#include "advent.h"
#include "dungeon.h"
-static int fill(token_t, token_t);
+static int fill(verb_t, obj_t);
static int attack(struct command_t *command)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
* enemies, or no enemies but 2 others. */
{
- vocab_t verb = command->verb;
+ verb_t verb = command->verb;
obj_t obj = command->obj;
- if (obj == NO_OBJECT ||
- obj == INTRANSITIVE) {
+ if (obj == INTRANSITIVE) {
int changes = 0;
if (atdwrf(game.loc) > 0) {
obj = DWARF;
++changes;
}
/* check for low-priority targets */
- if (obj == NO_OBJECT) {
+ if (obj == INTRANSITIVE) {
/* Can't attack bird or machine by throwing axe. */
if (HERE(BIRD) && verb != THROW) {
obj = BIRD;
* 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()) {
- // 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;
- }
+ if (!silent_yes())
+ {
+ speak(arbitrary_messages[NASTY_DRAGON]);
+ return GO_MOVE;
+ }
state_change(DRAGON, DRAGON_DEAD);
game.prop[RUG] = RUG_FLOOR;
/* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
- * The way it was computed before was wirse; it depended on the
+ * 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, -1);
- move(RUG + NOBJECTS, LOC_NOWHERE);
+ move(DRAGON + NOBJECTS, IS_FIXED);
+ move(RUG + NOBJECTS, IS_FREE);
move(DRAGON, LOC_SECRET5);
move(RUG, LOC_SECRET5);
drop(BLOOD, LOC_SECRET5);
- for (obj = 1; obj <= NOBJECTS; obj++) {
- if (game.place[obj] == objects[DRAGON].plac ||
- game.place[obj] == objects[DRAGON].fixd)
- move(obj, LOC_SECRET5);
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
+ if (game.place[i] == objects[DRAGON].plac ||
+ game.place[i] == objects[DRAGON].fixd)
+ move(i, LOC_SECRET5);
}
game.loc = LOC_SECRET5;
return GO_MOVE;
}
switch (obj) {
- case NO_OBJECT:
+ case INTRANSITIVE:
rspeak(NO_TARGET);
break;
case CLAM:
* Look up foo in special section of vocab to determine which word we've got.
* Last word zips the eggs back to the giant room (unless already there). */
{
- if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
- (game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
- (game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
- (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
- (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM))) {
+ if ((game.foobar == WORD_EMPTY && id == FEE) ||
+ (game.foobar == FEE && id == FIE) ||
+ (game.foobar == FIE && id == FOE) ||
+ (game.foobar == FOE && id == FOO) ||
+ (game.foobar == FOE && id == FUM)) {
game.foobar = id;
- if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
+ if ((id != FOO) && (id != FUM)) {
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
* crossing. */
if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
game.prop[TROLL] = TROLL_PAIDONCE;
- int k = EGGS_DONE;
+ int k;
if (HERE(EGGS))
k = EGGS_VANISHED;
- if (game.loc == objects[EGGS].plac)
+ else if (game.loc == objects[EGGS].plac)
k = EGGS_HERE;
+ else
+ k = EGGS_DONE;
move(EGGS, objects[EGGS].plac);
pspeak(EGGS, look, k, true);
return GO_CLEAROBJ;
static void blast(void)
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
{
- if (game.prop[ROD2] < 0 ||
+ if (game.prop[ROD2] == STATE_NOTFOUND ||
!game.closed)
rspeak(REQUIRES_DYNAMITE);
else {
- game.bonus = VICTORY_MESSAGE;
- if (game.loc == LOC_NE)
- game.bonus = DEFEAT_MESSAGE;
- if (HERE(ROD2))
- game.bonus = SPLATTER_MESSAGE;
- rspeak(game.bonus);
+ 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 vbreak(vocab_t verb, obj_t obj)
