static int fill(token_t, token_t);
-static void state_change(long obj, long state)
-/* Object must have a change-message list for this to be useful; only some do */
-{
- game.prop[obj] = state;
- pspeak(obj, change, state, true);
-}
-
static int attack(struct command_t *command)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
* enemies, or no enemies but 2 others. */
{
vocab_t verb = command->verb;
- vocab_t obj = command->obj;
+ obj_t obj = command->obj;
if (obj == NO_OBJECT ||
obj == INTRANSITIVE) {
}
state_change(DRAGON, DRAGON_DEAD);
game.prop[RUG] = RUG_FLOOR;
- /* FIXME: Arithmetic on location values */
- int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
+ /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
+ * The way it was computed before was wirse; 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, 0);
- move(DRAGON, k);
- move(RUG, k);
- drop(BLOOD, k);
+ move(RUG + NOBJECTS, LOC_NOWHERE);
+ 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, k);
+ move(obj, LOC_SECRET5);
}
- game.loc = k;
+ game.loc = LOC_SECRET5;
return GO_MOVE;
}
rspeak(ROCKY_TROLL);
break;
default:
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
}
return GO_CLEAROBJ;
}
-static int bigwords(token_t foo)
+static int bigwords(long id)
/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
* 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). */
{
- char word[TOKLEN + 1];
- packed_to_token(foo, word);
- int k = (int) get_special_vocab_id(word);
- if (game.foobar != 1 - k) {
- if (game.foobar != 0 && game.loc == LOC_GIANTROOM) {
- rspeak( START_OVER);
- } else {
- rspeak(NOTHING_HAPPENS);
- }
- return GO_CLEAROBJ;
- } else {
- game.foobar = k;
- if (k != 4) {
+ 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))) {
+ game.foobar = id;
+ if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
- game.foobar = 0;
+ game.foobar = WORD_EMPTY;
if (game.place[EGGS] == objects[EGGS].plac ||
(TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
rspeak(NOTHING_HAPPENS);
* crossing. */
if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
game.prop[TROLL] = TROLL_PAIDONCE;
- k = EGGS_DONE;
+ int k = EGGS_DONE;
if (HERE(EGGS))
k = EGGS_VANISHED;
if (game.loc == objects[EGGS].plac)
pspeak(EGGS, look, k, true);
return GO_CLEAROBJ;
}
+ } else {
+ if (game.loc == LOC_GIANTROOM) {
+ rspeak(START_OVER);
+ } else {
+ /* This is new begavior in Open Adventure - sounds better when
+ * player isn't in the Giant Room. */
+ rspeak(WELL_POINTLESS);
+ }
+ game.foobar = WORD_EMPTY;
+ return GO_CLEAROBJ;
}
}
}
}
-static int vbreak(token_t verb, token_t obj)
+static int vbreak(vocab_t verb, obj_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
if (obj == MIRROR) {
game.fixed[VASE] = IS_FIXED;
return GO_CLEAROBJ;
}
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
return (GO_CLEAROBJ);
}
return GO_CLEAROBJ;
}
-static int vcarry(token_t verb, token_t obj)
+static int vcarry(token_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 (game.fixed[obj] != IS_FREE) {
- /* Next guard tests whether plant is tiny or stashed */
+ /* Next guard tests whether plant is tiny or stashed */
if (obj == PLANT && game.prop[PLANT] <= PLANT_THIRSTY) {
rspeak(DEEP_ROOTS);
return GO_CLEAROBJ;
return GO_CLEAROBJ;
}
-static int discard(token_t verb, token_t obj, bool just_do_it)
+static int discard(token_t verb, obj_t obj, bool just_do_it)
/* 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))
obj = ROD2;
if (!TOTING(obj)) {
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
if (obj == BIRD && HERE(SNAKE)) {
spk = RUG_SETTLES;
rspeak(spk);
if (spk != RUG_WIGGLES) {
- /* FIXME: Arithmetic on state numbers */
- int k = 2 - game.prop[RUG];
+ int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
game.prop[RUG] = k;
if (k == RUG_HOVER)
k = objects[SAPPH].plac;
game.loc == objects[PILLOW].plac) {
rspeak(OK_MAN);
} else {
- state_change(VASE, AT(PILLOW)
- ? VASE_WHOLE
- : VASE_DROPPED);
+ state_change(VASE, AT(PILLOW)
+ ? VASE_WHOLE
+ : VASE_DROPPED);
if (game.prop[VASE] != VASE_WHOLE)
game.fixed[VASE] = IS_FIXED;
}
return GO_CLEAROBJ;
}
-static int drink(token_t verb, token_t obj)
+static int drink(token_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. */
{
return GO_CLEAROBJ;
}
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
-static int eat(token_t verb, token_t obj)
+static int eat(token_t verb, obj_t obj)
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
rspeak(LOST_APPETITE);
return GO_CLEAROBJ;
}
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
-static int extinguish(token_t verb, int obj)
+static int extinguish(token_t verb, obj_t obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
if (obj == INTRANSITIVE) {
return GO_CLEAROBJ;
}
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
-static int feed(token_t verb, token_t obj)
+static int feed(token_t verb, obj_t obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
- int spk = actions[verb].message;
- if (obj == BIRD) {
+ switch (obj) {
+ case BIRD:
rspeak(BIRD_PINING);
- return GO_CLEAROBJ;
- } else if (obj == SNAKE ||
- obj == DRAGON ||
- obj == TROLL) {
- spk = NOTHING_EDIBLE;
- if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
- spk = RIDICULOUS_ATTEMPT;
- if (obj == TROLL)
- spk = TROLL_VICES;
- if (obj == SNAKE && !game.closed && HERE(BIRD)) {
+ break;
+ case DRAGON:
+ if (game.prop[DRAGON] != DRAGON_BARS)
+ rspeak(RIDICULOUS_ATTEMPT);
+ else
+ rspeak(NOTHING_EDIBLE);
+ break;
+ case SNAKE:
+ if (!game.closed && HERE(BIRD)) {
DESTROY(BIRD);
- spk = BIRD_DEVOURED;
- }
- } else if (obj == DWARF) {
+ rspeak(BIRD_DEVOURED);
+ } else
+ rspeak(NOTHING_EDIBLE);
+ break;
+ case TROLL:
+ rspeak(TROLL_VICES);
+ break;
+ case DWARF:
if (HERE(FOOD)) {
game.dflag += 2;
- spk = REALLY_MAD;
+ rspeak(REALLY_MAD);
+ } else
+ speak(actions[verb].message);
+ break;
+ case BEAR:
+ if (game.prop[BEAR] == BEAR_DEAD) {
+ rspeak(RIDICULOUS_ATTEMPT);
+ break;
}
- } else if (obj == BEAR) {
- if (game.prop[BEAR] == UNTAMED_BEAR)
- spk = NOTHING_EDIBLE;
- if (game.prop[BEAR] == BEAR_DEAD)
- spk = RIDICULOUS_ATTEMPT;
- if (HERE(FOOD)) {
- DESTROY(FOOD);
- game.prop[BEAR] = SITTING_BEAR;
- game.fixed[AXE] = IS_FREE;
- game.prop[AXE] = AXE_HERE;
- spk = BEAR_TAMED;
+ if (game.prop[BEAR] == UNTAMED_BEAR) {
+ if (HERE(FOOD)) {
+ DESTROY(FOOD);
+ game.fixed[AXE] = IS_FREE;
+ game.prop[AXE] = AXE_HERE;
+ state_change(BEAR, SITTING_BEAR);
+ } else
+ rspeak(NOTHING_EDIBLE);
+ break;
}
- } else if (obj == OGRE) {
+ speak(actions[verb].message);
+ break;
+ case OGRE:
if (HERE(FOOD))
- spk = OGRE_FULL;
- } else {
- spk = AM_GAME;
+ rspeak(OGRE_FULL);
+ else
+ speak(actions[verb].message);
+ break;
+ default:
+ rspeak(AM_GAME);
}
- rspeak(spk);
return GO_CLEAROBJ;
}
-int fill(token_t verb, token_t obj)
+int fill(token_t verb, obj_t obj)
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
* is nasty.) */
{
return GO_CLEAROBJ;
}
if (obj != NO_OBJECT && obj != BOTTLE) {
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
if (obj == NO_OBJECT && !HERE(BOTTLE))
}
state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
- ? OIL_BOTTLE
- : WATER_BOTTLE);
+ ? OIL_BOTTLE
+ : WATER_BOTTLE);
if (TOTING(BOTTLE))
game.place[LIQUID()] = CARRIED;
return GO_CLEAROBJ;
}
-static int find(token_t verb, token_t obj)
+static int find(token_t verb, obj_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
if (TOTING(obj)) {
}
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
-static int fly(token_t verb, token_t obj)
+static int fly(token_t verb, obj_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
if (obj == INTRANSITIVE) {
}
if (obj != RUG) {
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
if (game.prop[RUG] != RUG_HOVER) {
}
game.oldlc2 = game.oldloc;
game.oldloc = game.loc;
- /* FIXME: Arithmetic on location values */
- game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
if (game.prop[SAPPH] == STATE_NOTFOUND) {
+ game.newloc = game.place[SAPPH];
rspeak(RUG_GOES);
} else {
+ game.newloc = LOC_CLIFF;
rspeak(RUG_RETURNS);
}
return GO_TERMINATE;
/* Inventory. If object, treat same as find. Else report on current burden. */
{
bool empty = true;
- for (int i = 1; i <= NOBJECTS; i++) {
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
if (i == BEAR ||
!TOTING(i))
continue;
return GO_CLEAROBJ;
}
-static int light(token_t verb, token_t obj)
+static int light(token_t verb, obj_t obj)
/* Light. Applicable only to lamp and urn. */
{
if (obj == INTRANSITIVE) {
return GO_CLEAROBJ;
} else {
if (obj != LAMP) {
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
if (game.limit < 0) {
rspeak(NO_MESSAGE);
return GO_CLEAROBJ;
}
- for (int i = 1; i <= NOBJECTS; i++) {
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) ||
objects[i].sounds[0] == NULL ||
game.prop[i] < 0)
continue;
int mi = game.prop[i];
+ /* FIXME: Weird magic on object states */
if (i == BIRD)
mi += 3 * game.blooded;
long packed_zzword = token_to_packed(game.zzword);
return GO_CLEAROBJ;
}
-static int lock(token_t verb, token_t obj)
+static int lock(token_t verb, obj_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
if (obj == INTRANSITIVE) {
rspeak(CANNOT_UNLOCK);
break;
default:
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
}
return GO_CLEAROBJ;
}
-static int pour(token_t verb, token_t obj)
+static int pour(token_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 == NO_OBJECT)
return GO_UNKNOWN;
if (!TOTING(obj)) {
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
if (command.obj == INTRANSITIVE) {
- command.obj = 0;
+ command.obj = NO_OBJECT;
for (int i = 1; i <= NOBJECTS; i++) {
if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
command.obj = command.obj * NOBJECTS + i;
}
if (command.obj > NOBJECTS ||
- command.obj == 0 ||
+ command.obj == NO_OBJECT ||
DARK(game.loc))
return GO_UNKNOWN;
}
} else if (command.obj == OYSTER && !game.clshnt && game.closed) {
game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
} else if (objects[command.obj].texts[0] == NULL ||
- game.prop[command.obj] < 0) {
- rspeak(actions[command.verb].message);
+ game.prop[command.obj] == STATE_NOTFOUND) {
+ speak(actions[command.verb].message);
} else
pspeak(command.obj, study, game.prop[command.obj], true);
return GO_CLEAROBJ;
static int reservoir(void)
/* Z'ZZZ (word gets recomputed at startup; different each game). */
{
- /* FIXME: Arithmetic on state numbers */
- if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
+ if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
}
}
-static int rub(token_t verb, token_t obj)
+static int rub(token_t verb, obj_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
if (obj == URN && game.prop[URN] == URN_LIT) {
} else if (obj != LAMP) {
rspeak(PECULIAR_NOTHING);
} else {
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
}
return GO_CLEAROBJ;
}
if (wd == MOTION_WORD(XYZZY) ||
wd == MOTION_WORD(PLUGH) ||
wd == MOTION_WORD(PLOVER) ||
- wd == ACTION_WORD(GIANTWORDS) ||
+ wd == ACTION_WORD(FEE) ||
+ wd == ACTION_WORD(FIE) ||
+ wd == ACTION_WORD(FOE) ||
+ wd == ACTION_WORD(FOO) ||
+ wd == ACTION_WORD(FUM) ||
wd == ACTION_WORD(PART)) {
/* FIXME: scribbles on the interpreter's command block */
wordclear(&command->wd2);
* troll. Treasures special for troll. */
{
if (!TOTING(command->obj)) {
- rspeak(actions[command->verb].message);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
if (objects[command->obj].is_treasure && AT(TROLL)) {
}
}
-static int wake(token_t verb, token_t obj)
+static int wake(token_t verb, obj_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
if (obj != DWARF ||
!game.closed) {
- rspeak(actions[verb].message);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
} else {
rspeak(PROD_DWARF);
}
}
-static int wave(token_t verb, token_t obj)
+static int wave(token_t verb, obj_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
if (obj != ROD ||
(!HERE(BIRD) &&
(game.closng ||
!AT(FISSURE)))) {
- rspeak(((!TOTING(obj)) && (obj != ROD ||
- !TOTING(ROD2))) ?
- ARENT_CARRYING :
- actions[verb].message);
+ speak(((!TOTING(obj)) && (obj != ROD ||
+ !TOTING(ROD2))) ?
+ arbitrary_messages[ARENT_CARRYING] :
+ actions[verb].message);
return GO_CLEAROBJ;
}
- if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
+ if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
drop(JADE, game.loc);
game.prop[JADE] = STATE_FOUND;
--game.tally;
case TAME:
return GO_UNKNOWN;
case GO: {
- rspeak(actions[command->verb].message);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case ATTACK:
case SCORE:
score(scoregame);
return GO_CLEAROBJ;
- case GIANTWORDS:
- return bigwords(command->wd1);
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM:
+ return bigwords(command->id1);
case BRIEF:
return brief();
case READ:
case WAVE:
return wave(command->verb, command->obj);
case TAME: {
- rspeak(actions[command->verb].message);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case GO: {
- rspeak(actions[command->verb].message);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case ATTACK:
case THROW:
return throw (command);
case QUIT: {
- rspeak(actions[command->verb].message);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case FIND:
blast();
return GO_CLEAROBJ;
case SCORE: {
- rspeak(actions[command->verb].message);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case GIANTWORDS: {
- rspeak(actions[command->verb].message);
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM: {
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case BRIEF: {
- rspeak(actions[command->verb].message);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case READ:
case WAKE:
return wake(command->verb, command->obj);
case SAVE: {
- rspeak(actions[command->verb].message);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case RESUME: {
- rspeak(actions[command->verb].message);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case FLY:
return fly(command->verb, command->obj);
case LISTEN: {
- rspeak(actions[command->verb].message);
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case PART: