];
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) {RSPEAK(spk); return GO_CLEAROBJ;}
+ 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);
+ 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;
+ 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;
- if (HERE(KEYS)) {
- if (obj == CHAIN)
- return chain(verb);
- if (game.closng) {
- spk=EXIT_CLOSED;
- if (!game.panic)game.clock2=15;
- game.panic=true;
- } else {
- spk=ALREADY_LOCKED+game.prop[GRATE]; /* FIXME: Arithmetic on message number */
- game.prop[GRATE]=1;
- if (verb == LOCK)game.prop[GRATE]=0;
- spk=spk+2*game.prop[GRATE];
- }
- }
+ spk = NO_KEYS;
+ if (HERE(KEYS)) {
+ if (obj == CHAIN)
+ return chain(verb);
+ if (game.closng) {
+ spk = 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;
+ }
+ }
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
* special tests for pouring water or oil on plant or rusty door. */
{
int spk = ACTSPK[verb];
- if (obj == BOTTLE || obj == 0)obj=LIQUID();
+ if (obj == BOTTLE || obj == 0)obj = LIQUID();
if (obj == 0) return GO_UNKNOWN;
- if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
- spk=CANT_POUR;
- if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
+ if (!TOTING(obj)) {
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ spk = CANT_POUR;
+ if (obj != OIL && obj != WATER) {
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
if (HERE(URN) && game.prop[URN] == 0)
- return fill(verb, URN);
- game.prop[BOTTLE]=1;
- game.place[obj]=0;
- spk=GROUND_WET;
- if (!(AT(PLANT) || AT(DOOR)))
- {RSPEAK(spk); return GO_CLEAROBJ;}
+ return fill(verb, URN);
+ game.prop[BOTTLE] = EMPTY_BOTTLE;
+ game.place[obj] = LOC_NOWHERE;
+ spk = GROUND_WET;
+ if (!(AT(PLANT) || AT(DOOR))) {
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
if (!AT(DOOR)) {
- spk=SHAKING_LEAVES;
- if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
- PSPEAK(PLANT,game.prop[PLANT]+3);
- game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
- game.prop[PLANT2]=game.prop[PLANT];
- return GO_MOVE;
+ spk = SHAKING_LEAVES;
+ if (obj != WATER) {
+ rspeak(spk);
+ 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);
- return GO_CLEAROBJ;
+ game.prop[DOOR] = 0;
+ if (obj == OIL)game.prop[DOOR] = 1;
+ spk = RUSTED_HINGES + game.prop[DOOR];
+ rspeak(spk);
+ return GO_CLEAROBJ;
}
}
-static int quit(FILE *input)
+static int quit(void)
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
- if (YES(input,REALLY_QUIT,OK_MAN,OK_MAN))
- score(1);
+ if (YES(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
+ terminate(quitgame);
return GO_CLEAROBJ;
}
-static int read(FILE *input, 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;
- for (int i=1; i<=NOBJECTS; i++) {
- if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
- obj = obj * NOBJECTS + i;
- }
- if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
+ if (command.obj == INTRANSITIVE) {
+ command.obj = 0;
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
+ command.obj = command.obj * NOBJECTS + i;
+ }
+ if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
+ return GO_UNKNOWN;
}
-
+
if (DARK(game.loc)) {
- SETPRM(1,WD1,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) {
- game.clshnt=YES(input,CLUE_QUERY,WAYOUT_CLUE,OK_MAN);
- return GO_CLEAROBJ;
- }
- PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
+ rspeak(NO_SEE, command.wd1, command.wd1x);
+ } 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 (OBJTXT[command.obj] == 0 || game.prop[command.obj] < 0) {
+ rspeak(ACTSPK[command.verb]);
+ } else
+ pspeak(command.obj, study, game.prop[command.obj]);
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) {
- RSPEAK(RUB_NOGO);
- return GO_CLEAROBJ;
+ if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
+ rspeak(NOTHING_HAPPENS);
+ return GO_CLEAROBJ;
} else {
- PSPEAK(RESER,game.prop[RESER]+1);
- game.prop[RESER]=1-game.prop[RESER];
- if (AT(RESER))
- return GO_CLEAROBJ;
- else {
- game.oldlc2=game.loc;
- game.newloc=0;