+static int vbreak(verb_t verb, obj_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
- if (obj == MIRROR) {
+ switch (obj) {
+ case MIRROR:
if (game.closed) {
rspeak(BREAK_MIRROR);
return GO_DWARFWAKE;
} else {
rspeak(TOO_FAR);
- return GO_CLEAROBJ;
+ break;
}
+ case VASE:
+ if (game.prop[VASE] == VASE_WHOLE) {
+ if (TOTING(VASE))
+ drop(VASE, game.loc);
+ state_change(VASE, VASE_BROKEN);
+ game.fixed[VASE] = IS_FIXED;
+ break;
+ }
+ default:
+ speak(actions[verb].message);
}
- if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
- if (TOTING(VASE))
- drop(VASE, game.loc);
- state_change(VASE, VASE_BROKEN);
- game.fixed[VASE] = IS_FIXED;
- return GO_CLEAROBJ;
- }
- speak(actions[verb].message);
return (GO_CLEAROBJ);
}
return GO_CLEAROBJ;
}
-static int vcarry(token_t verb, obj_t obj)
+static int vcarry(verb_t verb, obj_t obj)
/* Carry an object. Special cases for bird and cage (if bird in cage, can't
* take one without the other). Liquids also special, since they depend on
* status of bottle. Also various side effects, etc. */
{
if (obj == INTRANSITIVE) {
/* Carry, no object given yet. OK if only one object present. */
- if (game.atloc[game.loc] == 0 ||
+ if (game.atloc[game.loc] == NO_OBJECT ||
game.link[game.atloc[game.loc]] != 0 ||
atdwrf(game.loc) > 0)
return GO_UNKNOWN;
}
if (TOTING(obj)) {
- rspeak(ALREADY_CARRYING);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
}
if (game.fixed[obj] != IS_FREE) {
- /* Next guard tests whether plant is tiny or stashed */
- if (obj == PLANT && game.prop[PLANT] <= PLANT_THIRSTY) {
- rspeak(DEEP_ROOTS);
- return GO_CLEAROBJ;
- }
- if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) {
- rspeak(BEAR_CHAINED);
- return GO_CLEAROBJ;
- }
- if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) {
- rspeak(STILL_LOCKED);
- return GO_CLEAROBJ;
- }
- if (obj == URN) {
+ switch (obj) {
+ case PLANT:
+ /* Next guard tests whether plant is tiny or stashed */
+ rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
+ break;
+ case BEAR:
+ rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
+ break;
+ case CHAIN:
+ rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
+ break;
+ case RUG:
+ rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
+ break;
+ case URN:
rspeak(URN_NOBUDGE);
- return GO_CLEAROBJ;
- }
- if (obj == CAVITY) {
+ break;
+ case CAVITY:
rspeak(DOUGHNUT_HOLES);
- return GO_CLEAROBJ;
- }
- if (obj == BLOOD) {
+ break;
+ case BLOOD:
rspeak(FEW_DROPS);
- return GO_CLEAROBJ;
- }
- if (obj == RUG && game.prop[RUG] == RUG_HOVER) {
- rspeak(RUG_HOVERS);
- return GO_CLEAROBJ;
- }
- if (obj == SIGN) {
+ break;
+ case SIGN:
rspeak(HAND_PASSTHROUGH);
- return GO_CLEAROBJ;
+ break;
+ default:
+ rspeak(YOU_JOKING);
}
- rspeak(YOU_JOKING);
return GO_CLEAROBJ;
}
obj == OIL) {
if (!HERE(BOTTLE) ||
LIQUID() != obj) {
- if (TOTING(BOTTLE)) {
- if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
- return (fill(verb, BOTTLE));
- } else if (game.prop[BOTTLE] != EMPTY_BOTTLE)
- rspeak(BOTTLE_FULL);
+ if (!TOTING(BOTTLE)) {
+ rspeak(NO_CONTAINER);
return GO_CLEAROBJ;
}
- rspeak(NO_CONTAINER);
+ if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
+ return (fill(verb, BOTTLE));
+ } else
+ rspeak(BOTTLE_FULL);
return GO_CLEAROBJ;
}
obj = BOTTLE;
}
if ((obj == BIRD ||
obj == CAGE) &&
- (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
+ (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
/* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
+ }
+
carry(obj, game.loc);
+
if (obj == BOTTLE && LIQUID() != NO_OBJECT)
game.place[LIQUID()] = CARRIED;
+
if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
game.prop[obj] = STATE_FOUND;
game.prop[CAVITY] = CAVITY_EMPTY;
return GO_CLEAROBJ;
}
-static int chain(token_t verb)
+static int chain(verb_t verb)
/* Do something to the bear's chain */
{
if (verb != LOCK) {
switch (game.prop[BEAR]) {
case BEAR_DEAD:
+ // LCOV_EXCL_START
+ /* Can't be reached as long as the only way for the bear to die
+ * is from a bridge collapse. Leave in in case this changes, but
+ * exclude from coverage testing. */
game.fixed[BEAR] = IS_FIXED;
break;
+ // LCOV_EXCL_STOP
default:
game.fixed[BEAR] = IS_FREE;
}
return GO_CLEAROBJ;
}
-static int discard(token_t verb, obj_t obj)
+static int 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 (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
+ if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
obj = ROD2;
+ }
+
if (!TOTING(obj)) {
speak(actions[verb].message);
return GO_CLEAROBJ;
}
- if (obj == BIRD && HERE(SNAKE)) {
- rspeak(BIRD_ATTACKS);
- if (game.closed)
- return GO_DWARFWAKE;
- DESTROY(SNAKE);
- /* Set game.prop for use by travel options */
- game.prop[SNAKE] = SNAKE_CHASED;
- } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
+ if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
rspeak(GEM_FITS);
game.prop[obj] = STATE_IN_CAVITY;
game.prop[CAVITY] = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
(obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
- int spk = RUG_RISES;
- if (TOTING(RUG))
- spk = RUG_WIGGLES;
if (obj == RUBY)
- spk = RUG_SETTLES;
- rspeak(spk);
- if (spk != RUG_WIGGLES) {
+ rspeak(RUG_SETTLES);
+ else if (TOTING(RUG))
+ rspeak(RUG_WIGGLES);
+ else
+ rspeak(RUG_RISES);
+ if (!TOTING(RUG) || obj == RUBY) {
int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
game.prop[RUG] = k;
if (k == RUG_HOVER)
move(RUG + NOBJECTS, k);
}
}
- } else if (obj == COINS && HERE(VEND)) {
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == COINS && HERE(VEND)) {
DESTROY(COINS);
drop(BATTERY, game.loc);
pspeak(BATTERY, look, FRESH_BATTERIES, true);
return GO_CLEAROBJ;
- } 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)) {
+ }
+
+ if (LIQUID() == obj)
+ obj = BOTTLE;
+ if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+ game.place[LIQUID()] = LOC_NOWHERE;
+ }
+
+ if (obj == BEAR && AT(TROLL)) {
state_change(TROLL, TROLL_GONE);
move(TROLL, LOC_NOWHERE);
- move(TROLL + NOBJECTS, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, IS_FREE);
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- } else if (obj != VASE ||
- game.loc == objects[PILLOW].plac) {
- rspeak(OK_MAN);
- } else {
- state_change(VASE, AT(PILLOW)
- ? VASE_WHOLE
- : VASE_DROPPED);
- if (game.prop[VASE] != VASE_WHOLE)
- game.fixed[VASE] = IS_FIXED;
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
}
- int k = LIQUID();
- if (k == obj)
- obj = BOTTLE;
- if (obj == BOTTLE && k != NO_OBJECT)
- game.place[k] = LOC_NOWHERE;
- if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
+
+ if (obj == VASE) {
+ if (game.loc != objects[PILLOW].plac) {
+ state_change(VASE, AT(PILLOW)
+ ? VASE_WHOLE
+ : VASE_DROPPED);
+ if (game.prop[VASE] != VASE_WHOLE)
+ game.fixed[VASE] = IS_FIXED;
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
+ }
+ }
+
+ if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
drop(BIRD, game.loc);
- drop(obj, game.loc);
