return GO_CLEAROBJ;
}
-static int bigwords(long id)
+static int bigwords(vocab_t id)
/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
* Look up foo in special section of vocab to determine which word we've got.
* Last word zips the eggs back to the giant room (unless already there). */
}
static int brief(void)
-/* Brief. Intransitive only. Suppress long descriptions after first time. */
+/* Brief. Intransitive only. Suppress full descriptions after first time. */
{
game.abbnum = 10000;
game.detail = 3;
switch (game.prop[BEAR]) {
// LCOV_EXCL_START
case BEAR_DEAD:
- /* Can't be reached as long as the only way for the bear to die
- * is from a bridge collapse. Leave in in case this changes, but
+ /* Can't be reached until the bear can die in some way other
+ * than a bridge collapse. Leave in in case this changes, but
* exclude from coverage testing. */
game.fixed[BEAR] = IS_FIXED;
break;
static int listen(void)
/* Listen. Intransitive only. Print stuff based on object sound proprties. */
{
- long sound = locations[game.loc].sound;
+ vocab_t sound = locations[game.loc].sound;
if (sound != SILENT) {
rspeak(sound);
if (!locations[game.loc].loud)
* depending on whether player has drunk dragon's blood. */
if (i == BIRD)
mi += 3 * game.blooded;
- long packed_zzword = token_to_packed(game.zzword);
- pspeak(i, hear, mi, true, packed_zzword);
+ pspeak(i, hear, mi, true, game.zzword);
rspeak(NO_MESSAGE);
if (i == BIRD && mi == BIRD_ENDSTATE)
DESTROY(BIRD);
}
static int say(struct command_t *command)
-/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
+/* Say. Echo WD2. Magic words override. */
{
- if (command->wd2 > 0) {
- command->wd1 = command->wd2;
- strncpy(command->raw1, command->raw2, LINESIZE - 1);
- }
- char word1[TOKLEN + 1];
- packed_to_token(command->wd1, word1);
- long wd;
- enum wordtype type;
- get_vocab_metadata(word1, &wd, &type);
- if (wd == XYZZY ||
- wd == PLUGH ||
- wd == PLOVER ||
- wd == FEE ||
- wd == FIE ||
- wd == FOE ||
- wd == FOO ||
- wd == FUM ||
- wd == PART) {
- /* FIXME: scribbles on the interpreter's command block */
- wordclear(&command->wd2);
- return GO_LOOKUP;
- }
- sspeak(OKEY_DOKEY, command->raw1);
+ if (command->type2 == MOTION &&
+ (command->id2 == XYZZY ||
+ command->id2 == PLUGH ||
+ command->id2 == PLOVER)) {
+ return GO_WORD2;
+ }
+ if (command->type2 == ACTION &&
+ (command->id2 == FEE ||
+ command->id2 == FIE ||
+ command->id2 == FOE ||
+ command->id2 == FOO ||
+ command->id2 == FUM ||
+ command->id2 == PART)) {
+ return GO_WORD2;
+ }
+ sspeak(OKEY_DOKEY, command->raw2);
return GO_CLEAROBJ;
}
-static int throw_support(long spk)
+static int throw_support(vocab_t spk)
{
rspeak(spk);
drop(AXE, game.loc);
if (randrange(NDWARVES + 1) < game.dflag) {
return throw_support(DWARF_DODGES);
} else {
- long i = atdwrf(game.loc);
+ int i = atdwrf(game.loc);
game.dseen[i] = false;
game.dloc[i] = LOC_NOWHERE;
return throw_support((++game.dkill == 1) ?
}
}
+static int seed(verb_t verb, const char *arg)
+/* Set seed */
+{
+ long seed = atol(arg);
+ speak(actions[verb].message, arg);
+ set_seed(seed);
+ --game.turns;
+ return GO_TOP;
+}
+
+static int waste(verb_t verb, turn_t turns)
+/* Burn turns */
+{
+ game.limit -= turns;
+ char newlim[1024];
+ sprintf(newlim, "%ld", (long)game.limit);
+ speak(actions[verb].message, newlim);
+ return GO_TOP;
+}
+
static int wave(verb_t verb, obj_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
* 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 = DEPRESSION;
- }
- if (game.loc == LOC_COBBLE ||
- game.loc == LOC_DEBRIS ||
- game.loc == LOC_AWKWARD ||
- game.loc == LOC_BIRD ||
- game.loc == LOC_PITTOP) {
- command->obj = ENTRANCE;
- }
- } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
+ else if (command->obj == DWARF && atdwrf(game.loc) > 0)
/* FALL THROUGH */;
else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
command->obj == LIQLOC(game.loc))
switch (command->part) {
case intransitive:
- if (command->wd2 > 0 && command->verb != SAY)
+ if (command->raw2[0] != '\0' && command->verb != SAY)
return GO_WORD2;
if (command->verb == SAY)
- command->obj = command->wd2;
+ /* 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->raw2[0] != '\0' ? KEYS : NO_OBJECT;
if (command->obj == NO_OBJECT ||
command->obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */
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
}
}
case PART:
return reservoir();
+ case SEED:
+ return seed(command->verb, command->raw2);
+ case WASTE:
+ return waste(command->verb, (turn_t)atol(command->raw2));
default: // LCOV_EXCL_LINE
BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}