* 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;
* 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;
if (HERE(EGGS))
- k = EGGS_VANISHED;
- if (game.loc == objects[EGGS].plac)
- k = EGGS_HERE;
+ pspeak(EGGS, look, EGGS_VANISHED, true);
+ else if (game.loc == objects[EGGS].plac)
+ pspeak(EGGS, look, EGGS_HERE, true);
+ else
+ pspeak(EGGS, look, EGGS_DONE, true);
move(EGGS, objects[EGGS].plac);
- pspeak(EGGS, look, k, true);
+
return GO_CLEAROBJ;
}
} else {
!game.closed)
rspeak(REQUIRES_DYNAMITE);
else {
- 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);
+ 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);
}
}
switch (obj) {
case MIRROR:
if (game.closed) {
- rspeak(BREAK_MIRROR);
+ state_change(MIRROR, MIRROR_BROKEN);
return GO_DWARFWAKE;
} else {
rspeak(TOO_FAR);
game.fixed[VASE] = IS_FIXED;
break;
}
+ /* FALLTHRU */
default:
speak(actions[verb].message);
}
}
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;
game.prop[BEAR] = CONTENTED_BEAR;
switch (game.prop[BEAR]) {
+ // LCOV_EXCL_START
case BEAR_DEAD:
+ /* 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;
}
* 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, 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;
}
case INTRANSITIVE:
if (!HERE(FOOD))
return GO_UNKNOWN;
+ /* FALLTHRU */
case FOOD:
DESTROY(FOOD);
rspeak(THANKS_DELICIOUS);
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);
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);
static int say(struct command_t *command)
/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
{
- if (command->wd2 > 0) {
+ if (command->raw2 != '\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;
if (game.loc == LOC_START ||
game.loc == LOC_VALLEY ||
game.loc == LOC_SLIT) {
- command->obj = DPRSSN;
+ command->obj = DEPRESSION;
}
if (game.loc == LOC_COBBLE ||
game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD ||
game.loc == LOC_PITTOP) {
- command->obj = ENTRNC;
+ command->obj = ENTRANCE;
}
} else if (command->obj == DWARF && atdwrf(game.loc) > 0)
/* FALL THROUGH */;
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;
switch (command->part) {
case intransitive:
- if (command->wd2 > 0 && command->verb != SAY)
+ if (command->raw2[0] != '\0' && command->verb != SAY)
return GO_WORD2;
if (command->verb == SAY)
command->obj = command->wd2;
return listen();
case PART:
return reservoir();
- default:
+ default: // LCOV_EXCL_LINE
BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
}
case PART:
return reservoir();
- default:
+ 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 */
sspeak(WHAT_DO, command->raw1);
return GO_CHECKHINT;
- default:
+ default: // LCOV_EXCL_LINE
BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
}
}