- if (obj != BIRD)
+ }
+
+ if (obj == BIRD) {
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+ rspeak(BIRD_BURNT);
+ DESTROY(BIRD);
+ return GO_CLEAROBJ;
+ }
+ if (HERE(SNAKE)) {
+ rspeak(BIRD_ATTACKS);
+ if (game.closed)
+ return GO_DWARFWAKE;
+ DESTROY(SNAKE);
+ /* Set game.prop for use by travel options */
+ game.prop[SNAKE] = SNAKE_CHASED;
+ } else
+ rspeak(OK_MAN);
+
+ game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
+ drop(obj, game.loc);
return GO_CLEAROBJ;
- game.prop[BIRD] = BIRD_UNCAGED;
- if (FOREST(game.loc))
- game.prop[BIRD] = BIRD_FOREST_UNCAGED;
+ }
+
+ rspeak(OK_MAN);
+ drop(obj, game.loc);
return GO_CLEAROBJ;
}
-static int drink(token_t verb, obj_t obj)
+static int 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 == NO_OBJECT && LIQLOC(game.loc) != WATER &&
+ if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
(LIQUID() != WATER || !HERE(BOTTLE))) {
return GO_UNKNOWN;
}
return GO_CLEAROBJ;
}
- if (obj != NO_OBJECT && obj != WATER) {
+ if (obj != INTRANSITIVE && obj != WATER) {
rspeak(RIDICULOUS_ATTEMPT);
return GO_CLEAROBJ;
}
return GO_CLEAROBJ;
}
-static int eat(token_t verb, obj_t obj)
+static int 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. */
{
return GO_CLEAROBJ;
}
-static int extinguish(token_t verb, obj_t obj)
+static int extinguish(verb_t verb, obj_t obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
if (obj == INTRANSITIVE) {
return GO_CLEAROBJ;
}
-static int feed(token_t verb, obj_t obj)
+static int feed(verb_t verb, obj_t obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
return GO_CLEAROBJ;
}
-int fill(token_t verb, obj_t obj)
+int fill(verb_t verb, obj_t obj)
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
* is nasty.) */
{
game.place[k] = LOC_NOWHERE;
return GO_CLEAROBJ;
}
- if (obj != NO_OBJECT && obj != BOTTLE) {
+ if (obj != INTRANSITIVE && obj != BOTTLE) {
speak(actions[verb].message);
return GO_CLEAROBJ;
}
- if (obj == NO_OBJECT && !HERE(BOTTLE))
+ if (obj == INTRANSITIVE && !HERE(BOTTLE))
return GO_UNKNOWN;
if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
return GO_CLEAROBJ;
}
-static int find(token_t verb, obj_t obj)
+static int find(verb_t verb, obj_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
if (TOTING(obj)) {
return GO_CLEAROBJ;
}
-static int fly(token_t verb, obj_t obj)
+static int fly(verb_t verb, obj_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
if (obj == INTRANSITIVE) {
return GO_CLEAROBJ;
}
-static int light(token_t verb, obj_t obj)
+static int light(verb_t verb, obj_t obj)
/* Light. Applicable only to lamp and urn. */
{
if (obj == INTRANSITIVE) {
game.prop[i] < 0)
continue;
int mi = game.prop[i];
- /* FIXME: Weird magic on object states */
+ /* (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;
long packed_zzword = token_to_packed(game.zzword);
return GO_CLEAROBJ;
}
-static int lock(token_t verb, obj_t obj)
+static int lock(verb_t verb, obj_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
if (obj == INTRANSITIVE) {
if (verb == LOCK)
rspeak(HUH_MAN);
else if (!TOTING(TRIDENT))
- rspeak(OYSTER_OPENER);
+ rspeak(CLAM_OPENER);
else {
DESTROY(CLAM);
drop(OYSTER, game.loc);
case OYSTER:
if (verb == LOCK)
rspeak(HUH_MAN);
- else
+ else if (TOTING(OYSTER))
+ rspeak(DROP_OYSTER);
+ else if (!TOTING(TRIDENT))
rspeak(OYSTER_OPENER);
+ else
+ rspeak(OYSTER_OPENS);
break;
case DOOR:
rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
return GO_CLEAROBJ;
}
-static int pour(token_t verb, obj_t obj)
+static int 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 == NO_OBJECT)
+ obj == INTRANSITIVE)
obj = LIQUID();
if (obj == NO_OBJECT)
return GO_UNKNOWN;
}
}
-static int rub(token_t verb, obj_t obj)
+static int rub(verb_t verb, obj_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
if (obj == URN && game.prop[URN] == URN_LIT) {
{
if (command->wd2 > 0) {
command->wd1 = command->wd2;
- strcpy(command->raw1, command->raw2);
+ strncpy(command->raw1, command->raw2, LINESIZE - 1);
}
char word1[TOKLEN + 1];
packed_to_token(command->wd1, word1);
- int wd = (int) get_vocab_id(word1);
- if (wd == MOTION_WORD(XYZZY) ||
- wd == MOTION_WORD(PLUGH) ||
- wd == MOTION_WORD(PLOVER) ||
- wd == ACTION_WORD(FEE) ||
- wd == ACTION_WORD(FIE) ||
- wd == ACTION_WORD(FOE) ||
- wd == ACTION_WORD(FOO) ||
- wd == ACTION_WORD(FUM) ||
- wd == ACTION_WORD(PART)) {
+ long wd;
+ enum wordtype type;
+ get_vocab_metadata(word1, &wd, &type);
+ if (wd == XYZZY ||
+ wd == PLUGH ||
+ wd == PLOVER ||
+ wd == FEE ||
+ wd == FIE ||
+ wd == FOE ||
+ wd == FOO ||
+ wd == FUM ||
+ wd == PART) {
/* FIXME: scribbles on the interpreter's command block */
wordclear(&command->wd2);
return GO_LOOKUP;
/* Snarf a treasure for the troll. */
drop(command->obj, LOC_NOWHERE);
move(TROLL, LOC_NOWHERE);
- move(TROLL + NOBJECTS, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, IS_FREE);
drop(TROLL2, objects[TROLL].plac);
drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
state_change(AXE, AXE_LOST);
return GO_CLEAROBJ;
}
- command->obj = NO_OBJECT;
+ command->obj = INTRANSITIVE;
return (attack(command));
}
}
}
-static int wake(token_t verb, obj_t obj)
+static int wake(verb_t verb, obj_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
if (obj != DWARF ||
}
}
-static int wave(token_t verb, obj_t obj)
+static int wave(verb_t verb, obj_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
if (obj != ROD ||
else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
command->obj == LIQLOC(game.loc))
/* FALL THROUGH */;
- else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
+ else if (command->obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
command->obj = URN;
/* FALL THROUGH */;
- } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
+ } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) {
command->obj = PLANT2;
/* FALL THROUGH */;
} else if (command->obj == KNIFE && game.knfloc == game.loc) {
command->obj = ROD2;
/* FALL THROUGH */;
} else if ((command->verb == FIND ||
- command->verb == INVENTORY) && command->wd2 <= 0)
+ command->verb == INVENTORY) && (command->id2 == WORD_EMPTY || command->id2 == WORD_NOT_FOUND))
/* FALL THROUGH */;
else {
sspeak(NO_SEE, command->raw1);
return GO_CLEAROBJ;
}
- if (command->wd2 > 0)
+ if (command->id2 != WORD_EMPTY && command->id2 != WORD_NOT_FOUND)
return GO_WORD2;
if (command->verb != 0)
command->part = transitive;
return GO_CLEAROBJ;
}
case ATTACK:
+ command->obj = INTRANSITIVE;
return attack(command);
case POUR:
- return pour(command->verb, command->obj);
+ return pour(command->verb, INTRANSITIVE);
case EAT:
return eat(command->verb, INTRANSITIVE);
case DRINK:
- return drink(command->verb, command->obj);
+ return drink(command->verb, INTRANSITIVE);
case RUB:
return GO_UNKNOWN;
case THROW:
case FEED:
return GO_UNKNOWN;
case FILL:
- return fill(command->verb, command->obj);
+ return fill(command->verb, INTRANSITIVE);
case BLAST:
blast();
return GO_CLEAROBJ;