-#include <stdlib.h>
+/*
+ * Actions for the dungeon-running code.
+ *
+ * SPDX-FileCopyrightText: (C) 1977, 2005 Will Crowther and Don Woods
+ * SPDX-License-Identifier: BSD-2-Clause
+ */
+
+#include <inttypes.h>
#include <stdbool.h>
+#include <stdlib.h>
+#include <string.h>
+
#include "advent.h"
-#include "database.h"
-#include "newdb.h"
-/* Limit visibility of ugly globals. Eventually these should go away. */
-extern long WD1, WD1X, WD2, WD2X;
+static phase_codes_t fill(verb_t, obj_t);
-/*
- * Action handlers. Eventually we'll do lookup through a method table
- * that calls these.
- */
+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;
-static int fill(token_t verb, token_t);
+ 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;
+ }
+ }
-static int attack(FILE *input, long verb, token_t obj)
-/* 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. */
-{
- int spk = ACTSPK[verb];
- int d = ATDWRF(game.loc);
- if (obj == 0) {
- if (d > 0)
- obj=DWARF;
- if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
- if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
- if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
- if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
- if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
- if (obj > NOBJECTS) return GO_UNKNOWN;
- if (obj == 0) {
- /* Can't attack bird or machine by throwing axe. */
- if (HERE(BIRD) && verb != THROW)obj=BIRD;
- if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
- /* 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 (obj == BIRD) {
- spk=UNHAPPY_BIRD;
- if (game.closed)
- {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- spk=BIRD_DEAD;
- }
- if (obj == VEND) {
- PSPEAK(VEND,game.prop[VEND]+2);
- game.prop[VEND]=3-game.prop[VEND];
- return GO_CLEAROBJ;
- }
-
- if (obj == 0)spk=NO_TARGET;
- if (obj == CLAM || obj == OYSTER)spk=SHELL_IMPERVIOUS;
- if (obj == SNAKE)spk=SNAKE_WARNING;
- if (obj == DWARF)spk=BARE_HANDS_QUERY;
- if (obj == DWARF && game.closed) return GO_DWARFWAKE;
- if (obj == DRAGON)spk=ALREADY_DEAD;
- if (obj == TROLL)spk=ROCKY_TROLL;
- if (obj == OGRE)spk=OGRE_DODGE;
- if (obj == OGRE && d > 0) {
- RSPEAK(spk);
- RSPEAK(KNIFE_THROWN);
- DSTROY(OGRE);
- int k=0;
- for (int i=1; i < PIRATE; i++) {
- if (game.dloc[i] == game.loc) {
- ++k;
- game.dloc[i] = LOC_LONGWEST;
- game.dseen[i]=false;
- }
- }
- spk=spk+1+1/k; /* FIXME: Arithmetic on message numbers */
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
+ 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 == BEAR)
- /* FIXME: Arithmetic on message numbers */
- spk = BEAR_HANDS+(game.prop[BEAR]+1)/2;
- if (obj != DRAGON || game.prop[DRAGON] != 0) {
- RSPEAK(spk);
+ 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;
- }
- /* 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);
- GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
- if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
- return GO_CHECKFOO;
- PSPEAK(DRAGON,3);
- game.prop[DRAGON]=1;
- game.prop[RUG]=0;
- int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
- MOVE(DRAGON+NOBJECTS,-1);
- MOVE(RUG+NOBJECTS,0);
- MOVE(DRAGON,k);
- MOVE(RUG,k);
- DROP(BLOOD,k);
- for (obj=1; obj<=NOBJECTS; obj++) {
- if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
- MOVE(obj,k);
- }
- game.loc=k;
- return GO_MOVE;
}
-static int bigwords(long foo)
-/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
