+/*
+ * 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 "database.h"
-
-#define VRSION 25 /* bump on save format change */
+#include "dungeon.h"
+#include <inttypes.h>
-/*
- * Action handlers. Eventually we'll do lookup through a method table
- * that calls these. Absolutely nothing like the original FORTRAN.
- */
+static int fill(verb_t, obj_t);
-static int fill(long);
-
-static int attack(FILE *input, long verb, long obj)
+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
* enemies, or no enemies but 2 others. */
{
- int i =ATDWRF(game.loc);
- if (obj == 0) {
- if (i > 0)
- obj=DWARF;
- if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
- if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
- if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
- if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
- if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
- if (obj > NOBJECTS) return(8000);
- if (obj == 0) {
- /* Can't attack bird or machine by throwing axe. */
- if (HERE(BIRD) && verb != THROW)obj=BIRD;
- if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
- /* Clam and oyster both treated as clam for intransitive case;
- * no harm done. */
- if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
- if (obj > NOBJECTS) return(8000);
- }
+ verb_t verb = command.verb;
+ obj_t obj = command.obj;
+
+ if (obj == INTRANSITIVE) {
+ int changes = 0;
+ if (atdwrf(game.loc) > 0) {
+ obj = DWARF;
+ ++changes;
+ }
+ if (HERE(SNAKE)) {
+ obj = SNAKE;
+ ++changes;
+ }
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+ obj = DRAGON;
+ ++changes;
+ }
+ if (AT(TROLL)) {
+ obj = TROLL;
+ ++changes;
+ }
+ if (AT(OGRE)) {
+ obj = OGRE;
+ ++changes;
+ }
+ if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+ obj = BEAR;
+ ++changes;
+ }
+ /* check for low-priority targets */
+ if (obj == INTRANSITIVE) {
+ /* Can't attack bird or machine by throwing axe. */
+ if (HERE(BIRD) && verb != THROW) {
+ obj = BIRD;
+ ++changes;
+ }
+ if (HERE(VEND) && verb != THROW) {
+ obj = VEND;
+ ++changes;
+ }
+ /* Clam and oyster both treated as clam for intransitive case;
+ * no harm done. */
+ if (HERE(CLAM) || HERE(OYSTER)) {
+ obj = CLAM;
+ ++changes;
+ }
+ }
+ if (changes >= 2)
+ return GO_UNKNOWN;
}
+
if (obj == BIRD) {
- SPK=137;
- if (game.closed) return(2011);
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- SPK=45;
+ if (game.closed) {
+ rspeak(UNHAPPY_BIRD);
+ } else {
+ DESTROY(BIRD);
+ rspeak(BIRD_DEAD);
+ }
+ return GO_CLEAROBJ;
}
if (obj == VEND) {
- PSPEAK(VEND,game.prop[VEND]+2);
- game.prop[VEND]=3-game.prop[VEND];
- return(2012);
- }
-
- if (obj == 0)SPK=44;
- if (obj == CLAM || obj == OYSTER)SPK=150;
- if (obj == SNAKE)SPK=46;
- if (obj == DWARF)SPK=49;
- if (obj == DWARF && game.closed) return(19000);
- if (obj == DRAGON)SPK=167;
- if (obj == TROLL)SPK=157;
- if (obj == OGRE)SPK=203;
- if (obj == OGRE && i > 0) {
- RSPEAK(SPK);
- RSPEAK(6);
- DSTROY(OGRE);
- int k=0;
- for (i=1; i < PIRATE; i++) {
- if (game.dloc[i] == game.loc) {
- ++k;
- game.dloc[i]=61;
- game.dseen[i]=false;
- }
- }
- SPK=SPK+1+1/k;
- return(2011);
- }
- if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
- if (obj != DRAGON || game.prop[DRAGON] != 0) return(2011);
- /* Fun stuff for dragon. If he insists on attacking it, win!
- * Set game.prop to dead, move dragon to central loc (still
- * fixed), move rug there (not fixed), and move him there,
- * too. Then do a null motion to get new description. */
- RSPEAK(49);
- GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
- if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
- return(2607);
- PSPEAK(DRAGON,3);
- game.prop[DRAGON]=1;
- game.prop[RUG]=0;
- int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
- MOVE(DRAGON+NOBJECTS,-1);
- MOVE(RUG+NOBJECTS,0);
- MOVE(DRAGON,k);
- MOVE(RUG,k);
- DROP(BLOOD,k);
- for (obj=1; obj<=NOBJECTS; obj++) {
- if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
- MOVE(obj,k);
- }
- game.loc=k;
- K=NUL; /* FIXME: error if removed */
- return(8);
+ state_change(VEND,
+ game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == BEAR) {
+ switch (game.prop[BEAR]) {
+ case UNTAMED_BEAR:
+ rspeak(BEAR_HANDS);
+ break;
+ case SITTING_BEAR:
+ rspeak(BEAR_CONFUSED);
+ break;
+ case CONTENTED_BEAR:
+ rspeak(BEAR_CONFUSED);
+ break;
+ case BEAR_DEAD:
+ rspeak(ALREADY_DEAD);
+ break;
+ }
+ return GO_CLEAROBJ;
+ }
+ if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
+ /* Fun stuff for dragon. If he insists on attacking it, win!
+ * Set game.prop to dead, move dragon to central loc (still
+ * 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;
+ }
+ state_change(DRAGON, DRAGON_DEAD);
+ game.prop[RUG] = RUG_FLOOR;
+ /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
+ * The way it was computed before was worse; it depended on the
+ * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
+ * LOC_SECRET5 being right between them.
+ */
+ move(DRAGON + NOBJECTS, IS_FIXED);
+ move(RUG + NOBJECTS, IS_FREE);
+ move(DRAGON, LOC_SECRET5);
+ move(RUG, LOC_SECRET5);
+ drop(BLOOD, LOC_SECRET5);
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
+ if (game.place[i] == objects[DRAGON].plac ||
+ game.place[i] == objects[DRAGON].fixd)
+ move(i, LOC_SECRET5);
+ }
+ game.loc = LOC_SECRET5;
+ return GO_MOVE;
+ }
+
+ if (obj == OGRE) {
+ rspeak(OGRE_DODGE);
+ if (atdwrf(game.loc) == 0)
+ return GO_CLEAROBJ;
+
+ rspeak(KNIFE_THROWN);
+ DESTROY(OGRE);
+ int dwarves = 0;
+ for (int i = 1; i < PIRATE; i++) {
+ if (game.dloc[i] == game.loc) {
+ ++dwarves;
+ game.dloc[i] = LOC_LONGWEST;
+ game.dseen[i] = false;
+ }
+ }
+ rspeak((dwarves > 1) ?
+ OGRE_PANIC1 :
+ OGRE_PANIC2);
+ return GO_CLEAROBJ;
+ }
+
+ switch (obj) {
+ case INTRANSITIVE:
+ rspeak(NO_TARGET);
+ break;
+ case CLAM:
+ case OYSTER:
+ rspeak(SHELL_IMPERVIOUS);
+ break;
+ case SNAKE:
+ rspeak(SNAKE_WARNING);
+ break;
+ case DWARF:
+ if (game.closed) {
+ return GO_DWARFWAKE;
+ }
+ rspeak(BARE_HANDS_QUERY);
+ break;
+ case DRAGON:
+ rspeak(ALREADY_DEAD);
+ break;
+ case TROLL:
+ rspeak(ROCKY_TROLL);
+ break;
+ default:
+ speak(actions[verb].message);
+ }
+ return GO_CLEAROBJ;
}
-static int bigwords(long foo)
+static int bigwords(vocab_t id)
/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
- * Look up WD1 in section 3 of vocab to determine which word we've got. Last
- * word zips the eggs back to the giant room (unless already there). */
+ * 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). */
{
- int k=VOCAB(foo,3);
- SPK=42;
- if (game.foobar != 1-k) {
- if (game.foobar != 0)SPK=151;
- return(2011);
+ 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 != FOO) && (id != FUM)) {
+ rspeak(OK_MAN);
+ return GO_CLEAROBJ;
+ }
+ game.foobar = WORD_EMPTY;
+ if (game.place[EGGS] == objects[EGGS].plac ||
+ (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
+ rspeak(NOTHING_HAPPENS);
+ return GO_CLEAROBJ;
+ } else {
+ /* Bring back troll if we steal the eggs back from him before
+ * crossing. */
+ if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
+ game.prop[TROLL] = TROLL_PAIDONCE;
+ if (HERE(EGGS))
+ 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);
+
+ return GO_CLEAROBJ;
+ }
} else {
- game.foobar=k;
- if (k != 4) return(2009);
- game.foobar=0;
- if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
- return(2011);
- /* Bring back troll if we steal the eggs back from him before
- * crossing. */
- if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
- game.prop[TROLL]=1;
- k=2;
- if (HERE(EGGS))k=1;
- if (game.loc == PLAC[EGGS])k=0;
- MOVE(EGGS,PLAC[EGGS]);
- PSPEAK(EGGS,k);
- return(2012);
+ 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 bivalve(token_t verb, token_t obj)
-/* Clam/oyster actions */
-{
- int k=0;
- if (obj == OYSTER)k=1;
- SPK=124+k;
- if (TOTING(obj))SPK=120+k;
- if (!TOTING(TRIDNT))SPK=122+k;
- if (verb == LOCK)SPK=61;
- if (SPK != 124)
- return(2011);
- DSTROY(CLAM);
- DROP(OYSTER,game.loc);
- DROP(PEARL,105);
- return(2011);
-}
-
-static int blast(void)
+static void blast(void)
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
{
- if (game.prop[ROD2] < 0 || !game.closed) return(2011);
- game.bonus=133;
- if (game.loc == 115)game.bonus=134;
- if (HERE(ROD2))game.bonus=135;
- RSPEAK(game.bonus);
- score(0);
+ if (game.prop[ROD2] == STATE_NOTFOUND ||
+ !game.closed)
+ rspeak(REQUIRES_DYNAMITE);
+ else {
+ 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);
+ }
}
-static int vbreak(token_t obj)
+static int vbreak(verb_t verb, obj_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
- if (obj == MIRROR)SPK=148;
- if (obj == VASE && game.prop[VASE] == 0) {
- SPK=198;
- if (TOTING(VASE))DROP(VASE,game.loc);
- game.prop[VASE]=2;
- game.fixed[VASE]= -1;
- return(2011);
- } else {
- if (obj != MIRROR || !game.closed) return(2011);
- SPK=197;
- return(18999);
+ switch (obj) {
+ case MIRROR:
+ if (game.closed) {
+ state_change(MIRROR, MIRROR_BROKEN);
+ return GO_DWARFWAKE;
+ } else {
+ rspeak(TOO_FAR);
+ break;
+ }
+ case VASE:
+ if (game.prop[VASE] == VASE_WHOLE) {
+ if (TOTING(VASE))
+ drop(VASE, game.loc);
+ state_change(VASE, VASE_BROKEN);
+ game.fixed[VASE] = IS_FIXED;
+ break;
+ }
+ /* FALLTHRU */
+ default:
+ speak(actions[verb].message);
}
+ return (GO_CLEAROBJ);
}
static int brief(void)
-/* Brief. Intransitive only. Suppress long descriptions after first time. */
+/* Brief. Intransitive only. Suppress full descriptions after first time. */
{
- SPK=156;
- game.abbnum=10000;
- game.detail=3;
- return(2011);
+ game.abbnum = 10000;
+ game.detail = 3;
+ rspeak(BRIEF_CONFIRM);
+ return GO_CLEAROBJ;
}
-static int carry(long obj)
+static int vcarry(verb_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 (obj == INTRANSITIVE) {
- /* Carry, no object given yet. OK if only one object present. */
- if(game.atloc[game.loc] == 0 ||
- game.link[game.atloc[game.loc]] != 0 ||
- ATDWRF(game.loc) > 0)
- return(8000);
- obj=game.atloc[game.loc];
- }
-
- if (TOTING(obj)) return(2011);
- SPK=25;
- if (obj == PLANT && game.prop[PLANT] <= 0)SPK=115;
- if (obj == BEAR && game.prop[BEAR] == 1)SPK=169;
- if (obj == CHAIN && game.prop[BEAR] != 0)SPK=170;
- if (obj == URN)SPK=215;
- if (obj == CAVITY)SPK=217;
- if (obj == BLOOD)SPK=239;
- if (obj == RUG && game.prop[RUG] == 2)SPK=222;
- if (obj == SIGN)SPK=196;
+ /* Carry, no object given yet. OK if only one object present. */