- RSPEAK(NOT_BRIGHT);
- return GO_TERMINATE;
- }
+ pspeak(RESER, look, game.prop[RESER] + 1);
+ game.prop[RESER] = 1 - game.prop[RESER];
+ if (AT(RESER))
+ return GO_CLEAROBJ;
+ else {
+ game.oldlc2 = game.loc;
+ game.newloc = 0;
+ rspeak(NOT_BRIGHT);
+ return GO_TERMINATE;
+ }
}
}
{
int spk = ACTSPK[verb];
if (obj != LAMP)
- spk=PECULIAR_NOTHING;
+ spk = PECULIAR_NOTHING;
if (obj == URN && game.prop[URN] == 2) {
- DSTROY(URN);
- DROP(AMBER,game.loc);
- game.prop[AMBER]=1;
- --game.tally;
- DROP(CAVITY,game.loc);
- spk=URN_GENIES;
+ DESTROY(URN);
+ DROP(AMBER, game.loc);
+ game.prop[AMBER] = 1;
+ --game.tally;
+ DROP(CAVITY, game.loc);
+ spk = URN_GENIES;
}
- RSPEAK(spk);
+ rspeak(spk);
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);
+ 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) {
- WD2=0;
- return GO_LOOKUP;
+ /* FIXME: scribbles on the interpreter's command block */
+ wordclear(&command->wd2);
+ return GO_LOOKUP;
}
- RSPEAK(OKEY_DOKEY);
+ rspeak(OKEY_DOKEY, a, b);
return GO_CLEAROBJ;
-
}
static int throw_support(long spk)
{
- RSPEAK(spk);
- DROP(AXE,game.loc);
+ rspeak(spk);
+ DROP(AXE, game.loc);
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)) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ 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)) {
- spk=TROLL_SATISFIED;
+ if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) {
+ spk = TROLL_SATISFIED;
/* Snarf a treasure for the troll. */
- DROP(obj,0);
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- DROP(TROLL2,PLAC[TROLL]);
- DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
+ DROP(command->obj, 0);
+ MOVE(TROLL, 0);
+ MOVE(TROLL + NOBJECTS, 0);
+ DROP(TROLL2, PLAC[TROLL]);
+ DROP(TROLL2 + NOBJECTS, FIXD[TROLL]);
JUGGLE(CHASM);
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ rspeak(spk);
+ return GO_CLEAROBJ;
}
- if (obj == FOOD && HERE(BEAR)) {
- /* But throwing food is another story. */
- obj=BEAR;
- return(feed(verb, obj));
+ if (command->obj == FOOD && HERE(BEAR)) {
+ /* But throwing food is another story. */
+ command->obj = BEAR;
+ return (feed(command->verb, command->obj));
}
- if (obj != AXE)
- return(discard(verb, obj, false));
- int i=ATDWRF(game.loc);
- if (i <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == 0) {
- spk=DRAGON_SCALES;
- return throw_support(spk);
- }
- if (AT(TROLL)) {
- spk=TROLL_RETURNS;
- return throw_support(spk);
- }
- if (AT(OGRE)) {
- spk=OGRE_DOFGE;
- return throw_support(spk);
- }
- if (HERE(BEAR) && game.prop[BEAR] == 0) {
- /* This'll teach him to throw the axe at the bear! */
- spk=AXE_LOST;
- DROP(AXE,game.loc);
- game.fixed[AXE]= -1;
- game.prop[AXE]=1;
- JUGGLE(BEAR);
- {RSPEAK(spk); return GO_CLEAROBJ;}
+ 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;
+ }
+ command->obj = 0;
+ return (attack(cmdin, command));
}
- return(attack(cmdin, verb, 0));
- }
- if (randrange(NDWARVES+1) < game.dflag) {
- spk=DWARF_DODGES;
- return throw_support(spk);
+ 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);
+ }
}
- game.dseen[i]=false;
- game.dloc[i]=0;
- spk=KILLED_DWARF;
- ++game.dkill;
- if (game.dkill == 1)spk=DWARF_SMOKE;
-
- return throw_support(spk);
-}
-
-static int vscore(void)
-/* Score. Call scoring routine but tell it to return. */
-{
- score(-1);
- return GO_CLEAROBJ;
}
static int wake(token_t verb, token_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
- if (obj != DWARF || !game.closed)
- {
- RSPEAK(ACTSPK[verb]);
- return GO_CLEAROBJ;
+ if (obj != DWARF || !game.closed) {
+ rspeak(ACTSPK[verb]);
+ return GO_CLEAROBJ;
+ } else {
+ rspeak(PROD_DWARF);
+ return GO_DWARFWAKE;
}
- RSPEAK(PROD_DWARF);
- return GO_DWARFWAKE;
}
static int wave(token_t verb, token_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
int spk = ACTSPK[verb];
- if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk=ARENT_CARRYING;
+ if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
if (obj != ROD ||
- !TOTING(obj) ||
- (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ !TOTING(obj) ||
+ (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
+ rspeak(spk);
+ return GO_CLEAROBJ;
}
- if (HERE(BIRD))spk=FREE_FLY+MOD(game.prop[BIRD],2);
- if (spk == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
- DROP(JADE,game.loc);
- game.prop[JADE]=0;
- --game.tally;
- spk=NECKLACE_FLY;
- RSPEAK(spk);
- 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) {
+ DROP(JADE, game.loc);
+ game.prop[JADE] = 0;
+ --game.tally;
+ spk = NECKLACE_FLY;
+ rspeak(spk);
+ return GO_CLEAROBJ;
} else {
- if (game.closed) {
- RSPEAK(spk);
- return GO_DWARFWAKE;
- }
- if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;}
- if (HERE(BIRD))RSPEAK(spk);
- game.prop[FISSUR]=1-game.prop[FISSUR];
- PSPEAK(FISSUR,2-game.prop[FISSUR]);
- return GO_CLEAROBJ;
+ if (game.closed) {
+ rspeak(spk);
+ return GO_DWARFWAKE;
+ }
+ if (game.closng || !AT(FISSURE)) {
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ if (HERE(BIRD))rspeak(spk);
+ game.prop[FISSURE] = 1 - game.prop[FISSURE];
+ pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
+ return GO_CLEAROBJ;
}
}
-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)
- {
- /* 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
- * yet to be analysed). Water and oil are also funny, since
- * 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))
- /* FALL THROUGH */;
- else if (obj == GRATE) {
- if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
- obj=DPRSSN;
- /* FIXME: Arithmetic on location numbers */
- if (game.loc > LOC_BELOWGRATE && game.loc < LOC_MISTHALL)
- obj=ENTRNC;
- if (obj != GRATE)
- return GO_MOVE;
- }
- else if (obj == DWARF && ATDWRF(game.loc) > 0)
- /* FALL THROUGH */;
- else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
- /* FALL THROUGH */;
- else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
- obj=URN;
- /* FALL THROUGH */;
- }
- else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
- obj=PLANT2;
- /* FALL THROUGH */;
- }
- else if (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;
- /* FALL THROUGH */;
- }
- else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
- /* FALL THROUGH */;
- else {
- SETPRM(1,WD1,WD1X);
- RSPEAK(NO_SEE);
- return GO_CLEAROBJ;
- }
+ 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
+ * yet to be analysed). Water and oil are also funny, since
+ * 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(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;
+ } else if (command->obj == DWARF && ATDWRF(game.loc) > 0)
+ /* FALL THROUGH */;
+ 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) {
+ command->obj = URN;
+ /* FALL THROUGH */;
+ } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
+ command->obj = PLANT2;
+ /* FALL THROUGH */;
+ } else if (command->obj == KNIFE && game.knfloc == game.loc) {
+ game.knfloc = -1;
+ spk = KNIVES_VANISH;
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ } else if (command->obj == ROD && HERE(ROD2)) {
+ command->obj = ROD2;
+ /* FALL THROUGH */;
+ } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0)
+ /* FALL THROUGH */;
+ else {
+ rspeak(NO_SEE, command->wd1, command->wd1x);
+ return GO_CLEAROBJ;
+ }
- if (WD2 > 0)
- return GO_WORD2;
- if (verb != 0)
- part = transitive;
+ if (command->wd2 > 0)
+ return GO_WORD2;
+ if (command->verb != 0)
+ command->part = transitive;
}
- switch(part)
- {
- case intransitive:
- if (WD2 > 0 && verb != SAY) return(2800);
- if (verb == SAY)obj=WD2;
- if (obj == 0 || obj == INTRANSITIVE) {
- /* Analyse an intransitive verb (ie, no object given yet). */
- switch (verb-1) {
- case 0: /* CARRY */ return carry(verb, INTRANSITIVE);
- case 1: /* DROP */ return GO_UNKNOWN;
- case 2: /* SAY */ return GO_UNKNOWN;
- case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
- case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
- case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
- case 6: /* LIGHT */ return light(verb, INTRANSITIVE);
- case 7: /* EXTIN */ return extinguish(verb, INTRANSITIVE);
- case 8: /* WAVE */ return GO_UNKNOWN;
- case 9: /* CALM */ return GO_UNKNOWN;
- case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
- case 11: /* ATTAC */ return attack(input, verb, obj);
- case 12: /* POUR */ return pour(verb, obj);
- case 13: /* EAT */ return eat(verb, INTRANSITIVE);
- case 14: /* DRINK */ return drink(verb, obj);
- case 15: /* RUB */ return GO_UNKNOWN;
- case 16: /* TOSS */ return GO_UNKNOWN;
- case 17: /* QUIT */ return quit(input);
- case 18: /* FIND */ return GO_UNKNOWN;
- case 19: /* INVEN */ return inven(obj);
- case 20: /* FEED */ return GO_UNKNOWN;
- case 21: /* FILL */ return fill(verb, obj);
- case 22: /* BLAST */ return blast();
- case 23: /* SCOR */ return vscore();
- case 24: /* FOO */ return bigwords(WD1);
- case 25: /* BRIEF */ return brief();
- case 26: /* READ */ return read(input, verb, INTRANSITIVE);
- case 27: /* BREAK */ return GO_UNKNOWN;
- case 28: /* WAKE */ return GO_UNKNOWN;
- case 29: /* SUSP */ return saveresume(input, false);
- case 30: /* RESU */ return saveresume(input, true);
- case 31: /* FLY */ return fly(verb, INTRANSITIVE);
- case 32: /* LISTE */ return listen();
- case 33: /* ZZZZ */ return reservoir();
- }
- BUG(23);
- }
- /* FALLTHRU */
- case transitive:
- /* Analyse a transitive verb. */
- switch (verb-1) {
- case 0: /* CARRY */ return carry(verb, obj);
- case 1: /* DROP */ return discard(verb, obj, false);
- case 2: /* SAY */ return say();
- case 3: /* UNLOC */ return lock(verb, obj);
- case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
- case 5: /* LOCK */ return lock(verb, obj);
- case 6: /* LIGHT */ return light(verb, obj);
- case 7: /* EXTI */ return extinguish(verb, obj);
- case 8: /* WAVE */ return wave(verb, obj);
- case 9: /* CALM */ {RSPEAK(spk); return GO_CLEAROBJ;}
- case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
- case 11: /* ATTAC */ return attack(input, verb, obj);
- case 12: /* POUR */ return pour(verb, obj);
- case 13: /* EAT */ return eat(verb, obj);
- case 14: /* DRINK */ return drink(verb, obj);
- case 15: /* RUB */ return rub(verb, obj);
- case 16: /* TOSS */ return throw(input, verb, obj);
- case 17: /* QUIT */ {RSPEAK(spk); return GO_CLEAROBJ;}
- case 18: /* FIND */ return find(verb, obj);
- case 19: /* INVEN */ return find(verb, obj);
- case 20: /* FEED */ return feed(verb, obj);
- case 21: /* FILL */ return fill(verb, obj);
- case 22: /* BLAST */ return blast();
- case 23: /* SCOR */ {RSPEAK(spk); return GO_CLEAROBJ;}
- case 24: /* FOO */ {RSPEAK(spk); return GO_CLEAROBJ;}
- case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;}
- case 26: /* READ */ return read(input, verb, obj);
- case 27: /* BREAK */ return vbreak(verb, obj);
- case 28: /* WAKE */ return wake(verb, obj);
- case 29: /* SUSP */ {RSPEAK(spk); return GO_CLEAROBJ;}
- case 30: /* RESU */ {RSPEAK(spk); return GO_CLEAROBJ;}
- case 31: /* FLY */ return fly(verb, obj);
- case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;}
- case 33: /* ZZZZ */ return reservoir();
- }
- BUG(24);
- case unknown:
- /* Unknown verb, couldn't deduce object - might need hint */
- SETPRM(1,WD1,WD1X);
- RSPEAK(WHAT_DO);
- return GO_CHECKHINT;
+ 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) {
+ /* Analyse an intransitive verb (ie, no object given yet). */
+ switch (command->verb - 1) {
+ case 0: /* CARRY */
+ return carry(command->verb, INTRANSITIVE);
+ case 1: /* DROP */
+ return GO_UNKNOWN;
+ case 2: /* SAY */
+ return GO_UNKNOWN;
+ case 3: /* UNLOC */
+ return lock(command->verb, INTRANSITIVE);
+ case 4: { /* NOTHI */
+ rspeak(OK_MAN);
+ return (GO_CLEAROBJ);
+ }
+ case 5: /* LOCK */
+ return lock(command->verb, INTRANSITIVE);
+ case 6: /* LIGHT */
+ return light(command->verb, INTRANSITIVE);
+ case 7: /* EXTIN */
+ return extinguish(command->verb, INTRANSITIVE);
+ case 8: /* WAVE */
+ return GO_UNKNOWN;
+ case 9: /* CALM */
+ return GO_UNKNOWN;