- * Look up WD1 in section 3 of vocab to determine which word we've got. Last
- * word zips the eggs back to the giant room (unless already there). */
-{
- int k=VOCAB(foo,3);
- int spk=NOTHING_HAPPENS;
- if (game.foobar != 1-k) {
- if (game.foobar != 0)spk=START_OVER;
- RSPEAK(spk);
- return GO_CLEAROBJ;
- } else {
- game.foobar=k;
- if (k != 4) {
- RSPEAK(OK_MAN);
- return GO_CLEAROBJ;
- }
- game.foobar=0;
- if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
- RSPEAK(spk);
- 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 {
- /* Bring back troll if we steal the eggs back from him before
- * crossing. */
- if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
- game.prop[TROLL]=1;
- k=2;
- if (HERE(EGGS))k=1;
- if (game.loc == PLAC[EGGS])k=0;
- MOVE(EGGS,PLAC[EGGS]);
- PSPEAK(EGGS,k);
- return GO_CLEAROBJ;
- }
- }
+ /* 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 int bivalve(token_t verb, token_t obj)
-/* Clam/oyster actions */
-{
- int spk;
- bool is_oyster = (obj == OYSTER);
- spk= is_oyster ? OYSTER_OPENS : PEARL_FALLS;
- if (TOTING(obj))spk= is_oyster ? DROP_OYSTER : DROP_CLAM;
- if (!TOTING(TRIDNT))spk= is_oyster ? OYSTER_OPENER : CLAM_OPENER;
- if (verb == LOCK)spk=HUH_MAN;
- if (spk == PEARL_FALLS) {
- DSTROY(CLAM);
- DROP(OYSTER,game.loc);
- DROP(PEARL,LOC_CULDESAC);
- }
- RSPEAK(spk);
- return GO_CLEAROBJ;
+static void blast(void) {
+ /* Blast. No effect unless you've got dynamite, which is a neat trick!
+ */
+ if (OBJECT_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 int blast(void)
-/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-{
- if (game.prop[ROD2] < 0 || !game.closed)
- {
- RSPEAK(REQUIRES_DYNAMITE);
- return GO_CLEAROBJ;
- }
- game.bonus=133;
- if (game.loc == LOC_NE)
- game.bonus=134;
- if (HERE(ROD2))
- game.bonus=135;
- RSPEAK(game.bonus);
- score(endgame);
- return GO_CLEAROBJ; /* pacify compiler - we never get here */
+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 int vbreak(token_t verb, token_t obj)
-/* Break. Only works for mirror in repository and, of course, the vase. */
-{
- int spk = ACTSPK[verb];
- if (obj == MIRROR)spk=TOO_FAR;
- if (obj == VASE && game.prop[VASE] == 0) {
- if (TOTING(VASE))DROP(VASE,game.loc);
- game.prop[VASE]=2;
- game.fixed[VASE]= -1;
- spk=BREAK_VASE;
- } else {
- if (obj == MIRROR && game.closed) {
- RSPEAK(BREAK_MIRROR);
- return GO_DWARFWAKE;
- }
- }
- RSPEAK(spk);
- 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 int brief(void)
-/* Brief. Intransitive only. Suppress long 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.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;
+ }
-static int carry(token_t verb, token_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. */
-{
- int spk;
- if (obj == INTRANSITIVE) {
- /* Carry, no object given yet. OK if only one object present. */
- if(game.atloc[game.loc] == 0 ||
- game.link[game.atloc[game.loc]] != 0 ||
- ATDWRF(game.loc) > 0)
- return GO_UNKNOWN;
- obj=game.atloc[game.loc];
- }
-
- if (TOTING(obj)) {RSPEAK(ALREADY_CARRYING); return GO_CLEAROBJ;}
- spk=YOU_JOKING;
- if (obj == PLANT && game.prop[PLANT] <= 0)spk=DEEP_ROOTS;
- if (obj == BEAR && game.prop[BEAR] == 1)spk=BEAR_CHAINED;
- if (obj == CHAIN && game.prop[BEAR] != 0)spk=STILL_LOCKED;
- if (obj == URN)spk=URN_NOBUDGE;
- if (obj == CAVITY)spk=DOUGHNUT_HOLES;
- if (obj == BLOOD)spk=FEW_DROPS;
- if (obj == RUG && game.prop[RUG] == 2)spk=RUG_HOVERS;
