#include <stdlib.h>
#include <stdbool.h>
#include "advent.h"
-#include "database.h"
-#include "newdb.h"
+#include "dungeon.h"
static int fill(token_t, token_t);
-static int attack(FILE *input, struct command_t *command)
+static void state_change(long obj, long state)
+{
+ game.prop[obj] = state;
+ pspeak(obj, change, state);
+}
+
+static int attack(struct 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
{
vocab_t verb = command->verb;
vocab_t obj = command->obj;
- int spk = ACTSPK[verb];
+ long spk = actions[verb].message;
if (obj == 0 || obj == INTRANSITIVE) {
- if (ATDWRF(game.loc) > 0)
+ if (atdwrf(game.loc) > 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 (HERE(SNAKE))
+ obj = obj * NOBJECTS + SNAKE;
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
+ obj = obj * NOBJECTS + DRAGON;
+ if (AT(TROLL))
+ obj = obj * NOBJECTS + TROLL;
+ if (AT(OGRE))
+ obj = obj * NOBJECTS + OGRE;
+ if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
+ obj = obj * NOBJECTS + BEAR;
+ if (obj > NOBJECTS)
+ return GO_UNKNOWN;
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;
+ 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 (HERE(CLAM) || HERE(OYSTER))
+ obj = NOBJECTS * obj + CLAM;
if (obj > NOBJECTS)
return GO_UNKNOWN;
}
DESTROY(BIRD);
spk = BIRD_DEAD;
} else if (obj == VEND) {
- bool blocking = (game.prop[VEND] == VEND_BLOCKS);
- game.prop[VEND] = blocking ? VEND_UNBLOCKS : VEND_BLOCKS;
- rspeak(blocking ? MACHINE_SWINGOUT : MACHINE_SWINGBACK);
+ state_change(VEND,
+ game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
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 && ATDWRF(game.loc) > 0) {
+ 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 && atdwrf(game.loc) > 0) {
rspeak(spk);
rspeak(KNIFE_THROWN);
DESTROY(OGRE);
}
}
spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
- } else if (obj == BEAR)
- /* FIXME: Arithmetic on message numbers */
- spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
- else if (obj == DRAGON && game.prop[DRAGON] == 0) {
+ } else if (obj == BEAR) {
+ switch (game.prop[BEAR]) {
+ case UNTAMED_BEAR:
+ spk = BEAR_HANDS;
+ break;
+ case SITTING_BEAR:
+ spk = BEAR_CONFUSED;
+ break;
+ case CONTENTED_BEAR:
+ spk = BEAR_CONFUSED;
+ break;
+ case BEAR_DEAD:
+ spk = ALREADY_DEAD;
+ break;
+ }
+ } else 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);
- GETIN(input, &command->wd1, &command->wd1x, &command->wd2, &command->wd2x);
- if (command->wd1 != MAKEWD(WORD_YINIT) && command->wd1 != MAKEWD(WORD_YES))
+ if (silent_yes()) {
+ // FIXME: setting wd1 is a workaround for broken logic
+ command->wd1 = token_to_packed("Y");
+ } else {
+ // FIXME: setting wd1 is a workaround for broken logic
+ command->wd1 = token_to_packed("N");
return GO_CHECKFOO;
- pspeak(DRAGON, look, 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);
+ }
+ state_change(DRAGON, DRAGON_DEAD);
+ game.prop[RUG] = RUG_FLOOR;
+ /* FIXME: Arithmentic on location values */
+ int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 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);
+ if (game.place[obj] == objects[DRAGON].plac || game.place[obj] == objects[DRAGON].fixd)
+ move(obj, k);
}
game.loc = k;
return GO_MOVE;
* Look up foo 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 k = vocab(foo, 3);
+ char word[6];
+ packed_to_token(foo, word);
+ int k = (int) get_special_vocab_id(word);
int spk = NOTHING_HAPPENS;
if (game.foobar != 1 - k) {
- if (game.foobar != 0 && game.loc == LOC_GIANTROOM)spk = START_OVER;
+ if (game.foobar != 0 && game.loc == LOC_GIANTROOM)
+ spk = START_OVER;
rspeak(spk);
return GO_CLEAROBJ;
} else {
return GO_CLEAROBJ;
}
game.foobar = 0;
- if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
+ if (game.place[EGGS] == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
rspeak(spk);
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] == 0)
- game.prop[TROLL] = 1;
+ if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
+ game.prop[TROLL] = TROLL_PAIDONCE;
k = 2;
- if (HERE(EGGS))k = 1;
- if (game.loc == PLAC[EGGS])k = 0;
- MOVE(EGGS, PLAC[EGGS]);
+ if (HERE(EGGS))
+ k = 1;
+ if (game.loc == objects[EGGS].plac)
+ k = 0;
+ move(EGGS, objects[EGGS].plac);
pspeak(EGGS, look, k);
return GO_CLEAROBJ;
}
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(TRIDENT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
- if (verb == LOCK)spk = HUH_MAN;
+ if (TOTING(obj))
+ spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
+ if (!TOTING(TRIDENT))
+ spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
+ if (verb == LOCK)
+ spk = HUH_MAN;
if (spk == PEARL_FALLS) {
DESTROY(CLAM);
- DROP(OYSTER, game.loc);
- DROP(PEARL, LOC_CULDESAC);
+ drop(OYSTER, game.loc);
+ drop(PEARL, LOC_CULDESAC);
}
rspeak(spk);
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) {
+ if (obj == MIRROR) {
+ if (game.closed) {
rspeak(BREAK_MIRROR);
return GO_DWARFWAKE;
+ } else {
+ rspeak(TOO_FAR);
+ return GO_CLEAROBJ;
}
}
- rspeak(spk);
- return GO_CLEAROBJ;
+ if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
+ if (TOTING(VASE))
+ drop(VASE, game.loc);
+ state_change(VASE, VASE_BROKEN);
+ game.fixed[VASE] = -1;
+ return GO_CLEAROBJ;
+ }
+ rspeak(actions[verb].message);
+ return (GO_CLEAROBJ);
}
static int brief(void)
return GO_CLEAROBJ;
}
-static int carry(token_t verb, token_t obj)
+static int vcarry(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. */
/* 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)
+ atdwrf(game.loc) > 0)
return GO_UNKNOWN;
obj = game.atloc[game.loc];
}
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 == PLANT && game.prop[PLANT] <= 0)
+ spk = DEEP_ROOTS;
+ if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
+ spk = BEAR_CHAINED;
+ if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
+ 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] == RUG_HOVER)
+ spk = RUG_HOVERS;
+ if (obj == SIGN)
+ spk = HAND_PASSTHROUGH;
if (obj == MESSAG) {
rspeak(REMOVE_MESSAGE);
DESTROY(MESSAG);
return (fill(verb, BOTTLE));
else {
if (game.prop[BOTTLE] != EMPTY_BOTTLE)
- spk = BOTTLE_FULL;
- if (!TOTING(BOTTLE))spk = NO_CONTAINER;
+ spk = BOTTLE_FULL;
+ if (!TOTING(BOTTLE))
+ spk = NO_CONTAINER;
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(BIRD_CRAP);
return GO_CLEAROBJ;
}
- if (!TOTING(CAGE))spk = CANNOT_CARRY;
- if (TOTING(ROD))spk = BIRD_EVADES;
+ 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] = BIRD_CAGED;
}
if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
- CARRY(BIRD + CAGE - obj, game.loc);
- CARRY(obj, game.loc);
+ carry(BIRD + CAGE - obj, game.loc);
+ carry(obj, game.loc);
if (obj == BOTTLE && LIQUID() != 0)
game.place[LIQUID()] = CARRIED;
if (GSTONE(obj) && game.prop[obj] != 0) {
game.prop[obj] = 0;
- game.prop[CAVITY] = 1;
+ game.prop[CAVITY] = CAVITY_EMPTY;
}
rspeak(OK_MAN);
return GO_CLEAROBJ;
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 (game.prop[BEAR] == UNTAMED_BEAR)
+ spk = BEAR_BLOCKS;
+ if (game.prop[CHAIN] == CHAIN_HEAP)
+ 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.prop[CHAIN] = CHAIN_HEAP;
+ game.fixed[CHAIN] = CHAIN_HEAP;
+ if (game.prop[BEAR] != BEAR_DEAD)
+ game.prop[BEAR] = CONTENTED_BEAR;
+ /* FIXME: Arithmetic on state numbers */
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 (game.prop[CHAIN] != CHAIN_HEAP)
+ spk = ALREADY_LOCKED;
+ if (game.loc != objects[CHAIN].plac)
+ spk = NO_LOCKSITE;
if (spk != CHAIN_LOCKED) {
rspeak(spk);
return GO_CLEAROBJ;
}
- game.prop[CHAIN] = 2;
- if (TOTING(CHAIN))DROP(CHAIN, game.loc);
+ game.prop[CHAIN] = CHAIN_FIXED;
+ if (TOTING(CHAIN))
+ drop(CHAIN, game.loc);
game.fixed[CHAIN] = -1;
}
rspeak(spk);
* 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];
+ int spk = actions[verb].message;
if (!just_do_it) {
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
+ 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;
+ if (game.closed)
+ return GO_DWARFWAKE;
DESTROY(SNAKE);
/* Set game.prop for use by travel options */
- game.prop[SNAKE] = 1;
+ game.prop[SNAKE] = SNAKE_CHASED;
- } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
+ } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
rspeak(GEM_FITS);
game.prop[obj] = 1;
- game.prop[CAVITY] = 0;
- if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
- game.prop[RUG] == 2))) {
+ game.prop[CAVITY] = CAVITY_FULL;
+ if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || (obj == RUBY &&
+ game.prop[RUG] == RUG_HOVER))) {
spk = RUG_RISES;
- if (TOTING(RUG))spk = RUG_WIGGLES;
- if (obj == RUBY)spk = RUG_SETTLES;
+ if (TOTING(RUG))
+ spk = RUG_WIGGLES;
+ if (obj == RUBY)
+ spk = RUG_SETTLES;
rspeak(spk);
if (spk != RUG_WIGGLES) {
+ /* FIXME: Arithmetic on state numbers */
int k = 2 - game.prop[RUG];
game.prop[RUG] = k;
- if (k == 2) k = PLAC[SAPPH];
- MOVE(RUG + NOBJECTS, k);
+ if (k == 2)
+ k = objects[SAPPH].plac;
+ move(RUG + NOBJECTS, k);
}
}
} else if (obj == COINS && HERE(VEND)) {
DESTROY(COINS);
- DROP(BATTERY, game.loc);
+ drop(BATTERY, game.loc);
pspeak(BATTERY, look, FRESH_BATTERIES);
return GO_CLEAROBJ;
- } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
+ } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
rspeak(BIRD_BURNT);
DESTROY(BIRD);
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);
+ move(TROLL, 0);
+ move(TROLL + NOBJECTS, 0);
+ move(TROLL2, objects[TROLL].plac);
+ move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
game.prop[TROLL] = 2;
- } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
+ } else if (obj != VASE || game.loc == objects[PILLOW].plac) {
rspeak(OK_MAN);
} else {
game.prop[VASE] = 2;
- if (AT(PILLOW))game.prop[VASE] = 0;
+ if (AT(PILLOW))
+ game.prop[VASE] = 0;
pspeak(VASE, look, game.prop[VASE] + 1);
- if (game.prop[VASE] != 0)game.fixed[VASE] = -1;
+ if (game.prop[VASE] != 0)
+ game.fixed[VASE] = -1;
}
}
int k = LIQUID();
- if (k == obj)obj = BOTTLE;
+ if (k == obj)
+ obj = BOTTLE;
if (obj == BOTTLE && k != 0)
game.place[k] = LOC_NOWHERE;
if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
- DROP(BIRD, game.loc);
- DROP(obj, game.loc);
- if (obj != BIRD) return GO_CLEAROBJ;
+ drop(BIRD, game.loc);
+ drop(obj, game.loc);
+ if (obj != BIRD)
+ return GO_CLEAROBJ;
game.prop[BIRD] = BIRD_UNCAGED;
if (FOREST(game.loc))
- game.prop[BIRD] = BIRD_FOREST_UNCAGED;
+ game.prop[BIRD] = BIRD_FOREST_UNCAGED;
return GO_CLEAROBJ;
}
/* 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];
+ int spk = actions[verb].message;
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 (obj != 0 && obj != WATER)
+ spk = RIDICULOUS_ATTEMPT;
if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[WATER] = LOC_NOWHERE;
spk = BOTTLE_EMPTY;
}
+ rspeak(spk);
} else {
DESTROY(BLOOD);
- game.prop[DRAGON] = 2;
+ state_change(DRAGON, DRAGON_BLOODLESS);
game.blooded = true;
- spk = HEAD_BUZZES;
}
- rspeak(spk);
return GO_CLEAROBJ;
}
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
- int spk = ACTSPK[verb];
+ int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (!HERE(FOOD))
return GO_UNKNOWN;
}
if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)spk = LOST_APPETITE;