+ case 10: { /* WALK */
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ case 11: /* ATTAC */
+ return attack(input, command);
+ case 12: /* POUR */
+ return pour(command->verb, command->obj);
+ case 13: /* EAT */
+ return eat(command->verb, INTRANSITIVE);
+ case 14: /* DRINK */
+ return drink(command->verb, command->obj);
+ case 15: /* RUB */
+ return GO_UNKNOWN;
+ case 16: /* TOSS */
+ return GO_UNKNOWN;
+ case 17: /* QUIT */
+ return quit();
+ case 18: /* FIND */
+ return GO_UNKNOWN;
+ case 19: /* INVEN */
+ return inven();
+ case 20: /* FEED */
+ return GO_UNKNOWN;
+ case 21: /* FILL */
+ return fill(command->verb, command->obj);
+ case 22: /* BLAST */
+ blast();
+ return GO_CLEAROBJ;
+ case 23: /* SCOR */
+ score(scoregame);
+ return GO_CLEAROBJ;
+ case 24: /* FOO */
+ return bigwords(command->wd1);
+ case 25: /* BRIEF */
+ return brief();
+ case 26: /* READ */
+ command->obj = INTRANSITIVE;
+ return read(*command);
+ case 27: /* BREAK */
+ return GO_UNKNOWN;
+ case 28: /* WAKE */
+ return GO_UNKNOWN;
+ case 29: /* SUSP */
+ return suspend();
+ case 30: /* RESU */
+ return resume();
+ case 31: /* FLY */
+ return fly(command->verb, INTRANSITIVE);
+ case 32: /* LISTE */
+ return listen();
+ case 33: /* ZZZZ */
+ return reservoir();
+ }
+ BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
+ }
+ /* FALLTHRU */
+ case transitive:
+ /* Analyse a transitive verb. */
+ switch (command->verb - 1) {
+ case 0: /* CARRY */
+ return carry(command->verb, command->obj);
+ case 1: /* DROP */
+ return discard(command->verb, command->obj, false);
+ case 2: /* SAY */
+ return say(command);
+ case 3: /* UNLOC */
+ return lock(command->verb, command->obj);
+ case 4: { /* NOTHI */
+ rspeak(OK_MAN);
+ return (GO_CLEAROBJ);
+ }
+ case 5: /* LOCK */
+ return lock(command->verb, command->obj);
+ case 6: /* LIGHT */
+ return light(command->verb, command->obj);
+ case 7: /* EXTI */
+ return extinguish(command->verb, command->obj);
+ case 8: /* WAVE */
+ return wave(command->verb, command->obj);
+ case 9: { /* CALM */
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ case 10: { /* WALK */
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ case 11: /* ATTAC */
+ return attack(input, command);
+ case 12: /* POUR */
+ return pour(command->verb, command->obj);
+ case 13: /* EAT */
+ return eat(command->verb, command->obj);
+ case 14: /* DRINK */
+ return drink(command->verb, command->obj);
+ case 15: /* RUB */
+ return rub(command->verb, command->obj);
+ case 16: /* TOSS */
+ return throw(input, command);
+ case 17: { /* QUIT */
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ case 18: /* FIND */
+ return find(command->verb, command->obj);
+ case 19: /* INVEN */
+ return find(command->verb, command->obj);
+ case 20: /* FEED */
+ return feed(command->verb, command->obj);
+ case 21: /* FILL */
+ return fill(command->verb, command->obj);
+ case 22: /* BLAST */
+ blast();
+ return GO_CLEAROBJ;
+ case 23: { /* SCOR */
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ case 24: { /* FOO */
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ case 25: { /* BRIEF */
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ case 26: /* READ */
+ return read(*command);
+ case 27: /* BREAK */
+ return vbreak(command->verb, command->obj);
+ case 28: /* WAKE */
+ return wake(command->verb, command->obj);
+ case 29: { /* SUSP */
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ case 30: { /* RESU */
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ case 31: /* FLY */
+ return fly(command->verb, command->obj);
+ case 32: { /* LISTE */
+ rspeak(spk);
+ return GO_CLEAROBJ;
+ }
+ case 33: /* ZZZZ */
+ return reservoir();
+ }
+ BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
+ case unknown:
+ /* Unknown verb, couldn't deduce object - might need hint */
+ rspeak(WHAT_DO, command->wd1, command->wd1x);
+ return GO_CHECKHINT;
default:
- BUG(99);
+ BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
}
}