+ if (game.atloc[game.loc] == NO_OBJECT ||
+ game.link[game.atloc[game.loc]] != 0 ||
+ atdwrf(game.loc) > 0)
+ return GO_UNKNOWN;
+ obj = game.atloc[game.loc];
+ }
+
+ if (TOTING(obj)) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ }
+
if (obj == MESSAG) {
- SPK=190;
- DSTROY(MESSAG);
- }
- if (game.fixed[obj] != 0)
- return(2011);
- if (obj == WATER || obj == OIL) {
- if (!HERE(BOTTLE) || LIQ(0) != obj) {
- if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
- return(fill(BOTTLE));
- if (game.prop[BOTTLE] != 1)SPK=105;
- if (!TOTING(BOTTLE))SPK=104;
- return(2011);
- }
- obj = BOTTLE;
- }
-
- SPK=92;
- if (game.holdng >= INVLIMIT)
- return(2011);
- if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
- if (game.prop[BIRD] == 2) {
- SPK=238;
- DSTROY(BIRD);
- return(2011);
- }
- if (!TOTING(CAGE))SPK=27;
- if (TOTING(ROD))SPK=26;
- if (SPK/2 == 13) return(2011);
- game.prop[BIRD]=1;
- }
- if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
- CARRY(BIRD+CAGE-obj,game.loc);
- CARRY(obj,game.loc);
- if (obj == BOTTLE && LIQ(0) != 0)
- game.place[LIQ(0)] = -1;
- if (!GSTONE(obj) || game.prop[obj] == 0)
- return(2009);
- game.prop[obj]=0;
- game.prop[CAVITY]=1;
- return(2009);
+ rspeak(REMOVE_MESSAGE);
+ DESTROY(MESSAG);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.fixed[obj] != IS_FREE) {
+ 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);
+ break;
+ case CAVITY:
+ rspeak(DOUGHNUT_HOLES);
+ break;
+ case BLOOD:
+ rspeak(FEW_DROPS);
+ break;
+ case SIGN:
+ rspeak(HAND_PASSTHROUGH);
+ break;
+ default:
+ rspeak(YOU_JOKING);
+ }
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == WATER ||
+ obj == OIL) {
+ if (!HERE(BOTTLE) ||
+ LIQUID() != obj) {
+ if (!TOTING(BOTTLE)) {
+ rspeak(NO_CONTAINER);
+ return GO_CLEAROBJ;
+ }
+ if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
+ return (fill(verb, BOTTLE));
+ } else
+ rspeak(BOTTLE_FULL);
+ return GO_CLEAROBJ;
+ }
+ obj = BOTTLE;
+ }
+
+ if (game.holdng >= INVLIMIT) {
+ rspeak(CARRY_LIMIT);
+ return GO_CLEAROBJ;
+
+ }
+
+ if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
+ if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
+ DESTROY(BIRD);
+ rspeak(BIRD_CRAP);
+ return GO_CLEAROBJ;
+ }
+ if (!TOTING(CAGE)) {
+ rspeak(CANNOT_CARRY);
+ return GO_CLEAROBJ;
+ }
+ if (TOTING(ROD)) {
+ rspeak(BIRD_EVADES);
+ return GO_CLEAROBJ;
+ }
+ game.prop[BIRD] = BIRD_CAGED;
+ }
+ if ((obj == BIRD ||
+ obj == CAGE) &&
+ (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;
+ }
+ rspeak(OK_MAN);
+ return GO_CLEAROBJ;
}
-static int chain(token_t verb)
+static int chain(verb_t verb)
/* Do something to the bear's chain */
{
if (verb != LOCK) {
- SPK=171;
- if (game.prop[BEAR] == 0)SPK=41;
- if (game.prop[CHAIN] == 0)SPK=37;
- if (SPK != 171) return(2011);
- game.prop[CHAIN]=0;
- game.fixed[CHAIN]=0;
- if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
- game.fixed[BEAR]=2-game.prop[BEAR];
- return(2011);
- } else {
- SPK=172;
- if (game.prop[CHAIN] != 0)SPK=34;
- if (game.loc != PLAC[CHAIN])SPK=173;
- if (SPK != 172) return(2011);
- game.prop[CHAIN]=2;
- if (TOTING(CHAIN))DROP(CHAIN,game.loc);
- game.fixed[CHAIN]= -1;
- return(2011);
+ if (game.prop[BEAR] == UNTAMED_BEAR) {
+ rspeak(BEAR_BLOCKS);
+ return GO_CLEAROBJ;
+ }
+ if (game.prop[CHAIN] == CHAIN_HEAP) {
+ rspeak(ALREADY_UNLOCKED);
+ return GO_CLEAROBJ;
+ }
+ game.prop[CHAIN] = CHAIN_HEAP;
+ game.fixed[CHAIN] = IS_FREE;
+ if (game.prop[BEAR] != BEAR_DEAD)
+ game.prop[BEAR] = CONTENTED_BEAR;
+
+ switch (game.prop[BEAR]) {
+ // LCOV_EXCL_START
+ case BEAR_DEAD:
+ /* Can't be reached until the bear can die in some way other
+ * than 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;
+ }
+ rspeak(CHAIN_UNLOCKED);
+ return GO_CLEAROBJ;
}
+
+ if (game.prop[CHAIN] != CHAIN_HEAP) {
+ rspeak(ALREADY_LOCKED);
+ return GO_CLEAROBJ;
+ }
+ if (game.loc != objects[CHAIN].plac) {
+ rspeak(NO_LOCKSITE);
+ return GO_CLEAROBJ;
+ }
+
+ game.prop[CHAIN] = CHAIN_FIXED;
+
+ if (TOTING(CHAIN))
+ drop(CHAIN, game.loc);
+ game.fixed[CHAIN] = IS_FIXED;
+
+ rspeak(CHAIN_LOCKED);
+ return GO_CLEAROBJ;
}
-static int discard(long obj, bool just_do_it)
+static int discard(verb_t verb, obj_t obj)
/* 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 (!just_do_it) {
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj)) return(2011);
- if (obj == BIRD && HERE(SNAKE)) {
- RSPEAK(30);
- if (game.closed) return(19000);
- DSTROY(SNAKE);
- /* Set game.prop for use by travel options */
- game.prop[SNAKE]=1;
-
- } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
- RSPEAK(218);
- game.prop[obj]=1;
- game.prop[CAVITY]=0;
- if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
- game.prop[RUG] == 2))) {
- SPK=219;
- if (TOTING(RUG))SPK=220;
- if (obj == RUBY)SPK=221;
- RSPEAK(SPK);
- if (SPK != 220) {
- K=2-game.prop[RUG];
- game.prop[RUG]=K;
- if (K == 2)K=PLAC[SAPPH];
- MOVE(RUG+NOBJECTS,K);
- }
+ if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
+ obj = ROD2;
+ }
+
+ if (!TOTING(obj)) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ }
+
+ 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))) {
+ if (obj == RUBY)
+ 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)
+ k = objects[SAPPH].plac;
+ move(RUG + NOBJECTS, k);
}
- } else if (obj == COINS && HERE(VEND)) {
- DSTROY(COINS);
- DROP(BATTER,game.loc);
- PSPEAK(BATTER,0);
- return(2012);
- } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
- RSPEAK(154);
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- return(2012);
- } else if (obj == BEAR && AT(TROLL)) {
- RSPEAK(163);
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- game.prop[TROLL]=2;
- } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
- RSPEAK(54);
- } else {
- game.prop[VASE]=2;
- if (AT(PILLOW))game.prop[VASE]=0;
- PSPEAK(VASE,game.prop[VASE]+1);
- if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
- }
- }
- K=LIQ(0);
- if (K == obj)obj=BOTTLE;
- if (obj == BOTTLE && K != 0)game.place[K]=0;
- if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
- DROP(obj,game.loc);
- if (obj != BIRD) return(2012);
- game.prop[BIRD]=0;
- if (FOREST(game.loc))game.prop[BIRD]=2;
- return(2012);
+ }
+ 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;
+ }
+
+ 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);
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
+ }
+
+ 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);
+ }
+
+ 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;
+ }
+
+ rspeak(OK_MAN);
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
}
-static int drink(token_t obj)
+static int drink(verb_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. */
{
- if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
- return(8000);
- if (obj != BLOOD) {
- if (obj != 0 && obj != WATER)SPK=110;
- if (SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
- game.prop[BOTTLE]=1;
- game.place[WATER]=0;
- SPK=74;
- return(2011);
- } else {
- DSTROY(BLOOD);
- game.prop[DRAGON]=2;
- OBJSND[BIRD]=OBJSND[BIRD]+3;
- SPK=240;
- return(2011);
+ if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
+ (LIQUID() != WATER || !HERE(BOTTLE))) {
+ return GO_UNKNOWN;
+ }
+
+ if (obj == BLOOD) {
+ DESTROY(BLOOD);
+ state_change(DRAGON, DRAGON_BLOODLESS);
+ game.blooded = true;
+ return GO_CLEAROBJ;
}
+
+ if (obj != INTRANSITIVE && obj != WATER) {
+ rspeak(RIDICULOUS_ATTEMPT);
+ return GO_CLEAROBJ;
+ }
+ if (LIQUID() == WATER && HERE(BOTTLE)) {
+ game.place[WATER] = LOC_NOWHERE;
+ state_change(BOTTLE, EMPTY_BOTTLE);
+ return GO_CLEAROBJ;
+ }
+
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
}
-static int eat(token_t obj)
+static int eat(verb_t verb, obj_t obj)
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
- if (obj == INTRANSITIVE) {
- if (!HERE(FOOD))
- return(8000);
- DSTROY(FOOD);
- SPK=72;
- return(2011);
- } else {
- if (obj == FOOD) {
- DSTROY(FOOD);
- SPK=72;
- return(2011);
- }
- if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
- DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)SPK=71;
- return(2011);
+ switch (obj) {
+ case INTRANSITIVE:
+ if (!HERE(FOOD))
+ return GO_UNKNOWN;
+ /* FALLTHRU */
+ case FOOD:
+ DESTROY(FOOD);
+ rspeak(THANKS_DELICIOUS);
+ break;
+ case BIRD:
+ case SNAKE:
+ case CLAM:
+ case OYSTER:
+ case DWARF:
+ case DRAGON:
+ case TROLL:
+ case BEAR:
+ case OGRE:
+ rspeak(LOST_APPETITE);
+ break;
+ default:
+ speak(actions[verb].message);
}
+ return GO_CLEAROBJ;
}
-static int extinguish(int obj)
+static int extinguish(verb_t verb, obj_t obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
if (obj == INTRANSITIVE) {
- if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
- if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
- if (obj == 0 || obj > NOBJECTS) return(8000);
+ if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
+ obj = LAMP;
+ if (HERE(URN) && game.prop[URN] == URN_LIT)
+ obj = URN;
+ if (obj == INTRANSITIVE)
+ return GO_UNKNOWN;
}
- if (obj == URN) {
- game.prop[URN]=game.prop[URN]/2;
- SPK=210;
- return(2011);
- }
- if (obj == LAMP) {
- game.prop[LAMP]=0;
- RSPEAK(40);
- if (DARK(0))
- RSPEAK(16);
- return(2012);
- }
- if (obj == DRAGON || obj == VOLCAN)
- SPK=146;
- return(2011);
+ switch (obj) {
+ case URN:
+ if (game.prop[URN] != URN_EMPTY) {
+ state_change(URN, URN_DARK);
+ } else {
+ pspeak(URN, change, URN_DARK, true);
+ }
+ break;
+ case LAMP:
+ state_change(LAMP, LAMP_DARK);
+ rspeak(DARK(game.loc) ?
+ PITCH_DARK :
+ NO_MESSAGE);
+ break;
+ case DRAGON:
+ case VOLCANO:
+ rspeak(BEYOND_POWER);
+ break;
+ default:
+ speak(actions[verb].message);
+ }
+ return GO_CLEAROBJ;
}
-static int feed(long obj)
+static int feed(verb_t verb, obj_t obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
- if (obj == BIRD) {
- SPK=100;
- return(2011);
+ switch (obj) {
+ case BIRD:
+ rspeak(BIRD_PINING);
+ 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);
+ rspeak(BIRD_DEVOURED);
+ } else
+ rspeak(NOTHING_EDIBLE);
+ break;
+ case TROLL:
+ rspeak(TROLL_VICES);
+ break;
+ case DWARF:
+ if (HERE(FOOD)) {
+ game.dflag += 2;
+ rspeak(REALLY_MAD);
+ } else
+ speak(actions[verb].message);
+ break;
+ case BEAR:
+ if (game.prop[BEAR] == BEAR_DEAD) {
+ rspeak(RIDICULOUS_ATTEMPT);
+ break;
+ }
+ 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;
+ }
+ speak(actions[verb].message);
+ break;
+ case OGRE:
+ if (HERE(FOOD))
+ rspeak(OGRE_FULL);
+ else
+ speak(actions[verb].message);
+ break;
+ default:
+ rspeak(AM_GAME);
}
+ return GO_CLEAROBJ;
+}
- if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
- SPK=102;
- if (obj == DRAGON && game.prop[DRAGON] != 0)SPK=110;
- if (obj == TROLL)SPK=182;
- if (obj != SNAKE || game.closed || !HERE(BIRD))
- return(2011);
- SPK=101;
- DSTROY(BIRD);
- game.prop[BIRD]=0;
- return(2011);
+int fill(verb_t verb, obj_t obj)
+/* Fill. Bottle or urn must be empty, and liquid available. (Vase
+ * is nasty.) */
+{
+ if (obj == VASE) {
+ if (LIQLOC(game.loc) == NO_OBJECT) {
+ rspeak(FILL_INVALID);
+ return GO_CLEAROBJ;
+ }
+ if (!TOTING(VASE)) {
+ rspeak(ARENT_CARRYING);
+ return GO_CLEAROBJ;
+ }
+ rspeak(SHATTER_VASE);
+ game.prop[VASE] = VASE_BROKEN;
+ game.fixed[VASE] = IS_FIXED;
+ drop(VASE, game.loc);
+ return GO_CLEAROBJ;
}
- if (obj == DWARF) {
- if (!HERE(FOOD))
- return(2011);
- SPK=103;
- game.dflag=game.dflag+2;
- return(2011);
+ if (obj == URN) {
+ if (game.prop[URN] != URN_EMPTY) {
+ rspeak(FULL_URN);
+ return GO_CLEAROBJ;
+ }
+ if (!HERE(BOTTLE)) {
+ rspeak(FILL_INVALID);
+ return GO_CLEAROBJ;
+ }
+ int k = LIQUID();
+ switch (k) {
+ case WATER:
+ game.prop[BOTTLE] = EMPTY_BOTTLE;
+ rspeak(WATER_URN);
+ break;
+ case OIL:
+ game.prop[URN] = URN_DARK;
+ game.prop[BOTTLE] = EMPTY_BOTTLE;
+ rspeak(OIL_URN);
+ break;
+ case NO_OBJECT:
+ default:
+ rspeak(FILL_INVALID);
+ return GO_CLEAROBJ;
+ }
+ game.place[k] = LOC_NOWHERE;
+ return GO_CLEAROBJ;
}
-
- if (obj == BEAR) {
- if (game.prop[BEAR] == 0)SPK=102;
- if (game.prop[BEAR] == 3)SPK=110;
- if (!HERE(FOOD))
- return(2011);
- DSTROY(FOOD);
- game.prop[BEAR]=1;
- game.fixed[AXE]=0;
- game.prop[AXE]=0;
- SPK=168;
- return(2011);
+ if (obj != INTRANSITIVE && obj != BOTTLE) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
}
+ if (obj == INTRANSITIVE && !HERE(BOTTLE))
+ return GO_UNKNOWN;
- if (obj == OGRE) {
- if (HERE(FOOD))
- SPK=202;
- return(2011);
+ if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
+ rspeak(URN_NOPOUR);
+ return GO_CLEAROBJ;
+ }
+ if (LIQUID() != NO_OBJECT) {
+ rspeak(BOTTLE_FULL);
+ return GO_CLEAROBJ;
+ }
+ if (LIQLOC(game.loc) == NO_OBJECT) {
+ rspeak(NO_LIQUID);
+ return GO_CLEAROBJ;
}
- SPK=14;
- return(2011);
-}
-
-int fill(long obj)
-/* Fill. Bottle or urn must be empty, and liquid available. (Vase
- * is nasty.) */
-{
- int k;
- if (obj == VASE) {
- SPK=29;
- if (LIQLOC(game.loc) == 0)SPK=144;
- if (LIQLOC(game.loc) == 0 || !TOTING(VASE))
- return(2011);
- RSPEAK(145);
- game.prop[VASE]=2;
- game.fixed[VASE]= -1;
- return(discard(obj, true));
- }
-
- if (obj == URN){
- SPK=213;
- if (game.prop[URN] != 0) return(2011);
- SPK=144;
- k=LIQ(0);
- if (k == 0 || !HERE(BOTTLE)) return(2011);
- game.place[k]=0;
- game.prop[BOTTLE]=1;
- if (k == OIL)game.prop[URN]=1;
- SPK=211+game.prop[URN];
- return(2011);
- }
-
- if (obj != 0 && obj != BOTTLE)
- return(2011);
- if (obj == 0 && !HERE(BOTTLE))
- return(8000);
- SPK=107;
- if (LIQLOC(game.loc) == 0)
- SPK=106;
- if (HERE(URN) && game.prop[URN] != 0)
- SPK=214;
- if (LIQ(0) != 0)
- SPK=105;
- if (SPK != 107)
- return(2011);
- game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
- k=LIQ(0);
+ state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
+ ? OIL_BOTTLE
+ : WATER_BOTTLE);
if (TOTING(BOTTLE))
- game.place[k]= -1;
- if (k == OIL)
- SPK=108;
- return(2011);
+ game.place[LIQUID()] = CARRIED;
+ return GO_CLEAROBJ;
}
-static int find(token_t obj)
+static int find(verb_t verb, obj_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
+ if (TOTING(obj)) {
+ rspeak(ALREADY_CARRYING);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.closed) {
+ rspeak(NEEDED_NEARBY);
+ return GO_CLEAROBJ;
+ }
+
if (AT(obj) ||
- (LIQ(0) == obj && AT(BOTTLE)) ||
- obj == LIQLOC(game.loc) ||
- (obj == DWARF && ATDWRF(game.loc) > 0))
- SPK=94;
- if (game.closed)SPK=138;
- if (TOTING(obj))SPK=24;
- return(2011);
+ (LIQUID() == obj && AT(BOTTLE)) ||
+ obj == LIQLOC(game.loc) ||
+ (obj == DWARF && atdwrf(game.loc) > 0)) {
+ rspeak(YOU_HAVEIT);
+ return GO_CLEAROBJ;
+ }
+
+
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
}
-static int fly(token_t obj)
+static int fly(verb_t verb, obj_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
if (obj == INTRANSITIVE) {
- if (game.prop[RUG] != 2)SPK=224;
- if (!HERE(RUG))SPK=225;
- if (SPK/2 == 112) return(2011);
- obj=RUG;
- }
-
- if (obj != RUG) return(2011);
- SPK=223;
- if (game.prop[RUG] != 2) return(2011);
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
- game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
- SPK=226;
- if (game.prop[SAPPH] >= 0)SPK=227;
- RSPEAK(SPK);
- return(2);
+ if (!HERE(RUG)) {
+ rspeak(FLAP_ARMS);
+ return GO_CLEAROBJ;
+ }
+ if (game.prop[RUG] != RUG_HOVER) {
+ rspeak(RUG_NOTHING2);
+ return GO_CLEAROBJ;
+ }
+ obj = RUG;
+ }
+
+ if (obj != RUG) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ }
+ if (game.prop[RUG] != RUG_HOVER) {
+ rspeak(RUG_NOTHING1);
+ return GO_CLEAROBJ;
+ }
+ game.oldlc2 = game.oldloc;
+ game.oldloc = 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;
}
-
-static int inven(token_t obj)
+
+static int inven(void)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
- int i;
- SPK=98;
- for (i=1; i<=NOBJECTS; i++) {
- if (i == BEAR || !TOTING(i))
- continue;
- if (SPK == 98)RSPEAK(99);
- game.blklin=false;
- PSPEAK(i,-1);
- game.blklin=true;
- SPK=0;
+ bool empty = true;
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
+ if (i == BEAR ||
+ !TOTING(i))
+ continue;
+ if (empty) {
+ rspeak(NOW_HOLDING);
+ empty = false;
+ }
+ pspeak(i, touch, -1, false);
}
if (TOTING(BEAR))
- SPK=141;
- return(2011);
+ rspeak(TAME_BEAR);
+ if (empty)
+ rspeak(NO_CARRY);
+ return GO_CLEAROBJ;
}
-int light(token_t obj)
+static int light(verb_t verb, obj_t obj)
/* Light. Applicable only to lamp and urn. */
{
if (obj == INTRANSITIVE) {
- if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
- if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
- if (obj == 0 || obj > NOBJECTS) return(8000);
+ int selects = 0;
+ if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) {
+ obj = LAMP;
+ selects++;
+ }
+ if (HERE(URN) && game.prop[URN] == URN_DARK) {
+ obj = URN;
+ selects++;
+ }
+ if (selects != 1)
+ return GO_UNKNOWN;
}
- if (obj == URN) {
- SPK=38;
- if (game.prop[URN] == 0)
- return(2011);
- SPK=209;
- game.prop[URN]=2;
- return(2011);
- } else {
- if (obj != LAMP) return(2011);
- SPK=184;
- if (game.limit < 0) return(2011);
- game.prop[LAMP]=1;
- RSPEAK(39);
- if (game.wzdark) return(2000);
- return(2012);
- }
+ switch (obj) {
+ case URN:
+ state_change(URN, game.prop[URN] == URN_EMPTY ?
+ URN_EMPTY :
+ URN_LIT);
+ break;
+ case LAMP:
+ if (game.limit < 0) {
+ rspeak(LAMP_OUT);
+ break;
+ }
+ state_change(LAMP, LAMP_BRIGHT);
+ if (game.wzdark)
+ return GO_TOP;
+ break;
+ default:
+ speak(actions[verb].message);
+ }
+ return GO_CLEAROBJ;
}
static int listen(void)
-/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
+/* Listen. Intransitive only. Print stuff based on object sound proprties. */
{
- int i, k;
- SPK=228;
- k=LOCSND[game.loc];
- if (k != 0) {
- RSPEAK(labs(k));
- if (k < 0) return(2012);
- SPK=0;
- }
- SETPRM(1,game.zzword,0);
- for (i=1; i<=NOBJECTS; i++) {
- if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
- continue;
- PSPEAK(i,OBJSND[i]+game.prop[i]);
- SPK=0;
- if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
- DSTROY(BIRD);
- }
- return(2011);
+ vocab_t sound = locations[game.loc].sound;
+ if (sound != SILENT) {
+ rspeak(sound);
+ if (!locations[game.loc].loud)
+ rspeak(NO_MESSAGE);
+ return GO_CLEAROBJ;
+ }
+ 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];
+ /* (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;
+ pspeak(i, hear, mi, true, game.zzword);
+ rspeak(NO_MESSAGE);
+ if (i == BIRD && mi == BIRD_ENDSTATE)
+ DESTROY(BIRD);
+ return GO_CLEAROBJ;
+ }
+ rspeak(ALL_SILENT);
+ return GO_CLEAROBJ;
}
-static int lock(token_t verb, token_t obj)
+static int lock(verb_t verb, obj_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
- int k;
if (obj == INTRANSITIVE) {
- SPK=28;
- if (HERE(CLAM))obj=CLAM;
- if (HERE(OYSTER))obj=OYSTER;
- if (AT(DOOR))obj=DOOR;
- if (AT(GRATE))obj=GRATE;
- if (obj != 0 && HERE(CHAIN)) return(8000);
- if (HERE(CHAIN))obj=CHAIN;
- if (obj == 0) return(2011);
- }
-
+ if (HERE(CLAM))
+ obj = CLAM;
+ if (HERE(OYSTER))
+ obj = OYSTER;
+ if (AT(DOOR))
+ obj = DOOR;
+ if (AT(GRATE))
+ obj = GRATE;
+ if (HERE(CHAIN))
+ obj = CHAIN;
+ if (obj == INTRANSITIVE) {
+ rspeak(NOTHING_LOCKED);
+ return GO_CLEAROBJ;
+ }
+ }
+
/* Lock, unlock object. Special stuff for opening clam/oyster
* and for chain. */
- if (obj == CLAM || obj == OYSTER)
- return bivalve(verb, obj);
- if (obj == DOOR)SPK=111;
- if (obj == DOOR && game.prop[DOOR] == 1)SPK=54;
- if (obj == CAGE)SPK=32;
- if (obj == KEYS)SPK=55;
- if (obj == GRATE || obj == CHAIN)SPK=31;
- if (SPK != 31 || !HERE(KEYS)) return(2011);
- if (obj == CHAIN)
- return chain(verb);
- if (game.closng) {
- SPK=130;
- if (!game.panic)game.clock2=15;
- game.panic=true;
- return(2011);
- }
- SPK=34+game.prop[GRATE];
- game.prop[GRATE]=1;
- if (verb == LOCK)game.prop[GRATE]=0;
- SPK=SPK+2*game.prop[GRATE];
- return(2011);
+
+ switch (obj) {
+ case CHAIN:
+ if (HERE(KEYS)) {
+ return chain(verb);
+ } else
+ rspeak(NO_KEYS);
+ break;
+ case GRATE:
+ if (HERE(KEYS)) {
+ if (game.closng) {
+ rspeak(EXIT_CLOSED);
+ if (!game.panic)
+ game.clock2 = PANICTIME;
+ game.panic = true;
+ } else {
+ state_change(GRATE, (verb == LOCK) ?
+ GRATE_CLOSED :
+ GRATE_OPEN);
+ }
+ } else
+ rspeak(NO_KEYS);
+ break;
+ case CLAM:
+ if (verb == LOCK)
+ rspeak(HUH_MAN);
+ else if (!TOTING(TRIDENT))
+ rspeak(CLAM_OPENER);
+ else {
+ DESTROY(CLAM);
+ drop(OYSTER, game.loc);
+ drop(PEARL, LOC_CULDESAC);
+ rspeak(PEARL_FALLS);
+ }
+ break;
+ case OYSTER:
+ if (verb == LOCK)
+ rspeak(HUH_MAN);
+ 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);
+ break;
+ case CAGE:
+ rspeak( NO_LOCK);
+ break;
+ case KEYS:
+ rspeak(CANNOT_UNLOCK);
+ break;
+ default:
+ speak(actions[verb].message);
+ }
+
+ return GO_CLEAROBJ;
}
-static int pour(token_t obj)
+static int pour(verb_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 == BOTTLE || obj == 0)obj=LIQ(0);
- if (obj == 0) return(8000);
- if (!TOTING(obj)) return(2011);
- SPK=78;
- if (obj != OIL && obj != WATER) return(2011);
- if (HERE(URN) && game.prop[URN] == 0)
- return fill(URN);
- game.prop[BOTTLE]=1;
- game.place[obj]=0;
- SPK=77;
- if (!(AT(PLANT) || AT(DOOR)))
- return(2011);
+ if (obj == BOTTLE ||
+ obj == INTRANSITIVE)
+ obj = LIQUID();
+ if (obj == NO_OBJECT)
+ return GO_UNKNOWN;
+ if (!TOTING(obj)) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj != OIL && obj != WATER) {
+ rspeak(CANT_POUR);
+ return GO_CLEAROBJ;
+ }
+ if (HERE(URN) && game.prop[URN] == URN_EMPTY)
+ return fill(verb, URN);
+ game.prop[BOTTLE] = EMPTY_BOTTLE;
+ game.place[obj] = LOC_NOWHERE;
+ if (!(AT(PLANT) ||
+ AT(DOOR))) {
+ rspeak(GROUND_WET);
+ return GO_CLEAROBJ;
+ }
if (!AT(DOOR)) {
- SPK=112;
- if (obj != WATER) return(2011);
- PSPEAK(PLANT,game.prop[PLANT]+3);
- game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
- game.prop[PLANT2]=game.prop[PLANT];
- K=NUL;
- return(8);
+ if (obj == WATER) {
+ /* cycle through the three plant states */
+ state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
+ game.prop[PLANT2] = game.prop[PLANT];
+ return GO_MOVE;
+ } else {
+ rspeak(SHAKING_LEAVES);
+ return GO_CLEAROBJ;
+ }
} else {
- game.prop[DOOR]=0;
- if (obj == OIL)game.prop[DOOR]=1;
- SPK=113+game.prop[DOOR];
- return(2011);
+ state_change(DOOR, (obj == OIL) ?
+ DOOR_UNRUSTED :
+ DOOR_RUSTED);
+ return GO_CLEAROBJ;
}
}
-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,22,54,54))
- score(1);
- return(2012);
+ if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
+ terminate(quitgame);
+ return GO_CLEAROBJ;
}
-static int read(FILE *input, token_t obj)
+static int read(command_t command)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
- int i;
- if (obj == INTRANSITIVE) {
- obj = 0;
- for (i=1; i<=NOBJECTS; i++) {
- if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
- obj = obj * NOBJECTS + i;
- }
- if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
- }
-
- if (DARK(0)) {
- SETPRM(1,WD1,WD1X);
- RSPEAK(256);
- return(2012);
- }
- if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
- return(2011);
- if (obj == OYSTER && !game.clshnt) {
- game.clshnt=YES(input,192,193,54);
- return(2012);
- }
- PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
- return(2012);
+ if (command.obj == INTRANSITIVE) {
+ 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 == NO_OBJECT ||
+ DARK(game.loc))
+ return GO_UNKNOWN;
+ }
+
+ if (DARK(game.loc)) {
+ 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 ||
+ 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). */
{
- if (!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
- PSPEAK(RESER,game.prop[RESER]+1);
- game.prop[RESER]=1-game.prop[RESER];
- if (AT(RESER)) return(2012);
- game.oldlc2=game.loc;
- game.newloc=0;
- RSPEAK(241);
- return(2);
+ if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
+ rspeak(NOTHING_HAPPENS);
+ return GO_CLEAROBJ;
+ } else {
+ state_change(RESER,
+ game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
+ if (AT(RESER))
+ return GO_CLEAROBJ;
+ else {
+ game.oldlc2 = game.loc;
+ game.newloc = LOC_NOWHERE;
+ rspeak(NOT_BRIGHT);
+ return GO_TERMINATE;
+ }
+ }
}
-static int rub(token_t obj)
+static int rub(verb_t verb, obj_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
- if (obj != LAMP)SPK=76;
- if (obj != URN || game.prop[URN] != 2) return(2011);
- DSTROY(URN);
- DROP(AMBER,game.loc);
- game.prop[AMBER]=1;
- game.tally=game.tally-1;
- DROP(CAVITY,game.loc);
- SPK=216;
- return(2011);
-}
-
-static int say(void)
-/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
-{
- /* FIXME: ugly use of globals */
- SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X);
- if (WD2 > 0)WD1=WD2;
- int wd=VOCAB(WD1,-1);
- if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
- WD2=0;
- return(2630);
+ if (obj == URN && game.prop[URN] == URN_LIT) {
+ DESTROY(URN);
+ drop(AMBER, game.loc);
+ game.prop[AMBER] = AMBER_IN_ROCK;
+ --game.tally;
+ drop(CAVITY, game.loc);
+ rspeak(URN_GENIES);
+ } else if (obj != LAMP) {
+ rspeak(PECULIAR_NOTHING);
+ } else {
+ speak(actions[verb].message);
}
- RSPEAK(258);
- return(2012);
-
+ return GO_CLEAROBJ;
}
-static int suspendresume(FILE *input, bool resume)
-/* Suspend and resume */
+static int say(command_t command)
+/* Say. Echo WD2. Magic words override. */
{
- int kk;
- long i;
- if (!resume) {
- /* Suspend. Offer to save things in a file, but charging
- * some points (so can't win by using saved games to retry
- * battles or to start over after learning zzword). */
- SPK=201;
- RSPEAK(260);
- if (!YES(input,200,54,54)) return(2012);
- game.saved=game.saved+5;
- kk= -1;
- }
- else
- {
- /* Resume. Read a suspended game back from a file. */
- kk=1;
- if (game.loc != 1 || game.abbrev[1] != 1) {
- RSPEAK(268);
- if (!YES(input,200,54,54)) return(2012);
- }
- }
-
- /* Suspend vs resume cases are distinguished by the value of kk
- * (-1 for suspend, +1 for resume). */
-
- /*
- * FIXME: This is way more complicated than it needs to be in C.
