#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;
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:
* 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;
+ else if (game.loc == LOC_NE)
+ game.bonus = DEFEAT_MESSAGE;
+ else
+ game.bonus = VICTORY_MESSAGE;
rspeak(game.bonus);
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;
}
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. */
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;
+ int spk;
if (obj == RUBY)
spk = RUG_SETTLES;
+ else if (TOTING(RUG))
+ spk = RUG_WIGGLES;
+ else
+ spk = RUG_RISES;
rspeak(spk);
if (spk != RUG_WIGGLES) {
int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
} else 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);
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. */
{
- if (obj == INTRANSITIVE) {
+ switch (obj) {
+ case INTRANSITIVE:
if (!HERE(FOOD))
return GO_UNKNOWN;
+ case FOOD:
DESTROY(FOOD);
rspeak(THANKS_DELICIOUS);
- return GO_CLEAROBJ;
- }
- if (obj == FOOD) {
- DESTROY(FOOD);
- rspeak(THANKS_DELICIOUS);
- return GO_CLEAROBJ;
- }
- if (obj == BIRD ||
- obj == SNAKE ||
- obj == CLAM ||
- obj == OYSTER ||
- obj == DWARF ||
- obj == DRAGON ||
- obj == TROLL ||
- obj == BEAR ||
- obj == OGRE) {
+ break;
+ case BIRD:
+ case SNAKE:
+ case CLAM:
+ case OYSTER:
+ case DWARF:
+ case DRAGON:
+ case TROLL:
+ case BEAR:
+ case OGRE:
rspeak(LOST_APPETITE);
- return GO_CLEAROBJ;
+ break;
+ default:
+ speak(actions[verb].message);
}
- speak(actions[verb].message);
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_UNKNOWN;
}
- if (obj == URN) {
+ switch (obj) {
+ case URN:
if (game.prop[URN] != URN_EMPTY) {
state_change(URN, URN_DARK);
} else {
pspeak(URN, change, URN_DARK, true);
}
- return GO_CLEAROBJ;
- }
-
- if (obj == LAMP) {
+ break;
+ case LAMP:
state_change(LAMP, LAMP_DARK);
rspeak(DARK(game.loc) ?
PITCH_DARK :
NO_MESSAGE);
- return GO_CLEAROBJ;
- }
-
- if (obj == DRAGON ||
- obj == VOLCANO) {
+ break;
+ case DRAGON:
+ case VOLCANO:
rspeak(BEYOND_POWER);
- return GO_CLEAROBJ;
+ break;
+ default:
+ speak(actions[verb].message);
}
-
- speak(actions[verb].message);
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) {
- if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
+ int selects = 0;
+ if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) {
obj = LAMP;
- if (HERE(URN) && game.prop[URN] == URN_DARK)
+ selects++;
+ }
+ if (HERE(URN) && game.prop[URN] == URN_DARK) {
obj = URN;
- if (obj == INTRANSITIVE ||
- (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
- HERE(URN) && game.prop[URN] == URN_DARK))
+ selects++;
+ }
+ if (selects != 1)
return GO_UNKNOWN;
}
- if (obj == URN) {
+ switch (obj) {
+ case URN:
state_change(URN, game.prop[URN] == URN_EMPTY ?
URN_EMPTY :
URN_LIT);
- return GO_CLEAROBJ;
- } else {
- if (obj != LAMP) {
- speak(actions[verb].message);
- return GO_CLEAROBJ;
- }
+ break;
+ case LAMP:
if (game.limit < 0) {
rspeak(LAMP_OUT);
- return GO_CLEAROBJ;
+ break;
}
state_change(LAMP, LAMP_BRIGHT);
if (game.wzdark)
return GO_TOP;
- else
- return GO_CLEAROBJ;
+ break;
+ default:
+ speak(actions[verb].message);
}
+ return GO_CLEAROBJ;
}
static int listen(void)
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) {
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);
/* 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);
return throw_support(DRAGON_SCALES);
if (AT(TROLL))
return throw_support(TROLL_RETURNS);
- else if (AT(OGRE))
+ if (AT(OGRE))
return throw_support(OGRE_DODGE);
- else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+ if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
/* This'll teach him to throw the axe at the bear! */
drop(AXE, game.loc);
game.fixed[AXE] = IS_FIXED;
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) {
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;