- token_t spk=ACTSPK[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 (WD2 > 0)
- return GO_WORD2;
- if (verb != 0)
- 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();
- 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;
- default:
- BUG(99);
+ /* Previously, actions that result in a message, but don't do anything
+ * further were called "specials". Now they're handled here as normal
+ * actions. If noaction is true, then we spit out the message and return */
+ if (actions[command.verb].noaction) {
+ speak(actions[command.verb].message);
+ 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 == 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] != URN_EMPTY) {
+ command.obj = URN;
+ /* FALL THROUGH */;
+ } else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) {
+ command.obj = PLANT2;
+ /* FALL THROUGH */;
+ } else if (command.obj == KNIFE && game.knfloc == game.loc) {
+ game.knfloc = -1;
+ rspeak(KNIVES_VANISH);
+ return GO_CLEAROBJ;
+ } else if (command.obj == ROD && HERE(ROD2)) {
+ command.obj = ROD2;
+ /* FALL THROUGH */;
+ } else if ((command.verb == FIND ||
+ command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND))
+ /* FALL THROUGH */;
+ else {
+ sspeak(NO_SEE, command.word[0].raw);
+ return GO_CLEAROBJ;
+ }
+
+ if (command.verb != 0)
+ command.part = transitive;
+ }
+
+ switch (command.part) {
+ case intransitive:
+ if (command.word[1].raw[0] != '\0' && command.verb != SAY)
+ return GO_WORD2;
+ if (command.verb == SAY)
+ /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
+ * will do here. We're preventing interpretation as an intransitive
+ * verb when the word is unknown. */
+ command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;
+ if (command.obj == NO_OBJECT ||
+ command.obj == INTRANSITIVE) {
+ /* Analyse an intransitive verb (ie, no object given yet). */
+ switch (command.verb) {
+ case CARRY:
+ return vcarry(command.verb, INTRANSITIVE);
+ case DROP:
+ return GO_UNKNOWN;
+ case SAY:
+ return GO_UNKNOWN;
+ case UNLOCK:
+ return lock(command.verb, INTRANSITIVE);
+ case NOTHING: {
+ rspeak(OK_MAN);
+ return (GO_CLEAROBJ);
+ }
+ case LOCK:
+ return lock(command.verb, INTRANSITIVE);
+ case LIGHT:
+ return light(command.verb, INTRANSITIVE);
+ case EXTINGUISH:
+ return extinguish(command.verb, INTRANSITIVE);
+ case WAVE:
+ return GO_UNKNOWN;
+ case TAME:
+ return GO_UNKNOWN;
+ case GO: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case ATTACK:
+ command.obj = INTRANSITIVE;
+ return attack(command);
+ case POUR:
+ return pour(command.verb, INTRANSITIVE);
+ case EAT:
+ return eat(command.verb, INTRANSITIVE);
+ case DRINK:
+ return drink(command.verb, INTRANSITIVE);
+ case RUB:
+ return GO_UNKNOWN;
+ case THROW:
+ return GO_UNKNOWN;
+ case QUIT:
+ return quit();
+ case FIND:
+ return GO_UNKNOWN;
+ case INVENTORY:
+ return inven();
+ case FEED:
+ return GO_UNKNOWN;
+ case FILL:
+ return fill(command.verb, INTRANSITIVE);
+ case BLAST:
+ blast();
+ return GO_CLEAROBJ;
+ case SCORE:
+ score(scoregame);
+ return GO_CLEAROBJ;
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM:
+ return bigwords(command.word[0].id);
+ case BRIEF:
+ return brief();
+ case READ:
+ command.obj = INTRANSITIVE;
+ return read(command);
+ case BREAK:
+ return GO_UNKNOWN;
+ case WAKE:
+ return GO_UNKNOWN;
+ case SAVE:
+ return suspend();
+ case RESUME:
+ return resume();
+ case FLY:
+ return fly(command.verb, INTRANSITIVE);
+ case LISTEN:
+ return listen();
+ case PART:
+ return reservoir();
+ case SEED:
+ case WASTE:
+ rspeak(NUMERIC_REQUIRED);
+ return GO_TOP;
+ default: // LCOV_EXCL_LINE
+ BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ }
+ }
+ /* FALLTHRU */
+ case transitive:
+ /* Analyse a transitive verb. */
+ switch (command.verb) {
+ case CARRY:
+ return vcarry(command.verb, command.obj);
+ case DROP:
+ return discard(command.verb, command.obj);
+ case SAY:
+ return say(command);
+ case UNLOCK:
+ return lock(command.verb, command.obj);
+ case NOTHING: {
+ rspeak(OK_MAN);
+ return (GO_CLEAROBJ);
+ }
+ case LOCK:
+ return lock(command.verb, command.obj);
+ case LIGHT:
+ return light(command.verb, command.obj);
+ case EXTINGUISH:
+ return extinguish(command.verb, command.obj);
+ case WAVE:
+ return wave(command.verb, command.obj);
+ case TAME: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case GO: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case ATTACK:
+ return attack(command);
+ case POUR:
+ return pour(command.verb, command.obj);
+ case EAT:
+ return eat(command.verb, command.obj);
+ case DRINK:
+ return drink(command.verb, command.obj);
+ case RUB:
+ return rub(command.verb, command.obj);
+ case THROW:
+ return throw(command);
+ case QUIT: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case FIND:
+ return find(command.verb, command.obj);
+ case INVENTORY:
+ return find(command.verb, command.obj);
+ case FEED:
+ return feed(command.verb, command.obj);
+ case FILL:
+ return fill(command.verb, command.obj);
+ case BLAST:
+ blast();
+ return GO_CLEAROBJ;
+ case SCORE: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case BRIEF: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case READ:
+ return read(command);
+ case BREAK:
+ return vbreak(command.verb, command.obj);
+ case WAKE:
+ return wake(command.verb, command.obj);
+ case SAVE: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case RESUME: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case FLY:
+ return fly(command.verb, command.obj);
+ case LISTEN: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ // LCOV_EXCL_START
+ // This case should never happen - here only as placeholder
+ case PART:
+ return reservoir();
+ // LCOV_EXCL_STOP
+ case SEED:
+ return seed(command.verb, command.word[1].raw);
+ case WASTE:
+ return waste(command.verb, (turn_t)atol(command.word[1].raw));
+ default: // LCOV_EXCL_LINE
+ BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ }
+ case unknown:
+ /* Unknown verb, couldn't deduce object - might need hint */
+ sspeak(WHAT_DO, command.word[0].raw);
+ return GO_CHECKHINT;
+ default: // LCOV_EXCL_LINE
+ BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE