/*
- * Actions for the duneon-running code.
+ * Actions for the dungeon-running code.
*
- * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
- * Copyright (c) 2017 by Eric S. Raymond
- * SPDX-License-Identifier: BSD-2-clause
+ * SPDX-FileCopyrightText: (C) 1977, 2005 Will Crowther and Don Woods
+ * SPDX-License-Identifier: BSD-2-Clause
*/
-#include <stdlib.h>
+#include <inttypes.h>
#include <stdbool.h>
+#include <stdlib.h>
#include <string.h>
+
#include "advent.h"
-#include "dungeon.h"
-#include <inttypes.h>
static phase_codes_t fill(verb_t, obj_t);
-static phase_codes_t attack(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. */
-{
- verb_t verb = command.verb;
- obj_t obj = command.obj;
-
- if (obj == INTRANSITIVE) {
- int changes = 0;
- if (atdwrf(game.loc) > 0) {
- obj = DWARF;
- ++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 == INTRANSITIVE) {
- /* Can't attack bird or machine by throwing axe. */
- if (HERE(BIRD) && verb != THROW) {
- obj = BIRD;
- ++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 = CLAM;
- ++changes;
- }
- }
- if (changes >= 2)
- return GO_UNKNOWN;
- }
-
- if (obj == BIRD) {
- if (game.closed) {
- rspeak(UNHAPPY_BIRD);
- } else {
- DESTROY(BIRD);
- rspeak(BIRD_DEAD);
- }
- return GO_CLEAROBJ;
- }
- if (obj == VEND) {
- state_change(VEND,
- game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
-
- return GO_CLEAROBJ;
- }
-
- if (obj == BEAR) {
- switch (game.prop[BEAR]) {
- case UNTAMED_BEAR:
- rspeak(BEAR_HANDS);
- break;
- case SITTING_BEAR:
- rspeak(BEAR_CONFUSED);
- break;
- case CONTENTED_BEAR:
- rspeak(BEAR_CONFUSED);
- break;
- case BEAR_DEAD:
- rspeak(ALREADY_DEAD);
- break;
- }
- return GO_CLEAROBJ;
- }
- if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
- /* 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);
- if (!silent_yes()) {
- speak(arbitrary_messages[NASTY_DRAGON]);
- return GO_MOVE;
- }
- state_change(DRAGON, DRAGON_DEAD);
- game.prop[RUG] = RUG_FLOOR;
- /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
- * The way it was computed before was worse; it depended on the
- * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
- * LOC_SECRET5 being right between them.
- */
- move(DRAGON + NOBJECTS, IS_FIXED);
- move(RUG + NOBJECTS, IS_FREE);
- move(DRAGON, LOC_SECRET5);
- move(RUG, LOC_SECRET5);
- drop(BLOOD, LOC_SECRET5);
- for (obj_t i = 1; i <= NOBJECTS; i++) {
- if (game.place[i] == objects[DRAGON].plac ||
- game.place[i] == objects[DRAGON].fixd)
- move(i, LOC_SECRET5);
- }
- game.loc = LOC_SECRET5;
- return GO_MOVE;
- }
-
- if (obj == OGRE) {
- rspeak(OGRE_DODGE);
- if (atdwrf(game.loc) == 0)
- return GO_CLEAROBJ;
-
- 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;
- }
- }
- rspeak((dwarves > 1) ?
- OGRE_PANIC1 :
- OGRE_PANIC2);
- return GO_CLEAROBJ;
- }
-
- switch (obj) {
- case INTRANSITIVE:
- rspeak(NO_TARGET);
- break;
- case CLAM:
- case OYSTER:
- rspeak(SHELL_IMPERVIOUS);
- break;
- case SNAKE:
- rspeak(SNAKE_WARNING);
- break;
- case DWARF:
- if (game.closed) {
- return GO_DWARFWAKE;
- }
- rspeak(BARE_HANDS_QUERY);
- break;
- case DRAGON:
- rspeak(ALREADY_DEAD);
- break;
- case TROLL:
- rspeak(ROCKY_TROLL);
- break;
- default:
- speak(actions[verb].message);
- }
- return GO_CLEAROBJ;
+static phase_codes_t attack(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. */
+ verb_t verb = command.verb;
+ obj_t obj = command.obj;
+
+ if (obj == INTRANSITIVE) {
+ int changes = 0;
+ if (atdwrf(game.loc) > 0) {
+ obj = DWARF;
+ ++changes;
+ }
+ if (HERE(SNAKE)) {
+ obj = SNAKE;
+ ++changes;
+ }
+ if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) {
+ obj = DRAGON;
+ ++changes;
+ }
+ if (AT(TROLL)) {
+ obj = TROLL;
+ ++changes;
+ }
+ if (AT(OGRE)) {
+ obj = OGRE;
+ ++changes;
+ }
+ if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) {
+ obj = BEAR;
+ ++changes;
+ }
+ /* check for low-priority targets */
+ if (obj == INTRANSITIVE) {
+ /* Can't attack bird or machine by throwing axe. */
+ if (HERE(BIRD) && verb != THROW) {
+ obj = BIRD;
+ ++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 = CLAM;
+ ++changes;
+ }
+ }
+ if (changes >= 2) {
+ return GO_UNKNOWN;
+ }
+ }
+
+ if (obj == BIRD) {
+ if (game.closed) {
+ rspeak(UNHAPPY_BIRD);
+ } else {
+ DESTROY(BIRD);
+ rspeak(BIRD_DEAD);
+ }
+ return GO_CLEAROBJ;
+ }
+ if (obj == VEND) {
+ state_change(VEND, game.objects[VEND].prop == VEND_BLOCKS
+ ? VEND_UNBLOCKS
+ : VEND_BLOCKS);
+
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == BEAR) {
+ switch (game.objects[BEAR].prop) {
+ case UNTAMED_BEAR:
+ rspeak(BEAR_HANDS);
+ break;
+ case SITTING_BEAR:
+ rspeak(BEAR_CONFUSED);
+ break;
+ case CONTENTED_BEAR:
+ rspeak(BEAR_CONFUSED);
+ break;
+ case BEAR_DEAD:
+ rspeak(ALREADY_DEAD);
+ break;
+ }
+ return GO_CLEAROBJ;
+ }
+ if (obj == DRAGON && game.objects[DRAGON].prop == DRAGON_BARS) {
+ /* 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);
+ if (!silent_yes_or_no()) {
+ speak(arbitrary_messages[NASTY_DRAGON]);
+ return GO_MOVE;
+ }
+ state_change(DRAGON, DRAGON_DEAD);
+ game.objects[RUG].prop = RUG_FLOOR;
+ /* Hardcoding LOC_SECRET5 as the dragon's death location is
+ * ugly. The way it was computed before was worse; it depended
+ * on the two dragon locations being LOC_SECRET4 and LOC_SECRET6
+ * and LOC_SECRET5 being right between them.
+ */
+ move(DRAGON + NOBJECTS, IS_FIXED);
+ move(RUG + NOBJECTS, IS_FREE);
+ move(DRAGON, LOC_SECRET5);
+ move(RUG, LOC_SECRET5);
+ drop(BLOOD, LOC_SECRET5);
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
+ if (game.objects[i].place == objects[DRAGON].plac ||
+ game.objects[i].place == objects[DRAGON].fixd) {
+ move(i, LOC_SECRET5);
+ }
+ }
+ game.loc = LOC_SECRET5;
+ return GO_MOVE;
+ }
+
+ if (obj == OGRE) {
+ rspeak(OGRE_DODGE);
+ if (atdwrf(game.loc) == 0) {
+ return GO_CLEAROBJ;
+ }
+ rspeak(KNIFE_THROWN);
+ DESTROY(OGRE);
+ int dwarves = 0;
+ for (int i = 1; i < PIRATE; i++) {
+ if (game.dwarves[i].loc == game.loc) {
+ ++dwarves;
+ game.dwarves[i].loc = LOC_LONGWEST;
+ game.dwarves[i].seen = false;
+ }
+ }
+ rspeak((dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2);
+ return GO_CLEAROBJ;
+ }
+
+ switch (obj) {
+ case INTRANSITIVE:
+ rspeak(NO_TARGET);
+ break;
+ case CLAM:
+ case OYSTER:
+ rspeak(SHELL_IMPERVIOUS);
+ break;
+ case SNAKE:
+ rspeak(SNAKE_WARNING);
+ break;
+ case DWARF:
+ if (game.closed) {
+ return GO_DWARFWAKE;
+ }
+ rspeak(BARE_HANDS_QUERY);
+ break;
+ case DRAGON:
+ rspeak(ALREADY_DEAD);
+ break;
+ case TROLL:
+ rspeak(ROCKY_TROLL);
+ break;
+ default:
+ speak(actions[verb].message);
+ }
+ return GO_CLEAROBJ;
}
-static phase_codes_t 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). */
-{
- if ((game.foobar == WORD_EMPTY && id == FEE) ||
- (game.foobar == FEE && id == FIE) ||
- (game.foobar == FIE && id == FOE) ||
- (game.foobar == FOE && id == FOO) ||
- (game.foobar == FOE && id == FUM)) {
- game.foobar = id;
- if ((id != FOO) && (id != FUM)) {
- rspeak(OK_MAN);
- return GO_CLEAROBJ;
- }
- game.foobar = WORD_EMPTY;
- if (game.place[EGGS] == objects[EGGS].plac ||
- (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
- rspeak(NOTHING_HAPPENS);
- 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] == TROLL_UNPAID)
- game.prop[TROLL] = TROLL_PAIDONCE;
- if (HERE(EGGS))
- pspeak(EGGS, look, true, EGGS_VANISHED);
- else if (game.loc == objects[EGGS].plac)
- pspeak(EGGS, look, true, EGGS_HERE);
- else
- pspeak(EGGS, look, true, EGGS_DONE);
- move(EGGS, objects[EGGS].plac);
-
- return GO_CLEAROBJ;
- }
- } else {
- if (game.loc == LOC_GIANTROOM) {
- rspeak(START_OVER);
- } else {
- /* This is new begavior in Open Adventure - sounds better when
- * player isn't in the Giant Room. */
- rspeak(WELL_POINTLESS);
- }
- game.foobar = WORD_EMPTY;
- return GO_CLEAROBJ;
- }
+static phase_codes_t bigwords(vocab_t id) {
+ /* Only called on 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). */
+ int foobar = abs(game.foobar);
+
+ /* Only FEE can start a magic-word sequence. */
+ if ((foobar == WORD_EMPTY) &&
+ (id == FIE || id == FOE || id == FOO || id == FUM)) {
+ rspeak(NOTHING_HAPPENS);
+ return GO_CLEAROBJ;
+ }
+
+ if ((foobar == WORD_EMPTY && id == FEE) ||
+ (foobar == FEE && id == FIE) || (foobar == FIE && id == FOE) ||
+ (foobar == FOE && id == FOO)) {
+ game.foobar = id;
+ if (id != FOO) {
+ rspeak(OK_MAN);
+ return GO_CLEAROBJ;
+ }
+ game.foobar = WORD_EMPTY;
+ if (game.objects[EGGS].place == objects[EGGS].plac ||
+ (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
+ rspeak(NOTHING_HAPPENS);
+ return GO_CLEAROBJ;
+ } else {
+ /* Bring back troll if we steal the eggs back from him
+ * before crossing. */
+ if (game.objects[EGGS].place == LOC_NOWHERE &&
+ game.objects[TROLL].place == LOC_NOWHERE &&
+ game.objects[TROLL].prop == TROLL_UNPAID) {
+ game.objects[TROLL].prop = TROLL_PAIDONCE;
+ }
+ if (HERE(EGGS)) {
+ pspeak(EGGS, look, true, EGGS_VANISHED);
+ } else if (game.loc == objects[EGGS].plac) {
+ pspeak(EGGS, look, true, EGGS_HERE);
+ } else {
+ pspeak(EGGS, look, true, EGGS_DONE);
+ }
+ move(EGGS, objects[EGGS].plac);
+
+ return GO_CLEAROBJ;
+ }
+ } else {
+ /* Magic-word sequence was started but is incorrect */
+ if (settings.oldstyle || game.seenbigwords) {
+ rspeak(START_OVER);
+ } else {
+ rspeak(WELL_POINTLESS);
+ }
+ game.foobar = WORD_EMPTY;
+ return GO_CLEAROBJ;
+ }
}
-static void blast(void)
-/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-{
- if (game.prop[ROD2] == STATE_NOTFOUND ||
- !game.closed)
- rspeak(REQUIRES_DYNAMITE);
- else {
- if (HERE(ROD2)) {
- game.bonus = splatter;
- rspeak(SPLATTER_MESSAGE);
- } else if (game.loc == LOC_NE) {
- game.bonus = defeat;
- rspeak(DEFEAT_MESSAGE);
- } else {
- game.bonus = victory;
- rspeak(VICTORY_MESSAGE);
- }
- terminate(endgame);
- }
+static void blast(void) {
+ /* Blast. No effect unless you've got dynamite, which is a neat trick!
+ */
+ if (PROP_IS_NOTFOUND(ROD2) || !game.closed) {
+ rspeak(REQUIRES_DYNAMITE);
+ } else {
+ if (HERE(ROD2)) {
+ game.bonus = splatter;
+ rspeak(SPLATTER_MESSAGE);
+ } else if (game.loc == LOC_NE) {
+ game.bonus = defeat;
+ rspeak(DEFEAT_MESSAGE);
+ } else {
+ game.bonus = victory;
+ rspeak(VICTORY_MESSAGE);
+ }
+ terminate(endgame);
+ }
}
-static phase_codes_t vbreak(verb_t verb, obj_t obj)
-/* Break. Only works for mirror in repository and, of course, the vase. */
-{
- switch (obj) {
- case MIRROR:
- if (game.closed) {
- state_change(MIRROR, MIRROR_BROKEN);
- return GO_DWARFWAKE;
- } else {
- rspeak(TOO_FAR);
- break;
- }
- case VASE:
- if (game.prop[VASE] == VASE_WHOLE) {
- if (TOTING(VASE))
- drop(VASE, game.loc);
- state_change(VASE, VASE_BROKEN);
- game.fixed[VASE] = IS_FIXED;
- break;
- }
- /* FALLTHRU */
- default:
- speak(actions[verb].message);
- }
- return (GO_CLEAROBJ);
+static phase_codes_t vbreak(verb_t verb, obj_t obj) {
+ /* Break. Only works for mirror in repository and, of course, the
+ * vase. */
+ switch (obj) {
+ case MIRROR:
+ if (game.closed) {
+ state_change(MIRROR, MIRROR_BROKEN);
+ return GO_DWARFWAKE;
+ } else {
+ rspeak(TOO_FAR);
+ break;
+ }
+ case VASE:
+ if (game.objects[VASE].prop == VASE_WHOLE) {
+ if (TOTING(VASE)) {
+ drop(VASE, game.loc);
+ }
+ state_change(VASE, VASE_BROKEN);
+ game.objects[VASE].fixed = IS_FIXED;
+ break;
+ }
+ /* FALLTHRU */
+ default:
+ speak(actions[verb].message);
+ }
+ return (GO_CLEAROBJ);
}
-static phase_codes_t brief(void)
-/* Brief. Intransitive only. Suppress full descriptions after first time. */
-{
- game.abbnum = 10000;
- game.detail = 3;
- rspeak(BRIEF_CONFIRM);
- return GO_CLEAROBJ;
+static phase_codes_t brief(void) {
+ /* Brief. Intransitive only. Suppress full descriptions after first
+ * time. */
+ game.abbnum = 10000;
+ game.detail = 3;
+ rspeak(BRIEF_CONFIRM);
+ return GO_CLEAROBJ;
}
-static phase_codes_t vcarry(verb_t verb, obj_t obj)
-/* Carry an object. Special cases for bird and cage (if bird in cage, can't
- * take one without the other). Liquids also special, since they depend on
- * status of bottle. Also various side effects, etc. */
-{
- if (obj == INTRANSITIVE) {
- /* Carry, no object given yet. OK if only one object present. */
- if (game.atloc[game.loc] == NO_OBJECT ||
- game.link[game.atloc[game.loc]] != 0 ||
- atdwrf(game.loc) > 0)
- return GO_UNKNOWN;
- obj = game.atloc[game.loc];
- }
-
- if (TOTING(obj)) {
- speak(actions[verb].message);
- return GO_CLEAROBJ;
- }
-
- if (obj == MESSAG) {
- rspeak(REMOVE_MESSAGE);
- DESTROY(MESSAG);
- return GO_CLEAROBJ;
- }
-
- if (game.fixed[obj] != IS_FREE) {
- switch (obj) {
- case PLANT:
- /* Next guard tests whether plant is tiny or stashed */
- rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
- break;
- case BEAR:
- rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
- break;
- case CHAIN:
- rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
- break;
- case RUG:
- rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
- break;
- case URN:
- rspeak(URN_NOBUDGE);
- break;
- case CAVITY:
- rspeak(DOUGHNUT_HOLES);
- break;
- case BLOOD:
- rspeak(FEW_DROPS);
- break;
- case SIGN:
- rspeak(HAND_PASSTHROUGH);
- break;
- default:
- rspeak(YOU_JOKING);
- }
- return GO_CLEAROBJ;
- }
-
- if (obj == WATER ||
- obj == OIL) {
- if (!HERE(BOTTLE) ||
- LIQUID() != obj) {
- if (!TOTING(BOTTLE)) {
- rspeak(NO_CONTAINER);
- return GO_CLEAROBJ;
- }
- if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
- return (fill(verb, BOTTLE));
- } else
- rspeak(BOTTLE_FULL);
- return GO_CLEAROBJ;
- }
- obj = BOTTLE;
- }
-
- if (game.holdng >= INVLIMIT) {
- rspeak(CARRY_LIMIT);
- return GO_CLEAROBJ;
-
- }
-
- if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
- if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
- DESTROY(BIRD);
- rspeak(BIRD_CRAP);
- return GO_CLEAROBJ;
- }
- if (!TOTING(CAGE)) {
- rspeak(CANNOT_CARRY);
- return GO_CLEAROBJ;
- }
- if (TOTING(ROD)) {
- rspeak(BIRD_EVADES);
- return GO_CLEAROBJ;
- }
- game.prop[BIRD] = BIRD_CAGED;
- }
- if ((obj == BIRD ||
- obj == CAGE) &&
- (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
- /* expression maps BIRD to CAGE and CAGE to BIRD */
- carry(BIRD + CAGE - obj, game.loc);
- }
-
- carry(obj, game.loc);
-
- if (obj == BOTTLE && LIQUID() != NO_OBJECT)
- game.place[LIQUID()] = CARRIED;
-
- if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
- game.prop[obj] = STATE_FOUND;
- game.prop[CAVITY] = CAVITY_EMPTY;
- }
- rspeak(OK_MAN);
- return GO_CLEAROBJ;
+static phase_codes_t vcarry(verb_t verb, obj_t obj) {
+ /* Carry an object. Special cases for bird and cage (if bird in cage,
+ * can't take one without the other). Liquids also special, since they
+ * depend on status of bottle. Also various side effects, etc. */
+ if (obj == INTRANSITIVE) {
+ /* Carry, no object given yet. OK if only one object present.
+ */
+ if (game.locs[game.loc].atloc == NO_OBJECT ||
+ game.link[game.locs[game.loc].atloc] != 0 ||
+ atdwrf(game.loc) > 0) {
+ return GO_UNKNOWN;
+ }
+ obj = game.locs[game.loc].atloc;
+ }
+
+ if (TOTING(obj)) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == MESSAG) {
+ rspeak(REMOVE_MESSAGE);
+ DESTROY(MESSAG);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.objects[obj].fixed != IS_FREE) {
+ switch (obj) {
+ case PLANT:
+ /* Next guard tests whether plant is tiny or stashed */
+ rspeak(game.objects[PLANT].prop <= PLANT_THIRSTY
+ ? DEEP_ROOTS
+ : YOU_JOKING);
+ break;
+ case BEAR:
+ rspeak(game.objects[BEAR].prop == SITTING_BEAR
+ ? BEAR_CHAINED
+ : YOU_JOKING);
+ break;
+ case CHAIN:
+ rspeak(game.objects[BEAR].prop != UNTAMED_BEAR
+ ? STILL_LOCKED
+ : YOU_JOKING);
+ break;
+ case RUG:
+ rspeak(game.objects[RUG].prop == RUG_HOVER
+ ? RUG_HOVERS
+ : YOU_JOKING);
+ break;
+ case URN:
+ rspeak(URN_NOBUDGE);
+ break;
+ case CAVITY:
+ rspeak(DOUGHNUT_HOLES);
+ break;
+ case BLOOD:
+ rspeak(FEW_DROPS);
+ break;
+ case SIGN:
+ rspeak(HAND_PASSTHROUGH);
+ break;
+ default:
+ rspeak(YOU_JOKING);
+ }
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == WATER || obj == OIL) {
+ if (!HERE(BOTTLE) || LIQUID() != obj) {
+ if (!TOTING(BOTTLE)) {
+ rspeak(NO_CONTAINER);
+ return GO_CLEAROBJ;
+ }
+ if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) {
+ return (fill(verb, BOTTLE));
+ } else {
+ rspeak(BOTTLE_FULL);
+ }
+ return GO_CLEAROBJ;
+ }
+ obj = BOTTLE;
+ }
+
+ if (game.holdng >= INVLIMIT) {
+ rspeak(CARRY_LIMIT);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED &&
+ !PROP_IS_STASHED(BIRD)) {
+ if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) {
+ DESTROY(BIRD);
+ rspeak(BIRD_CRAP);
+ return GO_CLEAROBJ;
+ }
+ if (!TOTING(CAGE)) {
+ rspeak(CANNOT_CARRY);
+ return GO_CLEAROBJ;
+ }
+ if (TOTING(ROD)) {
+ rspeak(BIRD_EVADES);
+ return GO_CLEAROBJ;
+ }
+ game.objects[BIRD].prop = BIRD_CAGED;
+ }
+ if ((obj == BIRD || obj == CAGE) &&
+ (game.objects[BIRD].prop == BIRD_CAGED ||
+ PROP_STASHED(BIRD) == BIRD_CAGED)) {
+ /* expression maps BIRD to CAGE and CAGE to BIRD */
+ carry(BIRD + CAGE - obj, game.loc);
+ }
+
+ carry(obj, game.loc);
+
+ if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+ game.objects[LIQUID()].place = CARRIED;
+ }
+
+ if (GSTONE(obj) && !PROP_IS_FOUND(obj)) {
+ PROP_SET_FOUND(obj);
+ game.objects[CAVITY].prop = CAVITY_EMPTY;
+ }
+ rspeak(OK_MAN);
+ return GO_CLEAROBJ;
}
-static int chain(verb_t verb)
-/* Do something to the bear's chain */
-{
- if (verb != LOCK) {
- if (game.prop[BEAR] == UNTAMED_BEAR) {
- rspeak(BEAR_BLOCKS);
- return GO_CLEAROBJ;
- }
- if (game.prop[CHAIN] == CHAIN_HEAP) {
- rspeak(ALREADY_UNLOCKED);
- return GO_CLEAROBJ;
- }
- game.prop[CHAIN] = CHAIN_HEAP;
- game.fixed[CHAIN] = IS_FREE;
- if (game.prop[BEAR] != BEAR_DEAD)
- game.prop[BEAR] = CONTENTED_BEAR;
-
- switch (game.prop[BEAR]) {
- // LCOV_EXCL_START
- case BEAR_DEAD:
- /* 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;
- // LCOV_EXCL_STOP
- default:
- game.fixed[BEAR] = IS_FREE;
- }
- rspeak(CHAIN_UNLOCKED);
- return GO_CLEAROBJ;
- }
-
- if (game.prop[CHAIN] != CHAIN_HEAP) {
- rspeak(ALREADY_LOCKED);
- return GO_CLEAROBJ;
- }
- if (game.loc != objects[CHAIN].plac) {
- rspeak(NO_LOCKSITE);
- return GO_CLEAROBJ;
- }
-
- game.prop[CHAIN] = CHAIN_FIXED;
-
- if (TOTING(CHAIN))
- drop(CHAIN, game.loc);
- game.fixed[CHAIN] = IS_FIXED;
-
- rspeak(CHAIN_LOCKED);
- return GO_CLEAROBJ;
+static int chain(verb_t verb) {
+ /* Do something to the bear's chain */
+ if (verb != LOCK) {
+ if (game.objects[BEAR].prop == UNTAMED_BEAR) {
+ rspeak(BEAR_BLOCKS);
+ return GO_CLEAROBJ;
+ }
+ if (game.objects[CHAIN].prop == CHAIN_HEAP) {
+ rspeak(ALREADY_UNLOCKED);
+ return GO_CLEAROBJ;
+ }
+ game.objects[CHAIN].prop = CHAIN_HEAP;
+ game.objects[CHAIN].fixed = IS_FREE;
+ if (game.objects[BEAR].prop != BEAR_DEAD) {
+ game.objects[BEAR].prop = CONTENTED_BEAR;
+ }
+
+ switch (game.objects[BEAR].prop) {
+ // LCOV_EXCL_START
+ case BEAR_DEAD:
+ /* 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.objects[BEAR].fixed = IS_FIXED;
+ break;
+ // LCOV_EXCL_STOP
+ default:
+ game.objects[BEAR].fixed = IS_FREE;
+ }
+ rspeak(CHAIN_UNLOCKED);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.objects[CHAIN].prop != CHAIN_HEAP) {
+ rspeak(ALREADY_LOCKED);
+ return GO_CLEAROBJ;
+ }
+ if (game.loc != objects[CHAIN].plac) {
+ rspeak(NO_LOCKSITE);
+ return GO_CLEAROBJ;
+ }
+
+ game.objects[CHAIN].prop = CHAIN_FIXED;
+
+ if (TOTING(CHAIN)) {
+ drop(CHAIN, game.loc);
+ }
+ game.objects[CHAIN].fixed = IS_FIXED;
+
+ rspeak(CHAIN_LOCKED);
+ return GO_CLEAROBJ;
}
-static phase_codes_t discard(verb_t verb, obj_t obj)
-/* Discard object. "Throw" also comes here for most objects. Special cases for
- * bird (might attack snake or dragon) and cage (might contain bird) and vase.
- * Drop coins at vending machine for extra batteries. */
-{
- if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
- obj = ROD2;
- }
-
- if (!TOTING(obj)) {
- speak(actions[verb].message);
- return GO_CLEAROBJ;
- }
-
- if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
- rspeak(GEM_FITS);
- game.prop[obj] = STATE_IN_CAVITY;
- game.prop[CAVITY] = CAVITY_FULL;
- if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
- (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
- if (obj == RUBY)
- rspeak(RUG_SETTLES);
- else if (TOTING(RUG))
- rspeak(RUG_WIGGLES);
- else
- rspeak(RUG_RISES);
- if (!TOTING(RUG) || obj == RUBY) {
- int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
- game.prop[RUG] = k;
- if (k == RUG_HOVER)
- k = objects[SAPPH].plac;
- move(RUG + NOBJECTS, k);
- }
- }
- drop(obj, game.loc);
- return GO_CLEAROBJ;
- }
-
- if (obj == COINS && HERE(VEND)) {
- DESTROY(COINS);
- drop(BATTERY, game.loc);
- pspeak(BATTERY, look, true, FRESH_BATTERIES);
- return GO_CLEAROBJ;
- }
-
- if (LIQUID() == obj)
- obj = BOTTLE;
- if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
- game.place[LIQUID()] = LOC_NOWHERE;
- }
-
- if (obj == BEAR && AT(TROLL)) {
- state_change(TROLL, TROLL_GONE);
- move(TROLL, LOC_NOWHERE);
- move(TROLL + NOBJECTS, IS_FREE);
- move(TROLL2, objects[TROLL].plac);
- move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
- juggle(CHASM);
- drop(obj, game.loc);
- return GO_CLEAROBJ;
- }
-
- if (obj == VASE) {
- if (game.loc != objects[PILLOW].plac) {
- state_change(VASE, AT(PILLOW)
- ? VASE_WHOLE
- : VASE_DROPPED);
- if (game.prop[VASE] != VASE_WHOLE)
- game.fixed[VASE] = IS_FIXED;
- drop(obj, game.loc);
- return GO_CLEAROBJ;
- }
- }
-
- if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
- drop(BIRD, game.loc);
- }
-
- if (obj == BIRD) {
- if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
- rspeak(BIRD_BURNT);
- DESTROY(BIRD);
- return GO_CLEAROBJ;
- }
- if (HERE(SNAKE)) {
- rspeak(BIRD_ATTACKS);
- if (game.closed)
- return GO_DWARFWAKE;
- DESTROY(SNAKE);
- /* Set game.prop for use by travel options */
- game.prop[SNAKE] = SNAKE_CHASED;
- } else
- rspeak(OK_MAN);
-
- game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
- drop(obj, game.loc);
- return GO_CLEAROBJ;
- }
-
- rspeak(OK_MAN);
- drop(obj, game.loc);
- return GO_CLEAROBJ;
+static phase_codes_t discard(verb_t verb, obj_t obj) {
+ /* Discard object. "Throw" also comes here for most objects. Special
+ * cases for bird (might attack snake or dragon) and cage (might contain
+ * bird) and vase. Drop coins at vending machine for extra batteries. */
+ if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
+ obj = ROD2;
+ }
+
+ if (!TOTING(obj)) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ }
+
+ if (GSTONE(obj) && AT(CAVITY) &&
+ game.objects[CAVITY].prop != CAVITY_FULL) {
+ rspeak(GEM_FITS);
+ game.objects[obj].prop = STATE_IN_CAVITY;
+ game.objects[CAVITY].prop = CAVITY_FULL;
+ if (HERE(RUG) &&
+ ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) ||
