+/*
+ * Actions for the duneon-running code.
+ *
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
+ */
+
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include "advent.h"
#include "dungeon.h"
+#include <inttypes.h>
static int fill(verb_t, obj_t);
-static int attack(struct command_t command)
+static int attack(command_t command)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
game.fixed[VASE] = IS_FIXED;
break;
}
- /* FALLTHRU */
+ /* FALLTHRU */
default:
speak(actions[verb].message);
}
case INTRANSITIVE:
if (!HERE(FOOD))
return GO_UNKNOWN;
- /* FALLTHRU */
+ /* FALLTHRU */
case FOOD:
DESTROY(FOOD);
rspeak(THANKS_DELICIOUS);
return GO_CLEAROBJ;
}
-static int read(struct command_t command)
+static int read(command_t command)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
if (command.obj == INTRANSITIVE) {
}
if (DARK(game.loc)) {
- sspeak(NO_SEE, command.raw1);
+ sspeak(NO_SEE, command.word[0].raw);
} 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 ||
return GO_CLEAROBJ;
}
-static int say(struct command_t command)
+static int say(command_t command)
/* Say. Echo WD2. Magic words override. */
{
- if (command.type2 == MOTION &&
- (command.id2 == XYZZY ||
- command.id2 == PLUGH ||
- command.id2 == PLOVER)) {
- return GO_WORD2;
+ if (command.word[1].type == MOTION &&
+ (command.word[1].id == XYZZY ||
+ command.word[1].id == PLUGH ||
+ command.word[1].id == PLOVER)) {
+ return GO_WORD2;
}
- if (command.type2 == ACTION && command.id2 == PART)
+ if (command.word[1].type == ACTION && command.word[1].id == PART)
return reservoir();
-
- if (command.type2 == ACTION &&
- (command.id2 == FEE ||
- command.id2 == FIE ||
- command.id2 == FOE ||
- command.id2 == FOO ||
- command.id2 == FUM ||
- command.id2 == PART)) {
- return bigwords(command.id2);
- }
- sspeak(OKEY_DOKEY, command.raw2);
+
+ if (command.word[1].type == ACTION &&
+ (command.word[1].id == FEE ||
+ command.word[1].id == FIE ||
+ command.word[1].id == FOE ||
+ command.word[1].id == FOO ||
+ command.word[1].id == FUM ||
+ command.word[1].id == PART)) {
+ return bigwords(command.word[1].id);
+ }
+ sspeak(OKEY_DOKEY, command.word[1].raw);
return GO_CLEAROBJ;
}
return GO_MOVE;
}
-static int throw (struct command_t command)
+static int throw (command_t command)
/* Throw. Same as discard unless axe. Then same as attack except
* ignore bird, and if dwarf is present then one might be killed.
* (Only way to do so!) Axe also special for dragon, bear, and
static int seed(verb_t verb, const char *arg)
/* Set seed */
{
- int seed = atoi(arg);
+ int32_t seed = strtol(arg, NULL, 10);
speak(actions[verb].message, seed);
set_seed(seed);
--game.turns;
}
}
-int action(struct command_t command)
+int action(command_t command)
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
*/
{
- /* Previously, actions that result in a message, but don't do anything
- * further were called "specials". Now they're handled here as normal
+ /* Previously, actions that result in a message, but don't do anything
+ * further were called "specials". Now they're handled here as normal
* actions. If noaction is true, then we spit out the message and return */
if (actions[command.verb].noaction) {
speak(actions[command.verb].message);
return GO_CLEAROBJ;
}
-
+
if (command.part == unknown) {
/* Analyse an object word. See if the thing is here, whether
* we've got a verb yet, and so on. Object must be here
command.obj = ROD2;
/* FALL THROUGH */;
} else if ((command.verb == FIND ||
- command.verb == INVENTORY) && (command.id2 == WORD_EMPTY || command.id2 == WORD_NOT_FOUND))
+ command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND))
/* FALL THROUGH */;
else {
- sspeak(NO_SEE, command.raw1);
+ sspeak(NO_SEE, command.word[0].raw);
return GO_CLEAROBJ;
}
- 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.raw2[0] != '\0' && command.verb != SAY)
+ if (command.word[1].raw[0] != '\0' && command.verb != SAY)
return GO_WORD2;
if (command.verb == SAY)
- /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
- * will do here. We're preventing interpretation as an intransitive
- * verb when the word is unknown. */
- command.obj = command.raw2[0] != '\0' ? KEYS : NO_OBJECT;
+ /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
+ * will do here. We're preventing interpretation as an intransitive
+ * verb when the word is unknown. */
+ command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;
if (command.obj == NO_OBJECT ||
command.obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */
case FOE:
case FOO:
case FUM:
- return bigwords(command.id1);
+ return bigwords(command.word[0].id);
case BRIEF:
return brief();
case READ:
case RUB:
return rub(command.verb, command.obj);
case THROW:
- return throw(command);
+ return throw (command);
case QUIT: {
speak(actions[command.verb].message);
return GO_CLEAROBJ;
speak(actions[command.verb].message);
return GO_CLEAROBJ;
}
+ // LCOV_EXCL_START
+ // This case should never happen - here only as placeholder
case PART:
return reservoir();
+ // LCOV_EXCL_STOP
case SEED:
- return seed(command.verb, command.raw2);
+ return seed(command.verb, command.word[1].raw);
case WASTE:
- return waste(command.verb, (turn_t)atol(command.raw2));
+ return waste(command.verb, (turn_t)atol(command.word[1].raw));
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);
+ sspeak(WHAT_DO, command.word[0].raw);
return GO_CHECKHINT;
default: // LCOV_EXCL_LINE
BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE