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Completely wire vocab words in YAML to the code.
[open-adventure.git]
/
actions.c
diff --git
a/actions.c
b/actions.c
index 5bb95553bc21937c348c5088ef32e143dca58558..311a71d5a1e08eda72d793be4e222d54ec905129 100644
(file)
--- a/
actions.c
+++ b/
actions.c
@@
-6,7
+6,13
@@
static int fill(token_t, token_t);
static int fill(token_t, token_t);
-static int attack(FILE *input, struct command_t *command)
+static void state_change(long obj, long state)
+{
+ game.prop[obj] = state;
+ pspeak(obj, change, state);
+}
+
+static int attack(struct command_t *command)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
/* 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
@@
-14,7
+20,7
@@
static int attack(FILE *input, struct command_t *command)
{
vocab_t verb = command->verb;
vocab_t obj = command->obj;
{
vocab_t verb = command->verb;
vocab_t obj = command->obj;
-
int
spk = actions[verb].message;
+
long
spk = actions[verb].message;
if (obj == 0 || obj == INTRANSITIVE) {
if (atdwrf(game.loc) > 0)
obj = DWARF;
if (obj == 0 || obj == INTRANSITIVE) {
if (atdwrf(game.loc) > 0)
obj = DWARF;
@@
-22,7
+28,8
@@
static int attack(FILE *input, struct command_t *command)
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 (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
if (AT(TROLL))obj = obj * NOBJECTS + TROLL;
if (AT(OGRE))obj = obj * NOBJECTS + OGRE;
- if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR;
+ if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
+ obj = obj * NOBJECTS + BEAR;
if (obj > NOBJECTS) return GO_UNKNOWN;
if (obj == 0) {
/* Can't attack bird or machine by throwing axe. */
if (obj > NOBJECTS) return GO_UNKNOWN;
if (obj == 0) {
/* Can't attack bird or machine by throwing axe. */
@@
-44,9
+51,8
@@
static int attack(FILE *input, struct command_t *command)
DESTROY(BIRD);
spk = BIRD_DEAD;
} else if (obj == VEND) {
DESTROY(BIRD);
spk = BIRD_DEAD;
} else if (obj == VEND) {
- bool blocking = (game.prop[VEND] == VEND_BLOCKS);
- game.prop[VEND] = blocking ? VEND_UNBLOCKS : VEND_BLOCKS;
- rspeak(blocking ? MACHINE_SWINGOUT : MACHINE_SWINGBACK);
+ state_change(VEND,
+ game.prop[VEND]==VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
return GO_CLEAROBJ;
}
return GO_CLEAROBJ;
}
@@
-80,9
+86,17
@@
static int attack(FILE *input, struct command_t *command)
* fixed), move rug there (not fixed), and move him there,
* too. Then do a null motion to get new description. */
rspeak(BARE_HANDS_QUERY);
* 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;
+ if(silent_yes())
+ {
+ // FIXME: setting wd1 is a workaround for broken logic
+ command->wd1 = token_to_packed("Y");
+ }
+ else
+ {
+ // FIXME: setting wd1 is a workaround for broken logic
+ command->wd1 = token_to_packed("N");
+ return GO_CHECKFOO;
+ }
pspeak(DRAGON, look, 3);
game.prop[DRAGON] = 1;
game.prop[RUG] = 0;
pspeak(DRAGON, look, 3);
game.prop[DRAGON] = 1;
game.prop[RUG] = 0;
@@
-109,7
+123,10
@@
static int bigwords(token_t foo)
* 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 section 3 of vocab to determine which word we've got. Last
* word zips the eggs back to the giant room (unless already there). */
{
- int k = vocab(foo, 3);
+ //int k = vocab(foo, 3);
+ char word[6];
+ packed_to_token(foo, word);
+ int k = (int) get_special_vocab_id(word);
int spk = NOTHING_HAPPENS;
if (game.foobar != 1 - k) {
if (game.foobar != 0 && game.loc == LOC_GIANTROOM)spk = START_OVER;
int spk = NOTHING_HAPPENS;
if (game.foobar != 1 - k) {
if (game.foobar != 0 && game.loc == LOC_GIANTROOM)spk = START_OVER;
@@
-224,8
+241,10
@@
static int vcarry(token_t verb, token_t obj)
}
spk = YOU_JOKING;
if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
}
spk = YOU_JOKING;
if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
- if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
- if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED;
+ if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
+ spk = BEAR_CHAINED;
+ if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
+ spk = STILL_LOCKED;
if (obj == URN)spk = URN_NOBUDGE;
if (obj == CAVITY)spk = DOUGHNUT_HOLES;
if (obj == BLOOD)spk = FEW_DROPS;
if (obj == URN)spk = URN_NOBUDGE;
if (obj == CAVITY)spk = DOUGHNUT_HOLES;
if (obj == BLOOD)spk = FEW_DROPS;
@@
-280,7
+299,7
@@
static int vcarry(token_t verb, token_t obj)
game.place[LIQUID()] = CARRIED;
if (GSTONE(obj) && game.prop[obj] != 0) {
game.prop[obj] = 0;
game.place[LIQUID()] = CARRIED;
if (GSTONE(obj) && game.prop[obj] != 0) {
game.prop[obj] = 0;
- game.prop[CAVITY] =
1
;
+ game.prop[CAVITY] =
CAVITY_EMPTY
;
}
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
rspeak(OK_MAN);
return GO_CLEAROBJ;
@@
-292,26
+311,33
@@
static int chain(token_t verb)
int spk;
if (verb != LOCK) {
spk = CHAIN_UNLOCKED;
int spk;
if (verb != LOCK) {
spk = CHAIN_UNLOCKED;
- if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
- if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
+ if (game.prop[BEAR] == UNTAMED_BEAR)
+ spk = BEAR_BLOCKS;
+ if (game.prop[CHAIN] == 0)
+ spk = ALREADY_UNLOCKED;
if (spk != CHAIN_UNLOCKED) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = 0;
game.fixed[CHAIN] = 0;
if (spk != CHAIN_UNLOCKED) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = 0;
game.fixed[CHAIN] = 0;
- if (game.prop[BEAR] != 3)game.prop[BEAR] = 2;
+ if (game.prop[BEAR] != BEAR_DEAD)
+ game.prop[BEAR] = CONTENTED_BEAR;
+ /* FIXME: Arithmetic on state numbers */
game.fixed[BEAR] = 2 - game.prop[BEAR];
} else {
spk = CHAIN_LOCKED;
game.fixed[BEAR] = 2 - game.prop[BEAR];
} else {
spk = CHAIN_LOCKED;
- if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
- if (game.loc != objects[CHAIN].plac)spk = NO_LOCKSITE;
+ if (game.prop[CHAIN] != 0)
+ spk = ALREADY_LOCKED;
+ if (game.loc != objects[CHAIN].plac)
+ spk = NO_LOCKSITE;
if (spk != CHAIN_LOCKED) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = 2;
if (spk != CHAIN_LOCKED) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = 2;
- if (TOTING(CHAIN))drop(CHAIN, game.loc);
+ if (TOTING(CHAIN))
+ drop(CHAIN, game.loc);
game.fixed[CHAIN] = -1;
}
rspeak(spk);
game.fixed[CHAIN] = -1;
}
rspeak(spk);
@@
-335,12
+361,12
@@
static int discard(token_t verb, token_t obj, bool just_do_it)
if (game.closed) return GO_DWARFWAKE;
DESTROY(SNAKE);
/* Set game.prop for use by travel options */
if (game.closed) return GO_DWARFWAKE;
DESTROY(SNAKE);
/* Set game.prop for use by travel options */
- game.prop[SNAKE] =
1
;
+ game.prop[SNAKE] =
SNAKE_CHASED
;
- } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] !=
0
)) {
+ } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] !=
CAVITY_FULL
)) {
rspeak(GEM_FITS);
game.prop[obj] = 1;
rspeak(GEM_FITS);
game.prop[obj] = 1;
- game.prop[CAVITY] =
0
;
+ game.prop[CAVITY] =
CAVITY_FULL
;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
game.prop[RUG] == 2))) {
spk = RUG_RISES;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
game.prop[RUG] == 2))) {
spk = RUG_RISES;
@@
-456,8
+482,7
@@
static int extinguish(token_t verb, int obj)
game.prop[URN] = game.prop[URN] / 2;
spk = URN_DARK;
} else if (obj == LAMP) {
game.prop[URN] = game.prop[URN] / 2;
spk = URN_DARK;
} else if (obj == LAMP) {
- game.prop[LAMP] = LAMP_DARK;
- rspeak(LAMP_OFF);
+ state_change(LAMP, LAMP_DARK);
spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
} else if (obj == DRAGON || obj == VOLCANO)
spk = BEYOND_POWER;
spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
} else if (obj == DRAGON || obj == VOLCANO)
spk = BEYOND_POWER;
@@
-487,11
+512,13
@@
static int feed(token_t verb, token_t obj)
spk = REALLY_MAD;
}
} else if (obj == BEAR) {
spk = REALLY_MAD;
}
} else if (obj == BEAR) {
- if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
- if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
+ if (game.prop[BEAR] == UNTAMED_BEAR)
+ spk = NOTHING_EDIBLE;
+ if (game.prop[BEAR] == BEAR_DEAD)
+ spk = RIDICULOUS_ATTEMPT;
if (HERE(FOOD)) {
DESTROY(FOOD);
if (HERE(FOOD)) {
DESTROY(FOOD);
- game.prop[BEAR] =
1
;
+ game.prop[BEAR] =
SITTING_BEAR
;
game.fixed[AXE] = 0;
game.prop[AXE] = 0;
spk = BEAR_TAMED;
game.fixed[AXE] = 0;
game.prop[AXE] = 0;
spk = BEAR_TAMED;
@@
-663,8
+690,7
@@
static int light(token_t verb, token_t obj)
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- game.prop[LAMP] = LAMP_BRIGHT;
- rspeak(LAMP_ON);
+ state_change(LAMP, LAMP_BRIGHT);
if (game.wzdark)
return GO_TOP;
else
if (game.wzdark)
return GO_TOP;
else
@@
-691,7
+717,8
@@
static int listen(void)
int mi = game.prop[i];
if (i == BIRD)
mi += 3 * game.blooded;
int mi = game.prop[i];
if (i == BIRD)
mi += 3 * game.blooded;
- pspeak(i, hear, mi, game.zzword);
+ long packed_zzword = token_to_packed(game.zzword);
+ pspeak(i, hear, mi, packed_zzword);
spk = NO_MESSAGE;
/* FIXME: Magic number, sensitive to bird state logic */
if (i == BIRD && game.prop[i] == 5)
spk = NO_MESSAGE;
/* FIXME: Magic number, sensitive to bird state logic */
if (i == BIRD && game.prop[i] == 5)
@@
-737,8
+764,8
@@
static int lock(token_t verb, token_t obj)
if (!game.panic)game.clock2 = PANICTIME;
game.panic = true;
} else {
if (!game.panic)game.clock2 = PANICTIME;
game.panic = true;
} else {
-
game.prop[GRATE] = (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN
;
-
spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED
;
+
state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN)
;
+
return GO_CLEAROBJ
;
}
}
}
}
}
}
@@
-869,7
+896,10
@@
static int say(struct command_t *command)
b = command->wd2x;
command->wd1 = command->wd2;
}
b = command->wd2x;
command->wd1 = command->wd2;
}
- int wd = vocab(command->wd1, -1);
+ //int wd = vocab(command->wd1, -1);
+ char word1[6];
+ packed_to_token(command->wd1, word1);
+ int wd = (int) get_vocab_id(word1);
/* FIXME: Magic numbers */
if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
/* FIXME: scribbles on the interpreter's command block */
/* FIXME: Magic numbers */
if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
/* FIXME: scribbles on the interpreter's command block */
@@
-887,7
+917,7
@@
static int throw_support(long spk)
return GO_MOVE;
}
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
/* 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
@@
-927,7
+957,7
@@
static int throw (FILE *cmdin, struct command_t *command)
return throw_support(TROLL_RETURNS);
else if (AT(OGRE))
return throw_support(OGRE_DODGE);
return throw_support(TROLL_RETURNS);
else if (AT(OGRE))
return throw_support(OGRE_DODGE);
- else if (HERE(BEAR) && game.prop[BEAR] ==
0
) {
+ else if (HERE(BEAR) && game.prop[BEAR] ==
UNTAMED_BEAR
) {
/* This'll teach him to throw the axe at the bear! */
drop(AXE, game.loc);
game.fixed[AXE] = -1;
/* This'll teach him to throw the axe at the bear! */
drop(AXE, game.loc);
game.fixed[AXE] = -1;
@@
-937,7
+967,7
@@
static int throw (FILE *cmdin, struct command_t *command)
return GO_CLEAROBJ;
}
command->obj = 0;
return GO_CLEAROBJ;
}
command->obj = 0;
- return (attack(c
mdin, c
ommand));
+ return (attack(command));
}
if (randrange(NDWARVES + 1) < game.dflag) {
}
if (randrange(NDWARVES + 1) < game.dflag) {
@@
-1000,7
+1030,7
@@
static int wave(token_t verb, token_t obj)
}
}
}
}
-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.
*/
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
*/
@@
-1041,7
+1071,7
@@
int action(FILE *input, struct command_t *command)
} else if (command->obj == ROD && HERE(ROD2)) {
command->obj = ROD2;
/* FALL THROUGH */;
} else if (command->obj == ROD && HERE(ROD2)) {
command->obj = ROD2;
/* FALL THROUGH */;
- } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0)
+ } else if ((command->verb == FIND || command->verb == INVENT
ORY
) && command->wd2 <= 0)
/* FALL THROUGH */;
else {
rspeak(NO_SEE, command->wd1, command->wd1x);
/* FALL THROUGH */;
else {
rspeak(NO_SEE, command->wd1, command->wd1x);
@@
-1061,185
+1091,187
@@
int action(FILE *input, struct command_t *command)
if (command->verb == SAY)command->obj = command->wd2;
if (command->obj == 0 || command->obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */
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 */
+ switch (command->verb) {
+ case
CARRY:
return vcarry(command->verb, INTRANSITIVE);
return vcarry(command->verb, INTRANSITIVE);
- case
1: /* DROP */
+ case
DROP:
return GO_UNKNOWN;
return GO_UNKNOWN;
- case
2: /* SAY */
+ case
SAY:
return GO_UNKNOWN;
return GO_UNKNOWN;
- case
3: /* UNLOC */
+ case
UNLOCK:
return lock(command->verb, INTRANSITIVE);
return lock(command->verb, INTRANSITIVE);
- case
4: { /* NOTHI */
+ case
NOTHING: {
rspeak(OK_MAN);
return (GO_CLEAROBJ);
}
rspeak(OK_MAN);
return (GO_CLEAROBJ);
}
- case
5: /* LOCK */
+ case
LOCK:
return lock(command->verb, INTRANSITIVE);
return lock(command->verb, INTRANSITIVE);
- case
6: /* LIGHT */
+ case
LIGHT:
return light(command->verb, INTRANSITIVE);
return light(command->verb, INTRANSITIVE);
- case
7: /* EXTIN */
+ case
EXTINGUISH:
return extinguish(command->verb, INTRANSITIVE);
return extinguish(command->verb, INTRANSITIVE);
- case
8: /* WAVE */
+ case
WAVE:
return GO_UNKNOWN;
return GO_UNKNOWN;
- case
9: /* CALM */
+ case
TAME:
return GO_UNKNOWN;
return GO_UNKNOWN;
- case
10: { /* WALK */
+ case
GO: {
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- case
11: /* ATTAC */
- return attack(
input,
command);
- case
12: /* POUR */
+ case
ATTACK:
+ return attack(command);
+ case
POUR:
return pour(command->verb, command->obj);
return pour(command->verb, command->obj);
- case
13: /* EAT */
+ case
EAT:
return eat(command->verb, INTRANSITIVE);
return eat(command->verb, INTRANSITIVE);
- case
14: /* DRINK */
+ case
DRINK:
return drink(command->verb, command->obj);
return drink(command->verb, command->obj);
- case
15: /* RUB */
+ case
RUB:
return GO_UNKNOWN;
return GO_UNKNOWN;
- case
16: /* TOSS */
+ case
THROW:
return GO_UNKNOWN;
return GO_UNKNOWN;
- case
17: /* QUIT */
+ case
QUIT:
return quit();
return quit();
- case
18: /* FIND */
+ case
FIND:
return GO_UNKNOWN;
return GO_UNKNOWN;
- case
19: /* INVEN */
+ case
INVENTORY:
return inven();
return inven();
- case
20: /* FEED */
+ case
FEED:
return GO_UNKNOWN;
return GO_UNKNOWN;
- case
21: /* FILL */
+ case
FILL:
return fill(command->verb, command->obj);
return fill(command->verb, command->obj);
- case
22: /* BLAST */
+ case
BLAST:
blast();
return GO_CLEAROBJ;
blast();
return GO_CLEAROBJ;
- case
23: /* SCOR */
+ case
SCORE:
score(scoregame);
return GO_CLEAROBJ;
score(scoregame);
return GO_CLEAROBJ;
- case
24: /* FOO */
+ case
GIANTWORDS:
return bigwords(command->wd1);
return bigwords(command->wd1);
- case
25: /* BRIEF */
+ case
BRIEF:
return brief();
return brief();
- case
26: /* READ */
+ case
READ:
command->obj = INTRANSITIVE;
return read(*command);
command->obj = INTRANSITIVE;
return read(*command);
- case
27: /* BREAK */
+ case
BREAK:
return GO_UNKNOWN;
return GO_UNKNOWN;
- case
28: /* WAKE */
+ case
WAKE:
return GO_UNKNOWN;
return GO_UNKNOWN;
- case
29: /* SUSP */
+ case
SAVE:
return suspend();
return suspend();
- case
30: /* RESU */
+ case
RESUME:
return resume();
return resume();
- case
31: /* FLY */
+ case
FLY:
return fly(command->verb, INTRANSITIVE);
return fly(command->verb, INTRANSITIVE);
- case
32: /* LISTE */
+ case
LISTEN:
return listen();
return listen();
- case
33: /* ZZZZ */
+ case
PART:
return reservoir();
return reservoir();
+ default:
+ BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
- BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
}
/* FALLTHRU */
case transitive:
/* Analyse a transitive verb. */
}
/* FALLTHRU */
case transitive:
/* Analyse a transitive verb. */
- switch (command->verb
- 1
) {
- case
0: /* CARRY */
+ switch (command->verb) {
+ case
CARRY:
return vcarry(command->verb, command->obj);
return vcarry(command->verb, command->obj);
- case
1: /* DROP */
+ case
DROP:
return discard(command->verb, command->obj, false);
return discard(command->verb, command->obj, false);
- case
2: /* SAY */
+ case
SAY:
return say(command);
return say(command);
- case
3: /* UNLOC */
+ case
UNLOCK:
return lock(command->verb, command->obj);
return lock(command->verb, command->obj);
- case
4: { /* NOTHI */
+ case
NOTHING: {
rspeak(OK_MAN);
return (GO_CLEAROBJ);
}
rspeak(OK_MAN);
return (GO_CLEAROBJ);
}
- case
5: /* LOCK */
+ case
LOCK:
return lock(command->verb, command->obj);
return lock(command->verb, command->obj);
- case
6: /* LIGHT */
+ case
LIGHT:
return light(command->verb, command->obj);
return light(command->verb, command->obj);
- case
7: /* EXTI */
+ case
EXTINGUISH:
return extinguish(command->verb, command->obj);
return extinguish(command->verb, command->obj);
- case
8: /* WAVE */
+ case
WAVE:
return wave(command->verb, command->obj);
return wave(command->verb, command->obj);
- case
9: { /* CALM */
+ case
TAME: {
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- case 10: { /* WALK */
+ case GO: {
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- case
11: /* ATTAC */
- return attack(
input,
command);
- case
12: /* POUR */
+ case
ATTACK:
+ return attack(command);
+ case
POUR:
return pour(command->verb, command->obj);
return pour(command->verb, command->obj);
- case
13: /* EAT */
+ case
EAT:
return eat(command->verb, command->obj);
return eat(command->verb, command->obj);
- case
14: /* DRINK */
+ case
DRINK:
return drink(command->verb, command->obj);
return drink(command->verb, command->obj);
- case
15: /* RUB */
+ case
RUB:
return rub(command->verb, command->obj);
return rub(command->verb, command->obj);
- case
16: /* TOSS */
- return throw(
input,
command);
- case
17: { /* QUIT */
+ case
THROW:
+ return throw(command);
+ case
QUIT: {
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- case
18: /* FIND */
+ case
FIND:
return find(command->verb, command->obj);
return find(command->verb, command->obj);
- case
19: /* INVEN */
+ case
INVENTORY:
return find(command->verb, command->obj);
return find(command->verb, command->obj);
- case
20: /* FEED */
+ case
FEED:
return feed(command->verb, command->obj);
return feed(command->verb, command->obj);
- case
21: /* FILL */
+ case
FILL:
return fill(command->verb, command->obj);
return fill(command->verb, command->obj);
- case
22: /* BLAST */
+ case
BLAST:
blast();
return GO_CLEAROBJ;
blast();
return GO_CLEAROBJ;
- case
23: { /* SCOR */
+ case
SCORE: {
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- case
24: { /* FOO */
+ case
GIANTWORDS: {
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- case
25: { /* BRIEF */
+ case
BRIEF: {
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- case
26: /* READ */
+ case
READ:
return read(*command);
return read(*command);
- case
27: /* BREAK */
+ case
BREAK:
return vbreak(command->verb, command->obj);
return vbreak(command->verb, command->obj);
- case
28: /* WAKE */
+ case
WAKE:
return wake(command->verb, command->obj);
return wake(command->verb, command->obj);
- case
29: { /* SUSP */
+ case
SAVE: {
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- case
30: { /* RESU */
+ case
RESUME: {
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- case
31: /* FLY */
+ case
FLY:
return fly(command->verb, command->obj);
return fly(command->verb, command->obj);
- case
32: { /* LISTE */
+ case
LISTEN: {
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- case 33: /* ZZZZ */
+ case PART:
return reservoir();
return reservoir();
- }
- BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
+ default:
+ BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ }
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
rspeak(WHAT_DO, command->wd1, command->wd1x);
return GO_CHECKHINT;
default:
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
rspeak(WHAT_DO, command->wd1, command->wd1x);
return GO_CHECKHINT;
default:
- BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
+ BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
// LCOV_EXCL_LINE
}
}
}
}