- if (obj == SIGN)spk=HAND_PASSTHROUGH;
- if (obj == MESSAG) {
- RSPEAK(REMOVE_MESSAGE);
- DSTROY(MESSAG);
- return GO_CLEAROBJ;
- }
- if (game.fixed[obj] != 0) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- if (obj == WATER || obj == OIL) {
- if (!HERE(BOTTLE) || LIQUID() != obj) {
- if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
- return(fill(verb, BOTTLE));
- if (game.prop[BOTTLE] != 1)spk=BOTTLE_FULL;
- if (!TOTING(BOTTLE))spk=NO_CONTAINER;
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- obj = BOTTLE;
- }
-
- spk=CARRY_LIMIT;
- if (game.holdng >= INVLIMIT) {
- RSPEAK(spk);
+ 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 &&
+ !OBJECT_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 ||
+ OBJECT_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) && !OBJECT_IS_FOUND(obj)) {
+ OBJECT_SET_FOUND(obj);
+ game.objects[CAVITY].prop = CAVITY_EMPTY;
+ }
+ rspeak(OK_MAN);
return GO_CLEAROBJ;
- }
- else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
- if (game.prop[BIRD] == 2) {
- DSTROY(BIRD);
- RSPEAK(BIRD_CRAP);
- return GO_CLEAROBJ;
- }
- if (!TOTING(CAGE))spk=CANNOT_CARRY;
- if (TOTING(ROD))spk=BIRD_EVADES;
- if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- game.prop[BIRD]=1;
- }
- if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
- CARRY(BIRD+CAGE-obj,game.loc);
- CARRY(obj,game.loc);
- if (obj == BOTTLE && LIQUID() != 0)
- game.place[LIQUID()] = -1;
- if (GSTONE(obj) && game.prop[obj] != 0) {
- game.prop[obj]=0;
- game.prop[CAVITY]=1;
- }
- RSPEAK(OK_MAN);
- return GO_CLEAROBJ;
}
-static int chain(token_t verb)
-/* Do something to the bear's chain */
-{
- int spk;
- if (verb != LOCK) {
- spk=CHAIN_UNLOCKED;
- if (game.prop[BEAR] == 0)spk=BEAR_BLOCKS;
- if (game.prop[CHAIN] == 0)spk=ALREADY_UNLOCKED;
- if (spk != CHAIN_UNLOCKED) {RSPEAK(spk); return GO_CLEAROBJ;}
- game.prop[CHAIN]=0;
- game.fixed[CHAIN]=0;
- if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
- game.fixed[BEAR]=2-game.prop[BEAR];
- } else {
- spk=CHAIN_LOCKED;
- if (game.prop[CHAIN] != 0)spk=ALREADY_LOCKED;
- if (game.loc != PLAC[CHAIN])spk=NO_LOCKSITE;
- if (spk != CHAIN_LOCKED) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- game.prop[CHAIN]=2;
- if (TOTING(CHAIN))DROP(CHAIN,game.loc);
- game.fixed[CHAIN]= -1;
- }
- RSPEAK(spk);
- 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;
+ }
-static int discard(token_t verb, token_t obj, bool just_do_it)
-/* 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. */
-{
- int spk = ACTSPK[verb];
- if (!just_do_it) {
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
- if (obj == BIRD && HERE(SNAKE)) {
- RSPEAK(BIRD_ATTACKS);
- if (game.closed) return GO_DWARFWAKE;
- DSTROY(SNAKE);
- /* Set game.prop for use by travel options */
- game.prop[SNAKE]=1;
-
- } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
- RSPEAK(GEM_FITS);
- game.prop[obj]=1;
- game.prop[CAVITY]=0;
- if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
- game.prop[RUG] == 2))) {
- spk=RUG_RISES;
- if (TOTING(RUG))spk=RUG_WIGGLES;
- if (obj == RUBY)spk=RUG_SETTLES;
- RSPEAK(spk);
- if (spk != RUG_WIGGLES) {
- int k = 2-game.prop[RUG];
- game.prop[RUG] = k;
- if (k == 2) k = PLAC[SAPPH];
- MOVE(RUG+NOBJECTS, k);
- }
- }
- } else if (obj == COINS && HERE(VEND)) {
- DSTROY(COINS);
- DROP(BATTER,game.loc);
- PSPEAK(BATTER,0);
- return GO_CLEAROBJ;
- } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
- RSPEAK(BIRD_BURNT);
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- return GO_CLEAROBJ;
- } else if (obj == BEAR && AT(TROLL)) {
- RSPEAK(TROLL_SCAMPERS);
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- game.prop[TROLL]=2;
- } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
- RSPEAK(OK_MAN);
- } else {
- game.prop[VASE]=2;
- if (AT(PILLOW))game.prop[VASE]=0;
- PSPEAK(VASE,game.prop[VASE]+1);
- if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
- }
- }
- int k = LIQUID();
- if (k == obj)obj=BOTTLE;
- if (obj == BOTTLE && k != 0)
- game.place[k]=0;
- if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
- DROP(obj,game.loc);
- if (obj != BIRD) return GO_CLEAROBJ;
- game.prop[BIRD]=0;
- if (FOREST(game.loc))game.prop[BIRD]=2;
- return GO_CLEAROBJ;
-}
+ 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;
+ }
-static int drink(token_t verb, token_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. */
-{
- int spk = ACTSPK[verb];
- if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
- return GO_UNKNOWN;
- if (obj != BLOOD) {
- if (obj != 0 && obj != WATER)spk=RIDICULOUS_ATTEMPT;
- if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
- game.prop[BOTTLE]=1;
- game.place[WATER]=0;
- spk=BOTTLE_EMPTY;
- }
- } else {
- DSTROY(BLOOD);
- game.prop[DRAGON]=2;
- OBJSND[BIRD]=OBJSND[BIRD]+3;
- spk=HEAD_BUZZES;
- }
- RSPEAK(spk);
- 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 int eat(token_t verb, token_t obj)
-/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
- * ok, some things lose appetite, rest are ridiculous. */
-{
- int spk = ACTSPK[verb];
- if (obj == INTRANSITIVE) {
- if (!HERE(FOOD))
- return GO_UNKNOWN;
- DSTROY(FOOD);
- spk=THANKS_DELICIOUS;
- } else {
- if (obj == FOOD) {
- DSTROY(FOOD);
- spk=THANKS_DELICIOUS;
- }
- if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
- DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)spk=LOST_APPETITE;
- }
- RSPEAK(spk);
- 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 int extinguish(token_t verb, int obj)
-/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
-{
- int spk = ACTSPK[verb];
- if (obj == INTRANSITIVE) {
- if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
- if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
- if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
- }
-
- if (obj == URN) {
- game.prop[URN]=game.prop[URN]/2;
- spk=URN_DARK;
- }
- else if (obj == LAMP) {
- game.prop[LAMP]=0;
- RSPEAK(LAMP_OFF);
- spk = DARK(game.loc) ? PITCH_DARK : ARB_0;
- }
- else if (obj == DRAGON || obj == VOLCAN)
- spk=BEYOND_POWER;
- RSPEAK(spk);
- 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 int feed(token_t verb, token_t obj)
-/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
- * mad. Bear, special. */
-{
- int spk = ACTSPK[verb];
- if (obj == BIRD) {
- RSPEAK(BIRD_PINING);
+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;
- }
- else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
- spk=NOTHING_EDIBLE;
- if (obj == DRAGON && game.prop[DRAGON] != 0)spk=RIDICULOUS_ATTEMPT;
- if (obj == TROLL)spk=TROLL_VICES;
- if (obj == SNAKE && !game.closed && HERE(BIRD)) {
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- spk = BIRD_DEVOURED;
- }
- }
- else if (obj == DWARF) {
- if (HERE(FOOD)) {
- game.dflag += 2;
- spk = REALLY_MAD;
- }
- }
- else if (obj == BEAR) {
- if (game.prop[BEAR] == 0)spk=NOTHING_EDIBLE;
- if (game.prop[BEAR] == 3)spk=RIDICULOUS_ATTEMPT;
- if (HERE(FOOD)) {
- DSTROY(FOOD);
- game.prop[BEAR]=1;
- game.fixed[AXE]=0;
- game.prop[AXE]=0;
- spk=BEAR_TAMED;
- }
- }
- else if (obj == OGRE) {
- if (HERE(FOOD))
- spk=OGRE_FULL;
- } else {
- spk=AM_GAME;
- }
- RSPEAK(spk);
- return GO_CLEAROBJ;
}
-int fill(token_t verb, token_t obj)
-/* Fill. Bottle or urn must be empty, and liquid available. (Vase
- * is nasty.) */
-{
- int k;
- int spk = ACTSPK[verb];
- if (obj == VASE) {
- spk=ARENT_CARRYING;
- if (LIQLOC(game.loc) == 0)spk=FILL_INVALID;
- if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- RSPEAK(SHATTER_VASE);
- game.prop[VASE] = 2;
- game.fixed[VASE]= -1;
- return(discard(verb, obj, true));
- }
- else if (obj == URN) {
- spk=FULL_URN;
- if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
- spk=FILL_INVALID;
- k=LIQUID();
- if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;}
- game.place[k]=0;
- game.prop[BOTTLE]=1;
- if (k == OIL)game.prop[URN]=1;
- spk=WATER_URN+game.prop[URN];
- RSPEAK(spk);
+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;
- }
- else if (obj != 0 && obj != BOTTLE) {
- RSPEAK(spk);
+}
+
+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;
- }
- else if (obj == 0 && !HERE(BOTTLE))
- return GO_UNKNOWN;
- spk=BOTTLED_WATER;
- if (LIQLOC(game.loc) == 0)
- spk=NO_LIQUID;
- if (HERE(URN) && game.prop[URN] != 0)
- spk=URN_NOPOUR;
- if (LIQUID() != 0)
- spk=BOTTLE_FULL;
- if (spk == 107) {
- game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
- k=LIQUID();
- if (TOTING(BOTTLE))
- game.place[k] = -1;
- if (k == OIL)
- spk=BOTTLED_OIL;
- }
- RSPEAK(spk);
- return GO_CLEAROBJ;
}
-static int find(token_t verb, token_t obj)
-/* Find. Might be carrying it, or it might be here. Else give caveat. */
-{
- int spk = ACTSPK[verb];
- if (AT(obj) ||
- (LIQUID() == obj && AT(BOTTLE)) ||
- obj == LIQLOC(game.loc) ||
- (obj == DWARF && ATDWRF(game.loc) > 0))
- spk=YOU_HAVEIT;
- if (game.closed)spk=NEEDED_NEreplace;
- if (TOTING(obj))spk=ALREADY_CARRYING;
- RSPEAK(spk);
- 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 int fly(token_t verb, token_t obj)
-/* Fly. Snide remarks unless hovering rug is here. */
-{
- int spk = ACTSPK[verb];
- if (obj == INTRANSITIVE) {
- if (game.prop[RUG] != 2)spk=RUG_NOTHING2;
- if (!HERE(RUG))spk=FLAP_ARMS;
- if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- obj=RUG;
- }
-
- if (obj != RUG) {
- RSPEAK(spk);
+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;
- }
- spk=RUG_NOTHING1;
- if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
- game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
- spk=RUG_GOES;
- if (game.prop[SAPPH] >= 0)
- spk=RUG_RETURNS;
- RSPEAK(spk);
- return GO_TERMINATE;
}
-static int inven(void)
-/* Inventory. If object, treat same as find. Else report on current burden. */
-{
- int spk=NO_CARRY;
- for (int i=1; i<=NOBJECTS; i++) {
- if (i == BEAR || !TOTING(i))
- continue;
- if (spk == NO_CARRY)
- RSPEAK(NOW_HOLDING);
- game.blklin=false;
- PSPEAK(i,-1);
- game.blklin=true;
- spk=ARB_0;
- }
- if (TOTING(BEAR))
- spk=TAME_BEAR;
- RSPEAK(spk);
- 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.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;
}
-int light(token_t verb, token_t obj)
-/* Light. Applicable only to lamp and urn. */
-{
- int spk = ACTSPK[verb];
- if (obj == INTRANSITIVE) {
- if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
- if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
- if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
- }
-
- if (obj == URN) {
- spk=URN_EMPTY;
- if (game.prop[URN] == 0)
- {RSPEAK(spk); return GO_CLEAROBJ;}
- spk=URN_LIT;
- game.prop[URN]=2;
- RSPEAK(spk);
+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;
- } else {
- if (obj != LAMP)
- {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- spk=LAMP_OUT;
- if (game.limit < 0) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- game.prop[LAMP]=1;
- RSPEAK(LAMP_ON);
- if (game.wzdark)
- return GO_TOP;
- else
- return GO_CLEAROBJ;
- }
}
-static int listen(void)
-/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
-{
- int k;
- int spk=ALL_SILENT;
- k=LOCSND[game.loc];
- if (k != 0) {
- RSPEAK(labs(k));
- if (k < 0) return GO_CLEAROBJ;
- spk=ARB_0;
- }
- SETPRM(1,game.zzword,0);
- for (int i=1; i<=NOBJECTS; i++) {
- if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
- continue;
- PSPEAK(i,OBJSND[i]+game.prop[i]);
- spk=ARB_0;
- if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
- DSTROY(BIRD);
- }
- RSPEAK(spk);
- 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 int lock(token_t verb, token_t obj)
-/* Lock, unlock, no object given. Assume various things if present. */
-{
- int spk = ACTSPK[verb];
- if (obj == INTRANSITIVE) {
- spk=NOTHING_LOCKED;
- if (HERE(CLAM))obj=CLAM;
- if (HERE(OYSTER))obj=OYSTER;
- if (AT(DOOR))obj=DOOR;
- if (AT(GRATE))obj=GRATE;
- if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
- if (HERE(CHAIN))obj=CHAIN;
- if (obj == 0) {RSPEAK(spk); return GO_CLEAROBJ;}
- }
-
- /* Lock, unlock object. Special stuff for opening clam/oyster
- * and for chain. */
- if (obj == CLAM || obj == OYSTER)
- return bivalve(verb, obj);
- if (obj == DOOR)spk=RUSTY_DOOR;
- if (obj == DOOR && game.prop[DOOR] == 1)spk=OK_MAN;
- if (obj == CAGE)spk=NO_LOCK;
- if (obj == KEYS)spk=CANNOT_UNLOCK;
- if (obj == GRATE || obj == CHAIN) {
- spk=NO_KEYS;
- if (HERE(KEYS)) {
- if (obj == CHAIN)
- return chain(verb);
- if (game.closng) {
- spk=EXIT_CLOSED;
- if (!game.panic)game.clock2=15;
- game.panic=true;
- } else {
- spk=game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
- game.prop[GRATE]=1;
- if (verb == LOCK)game.prop[GRATE]=0;
- spk=game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
- }
- }
- }
- RSPEAK(spk);
- 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 ||
+ OBJECT_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 int pour(token_t verb, token_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. */
-{
- int spk = ACTSPK[verb];
- if (obj == BOTTLE || obj == 0)obj=LIQUID();
- if (obj == 0) return GO_UNKNOWN;
- if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
- spk=CANT_POUR;
- if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
- if (HERE(URN) && game.prop[URN] == 0)
- return fill(verb, URN);
- game.prop[BOTTLE]=1;
- game.place[obj]=0;
- spk=GROUND_WET;
- if (!(AT(PLANT) || AT(DOOR)))
- {RSPEAK(spk); return GO_CLEAROBJ;}
- if (!AT(DOOR)) {
- spk=SHAKING_LEAVES;
- if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
- PSPEAK(PLANT,game.prop[PLANT]+3);
- game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
- game.prop[PLANT2]=game.prop[PLANT];
- return GO_MOVE;
- } else {
- game.prop[DOOR]=0;
- if (obj == OIL)game.prop[DOOR]=1;
- spk=RUSTED_HINGES+game.prop[DOOR];
- RSPEAK(spk);
+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 int quit(FILE *input)
-/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
-{
- if (YES(input,REALLY_QUIT,OK_MAN,OK_MAN))
- score(quitgame);
- 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 int read(FILE *input, token_t verb, token_t obj)
+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. */
{
- int spk = ACTSPK[verb];
- if (obj == INTRANSITIVE) {
- obj = 0;
- for (int i=1; i<=NOBJECTS; i++) {
- if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
- obj = obj * NOBJECTS + i;
- }
- if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
- }
-
- if (DARK(game.loc)) {
- SETPRM(1,WD1,WD1X);
- RSPEAK(NO_SEE);
- return GO_CLEAROBJ;
- }
- if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
- RSPEAK(spk);
+ if (command.obj == INTRANSITIVE) {
+ command.obj = NO_OBJECT;
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (HERE(i) && objects[i].texts[0] != NULL &&
+ !OBJECT_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 ||
+ OBJECT_IS_NOTFOUND(command.obj)) {
+ speak(actions[command.verb].message);
+ } else {
+ pspeak(command.obj, study, true,
+ game.objects[command.obj].prop);
+ }
return GO_CLEAROBJ;
- }
- if (obj == OYSTER && !game.clshnt) {
- game.clshnt=YES(input,CLUE_QUERY,WAYOUT_CLUE,OK_MAN);
+}
+
+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.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;
- }
- PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
- return GO_CLEAROBJ;
}
-static int reservoir(void)
-/* Z'ZZZ (word gets recomputed at startup; different each game). */
-{
- if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {
- RSPEAK(RUB_NOGO);
+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;
- } else {
- PSPEAK(RESER,game.prop[RESER]+1);
- game.prop[RESER]=1-game.prop[RESER];
- if (AT(RESER))
- return GO_CLEAROBJ;
- else {
- game.oldlc2=game.loc;
- game.newloc=0;
- RSPEAK(NOT_BRIGHT);
- return GO_TERMINATE;
- }
- }
}
-static int rub(token_t verb, token_t obj)
-/* Rub. Yields various snide remarks except for lit urn. */
-{
- int spk = ACTSPK[verb];
- if (obj != LAMP)
- spk=PECULIAR_NOTHING;
- if (obj == URN && game.prop[URN] == 2) {
- DSTROY(URN);
- DROP(AMBER,game.loc);
- game.prop[AMBER]=1;
- --game.tally;
- DROP(CAVITY,game.loc);
- spk=URN_GENIES;
- }
- RSPEAK(spk);
- return GO_CLEAROBJ;
+static phase_codes_t throw_support(vocab_t spk) {
+ rspeak(spk);
+ drop(AXE, game.loc);
+ return GO_MOVE;
}
-static int say(void)
-/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
-{
- /* FIXME: ugly use of globals */
- SETPRM(1,WD2,WD2X);
- if (WD2 <= 0)
- SETPRM(1,WD1,WD1X);
- if (WD2 > 0)
- WD1=WD2;
- int wd=VOCAB(WD1,-1);
- /* FIXME: Magic numbers */
- if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
- WD2=0;
- return GO_LOOKUP;
- }
- RSPEAK(OKEY_DOKEY);
- return GO_CLEAROBJ;
+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 int throw_support(long spk)
-{
- RSPEAK(spk);
- DROP(AXE,game.loc);
- return GO_MOVE;
+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 int throw(FILE *cmdin, long verb, token_t obj)
-/* 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. */
-{
- int spk = ACTSPK[verb];
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj)) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
- spk=TROLL_SATISFIED;
- /* Snarf a treasure for the troll. */
- DROP(obj,0);
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- DROP(TROLL2,PLAC[TROLL]);
- DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- if (obj == FOOD && HERE(BEAR)) {
- /* But throwing food is another story. */
- obj=BEAR;
- return(feed(verb, obj));
- }
- if (obj != AXE)
- return(discard(verb, obj, false));
- int i=ATDWRF(game.loc);
- if (i <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == 0) {
- spk=DRAGON_SCALES;
- return throw_support(spk);
- }
- if (AT(TROLL)) {
- spk=TROLL_RETURNS;
- return throw_support(spk);
- }
- if (AT(OGRE)) {
- spk=OGRE_DODGE;
- return throw_support(spk);
- }
- if (HERE(BEAR) && game.prop[BEAR] == 0) {
- /* This'll teach him to throw the axe at the bear! */
- spk=AXE_LOST;
- DROP(AXE,game.loc);
- game.fixed[AXE]= -1;
- game.prop[AXE]=1;
- JUGGLE(BEAR);
- {RSPEAK(spk); return GO_CLEAROBJ;}
- }
- return(attack(cmdin, verb, 0));
- }
-
- if (randrange(NDWARVES+1) < game.dflag) {
- spk=DWARF_DODGES;
- return throw_support(spk);
- }
- game.dseen[i]=false;
- game.dloc[i]=0;
- spk=KILLED_DWARF;
- ++game.dkill;
- if (game.dkill == 1)spk=DWARF_SMOKE;
-
- return throw_support(spk);
+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 int vscore(void)
-/* Score. Call scoring routine but tell it to return. */
-{
- score(scoregame);
- return GO_CLEAROBJ;
+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 int wake(token_t verb, token_t obj)
-/* Wake. Only use is to disturb the dwarves. */
-{
- if (obj != DWARF || !game.closed)
- {
- RSPEAK(ACTSPK[verb]);
- return GO_CLEAROBJ;
- }
- RSPEAK(PROD_DWARF);
- return GO_DWARFWAKE;
-}
+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;
+ }
-static int wave(token_t verb, token_t obj)
-/* Wave. No effect unless waving rod at fissure or at bird. */
-{
- int spk = ACTSPK[verb];
- if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk=ARENT_CARRYING;
- if (obj != ROD ||
- !TOTING(obj) ||
- (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
- }
- if (HERE(BIRD))spk=FREE_FLY+MOD(game.prop[BIRD],2);
- if (spk == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
- DROP(JADE,game.loc);
- game.prop[JADE]=0;
- --game.tally;
- spk=NECKLACE_FLY;
- RSPEAK(spk);
- return GO_CLEAROBJ;
- } else {
- if (game.closed) {
- RSPEAK(spk);
- return GO_DWARFWAKE;
+ if (game.objects[BIRD].prop == BIRD_UNCAGED &&
+ game.loc == game.objects[STEPS].place && OBJECT_IS_NOTFOUND(JADE)) {
+ drop(JADE, game.loc);
+ OBJECT_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;
}
- if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;}
- if (HERE(BIRD))RSPEAK(spk);
- game.prop[FISSUR]=1-game.prop[FISSUR];
- PSPEAK(FISSUR,2-game.prop[FISSUR]);
- return GO_CLEAROBJ;
- }
}
-int action(FILE *input, enum speechpart part, long verb, token_t obj)
-/* Analyse a verb. Remember what it was, go back for object if second word
- * unless verb is "say", which snarfs arbitrary second word.
- */
-{
- 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;
+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;
+ }
}
- 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)
- {
+
+ switch (command.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 */
+ 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 (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);
+ /* 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 */
- SETPRM(1,WD1,WD1X);
- RSPEAK(WHAT_DO);
- return GO_CHECKHINT;
- default:
- BUG(99);
- }
+ /* 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