* enemies, or no enemies but 2 others. */
{
int spk = ACTSPK[verb];
- int d = ATDWRF(game.loc);
- if (obj == 0) {
- if (d > 0)
+ if (obj == 0 || obj == INTRANSITIVE) {
+ 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 (obj == DRAGON)spk = ALREADY_DEAD;
if (obj == TROLL)spk = ROCKY_TROLL;
if (obj == OGRE)spk = OGRE_DODGE;
- if (obj == OGRE && d > 0) {
+ if (obj == OGRE && ATDWRF(game.loc) > 0) {
RSPEAK(spk);
RSPEAK(KNIFE_THROWN);
DESTROY(OGRE);
if (HERE(ROD2))
game.bonus = SPLATTER_MESSAGE;
RSPEAK(game.bonus);
- score(endgame);
+ terminate(endgame);
}
}
if (AT(GRATE))obj = GRATE;
if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
if (HERE(CHAIN))obj = CHAIN;
- if (obj == 0) {
+ if (obj == 0 || obj == INTRANSITIVE) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
return chain(verb);
if (game.closng) {
spk = EXIT_CLOSED;
- if (!game.panic)game.clock2 = 15;
+ if (!game.panic)game.clock2 = PANICTIME;
game.panic = true;
} else {
spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
}
}
-static int quit(FILE *input)
+static int quit(void)
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
- if (YES(input, REALLY_QUIT, OK_MAN, OK_MAN))
- score(quitgame);
+ if (YES(REALLY_QUIT, OK_MAN, OK_MAN))
+ terminate(quitgame);
return GO_CLEAROBJ;
}
-static int read(FILE *input, token_t verb, token_t obj)
+static int read(token_t verb, token_t obj)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
int spk = ACTSPK[verb];
return GO_CLEAROBJ;
}
if (obj == OYSTER && !game.clshnt) {
- game.clshnt = YES(input, CLUE_QUERY, WAYOUT_CLUE, OK_MAN);
+ game.clshnt = YES(CLUE_QUERY, WAYOUT_CLUE, OK_MAN);
return GO_CLEAROBJ;
}
PSPEAK(obj, OBJTXT[obj] + game.prop[obj]);
return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF);
}
-static int vscore(void)
-/* Score. Call scoring routine but tell it to return. */
-{
- score(scoregame);
- return GO_CLEAROBJ;
-}
-
static int wake(token_t verb, token_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
case 16: /* TOSS */
return GO_UNKNOWN;
case 17: /* QUIT */
- return quit(input);
+ return quit();
case 18: /* FIND */
return GO_UNKNOWN;
case 19: /* INVEN */
blast();
return GO_CLEAROBJ;
case 23: /* SCOR */
- return vscore();
+ score(scoregame);
+ return GO_CLEAROBJ;
case 24: /* FOO */
return bigwords(WD1);
case 25: /* BRIEF */
return brief();
case 26: /* READ */
- return read(input, verb, INTRANSITIVE);
+ return read(verb, INTRANSITIVE);
case 27: /* BREAK */
return GO_UNKNOWN;
case 28: /* WAKE */
return GO_UNKNOWN;
case 29: /* SUSP */
- return suspend(input);
+ return suspend();
case 30: /* RESU */
- return resume(input);
+ return resume();
case 31: /* FLY */
return fly(verb, INTRANSITIVE);
case 32: /* LISTE */
case 33: /* ZZZZ */
return reservoir();
}
- BUG(23);
+ BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
}
/* FALLTHRU */
case transitive:
return GO_CLEAROBJ;
}
case 26: /* READ */
- return read(input, verb, obj);
+ return read(verb, obj);
case 27: /* BREAK */
return vbreak(verb, obj);
case 28: /* WAKE */
case 33: /* ZZZZ */
return reservoir();
}
- BUG(24);
+ BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
SETPRM(1, WD1, WD1X);
RSPEAK(WHAT_DO);
return GO_CHECKHINT;
default:
- BUG(99);
+ BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
}
}