* 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())
- {
- speak(arbitrary_messages[NASTY_DRAGON]);
- return GO_MOVE;
- }
+ 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.
* crossing. */
if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
game.prop[TROLL] = TROLL_PAIDONCE;
- int k;
if (HERE(EGGS))
- k = EGGS_VANISHED;
+ pspeak(EGGS, look, EGGS_VANISHED, true);
else if (game.loc == objects[EGGS].plac)
- k = EGGS_HERE;
+ pspeak(EGGS, look, EGGS_HERE, true);
else
- k = EGGS_DONE;
+ pspeak(EGGS, look, EGGS_DONE, true);
move(EGGS, objects[EGGS].plac);
- pspeak(EGGS, look, k, true);
+
return GO_CLEAROBJ;
}
} else {
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);
}
game.prop[BEAR] = CONTENTED_BEAR;
switch (game.prop[BEAR]) {
+ // LCOV_EXCL_START
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. */
} else
rspeak(OK_MAN);
- game.prop[BIRD] = BIRD_UNCAGED;
- if (FOREST(game.loc))
- game.prop[BIRD] = BIRD_FOREST_UNCAGED;
+ game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
drop(obj, game.loc);
return GO_CLEAROBJ;
}
case INTRANSITIVE:
if (!HERE(FOOD))
return GO_UNKNOWN;
+ /* FALLTHRU */
case FOOD:
DESTROY(FOOD);
rspeak(THANKS_DELICIOUS);
case OYSTER:
if (verb == LOCK)
rspeak(HUH_MAN);
- else if (TOTING(OYSTER))
- rspeak(DROP_OYSTER);
+ else if (TOTING(OYSTER))
+ rspeak(DROP_OYSTER);
else if (!TOTING(TRIDENT))
rspeak(OYSTER_OPENER);
- else
- rspeak(OYSTER_OPENS);
+ 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;
strncpy(command->raw1, command->raw2, LINESIZE - 1);
}
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
}
}