+ (obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) {
+ if (obj == RUBY) {
+ rspeak(RUG_SETTLES);
+ } else if (TOTING(RUG)) {
+ rspeak(RUG_WIGGLES);
+ } else {
+ rspeak(RUG_RISES);
+ }
+ if (!TOTING(RUG) || obj == RUBY) {
+ int k = (game.objects[RUG].prop == RUG_HOVER)
+ ? RUG_FLOOR
+ : RUG_HOVER;
+ game.objects[RUG].prop = k;
+ if (k == RUG_HOVER) {
+ k = objects[SAPPH].plac;
+ }
+ move(RUG + NOBJECTS, k);
+ }
+ }
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == COINS && HERE(VEND)) {
+ DESTROY(COINS);
+ drop(BATTERY, game.loc);
+ pspeak(BATTERY, look, true, FRESH_BATTERIES);
+ return GO_CLEAROBJ;
+ }
+
+ if (LIQUID() == obj) {
+ obj = BOTTLE;
+ }
+ if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+ game.objects[LIQUID()].place = LOC_NOWHERE;
+ }
+
+ if (obj == BEAR && AT(TROLL)) {
+ state_change(TROLL, TROLL_GONE);
+ move(TROLL, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, IS_FREE);
+ move(TROLL2, objects[TROLL].plac);
+ move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == VASE) {
+ if (game.loc != objects[PILLOW].plac) {
+ state_change(VASE,
+ AT(PILLOW) ? VASE_WHOLE : VASE_DROPPED);
+ if (game.objects[VASE].prop != VASE_WHOLE) {
+ game.objects[VASE].fixed = IS_FIXED;
+ }
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
+ }
+ }
+
+ if (obj == CAGE && game.objects[BIRD].prop == BIRD_CAGED) {
+ drop(BIRD, game.loc);
+ }
+
+ if (obj == BIRD) {
+ if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) {
+ rspeak(BIRD_BURNT);
+ DESTROY(BIRD);
+ return GO_CLEAROBJ;
+ }
+ if (HERE(SNAKE)) {
+ rspeak(BIRD_ATTACKS);
+ if (game.closed) {
+ return GO_DWARFWAKE;
+ }
+ DESTROY(SNAKE);
+ /* Set game.prop for use by travel options */
+ game.objects[SNAKE].prop = SNAKE_CHASED;
+ } else {
+ rspeak(OK_MAN);
+ }
+
+ game.objects[BIRD].prop =
+ FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
+ }
+
+ rspeak(OK_MAN);
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
}
-static phase_codes_t drink(verb_t verb, obj_t obj)
-/* Drink. If no object, assume water and look for it here. If water is in
- * the bottle, drink that, else must be at a water loc, so drink stream. */
-{
- if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
- (LIQUID() != WATER || !HERE(BOTTLE))) {
- return GO_UNKNOWN;
- }
-
- if (obj == BLOOD) {
- DESTROY(BLOOD);
- state_change(DRAGON, DRAGON_BLOODLESS);
- game.blooded = true;
- return GO_CLEAROBJ;
- }
-
- if (obj != INTRANSITIVE && obj != WATER) {
- rspeak(RIDICULOUS_ATTEMPT);
- return GO_CLEAROBJ;
- }
- if (LIQUID() == WATER && HERE(BOTTLE)) {
- game.place[WATER] = LOC_NOWHERE;
- state_change(BOTTLE, EMPTY_BOTTLE);
- return GO_CLEAROBJ;
- }
-
- speak(actions[verb].message);
- return GO_CLEAROBJ;
+static phase_codes_t drink(verb_t verb, obj_t obj) {
+ /* Drink. If no object, assume water and look for it here. If water
+ * is in the bottle, drink that, else must be at a water loc, so drink
+ * stream. */
+ if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
+ (LIQUID() != WATER || !HERE(BOTTLE))) {
+ return GO_UNKNOWN;
+ }
+
+ if (obj == BLOOD) {
+ DESTROY(BLOOD);
+ state_change(DRAGON, DRAGON_BLOODLESS);
+ game.blooded = true;
+ return GO_CLEAROBJ;
+ }
+
+ if (obj != INTRANSITIVE && obj != WATER) {
+ rspeak(RIDICULOUS_ATTEMPT);
+ return GO_CLEAROBJ;
+ }
+ if (LIQUID() == WATER && HERE(BOTTLE)) {
+ game.objects[WATER].place = LOC_NOWHERE;
+ state_change(BOTTLE, EMPTY_BOTTLE);
+ return GO_CLEAROBJ;
+ }
+
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
}
-static phase_codes_t eat(verb_t verb, obj_t obj)
-/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
- * ok, some things lose appetite, rest are ridiculous. */
-{
- switch (obj) {
- case INTRANSITIVE:
- if (!HERE(FOOD))
- return GO_UNKNOWN;
- /* FALLTHRU */
- case FOOD:
- DESTROY(FOOD);
- rspeak(THANKS_DELICIOUS);
- break;
- case BIRD:
- case SNAKE:
- case CLAM:
- case OYSTER:
- case DWARF:
- case DRAGON:
- case TROLL:
- case BEAR:
- case OGRE:
- rspeak(LOST_APPETITE);
- break;
- default:
- speak(actions[verb].message);
- }
- return GO_CLEAROBJ;
+static phase_codes_t eat(verb_t verb, obj_t obj) {
+ /* Eat. Intransitive: assume food if present, else ask what.
+ * Transitive: food ok, some things lose appetite, rest are ridiculous.
+ */
+ switch (obj) {
+ case INTRANSITIVE:
+ if (!HERE(FOOD)) {
+ return GO_UNKNOWN;
+ }
+ /* FALLTHRU */
+ case FOOD:
+ DESTROY(FOOD);
+ rspeak(THANKS_DELICIOUS);
+ break;
+ case BIRD:
+ case SNAKE:
+ case CLAM:
+ case OYSTER:
+ case DWARF:
+ case DRAGON:
+ case TROLL:
+ case BEAR:
+ case OGRE:
+ rspeak(LOST_APPETITE);
+ break;
+ default:
+ speak(actions[verb].message);
+ }
+ return GO_CLEAROBJ;
}
-static phase_codes_t extinguish(verb_t verb, obj_t obj)
-/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
-{
- if (obj == INTRANSITIVE) {
- if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
- obj = LAMP;
- if (HERE(URN) && game.prop[URN] == URN_LIT)
- obj = URN;
- if (obj == INTRANSITIVE)
- return GO_UNKNOWN;
- }
-
- switch (obj) {
- case URN:
- if (game.prop[URN] != URN_EMPTY) {
- state_change(URN, URN_DARK);
- } else {
- pspeak(URN, change, true, URN_DARK);
- }
- break;
- case LAMP:
- state_change(LAMP, LAMP_DARK);
- rspeak(DARK(game.loc) ?
- PITCH_DARK :
- NO_MESSAGE);
- break;
- case DRAGON:
- case VOLCANO:
- rspeak(BEYOND_POWER);
- break;
- default:
- speak(actions[verb].message);
- }
- return GO_CLEAROBJ;
+static phase_codes_t extinguish(verb_t verb, obj_t obj) {
+ /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
+ if (obj == INTRANSITIVE) {
+ if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) {
+ obj = LAMP;
+ }
+ if (HERE(URN) && game.objects[URN].prop == URN_LIT) {
+ obj = URN;
+ }
+ if (obj == INTRANSITIVE) {
+ return GO_UNKNOWN;
+ }
+ }
+
+ switch (obj) {
+ case URN:
+ if (game.objects[URN].prop != URN_EMPTY) {
+ state_change(URN, URN_DARK);
+ } else {
+ pspeak(URN, change, true, URN_DARK);
+ }
+ break;
+ case LAMP:
+ state_change(LAMP, LAMP_DARK);
+ rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE);
+ break;
+ case DRAGON:
+ case VOLCANO:
+ rspeak(BEYOND_POWER);
+ break;
+ default:
+ speak(actions[verb].message);
+ }
+ return GO_CLEAROBJ;
}
-static phase_codes_t feed(verb_t verb, obj_t obj)
-/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
- * mad. Bear, special. */
-{
- switch (obj) {
- case BIRD:
- rspeak(BIRD_PINING);
- break;
- case DRAGON:
- if (game.prop[DRAGON] != DRAGON_BARS)
- rspeak(RIDICULOUS_ATTEMPT);
- else
- rspeak(NOTHING_EDIBLE);
- break;
- case SNAKE:
- if (!game.closed && HERE(BIRD)) {
- DESTROY(BIRD);
- rspeak(BIRD_DEVOURED);
- } else
- rspeak(NOTHING_EDIBLE);
- break;
- case TROLL:
- rspeak(TROLL_VICES);
- break;
- case DWARF:
- if (HERE(FOOD)) {
- game.dflag += 2;
- rspeak(REALLY_MAD);
- } else
- speak(actions[verb].message);
- break;
- case BEAR:
- if (game.prop[BEAR] == BEAR_DEAD) {
- rspeak(RIDICULOUS_ATTEMPT);
- break;
- }
- if (game.prop[BEAR] == UNTAMED_BEAR) {
- if (HERE(FOOD)) {
- DESTROY(FOOD);
- game.fixed[AXE] = IS_FREE;
- game.prop[AXE] = AXE_HERE;
- state_change(BEAR, SITTING_BEAR);
- } else
- rspeak(NOTHING_EDIBLE);
- break;
- }
- speak(actions[verb].message);
- break;
- case OGRE:
- if (HERE(FOOD))
- rspeak(OGRE_FULL);
- else
- speak(actions[verb].message);
- break;
- default:
- rspeak(AM_GAME);
- }
- return GO_CLEAROBJ;
+static phase_codes_t feed(verb_t verb, obj_t obj) {
+ /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf,
+ * make him mad. Bear, special. */
+ switch (obj) {
+ case BIRD:
+ rspeak(BIRD_PINING);
+ break;
+ case DRAGON:
+ if (game.objects[DRAGON].prop != DRAGON_BARS) {
+ rspeak(RIDICULOUS_ATTEMPT);
+ } else {
+ rspeak(NOTHING_EDIBLE);
+ }
+ break;
+ case SNAKE:
+ if (!game.closed && HERE(BIRD)) {
+ DESTROY(BIRD);
+ rspeak(BIRD_DEVOURED);
+ } else {
+ rspeak(NOTHING_EDIBLE);
+ }
+ break;
+ case TROLL:
+ rspeak(TROLL_VICES);
+ break;
+ case DWARF:
+ if (HERE(FOOD)) {
+ game.dflag += 2;
+ rspeak(REALLY_MAD);
+ } else {
+ speak(actions[verb].message);
+ }
+ break;
+ case BEAR:
+ if (game.objects[BEAR].prop == BEAR_DEAD) {
+ rspeak(RIDICULOUS_ATTEMPT);
+ break;
+ }
+ if (game.objects[BEAR].prop == UNTAMED_BEAR) {
+ if (HERE(FOOD)) {
+ DESTROY(FOOD);
+ game.objects[AXE].fixed = IS_FREE;
+ game.objects[AXE].prop = AXE_HERE;
+ state_change(BEAR, SITTING_BEAR);
+ } else {
+ rspeak(NOTHING_EDIBLE);
+ }
+ break;
+ }
+ speak(actions[verb].message);
+ break;
+ case OGRE:
+ if (HERE(FOOD)) {
+ rspeak(OGRE_FULL);
+ } else {
+ speak(actions[verb].message);
+ }
+ break;
+ default:
+ rspeak(AM_GAME);
+ }
+ return GO_CLEAROBJ;
}
-phase_codes_t fill(verb_t verb, obj_t obj)
-/* Fill. Bottle or urn must be empty, and liquid available. (Vase
- * is nasty.) */
-{
- if (obj == VASE) {
- if (LIQLOC(game.loc) == NO_OBJECT) {
- rspeak(FILL_INVALID);
- return GO_CLEAROBJ;
- }
- if (!TOTING(VASE)) {
- rspeak(ARENT_CARRYING);
- return GO_CLEAROBJ;
- }
- rspeak(SHATTER_VASE);
- game.prop[VASE] = VASE_BROKEN;
- game.fixed[VASE] = IS_FIXED;
- drop(VASE, game.loc);
- return GO_CLEAROBJ;
- }
-
- if (obj == URN) {
- if (game.prop[URN] != URN_EMPTY) {
- rspeak(FULL_URN);
- return GO_CLEAROBJ;
- }
- if (!HERE(BOTTLE)) {
- rspeak(FILL_INVALID);
- return GO_CLEAROBJ;
- }
- int k = LIQUID();
- switch (k) {
- case WATER:
- game.prop[BOTTLE] = EMPTY_BOTTLE;
- rspeak(WATER_URN);
- break;
- case OIL:
- game.prop[URN] = URN_DARK;
- game.prop[BOTTLE] = EMPTY_BOTTLE;
- rspeak(OIL_URN);
- break;
- case NO_OBJECT:
- default:
- rspeak(FILL_INVALID);
- return GO_CLEAROBJ;
- }
- game.place[k] = LOC_NOWHERE;
- return GO_CLEAROBJ;
- }
- if (obj != INTRANSITIVE && obj != BOTTLE) {
- speak(actions[verb].message);
- return GO_CLEAROBJ;
- }
- if (obj == INTRANSITIVE && !HERE(BOTTLE))
- return GO_UNKNOWN;
-
- if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
- rspeak(URN_NOPOUR);
- return GO_CLEAROBJ;
- }
- if (LIQUID() != NO_OBJECT) {
- rspeak(BOTTLE_FULL);
- return GO_CLEAROBJ;
- }
- if (LIQLOC(game.loc) == NO_OBJECT) {
- rspeak(NO_LIQUID);
- return GO_CLEAROBJ;
- }
-
- state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
- ? OIL_BOTTLE
- : WATER_BOTTLE);
- if (TOTING(BOTTLE))
- game.place[LIQUID()] = CARRIED;
- return GO_CLEAROBJ;
+phase_codes_t fill(verb_t verb, obj_t obj) {
+ /* Fill. Bottle or urn must be empty, and liquid available. (Vase
+ * is nasty.) */
+ if (obj == VASE) {
+ if (LIQLOC(game.loc) == NO_OBJECT) {
+ rspeak(FILL_INVALID);
+ return GO_CLEAROBJ;
+ }
+ if (!TOTING(VASE)) {
+ rspeak(ARENT_CARRYING);
+ return GO_CLEAROBJ;
+ }
+ rspeak(SHATTER_VASE);
+ game.objects[VASE].prop = VASE_BROKEN;
+ game.objects[VASE].fixed = IS_FIXED;
+ drop(VASE, game.loc);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == URN) {
+ if (game.objects[URN].prop != URN_EMPTY) {
+ rspeak(FULL_URN);
+ return GO_CLEAROBJ;
+ }
+ if (!HERE(BOTTLE)) {
+ rspeak(FILL_INVALID);
+ return GO_CLEAROBJ;
+ }
+ int k = LIQUID();
+ switch (k) {
+ case WATER:
+ game.objects[BOTTLE].prop = EMPTY_BOTTLE;
+ rspeak(WATER_URN);
+ break;
+ case OIL:
+ game.objects[URN].prop = URN_DARK;
+ game.objects[BOTTLE].prop = EMPTY_BOTTLE;
+ rspeak(OIL_URN);
+ break;
+ case NO_OBJECT:
+ default:
+ rspeak(FILL_INVALID);
+ return GO_CLEAROBJ;
+ }
+ game.objects[k].place = LOC_NOWHERE;
+ return GO_CLEAROBJ;
+ }
+ if (obj != INTRANSITIVE && obj != BOTTLE) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ }
+ if (obj == INTRANSITIVE && !HERE(BOTTLE)) {
+ return GO_UNKNOWN;
+ }
+
+ if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
+ rspeak(URN_NOPOUR);
+ return GO_CLEAROBJ;
+ }
+ if (LIQUID() != NO_OBJECT) {
+ rspeak(BOTTLE_FULL);
+ return GO_CLEAROBJ;
+ }
+ if (LIQLOC(game.loc) == NO_OBJECT) {
+ rspeak(NO_LIQUID);
+ return GO_CLEAROBJ;
+ }
+
+ state_change(BOTTLE,
+ (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE);
+ if (TOTING(BOTTLE)) {
+ game.objects[LIQUID()].place = CARRIED;
+ }
+ return GO_CLEAROBJ;
}
-static phase_codes_t find(verb_t verb, obj_t obj)
-/* Find. Might be carrying it, or it might be here. Else give caveat. */
-{
- if (TOTING(obj)) {
- rspeak(ALREADY_CARRYING);
- return GO_CLEAROBJ;
- }
-
- if (game.closed) {
- rspeak(NEEDED_NEARBY);
- return GO_CLEAROBJ;
- }
-
- if (AT(obj) ||
- (LIQUID() == obj && AT(BOTTLE)) ||
- obj == LIQLOC(game.loc) ||
- (obj == DWARF && atdwrf(game.loc) > 0)) {
- rspeak(YOU_HAVEIT);
- return GO_CLEAROBJ;
- }
-
-
- speak(actions[verb].message);
- return GO_CLEAROBJ;
+static phase_codes_t find(verb_t verb, obj_t obj) {
+ /* Find. Might be carrying it, or it might be here. Else give caveat.
+ */
+ if (TOTING(obj)) {
+ rspeak(ALREADY_CARRYING);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.closed) {
+ rspeak(NEEDED_NEARBY);
+ return GO_CLEAROBJ;
+ }
+
+ if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) ||
+ obj == LIQLOC(game.loc) || (obj == DWARF && atdwrf(game.loc) > 0)) {
+ rspeak(YOU_HAVEIT);
+ return GO_CLEAROBJ;
+ }
+
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
}
-static phase_codes_t fly(verb_t verb, obj_t obj)
-/* Fly. Snide remarks unless hovering rug is here. */
-{
- if (obj == INTRANSITIVE) {
- if (!HERE(RUG)) {
- rspeak(FLAP_ARMS);
- return GO_CLEAROBJ;
- }
- if (game.prop[RUG] != RUG_HOVER) {
- rspeak(RUG_NOTHING2);
- return GO_CLEAROBJ;
- }
- obj = RUG;
- }
-
- if (obj != RUG) {
- speak(actions[verb].message);
- return GO_CLEAROBJ;
- }
- if (game.prop[RUG] != RUG_HOVER) {
- rspeak(RUG_NOTHING1);
- return GO_CLEAROBJ;
- }
- game.oldlc2 = game.oldloc;
- game.oldloc = game.loc;
-
- if (game.prop[SAPPH] == STATE_NOTFOUND) {
- game.newloc = game.place[SAPPH];
- rspeak(RUG_GOES);
- } else {
- game.newloc = LOC_CLIFF;
- rspeak(RUG_RETURNS);
- }
- return GO_TERMINATE;
+static phase_codes_t fly(verb_t verb, obj_t obj) {
+ /* Fly. Snide remarks unless hovering rug is here. */
+ if (obj == INTRANSITIVE) {
+ if (!HERE(RUG)) {
+ rspeak(FLAP_ARMS);
+ return GO_CLEAROBJ;
+ }
+ if (game.objects[RUG].prop != RUG_HOVER) {
+ rspeak(RUG_NOTHING2);
+ return GO_CLEAROBJ;
+ }
+ obj = RUG;
+ }
+
+ if (obj != RUG) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ }
+ if (game.objects[RUG].prop != RUG_HOVER) {
+ rspeak(RUG_NOTHING1);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.loc == LOC_CLIFF) {
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
+ game.newloc = LOC_LEDGE;
+ rspeak(RUG_GOES);
+ } else if (game.loc == LOC_LEDGE) {
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
+ game.newloc = LOC_CLIFF;
+ rspeak(RUG_RETURNS);
+ } else {
+ // LCOV_EXCL_START
+ /* should never happen */
+ rspeak(NOTHING_HAPPENS);
+ // LCOV_EXCL_STOP
+ }
+ return GO_TERMINATE;
}
-static phase_codes_t inven(void)
-/* Inventory. If object, treat same as find. Else report on current burden. */
-{
- bool empty = true;
- for (obj_t i = 1; i <= NOBJECTS; i++) {
- if (i == BEAR ||
- !TOTING(i))
- continue;
- if (empty) {
- rspeak(NOW_HOLDING);
- empty = false;
- }
- pspeak(i, touch, false, -1);
- }
- if (TOTING(BEAR))
- rspeak(TAME_BEAR);
- if (empty)
- rspeak(NO_CARRY);
- return GO_CLEAROBJ;
+static phase_codes_t inven(void) {
+ /* Inventory. If object, treat same as find. Else report on current
+ * burden. */
+ bool empty = true;
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
+ if (i == BEAR || !TOTING(i)) {
+ continue;
+ }
+ if (empty) {
+ rspeak(NOW_HOLDING);
+ empty = false;
+ }
+ pspeak(i, touch, false, -1);
+ }
+ if (TOTING(BEAR)) {
+ rspeak(TAME_BEAR);
+ }
+ if (empty) {
+ rspeak(NO_CARRY);
+ }
+ return GO_CLEAROBJ;
}
-static phase_codes_t light(verb_t verb, obj_t obj)
-/* Light. Applicable only to lamp and urn. */
-{
- if (obj == INTRANSITIVE) {
- int selects = 0;
- if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) {
- obj = LAMP;
- selects++;
- }
- if (HERE(URN) && game.prop[URN] == URN_DARK) {
- obj = URN;
- selects++;
- }
- if (selects != 1)
- return GO_UNKNOWN;
- }
-
- switch (obj) {
- case URN:
- state_change(URN, game.prop[URN] == URN_EMPTY ?
- URN_EMPTY :
- URN_LIT);
- break;
- case LAMP:
- if (game.limit < 0) {
- rspeak(LAMP_OUT);
- break;
- }
- state_change(LAMP, LAMP_BRIGHT);
- if (game.wzdark)
- return GO_TOP;
- break;
- default:
- speak(actions[verb].message);
- }
- return GO_CLEAROBJ;
+static phase_codes_t light(verb_t verb, obj_t obj) {
+ /* Light. Applicable only to lamp and urn. */
+ if (obj == INTRANSITIVE) {
+ int selects = 0;
+ if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK &&
+ game.limit >= 0) {
+ obj = LAMP;
+ selects++;
+ }
+ if (HERE(URN) && game.objects[URN].prop == URN_DARK) {
+ obj = URN;
+ selects++;
+ }
+ if (selects != 1) {
+ return GO_UNKNOWN;
+ }
+ }
+
+ switch (obj) {
+ case URN:
+ state_change(URN, game.objects[URN].prop == URN_EMPTY
+ ? URN_EMPTY
+ : URN_LIT);
+ break;
+ case LAMP:
+ if (game.limit < 0) {
+ rspeak(LAMP_OUT);
+ break;
+ }
+ state_change(LAMP, LAMP_BRIGHT);
+ if (game.wzdark) {
+ return GO_TOP;
+ }
+ break;
+ default:
+ speak(actions[verb].message);
+ }
+ return GO_CLEAROBJ;
}
-static phase_codes_t listen(void)
-/* Listen. Intransitive only. Print stuff based on object sound proprties. */
-{
- vocab_t sound = locations[game.loc].sound;
- if (sound != SILENT) {
- rspeak(sound);
- if (!locations[game.loc].loud)
- rspeak(NO_MESSAGE);
- return GO_CLEAROBJ;
- }
- for (obj_t i = 1; i <= NOBJECTS; i++) {
- if (!HERE(i) ||
- objects[i].sounds[0] == NULL ||
- game.prop[i] < 0)
- continue;
- int mi = game.prop[i];
- /* (ESR) Some unpleasant magic on object states here. Ideally
- * we'd have liked the bird to be a normal object that we can
- * use state_change() on; can't do it, because there are
- * actually two different series of per-state birdsounds
- * depending on whether player has drunk dragon's blood. */
- if (i == BIRD)
- mi += 3 * game.blooded;
- pspeak(i, hear, true, mi, game.zzword);
- rspeak(NO_MESSAGE);
- if (i == BIRD && mi == BIRD_ENDSTATE)
- DESTROY(BIRD);
- return GO_CLEAROBJ;
- }
- rspeak(ALL_SILENT);
- return GO_CLEAROBJ;
+static phase_codes_t listen(void) {
+ /* Listen. Intransitive only. Print stuff based on object sound
+ * properties. */
+ bool soundlatch = false;
+ vocab_t sound = locations[game.loc].sound;
+ if (sound != SILENT) {
+ rspeak(sound);
+ if (!locations[game.loc].loud) {
+ rspeak(NO_MESSAGE);
+ }
+ soundlatch = true;
+ }
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
+ if (!HERE(i) || objects[i].sounds[0] == NULL ||
+ PROP_IS_STASHED_OR_UNSEEN(i)) {
+ continue;
+ }
+ int mi = game.objects[i].prop;
+ /* (ESR) Some unpleasant magic on object states here. Ideally
+ * we'd have liked the bird to be a normal object that we can
+ * use state_change() on; can't do it, because there are
+ * actually two different series of per-state birdsounds
+ * depending on whether player has drunk dragon's blood. */
+ if (i == BIRD) {
+ mi += 3 * game.blooded;
+ }
+ pspeak(i, hear, true, mi, game.zzword);
+ rspeak(NO_MESSAGE);
+ if (i == BIRD && mi == BIRD_ENDSTATE) {
+ DESTROY(BIRD);
+ }
+ soundlatch = true;
+ }
+ if (!soundlatch) {
+ rspeak(ALL_SILENT);
+ }
+ return GO_CLEAROBJ;
}
-static phase_codes_t lock(verb_t verb, obj_t obj)
-/* Lock, unlock, no object given. Assume various things if present. */
-{
- if (obj == INTRANSITIVE) {
- if (HERE(CLAM))
- obj = CLAM;
- if (HERE(OYSTER))
- obj = OYSTER;
- if (AT(DOOR))
- obj = DOOR;
- if (AT(GRATE))
- obj = GRATE;
- if (HERE(CHAIN))
- obj = CHAIN;
- if (obj == INTRANSITIVE) {
- rspeak(NOTHING_LOCKED);
- return GO_CLEAROBJ;
- }
- }
-
- /* Lock, unlock object. Special stuff for opening clam/oyster
- * and for chain. */
-
- switch (obj) {
- case CHAIN:
- if (HERE(KEYS)) {
- return chain(verb);
- } else
- rspeak(NO_KEYS);
- break;
- case GRATE:
- if (HERE(KEYS)) {
- if (game.closng) {
- rspeak(EXIT_CLOSED);
- if (!game.panic)
- game.clock2 = PANICTIME;
- game.panic = true;
- } else {
- state_change(GRATE, (verb == LOCK) ?
- GRATE_CLOSED :
- GRATE_OPEN);
- }
- } else
- rspeak(NO_KEYS);
- break;
- case CLAM:
- if (verb == LOCK)
- rspeak(HUH_MAN);
- else if (TOTING(CLAM))
- rspeak(DROP_CLAM);
- else if (!TOTING(TRIDENT))
- rspeak(CLAM_OPENER);
- else {
- DESTROY(CLAM);
- drop(OYSTER, game.loc);
- drop(PEARL, LOC_CULDESAC);
- rspeak(PEARL_FALLS);
- }
- break;
- case OYSTER:
- if (verb == LOCK)
- rspeak(HUH_MAN);
- else if (TOTING(OYSTER))
- rspeak(DROP_OYSTER);
- else if (!TOTING(TRIDENT))
- rspeak(OYSTER_OPENER);
- else
- rspeak(OYSTER_OPENS);
- break;
- case DOOR:
- rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
- break;
- case CAGE:
- rspeak( NO_LOCK);
- break;
- case KEYS:
- rspeak(CANNOT_UNLOCK);
- break;
- default:
- speak(actions[verb].message);
- }
-
- return GO_CLEAROBJ;
+static phase_codes_t lock(verb_t verb, obj_t obj) {
+ /* Lock, unlock, no object given. Assume various things if present. */
+ if (obj == INTRANSITIVE) {
+ if (HERE(CLAM)) {
+ obj = CLAM;
+ }
+ if (HERE(OYSTER)) {
+ obj = OYSTER;
+ }
+ if (AT(DOOR)) {
+ obj = DOOR;
+ }
+ if (AT(GRATE)) {
+ obj = GRATE;
+ }
+ if (HERE(CHAIN)) {
+ obj = CHAIN;
+ }
+ if (obj == INTRANSITIVE) {
+ rspeak(NOTHING_LOCKED);
+ return GO_CLEAROBJ;
+ }
+ }
+
+ /* Lock, unlock object. Special stuff for opening clam/oyster
+ * and for chain. */
+
+ switch (obj) {
+ case CHAIN:
+ if (HERE(KEYS)) {
+ return chain(verb);
+ } else {
+ rspeak(NO_KEYS);
+ }
+ break;
+ case GRATE:
+ if (HERE(KEYS)) {
+ if (game.closng) {
+ rspeak(EXIT_CLOSED);
+ if (!game.panic) {
+ game.clock2 = PANICTIME;
+ }
+ game.panic = true;
+ } else {
+ state_change(GRATE, (verb == LOCK)
+ ? GRATE_CLOSED
+ : GRATE_OPEN);
+ }
+ } else {
+ rspeak(NO_KEYS);
+ }
+ break;
+ case CLAM:
+ if (verb == LOCK) {
+ rspeak(HUH_MAN);
+ } else if (TOTING(CLAM)) {
+ rspeak(DROP_CLAM);
+ } else if (!TOTING(TRIDENT)) {
+ rspeak(CLAM_OPENER);
+ } else {
+ DESTROY(CLAM);
+ drop(OYSTER, game.loc);
+ drop(PEARL, LOC_CULDESAC);
+ rspeak(PEARL_FALLS);
+ }
+ break;
+ case OYSTER:
+ if (verb == LOCK) {
+ rspeak(HUH_MAN);
+ } else if (TOTING(OYSTER)) {
+ rspeak(DROP_OYSTER);
+ } else if (!TOTING(TRIDENT)) {
+ rspeak(OYSTER_OPENER);
+ } else {
+ rspeak(OYSTER_OPENS);
+ }
+ break;
+ case DOOR:
+ rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN
+ : RUSTY_DOOR);
+ break;
+ case CAGE:
+ rspeak(NO_LOCK);
+ break;
+ case KEYS:
+ rspeak(CANNOT_UNLOCK);
+ break;
+ default:
+ speak(actions[verb].message);
+ }
+
+ return GO_CLEAROBJ;
}
-static phase_codes_t pour(verb_t verb, obj_t obj)
-/* Pour. If no object, or object is bottle, assume contents of bottle.
- * special tests for pouring water or oil on plant or rusty door. */
-{
- if (obj == BOTTLE ||
- obj == INTRANSITIVE)
- obj = LIQUID();
- if (obj == NO_OBJECT)
- return GO_UNKNOWN;
- if (!TOTING(obj)) {
- speak(actions[verb].message);
- return GO_CLEAROBJ;
- }
-
- if (obj != OIL && obj != WATER) {
- rspeak(CANT_POUR);
- return GO_CLEAROBJ;
- }
- if (HERE(URN) && game.prop[URN] == URN_EMPTY)
- return fill(verb, URN);
- game.prop[BOTTLE] = EMPTY_BOTTLE;
- game.place[obj] = LOC_NOWHERE;
- if (!(AT(PLANT) ||
- AT(DOOR))) {
- rspeak(GROUND_WET);
- return GO_CLEAROBJ;
- }
- if (!AT(DOOR)) {
- if (obj == WATER) {
- /* cycle through the three plant states */
- state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
- game.prop[PLANT2] = game.prop[PLANT];
- return GO_MOVE;
- } else {
- rspeak(SHAKING_LEAVES);
- return GO_CLEAROBJ;
- }
- } else {
- state_change(DOOR, (obj == OIL) ?
- DOOR_UNRUSTED :
- DOOR_RUSTED);
- return GO_CLEAROBJ;
- }
+static phase_codes_t pour(verb_t verb, obj_t obj) {
+ /* Pour. If no object, or object is bottle, assume contents of bottle.
+ * special tests for pouring water or oil on plant or rusty door. */
+ if (obj == BOTTLE || obj == INTRANSITIVE) {
+ obj = LIQUID();
+ }
+ if (obj == NO_OBJECT) {
+ return GO_UNKNOWN;
+ }
+ if (!TOTING(obj)) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj != OIL && obj != WATER) {
+ rspeak(CANT_POUR);
+ return GO_CLEAROBJ;
+ }
+ if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) {
+ return fill(verb, URN);
+ }
+ game.objects[BOTTLE].prop = EMPTY_BOTTLE;
+ game.objects[obj].place = LOC_NOWHERE;
+ if (!(AT(PLANT) || AT(DOOR))) {
+ rspeak(GROUND_WET);
+ return GO_CLEAROBJ;
+ }
+ if (!AT(DOOR)) {
+ if (obj == WATER) {
+ /* cycle through the three plant states */
+ state_change(PLANT,
+ MOD(game.objects[PLANT].prop + 1, 3));
+ game.objects[PLANT2].prop = game.objects[PLANT].prop;
+ return GO_MOVE;
+ } else {
+ rspeak(SHAKING_LEAVES);
+ return GO_CLEAROBJ;
+ }
+ } else {
+ state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED);
+ return GO_CLEAROBJ;
+ }
}
-static phase_codes_t quit(void)
-/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
-{
- if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
- terminate(quitgame);
- return GO_CLEAROBJ;
+static phase_codes_t quit(void) {
+ /* Quit. Intransitive only. Verify intent and exit if that's what he
+ * wants. */
+ if (yes_or_no(arbitrary_messages[REALLY_QUIT],
+ arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) {
+ terminate(quitgame);
+ }
+ return GO_CLEAROBJ;
}
static phase_codes_t read(command_t command)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
- if (command.obj == INTRANSITIVE) {
- command.obj = NO_OBJECT;
- for (int i = 1; i <= NOBJECTS; i++) {
- if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
- command.obj = command.obj * NOBJECTS + i;
- }
- if (command.obj > NOBJECTS ||
- command.obj == NO_OBJECT ||
- DARK(game.loc))
- return GO_UNKNOWN;
- }
-
- if (DARK(game.loc)) {
- sspeak(NO_SEE, command.word[0].raw);
- } 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 (objects[command.obj].texts[0] == NULL ||
- game.prop[command.obj] == STATE_NOTFOUND) {
- speak(actions[command.verb].message);
- } else
- pspeak(command.obj, study, true, game.prop[command.obj]);
- return GO_CLEAROBJ;
+ if (command.obj == INTRANSITIVE) {
+ command.obj = NO_OBJECT;
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (HERE(i) && objects[i].texts[0] != NULL &&
+ !PROP_IS_STASHED(i)) {
+ command.obj = command.obj * NOBJECTS + i;
+ }
+ }
+ if (command.obj > NOBJECTS || command.obj == NO_OBJECT ||
+ DARK(game.loc)) {
+ return GO_UNKNOWN;
+ }
+ }
+
+ if (DARK(game.loc)) {
+ sspeak(NO_SEE, command.word[0].raw);
+ } else if (command.obj == OYSTER) {
+ if (!TOTING(OYSTER) || !game.closed) {
+ rspeak(DONT_UNDERSTAND);
+ } else if (!game.clshnt) {
+ game.clshnt = yes_or_no(arbitrary_messages[CLUE_QUERY],
+ arbitrary_messages[WAYOUT_CLUE],
+ arbitrary_messages[OK_MAN]);
+ } else {
+ pspeak(OYSTER, hear, true,
+ 1); // Not really a sound, but oh well.
+ }
+ } else if (objects[command.obj].texts[0] == NULL ||
+ PROP_IS_NOTFOUND(command.obj)) {
+ speak(actions[command.verb].message);
+ } else {
+ pspeak(command.obj, study, true,
+ game.objects[command.obj].prop);
+ }
+ return GO_CLEAROBJ;
}
-static phase_codes_t reservoir(void)
-/* Z'ZZZ (word gets recomputed at startup; different each game). */
-{
- if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
- rspeak(NOTHING_HAPPENS);
- return GO_CLEAROBJ;
- } else {
- state_change(RESER,
- game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
- if (AT(RESER))
- return GO_CLEAROBJ;
- else {
- game.oldlc2 = game.loc;
- game.newloc = LOC_NOWHERE;
- rspeak(NOT_BRIGHT);
- return GO_TERMINATE;
- }
- }
+static phase_codes_t reservoir(void) {
+ /* Z'ZZZ (word gets recomputed at startup; different each game). */
+ if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
+ rspeak(NOTHING_HAPPENS);
+ return GO_CLEAROBJ;
+ } else {
+ state_change(RESER, game.objects[RESER].prop == WATERS_PARTED
+ ? WATERS_UNPARTED
+ : WATERS_PARTED);
+ if (AT(RESER)) {
+ return GO_CLEAROBJ;
+ } else {
+ game.oldlc2 = game.loc;
+ game.newloc = LOC_NOWHERE;
+ rspeak(NOT_BRIGHT);
+ return GO_TERMINATE;
+ }
+ }
}
-static phase_codes_t rub(verb_t verb, obj_t obj)
-/* Rub. Yields various snide remarks except for lit urn. */
-{
- if (obj == URN && game.prop[URN] == URN_LIT) {
- DESTROY(URN);
- drop(AMBER, game.loc);
- game.prop[AMBER] = AMBER_IN_ROCK;
- --game.tally;
- drop(CAVITY, game.loc);
- rspeak(URN_GENIES);
- } else if (obj != LAMP) {
- rspeak(PECULIAR_NOTHING);
- } else {
- speak(actions[verb].message);
- }
- return GO_CLEAROBJ;
+static phase_codes_t rub(verb_t verb, obj_t obj) {
+ /* Rub. Yields various snide remarks except for lit urn. */
+ if (obj == URN && game.objects[URN].prop == URN_LIT) {
+ DESTROY(URN);
+ drop(AMBER, game.loc);
+ game.objects[AMBER].prop = AMBER_IN_ROCK;
+ --game.tally;
+ drop(CAVITY, game.loc);
+ rspeak(URN_GENIES);
+ } else if (obj != LAMP) {
+ rspeak(PECULIAR_NOTHING);
+ } else {
+ speak(actions[verb].message);
+ }
+ return GO_CLEAROBJ;
}
-static phase_codes_t say(command_t command)
-/* Say. Echo WD2. Magic words override. */
-{
- if (command.word[1].type == MOTION &&
- (command.word[1].id == XYZZY ||
- command.word[1].id == PLUGH ||
- command.word[1].id == PLOVER)) {
- return GO_WORD2;
- }
- if (command.word[1].type == ACTION && command.word[1].id == PART)
- return reservoir();
-
- if (command.word[1].type == ACTION &&
- (command.word[1].id == FEE ||
- command.word[1].id == FIE ||
- command.word[1].id == FOE ||
- command.word[1].id == FOO ||
- command.word[1].id == FUM ||
- command.word[1].id == PART)) {
- return bigwords(command.word[1].id);
- }
- sspeak(OKEY_DOKEY, command.word[1].raw);
- return GO_CLEAROBJ;
+static phase_codes_t say(command_t command) {
+ /* Say. Echo WD2. Magic words override. */
+ if (command.word[1].type == MOTION &&
+ (command.word[1].id == XYZZY || command.word[1].id == PLUGH ||
+ command.word[1].id == PLOVER)) {
+ return GO_WORD2;
+ }
+ if (command.word[1].type == ACTION && command.word[1].id == PART) {
+ return reservoir();
+ }
+
+ if (command.word[1].type == ACTION &&
+ (command.word[1].id == FEE || command.word[1].id == FIE ||
+ command.word[1].id == FOE || command.word[1].id == FOO ||
+ command.word[1].id == FUM || command.word[1].id == PART)) {
+ return bigwords(command.word[1].id);
+ }
+ sspeak(OKEY_DOKEY, command.word[1].raw);
+ return GO_CLEAROBJ;
}
-static phase_codes_t throw_support(vocab_t spk)
-{
- rspeak(spk);
- drop(AXE, game.loc);
- return GO_MOVE;
+static phase_codes_t throw_support(vocab_t spk) {
+ rspeak(spk);
+ drop(AXE, game.loc);
+ return GO_MOVE;
}
-static phase_codes_t throw (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. */
-{
- if (!TOTING(command.obj)) {
- speak(actions[command.verb].message);
- return GO_CLEAROBJ;
- }
- if (objects[command.obj].is_treasure && AT(TROLL)) {
- /* Snarf a treasure for the troll. */
- drop(command.obj, LOC_NOWHERE);
- move(TROLL, LOC_NOWHERE);
- move(TROLL + NOBJECTS, IS_FREE);
- drop(TROLL2, objects[TROLL].plac);
- drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
- juggle(CHASM);
- rspeak(TROLL_SATISFIED);
- return GO_CLEAROBJ;
- }
- if (command.obj == FOOD && HERE(BEAR)) {
- /* But throwing food is another story. */
- command.obj = BEAR;
- return (feed(command.verb, command.obj));
- }
- if (command.obj != AXE)
- return (discard(command.verb, command.obj));
- else {
- if (atdwrf(game.loc) <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
- return throw_support(DRAGON_SCALES);
- if (AT(TROLL))
- return throw_support(TROLL_RETURNS);
- if (AT(OGRE))
- return throw_support(OGRE_DODGE);
- 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] = IS_FIXED;
- juggle(BEAR);
- state_change(AXE, AXE_LOST);
- return GO_CLEAROBJ;
- }
- command.obj = INTRANSITIVE;
- return (attack(command));
- }
-
- if (randrange(NDWARVES + 1) < game.dflag) {
- return throw_support(DWARF_DODGES);
- } else {
- int i = atdwrf(game.loc);
- game.dseen[i] = false;
- game.dloc[i] = LOC_NOWHERE;
- return throw_support((++game.dkill == 1) ?
- DWARF_SMOKE :
- KILLED_DWARF);
- }
- }
+static phase_codes_t throwit(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. */
+ if (!TOTING(command.obj)) {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ if (objects[command.obj].is_treasure && AT(TROLL)) {
+ /* Snarf a treasure for the troll. */
+ drop(command.obj, LOC_NOWHERE);
+ move(TROLL, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, IS_FREE);
+ drop(TROLL2, objects[TROLL].plac);
+ drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
+ rspeak(TROLL_SATISFIED);
+ return GO_CLEAROBJ;
+ }
+ if (command.obj == FOOD && HERE(BEAR)) {
+ /* But throwing food is another story. */
+ command.obj = BEAR;
+ return (feed(command.verb, command.obj));
+ }
+ if (command.obj != AXE) {
+ return (discard(command.verb, command.obj));
+ } else {
+ if (atdwrf(game.loc) <= 0) {
+ if (AT(DRAGON) &&
+ game.objects[DRAGON].prop == DRAGON_BARS) {
+ return throw_support(DRAGON_SCALES);
+ }
+ if (AT(TROLL)) {
+ return throw_support(TROLL_RETURNS);
+ }
+ if (AT(OGRE)) {
+ return throw_support(OGRE_DODGE);
+ }
+ if (HERE(BEAR) &&
+ game.objects[BEAR].prop == UNTAMED_BEAR) {
+ /* This'll teach him to throw the axe at the
+ * bear! */
+ drop(AXE, game.loc);
+ game.objects[AXE].fixed = IS_FIXED;
+ juggle(BEAR);
+ state_change(AXE, AXE_LOST);
+ return GO_CLEAROBJ;
+ }
+ command.obj = INTRANSITIVE;
+ return (attack(command));
+ }
+
+ if (randrange(NDWARVES + 1) < game.dflag) {
+ return throw_support(DWARF_DODGES);
+ } else {
+ int i = atdwrf(game.loc);
+ game.dwarves[i].seen = false;
+ game.dwarves[i].loc = LOC_NOWHERE;
+ return throw_support(
+ (++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF);
+ }
+ }
}
-static phase_codes_t wake(verb_t verb, obj_t obj)
-/* Wake. Only use is to disturb the dwarves. */
-{
- if (obj != DWARF ||
- !game.closed) {
- speak(actions[verb].message);
- return GO_CLEAROBJ;
- } else {
- rspeak(PROD_DWARF);
- return GO_DWARFWAKE;
- }
+static phase_codes_t wake(verb_t verb, obj_t obj) {
+ /* Wake. Only use is to disturb the dwarves. */
+ if (obj != DWARF || !game.closed) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ } else {
+ rspeak(PROD_DWARF);
+ return GO_DWARFWAKE;
+ }
}
-static phase_codes_t seed(verb_t verb, const char *arg)
-/* Set seed */
-{
- int32_t seed = strtol(arg, NULL, 10);
- speak(actions[verb].message, seed);
- set_seed(seed);
- --game.turns;
- return GO_TOP;
+static phase_codes_t seed(verb_t verb, const char *arg) {
+ /* Set seed */
+ int32_t seed = strtol(arg, NULL, 10);
+ speak(actions[verb].message, seed);
+ set_seed(seed);
+ --game.turns;
+ return GO_TOP;
}
-static phase_codes_t waste(verb_t verb, turn_t turns)
-/* Burn turns */
-{
- game.limit -= turns;
- speak(actions[verb].message, (int)game.limit);
- return GO_TOP;
+static phase_codes_t waste(verb_t verb, turn_t turns) {
+ /* Burn turns */
+ game.limit -= turns;
+ speak(actions[verb].message, (int)game.limit);
+ return GO_TOP;
}
-static phase_codes_t wave(verb_t verb, obj_t obj)
-/* Wave. No effect unless waving rod at fissure or at bird. */
-{
- if (obj != ROD ||
- !TOTING(obj) ||
- (!HERE(BIRD) &&
- (game.closng ||
- !AT(FISSURE)))) {
- speak(((!TOTING(obj)) && (obj != ROD ||
- !TOTING(ROD2))) ?
- arbitrary_messages[ARENT_CARRYING] :
- actions[verb].message);
- return GO_CLEAROBJ;
- }
-
- if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
- drop(JADE, game.loc);
- game.prop[JADE] = STATE_FOUND;
- --game.tally;
- rspeak(NECKLACE_FLY);
- return GO_CLEAROBJ;
- } else {
- if (game.closed) {
- rspeak((game.prop[BIRD] == BIRD_CAGED) ?
- CAGE_FLY :
- FREE_FLY);
- return GO_DWARFWAKE;
- }
- if (game.closng ||
- !AT(FISSURE)) {
- rspeak((game.prop[BIRD] == BIRD_CAGED) ?
- CAGE_FLY :
- FREE_FLY);
- return GO_CLEAROBJ;
- }
- if (HERE(BIRD))
- rspeak((game.prop[BIRD] == BIRD_CAGED) ?
- CAGE_FLY :
- FREE_FLY);
-
- state_change(FISSURE,
- game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
- return GO_CLEAROBJ;
- }
+static phase_codes_t wave(verb_t verb, obj_t obj) {
+ /* Wave. No effect unless waving rod at fissure or at bird. */
+ if (obj != ROD || !TOTING(obj) ||
+ (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
+ speak(((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
+ ? arbitrary_messages[ARENT_CARRYING]
+ : actions[verb].message);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.objects[BIRD].prop == BIRD_UNCAGED &&
+ game.loc == game.objects[STEPS].place && PROP_IS_NOTFOUND(JADE)) {
+ drop(JADE, game.loc);
+ PROP_SET_FOUND(JADE);
+ --game.tally;
+ rspeak(NECKLACE_FLY);
+ return GO_CLEAROBJ;
+ } else {
+ if (game.closed) {
+ rspeak((game.objects[BIRD].prop == BIRD_CAGED)
+ ? CAGE_FLY
+ : FREE_FLY);
+ return GO_DWARFWAKE;
+ }
+ if (game.closng || !AT(FISSURE)) {
+ rspeak((game.objects[BIRD].prop == BIRD_CAGED)
+ ? CAGE_FLY
+ : FREE_FLY);
+ return GO_CLEAROBJ;
+ }
+ if (HERE(BIRD)) {
+ rspeak((game.objects[BIRD].prop == BIRD_CAGED)
+ ? CAGE_FLY
+ : FREE_FLY);
+ }
+
+ state_change(FISSURE, game.objects[FISSURE].prop == BRIDGED
+ ? UNBRIDGED
+ : BRIDGED);
+ return GO_CLEAROBJ;
+ }
}
-phase_codes_t action(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.
- */
-{
- /* 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
- }
+phase_codes_t action(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.
+ */
+ /* 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 (!game.closed &&
+ ((LIQUID() == command.obj && HERE(BOTTLE)) ||
+ command.obj == LIQLOC(game.loc))) {
+ /* FALL THROUGH */;
+ } else if (command.obj == OIL && HERE(URN) &&
+ game.objects[URN].prop != URN_EMPTY) {
+ command.obj = URN;
+ /* FALL THROUGH */;
+ } else if (command.obj == PLANT && AT(PLANT2) &&
+ game.objects[PLANT2].prop != 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 throwit(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
+ }
}
+
+// end