static void state_change(long obj, long state)
{
game.prop[obj] = state;
- pspeak(obj, change, state);
+ pspeak(obj, change, state, true);
}
static int attack(struct command_t *command)
{
vocab_t verb = command->verb;
vocab_t obj = command->obj;
+
+ if (obj == INTRANSITIVE) {
+ return GO_UNKNOWN;
+ }
long spk = actions[verb].message;
if (obj == 0 || obj == INTRANSITIVE) {
- if (atdwrf(game.loc) > 0)
+ int changes = 0;
+ if (atdwrf(game.loc) > 0) {
obj = DWARF;
- if (HERE(SNAKE))
- obj = obj * NOBJECTS + SNAKE;
- if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
- obj = obj * NOBJECTS + DRAGON;
- if (AT(TROLL))
- obj = obj * NOBJECTS + TROLL;
- if (AT(OGRE))
- obj = obj * NOBJECTS + OGRE;
- if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
- obj = obj * NOBJECTS + BEAR;
- if (obj > NOBJECTS)
- return GO_UNKNOWN;
+ ++changes;
+ }
+ if (HERE(SNAKE)) {
+ obj = SNAKE;
+ ++changes;
+ }
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+ obj = DRAGON;
+ ++changes;
+ }
+ if (AT(TROLL)) {
+ obj = TROLL;
+ ++changes;
+ }
+ if (AT(OGRE)) {
+ obj = OGRE;
+ ++changes;
+ }
+ if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+ obj = BEAR;
+ ++changes;
+ }
+ /* check for low-priority targets */
if (obj == 0) {
/* Can't attack bird or machine by throwing axe. */
- if (HERE(BIRD) && verb != THROW)
+ if (HERE(BIRD) && verb != THROW) {
obj = BIRD;
- if (HERE(VEND) && verb != THROW)
- obj = obj * NOBJECTS + VEND;
+ ++changes;
+ }
+ if (HERE(VEND) && verb != THROW) {
+ obj = VEND;
+ ++changes;
+ }
/* 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 (HERE(CLAM) || HERE(OYSTER)) {
+ obj = CLAM;
+ ++changes;
+ }
}
+ if (changes >= 2)
+ return GO_UNKNOWN;
+
}
if (obj == BIRD) {
- spk = UNHAPPY_BIRD;
if (game.closed) {
- rspeak(spk);
+ rspeak(UNHAPPY_BIRD);
return GO_CLEAROBJ;
}
DESTROY(BIRD);
if (game.loc == objects[EGGS].plac)
k = EGGS_HERE;
move(EGGS, objects[EGGS].plac);
- pspeak(EGGS, look, k);
+ pspeak(EGGS, look, k, true);
return GO_CLEAROBJ;
}
}
} else if (obj == COINS && HERE(VEND)) {
DESTROY(COINS);
drop(BATTERY, game.loc);
- pspeak(BATTERY, look, FRESH_BATTERIES);
+ pspeak(BATTERY, look, FRESH_BATTERIES, true);
return GO_CLEAROBJ;
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
rspeak(BIRD_BURNT);
game.prop[VASE] = VASE_BROKEN;
if (AT(PILLOW))
game.prop[VASE] = VASE_WHOLE;
- pspeak(VASE, look, game.prop[VASE] + 1);
+ pspeak(VASE, look, game.prop[VASE] + 1, true);
if (game.prop[VASE] != VASE_WHOLE)
game.fixed[VASE] = -1;
}
static int extinguish(token_t verb, int obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
- int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
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)
+ if (HERE(URN) && game.prop[URN] == URN_LIT)
+ obj = URN;
+ if (obj == INTRANSITIVE ||
+ (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT &&
+ HERE(URN) && game.prop[URN] == URN_LIT))
return GO_UNKNOWN;
}
if (obj == URN) {
- game.prop[URN] = game.prop[URN] / 2;
- spk = URN_DARK;
+ if (game.prop[URN] != URN_EMPTY) {
+ state_change(URN, URN_DARK);
+ } else {
+ pspeak(URN, change, URN_DARK, true);
+ }
+
} else if (obj == LAMP) {
state_change(LAMP, LAMP_DARK);
- spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
- } else if (obj == DRAGON || obj == VOLCANO)
- spk = BEYOND_POWER;
- rspeak(spk);
+ rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE);
+ } else if (obj == DRAGON || obj == VOLCANO) {
+ rspeak(BEYOND_POWER);
+
+ } else {
+ rspeak(actions[verb].message);
+ }
return GO_CLEAROBJ;
}
continue;
if (spk == NO_CARRY)
rspeak(NOW_HOLDING);
- game.blklin = false;
- pspeak(i, touch, -1);
- game.blklin = true;
+ pspeak(i, touch, -1, false);
spk = NO_MESSAGE;
}
if (TOTING(BEAR))
static int light(token_t verb, token_t obj)
/* Light. Applicable only to lamp and urn. */
{
- int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
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)
+ if (HERE(URN) && game.prop[URN] == URN_DARK)
+ obj = URN;
+ if (obj == INTRANSITIVE ||
+ (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
+ HERE(URN) && game.prop[URN] == URN_DARK))
return GO_UNKNOWN;
}
if (obj == URN) {
- if (game.prop[URN] == 0) {
- rspeak(URN_EMPTY);
- } else {
- game.prop[URN] = 2;
- rspeak(URN_LIT);
- }
+ state_change(URN, game.prop[URN] == URN_EMPTY ? URN_EMPTY : URN_LIT);
return GO_CLEAROBJ;
} else {
if (obj != LAMP) {
- rspeak(spk);
+ rspeak(actions[verb].message);
return GO_CLEAROBJ;
}
- spk = LAMP_OUT;
if (game.limit < 0) {
- rspeak(spk);
+ rspeak(LAMP_OUT);
return GO_CLEAROBJ;
}
state_change(LAMP, LAMP_BRIGHT);
if (i == BIRD)
mi += 3 * game.blooded;
long packed_zzword = token_to_packed(game.zzword);
- pspeak(i, hear, mi, packed_zzword);
+ pspeak(i, hear, mi, true, packed_zzword);
spk = NO_MESSAGE;
/* FIXME: Magic number, sensitive to bird state logic */
if (i == BIRD && game.prop[i] == 5)
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) {
return bivalve(verb, obj);
if (obj == DOOR)
spk = RUSTY_DOOR;
- if (obj == DOOR && game.prop[DOOR] == 1)
+ if (obj == DOOR && game.prop[DOOR] == DOOR_UNRUSTED)
spk = OK_MAN;
if (obj == CAGE)
spk = NO_LOCK;
rspeak(spk);
return GO_CLEAROBJ;
}
- if (HERE(URN) && game.prop[URN] == 0)
+ if (HERE(URN) && game.prop[URN] == URN_EMPTY)
return fill(verb, URN);
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[obj] = LOC_NOWHERE;
rspeak(spk);
return GO_CLEAROBJ;
}
- pspeak(PLANT, look, game.prop[PLANT] + 3);
+ pspeak(PLANT, look, game.prop[PLANT] + 3, true);
game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
game.prop[PLANT2] = game.prop[PLANT];
return GO_MOVE;
} else {
- state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED: DOOR_RUSTED);
+ state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED);
return GO_CLEAROBJ;
}
}
} else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
rspeak(actions[command.verb].message);
} else
- pspeak(command.obj, study, game.prop[command.obj]);
+ pspeak(command.obj, study, game.prop[command.obj], true);
return GO_CLEAROBJ;
}
rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
- pspeak(RESER, look, game.prop[RESER] + 1);
+ pspeak(RESER, look, game.prop[RESER] + 1, true);
game.prop[RESER] = 1 - game.prop[RESER];
if (AT(RESER))
return GO_CLEAROBJ;
int spk = actions[verb].message;
if (obj != LAMP)
spk = PECULIAR_NOTHING;
- if (obj == URN && game.prop[URN] == 2) {
+ if (obj == URN && game.prop[URN] == URN_LIT) {
DESTROY(URN);
drop(AMBER, game.loc);
game.prop[AMBER] = 1;
if (HERE(BIRD))
rspeak(spk);
game.prop[FISSURE] = 1 - game.prop[FISSURE];
- pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
+ pspeak(FISSURE, look, 2 - game.prop[FISSURE], true);
return GO_CLEAROBJ;
}
}