+ OGRE)
+ spk = LOST_APPETITE;
}
rspeak(spk);
return GO_CLEAROBJ;
static int extinguish(token_t verb, int obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
- int spk = ACTSPK[verb];
+ int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
- obj = LAMP;
- if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
- if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
+ 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] = LAMP_DARK;
- rspeak(LAMP_OFF);
+ state_change(LAMP, LAMP_DARK);
spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
} else if (obj == DRAGON || obj == VOLCANO)
spk = BEYOND_POWER;
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
- int spk = ACTSPK[verb];
+ int spk = actions[verb].message;
if (obj == BIRD) {
rspeak(BIRD_PINING);
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 == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
+ spk = RIDICULOUS_ATTEMPT;
+ if (obj == TROLL)
+ spk = TROLL_VICES;
if (obj == SNAKE && !game.closed && HERE(BIRD)) {
DESTROY(BIRD);
spk = BIRD_DEVOURED;
spk = REALLY_MAD;
}
} else if (obj == BEAR) {
- if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
- if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
+ if (game.prop[BEAR] == UNTAMED_BEAR)
+ spk = NOTHING_EDIBLE;
+ if (game.prop[BEAR] == BEAR_DEAD)
+ spk = RIDICULOUS_ATTEMPT;
if (HERE(FOOD)) {
DESTROY(FOOD);
- game.prop[BEAR] = 1;
+ game.prop[BEAR] = SITTING_BEAR;
game.fixed[AXE] = 0;
game.prop[AXE] = 0;
spk = BEAR_TAMED;
* is nasty.) */
{
int k;
- int spk = ACTSPK[verb];
+ int spk = actions[verb].message;
if (obj == VASE) {
spk = ARENT_CARRYING;
- if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
+ if (LIQLOC(game.loc) == 0)
+ spk = FILL_INVALID;
if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.place[k] = LOC_NOWHERE;
game.prop[BOTTLE] = EMPTY_BOTTLE;
- if (k == OIL)game.prop[URN] = 1;
+ if (k == OIL)
+ game.prop[URN] = 1;
spk = WATER_URN + game.prop[URN];
rspeak(spk);
return GO_CLEAROBJ;
if (LIQUID() != 0)
spk = BOTTLE_FULL;
if (spk == BOTTLED_WATER) {
- /* FIXME: Arithmetic on property values */
+ /* FIXME: Arithmetic on property values */
game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
k = LIQUID();
if (TOTING(BOTTLE))
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];
+ int spk = actions[verb].message;
if (AT(obj) ||
(LIQUID() == obj && AT(BOTTLE)) ||
obj == LIQLOC(game.loc) ||
- (obj == DWARF && ATDWRF(game.loc) > 0))
+ (obj == DWARF && atdwrf(game.loc) > 0))
spk = YOU_HAVEIT;
- if (game.closed)spk = NEEDED_NEARBY;
- if (TOTING(obj))spk = ALREADY_CARRYING;
+ if (game.closed)
+ spk = NEEDED_NEARBY;
+ if (TOTING(obj))
+ spk = ALREADY_CARRYING;
rspeak(spk);
return GO_CLEAROBJ;
}
static int fly(token_t verb, token_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
- int spk = ACTSPK[verb];
+ int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
- if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
- if (!HERE(RUG))spk = FLAP_ARMS;
+ if (game.prop[RUG] != RUG_HOVER)
+ spk = RUG_NOTHING2;
+ if (!HERE(RUG))
+ spk = FLAP_ARMS;
if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
rspeak(spk);
return GO_CLEAROBJ;
return GO_CLEAROBJ;
}
spk = RUG_NOTHING1;
- if (game.prop[RUG] != 2) {
+ if (game.prop[RUG] != RUG_HOVER) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.oldlc2 = game.oldloc;
game.oldloc = game.loc;
+ /* FIXME: Arithmetic on location values */
game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
spk = RUG_GOES;
if (game.prop[SAPPH] >= 0)
static int light(token_t verb, token_t obj)
/* Light. Applicable only to lamp and urn. */
{
- int spk = ACTSPK[verb];
+ int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
- obj = LAMP;
- if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN;
- if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
+ 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) {
rspeak(spk);
return GO_CLEAROBJ;
}
- game.prop[LAMP] = LAMP_BRIGHT;
- rspeak(LAMP_ON);
+ state_change(LAMP, LAMP_BRIGHT);
if (game.wzdark)
return GO_TOP;
else
if (k != SILENT) {
rspeak(k);
if (locations[game.loc].loud)
- return GO_CLEAROBJ;
- else
- spk = NO_MESSAGE;
+ return GO_CLEAROBJ;
+ else
+ spk = NO_MESSAGE;
}
for (int i = 1; i <= NOBJECTS; i++) {
- if (!HERE(i) || object_descriptions[i].sounds[0] == NULL || game.prop[i] < 0)
+ if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
continue;
- int mi = game.prop[i];
- if (i == BIRD)
- mi += 3 * game.blooded;
- pspeak(i, hear, mi, game.zzword);
+ int mi = game.prop[i];
+ if (i == BIRD)
+ mi += 3 * game.blooded;
+ long packed_zzword = token_to_packed(game.zzword);
+ pspeak(i, hear, mi, packed_zzword);
spk = NO_MESSAGE;
- /* FIXME: Magic number, sensitive to bird state logic */
- if (i == BIRD && game.prop[i] == 5)
+ /* FIXME: Magic number, sensitive to bird state logic */
+ if (i == BIRD && game.prop[i] == 5)
DESTROY(BIRD);
}
rspeak(spk);
static int lock(token_t verb, token_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
- int spk = ACTSPK[verb];
+ int spk = actions[verb].message;
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 (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 || obj == INTRANSITIVE) {
rspeak(spk);
return GO_CLEAROBJ;
* 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 == 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)) {
return chain(verb);
if (game.closng) {
spk = EXIT_CLOSED;
- if (!game.panic)game.clock2 = PANICTIME;
+ if (!game.panic)
+ game.clock2 = PANICTIME;
game.panic = true;
} else {
- game.prop[GRATE] = (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN;
- spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
+ state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
+ return GO_CLEAROBJ;
}
}
}
/* 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;
+ int spk = actions[verb].message;
+ if (obj == BOTTLE || obj == 0)
+ obj = LIQUID();
+ if (obj == 0)
+ return GO_UNKNOWN;
if (!TOTING(obj)) {
rspeak(spk);
return GO_CLEAROBJ;
return GO_MOVE;
} else {
game.prop[DOOR] = 0;
- if (obj == OIL)game.prop[DOOR] = 1;
+ if (obj == OIL)
+ game.prop[DOOR] = 1;
spk = RUSTED_HINGES + game.prop[DOOR];
rspeak(spk);
return GO_CLEAROBJ;
static int 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]))
+ if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
terminate(quitgame);
return GO_CLEAROBJ;
}
if (command.obj == INTRANSITIVE) {
command.obj = 0;
for (int i = 1; i <= NOBJECTS; i++) {
- if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
+ if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
command.obj = command.obj * NOBJECTS + i;
}
if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
if (DARK(game.loc)) {
rspeak(NO_SEE, command.wd1, command.wd1x);
} 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 (OBJTXT[command.obj] == 0 || game.prop[command.obj] < 0) {
- rspeak(ACTSPK[command.verb]);
+ 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] < 0) {
+ rspeak(actions[command.verb].message);
} else
pspeak(command.obj, study, game.prop[command.obj]);
return GO_CLEAROBJ;
static int rub(token_t verb, token_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
- int spk = ACTSPK[verb];
+ int spk = actions[verb].message;
if (obj != LAMP)
spk = PECULIAR_NOTHING;
if (obj == URN && game.prop[URN] == 2) {
DESTROY(URN);
- DROP(AMBER, game.loc);
+ drop(AMBER, game.loc);
game.prop[AMBER] = 1;
--game.tally;
- DROP(CAVITY, game.loc);
+ drop(CAVITY, game.loc);
spk = URN_GENIES;
}
rspeak(spk);
b = command->wd2x;
command->wd1 = command->wd2;
}
- int wd = VOCAB(command->wd1, -1);
- /* FIXME: Magic numbers */
- if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
+ //int wd = vocab(command->wd1, -1);
+ char word1[6];
+ packed_to_token(command->wd1, word1);
+ int wd = (int) get_vocab_id(word1);
+ /* FIXME: magic numbers */
+ if (wd == XYZZY || wd == PLUGH || wd == PLOVER || wd == ACTION_WORD(GIANTWORDS) || wd == ACTION_WORD(PART)) {
/* FIXME: scribbles on the interpreter's command block */
wordclear(&command->wd2);
return GO_LOOKUP;
static int throw_support(long spk)
{
rspeak(spk);
- DROP(AXE, game.loc);
+ drop(AXE, game.loc);
return GO_MOVE;
}
-static int throw (FILE *cmdin, struct command_t *command)
+static int throw (struct 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. */
{
- int spk = ACTSPK[command->verb];
- if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
+ int spk = actions[command->verb].message;
+ if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
+ command->obj = ROD2;
if (!TOTING(command->obj)) {
rspeak(spk);
return GO_CLEAROBJ;
}
- if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) {
+ if (objects[command->obj].is_treasure && AT(TROLL)) {
spk = TROLL_SATISFIED;
/* Snarf a treasure for the troll. */
- DROP(command->obj, 0);
- MOVE(TROLL, 0);
- MOVE(TROLL + NOBJECTS, 0);
- DROP(TROLL2, PLAC[TROLL]);
- DROP(TROLL2 + NOBJECTS, FIXD[TROLL]);
- JUGGLE(CHASM);
+ drop(command->obj, 0);
+ move(TROLL, 0);
+ move(TROLL + NOBJECTS, 0);
+ drop(TROLL2, objects[TROLL].plac);
+ drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
rspeak(spk);
return GO_CLEAROBJ;
}
if (command->obj != AXE)
return (discard(command->verb, command->obj, false));
else {
- int i = ATDWRF(game.loc);
+ int i = atdwrf(game.loc);
if (i <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == 0)
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
return throw_support(DRAGON_SCALES);
if (AT(TROLL))
return throw_support(TROLL_RETURNS);
else if (AT(OGRE))
return throw_support(OGRE_DODGE);
- else if (HERE(BEAR) && game.prop[BEAR] == 0) {
+ else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
/* This'll teach him to throw the axe at the bear! */
- DROP(AXE, game.loc);
+ drop(AXE, game.loc);
game.fixed[AXE] = -1;
game.prop[AXE] = 1;
- JUGGLE(BEAR);
+ juggle(BEAR);
rspeak(AXE_LOST);
return GO_CLEAROBJ;
}
command->obj = 0;
- return (attack(cmdin, command));
+ return (attack(command));
}
if (randrange(NDWARVES + 1) < game.dflag) {
/* Wake. Only use is to disturb the dwarves. */
{
if (obj != DWARF || !game.closed) {
- rspeak(ACTSPK[verb]);
+ rspeak(actions[verb].message);
return GO_CLEAROBJ;
} else {
rspeak(PROD_DWARF);
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;
+ int spk = actions[verb].message;
+ if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
+ spk = ARENT_CARRYING;
if (obj != ROD ||
!TOTING(obj) ||
(!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
}
/* FIXME: Arithemetic on proprty values */
if (HERE(BIRD))
- spk = FREE_FLY + MOD(game.prop[BIRD], 2);
+ spk = FREE_FLY + MOD(game.prop[BIRD], 2);
if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
- DROP(JADE, game.loc);
+ drop(JADE, game.loc);
game.prop[JADE] = 0;
--game.tally;
spk = NECKLACE_FLY;
rspeak(spk);
return GO_CLEAROBJ;
}
- if (HERE(BIRD))rspeak(spk);
+ if (HERE(BIRD))
+ rspeak(spk);
game.prop[FISSURE] = 1 - game.prop[FISSURE];
pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
return GO_CLEAROBJ;
}
}
-int action(FILE *input, struct command_t *command)
+int action(struct 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.
*/
{
- token_t spk = ACTSPK[command->verb];
+ token_t spk = actions[command->verb].message;
if (command->part == unknown) {
/* Analyse an object word. See if the thing is here, whether
if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
command->obj = ENTRNC;
- } else if (command->obj == DWARF && ATDWRF(game.loc) > 0)
+ } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
/* FALL THROUGH */;
else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
/* FALL THROUGH */;
} else if (command->obj == ROD && HERE(ROD2)) {
command->obj = ROD2;
/* FALL THROUGH */;
- } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0)
+ } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
/* FALL THROUGH */;
else {
rspeak(NO_SEE, command->wd1, command->wd1x);
switch (command->part) {
case intransitive:
if (command->wd2 > 0 && command->verb != SAY)
- return GO_WORD2;
- if (command->verb == SAY)command->obj = command->wd2;
+ return GO_WORD2;
+ if (command->verb == SAY)
+ command->obj = command->wd2;
if (command->obj == 0 || command->obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */
- switch (command->verb - 1) {
- case 0: /* CARRY */
- return carry(command->verb, INTRANSITIVE);
- case 1: /* DROP */
+ switch (command->verb) {
+ case CARRY:
+ return vcarry(command->verb, INTRANSITIVE);
+ case DROP:
return GO_UNKNOWN;
- case 2: /* SAY */
+ case SAY:
return GO_UNKNOWN;
- case 3: /* UNLOC */
+ case UNLOCK:
return lock(command->verb, INTRANSITIVE);
- case 4: { /* NOTHI */
+ case NOTHING: {
rspeak(OK_MAN);
return (GO_CLEAROBJ);
}
- case 5: /* LOCK */
+ case LOCK:
return lock(command->verb, INTRANSITIVE);
- case 6: /* LIGHT */
+ case LIGHT:
return light(command->verb, INTRANSITIVE);
- case 7: /* EXTIN */
+ case EXTINGUISH:
return extinguish(command->verb, INTRANSITIVE);
- case 8: /* WAVE */
+ case WAVE:
return GO_UNKNOWN;
- case 9: /* CALM */
+ case TAME:
return GO_UNKNOWN;
- case 10: { /* WALK */
+ case GO: {
rspeak(spk);
return GO_CLEAROBJ;
}
- case 11: /* ATTAC */
- return attack(input, command);
- case 12: /* POUR */
+ case ATTACK:
+ return attack(command);
+ case POUR:
return pour(command->verb, command->obj);
- case 13: /* EAT */
+ case EAT:
return eat(command->verb, INTRANSITIVE);
- case 14: /* DRINK */
+ case DRINK:
return drink(command->verb, command->obj);
- case 15: /* RUB */
+ case RUB:
return GO_UNKNOWN;
- case 16: /* TOSS */
+ case THROW:
return GO_UNKNOWN;
- case 17: /* QUIT */
+ case QUIT:
return quit();
- case 18: /* FIND */
+ case FIND:
return GO_UNKNOWN;
- case 19: /* INVEN */
+ case INVENTORY:
return inven();
- case 20: /* FEED */
+ case FEED:
return GO_UNKNOWN;
- case 21: /* FILL */
+ case FILL:
return fill(command->verb, command->obj);
- case 22: /* BLAST */
+ case BLAST:
blast();
return GO_CLEAROBJ;
- case 23: /* SCOR */
+ case SCORE:
score(scoregame);
return GO_CLEAROBJ;
- case 24: /* FOO */
+ case GIANTWORDS:
return bigwords(command->wd1);
- case 25: /* BRIEF */
+ case BRIEF:
return brief();
- case 26: /* READ */
- command->obj = INTRANSITIVE;
+ case READ:
+ command->obj = INTRANSITIVE;
return read(*command);
- case 27: /* BREAK */
+ case BREAK:
return GO_UNKNOWN;
- case 28: /* WAKE */
+ case WAKE:
return GO_UNKNOWN;
- case 29: /* SUSP */
+ case SAVE:
return suspend();
- case 30: /* RESU */
+ case RESUME:
return resume();
- case 31: /* FLY */
+ case FLY:
return fly(command->verb, INTRANSITIVE);
- case 32: /* LISTE */
+ case LISTEN:
return listen();
- case 33: /* ZZZZ */
+ case PART:
return reservoir();
+ default:
+ BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
- BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
}
/* FALLTHRU */
case transitive:
/* Analyse a transitive verb. */
- switch (command->verb - 1) {
- case 0: /* CARRY */
- return carry(command->verb, command->obj);
- case 1: /* DROP */
+ switch (command->verb) {
+ case CARRY:
+ return vcarry(command->verb, command->obj);
+ case DROP:
return discard(command->verb, command->obj, false);
- case 2: /* SAY */
+ case SAY:
return say(command);
- case 3: /* UNLOC */
+ case UNLOCK:
return lock(command->verb, command->obj);
- case 4: { /* NOTHI */
+ case NOTHING: {
rspeak(OK_MAN);
return (GO_CLEAROBJ);
}
- case 5: /* LOCK */
+ case LOCK:
return lock(command->verb, command->obj);
- case 6: /* LIGHT */
+ case LIGHT:
return light(command->verb, command->obj);
- case 7: /* EXTI */
+ case EXTINGUISH:
return extinguish(command->verb, command->obj);
- case 8: /* WAVE */
+ case WAVE:
return wave(command->verb, command->obj);
- case 9: { /* CALM */
+ case TAME: {
rspeak(spk);
return GO_CLEAROBJ;
}
- case 10: { /* WALK */
+ case GO: {
rspeak(spk);
return GO_CLEAROBJ;
}
- case 11: /* ATTAC */
- return attack(input, command);
- case 12: /* POUR */
+ case ATTACK:
+ return attack(command);
+ case POUR:
return pour(command->verb, command->obj);
- case 13: /* EAT */
+ case EAT:
return eat(command->verb, command->obj);
- case 14: /* DRINK */
+ case DRINK:
return drink(command->verb, command->obj);
- case 15: /* RUB */
+ case RUB:
return rub(command->verb, command->obj);
- case 16: /* TOSS */
- return throw(input, command);
- case 17: { /* QUIT */
+ case THROW:
+ return throw (command);
+ case QUIT: {
rspeak(spk);
return GO_CLEAROBJ;
}
- case 18: /* FIND */
+ case FIND:
return find(command->verb, command->obj);
- case 19: /* INVEN */
+ case INVENTORY:
return find(command->verb, command->obj);
- case 20: /* FEED */
+ case FEED:
return feed(command->verb, command->obj);
- case 21: /* FILL */
+ case FILL:
return fill(command->verb, command->obj);
- case 22: /* BLAST */
+ case BLAST:
blast();
return GO_CLEAROBJ;
- case 23: { /* SCOR */
+ case SCORE: {
rspeak(spk);
return GO_CLEAROBJ;
}
- case 24: { /* FOO */
+ case GIANTWORDS: {
rspeak(spk);
return GO_CLEAROBJ;
}
- case 25: { /* BRIEF */
+ case BRIEF: {
rspeak(spk);
return GO_CLEAROBJ;
}
- case 26: /* READ */
+ case READ:
return read(*command);
- case 27: /* BREAK */
+ case BREAK:
return vbreak(command->verb, command->obj);
- case 28: /* WAKE */
+ case WAKE:
return wake(command->verb, command->obj);
- case 29: { /* SUSP */
+ case SAVE: {
rspeak(spk);
return GO_CLEAROBJ;
}
- case 30: { /* RESU */
+ case RESUME: {
rspeak(spk);
return GO_CLEAROBJ;
}
- case 31: /* FLY */
+ case FLY:
return fly(command->verb, command->obj);
- case 32: { /* LISTE */
+ case LISTEN: {
rspeak(spk);
return GO_CLEAROBJ;
}
- case 33: /* ZZZZ */
+ case PART:
return reservoir();
+ default:
+ BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
- BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
rspeak(WHAT_DO, command->wd1, command->wd1x);
return GO_CHECKHINT;
default:
- BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
+ BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
}
}