- * What we ought to do is define a save-block structure that
- * includes a game state block and then use a single fread/fwrite
- * for I/O. All the SAV* functions can be scrapped.
- */
-
- DATIME(&i,&K);
- K=i+650*K;
- SAVWRD(kk,K);
- K=VRSION;
- SAVWRD(0,K);
- if (K != VRSION) {
- SETPRM(1,K/10,MOD(K,10));
- SETPRM(3,VRSION/10,MOD(VRSION,10));
- RSPEAK(269);
- return(2000);
- }
- /* Herewith are all the variables whose values can change during a game,
- * omitting a few (such as I, J) whose values between turns are
- * irrelevant and some whose values when a game is
- * suspended or resumed are guaranteed to match. If unsure whether a value
- * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
- * with junk variables to bring it up to 7 values. */
- SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
- SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
- SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
- SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
- SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
- SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
- SAVARR(game.abbrev,LOCSIZ);
- SAVARR(game.atloc,LOCSIZ);
- SAVARR(game.dloc,NDWARVES);
- SAVARR(game.dseen,NDWARVES);
- SAVARR(game.fixed,NOBJECTS);
- SAVARR(game.hinted,HNTSIZ);
- SAVARR(game.hintlc,HNTSIZ);
- SAVARR(game.link,NOBJECTS*2);
- SAVARR(game.odloc,NDWARVES);
- SAVARR(game.place,NOBJECTS);
- SAVARR(game.prop,NOBJECTS);
- SAVWRD(kk,K);
- if (K != 0) {
- RSPEAK(270);
- exit(0);
- }
- K=NUL;
- game.zzword=RNDVOC(3,game.zzword);
- if (kk > 0) return(8);
- RSPEAK(266);
- exit(0);
+ 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.word[1].type == ACTION && command.word[1].id == PART)
+ return reservoir();
+
+ 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;
}
-static int throw_support(long spk)
+static int throw_support(vocab_t spk)
{
- RSPEAK(spk);
- DROP(AXE,game.loc);
- K=NUL;
- return(8);
+ rspeak(spk);
+ drop(AXE, game.loc);
+ return GO_MOVE;
}
-static int throw(FILE *cmdin, long verb, long obj)
+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
* troll. Treasures special for troll. */
{
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
- if (!TOTING(obj))
- return(2011);
- if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
- SPK=159;
+ if (!TOTING(command.obj)) {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ if (objects[command.obj].is_treasure && AT(TROLL)) {
/* Snarf a treasure for the troll. */
- DROP(obj,0);
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- DROP(TROLL2,PLAC[TROLL]);
- DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- return(2011);
- }
- if (obj == FOOD && HERE(BEAR)) {
- /* But throwing food is another story. */
- obj=BEAR;
- return(feed(obj));
- }
- if (obj != AXE)
- return(discard(obj, false));
- int i=ATDWRF(game.loc);
- if (i <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == 0) {
- SPK=152;
- return throw_support(SPK);
- }
- if (AT(TROLL)) {
- SPK=158;
- return throw_support(SPK);
- }
- if (AT(OGRE)) {
- SPK=203;
- return throw_support(SPK);
+ drop(command.obj, LOC_NOWHERE);
+ move(TROLL, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, IS_FREE);
+ drop(TROLL2, objects[TROLL].plac);
+ drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
+ rspeak(TROLL_SATISFIED);
+ return GO_CLEAROBJ;
+ }
+ if (command.obj == FOOD && HERE(BEAR)) {
+ /* But throwing food is another story. */
+ command.obj = BEAR;
+ return (feed(command.verb, command.obj));
+ }
+ if (command.obj != AXE)
+ return (discard(command.verb, command.obj));
+ else {
+ if (atdwrf(game.loc) <= 0) {
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
+ return throw_support(DRAGON_SCALES);
+ if (AT(TROLL))
+ return throw_support(TROLL_RETURNS);
+ if (AT(OGRE))
+ return throw_support(OGRE_DODGE);
+ if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+ /* This'll teach him to throw the axe at the bear! */
+ drop(AXE, game.loc);
+ game.fixed[AXE] = IS_FIXED;
+ juggle(BEAR);
+ state_change(AXE, AXE_LOST);
+ return GO_CLEAROBJ;
+ }
+ command.obj = INTRANSITIVE;
+ return (attack(command));
}
- if (HERE(BEAR) && game.prop[BEAR] == 0) {
- /* This'll teach him to throw the axe at the bear! */
- SPK=164;
- DROP(AXE,game.loc);
- game.fixed[AXE]= -1;
- game.prop[AXE]=1;
- JUGGLE(BEAR);
- return(2011);
+
+ if (randrange(NDWARVES + 1) < game.dflag) {
+ return throw_support(DWARF_DODGES);
+ } else {
+ int i = atdwrf(game.loc);
+ game.dseen[i] = false;
+ game.dloc[i] = LOC_NOWHERE;
+ return throw_support((++game.dkill == 1) ?
+ DWARF_SMOKE :
+ KILLED_DWARF);
}
- return(attack(cmdin, verb, 0));
}
+}
- if (randrange(NDWARVES+1) < game.dflag) {
- SPK=48;
- return throw_support(SPK);
+static int wake(verb_t verb, obj_t obj)
+/* Wake. Only use is to disturb the dwarves. */
+{
+ if (obj != DWARF ||
+ !game.closed) {
+ speak(actions[verb].message);
+ return GO_CLEAROBJ;
+ } else {
+ rspeak(PROD_DWARF);
+ return GO_DWARFWAKE;
}
- game.dseen[i]=false;
- game.dloc[i]=0;
- SPK=47;
- game.dkill=game.dkill+1;
- if (game.dkill == 1)SPK=149;
-
- return throw_support(SPK);
}
-static int vscore(void)
-/* Score. Call scoring routine but tell it to return. */
+static int seed(verb_t verb, const char *arg)
+/* Set seed */
{
- score(-1);
- return(2012);
+ int32_t seed = strtol(arg, NULL, 10);
+ speak(actions[verb].message, seed);
+ set_seed(seed);
+ --game.turns;
+ return GO_TOP;
}
-static int wake(token_t obj)
-/* Wake. Only use is to disturb the dwarves. */
+static int waste(verb_t verb, turn_t turns)
+/* Burn turns */
{
- if (obj != DWARF || !game.closed) return(2011);
- SPK=199;
- return(18999);
+ game.limit -= turns;
+ speak(actions[verb].message, (int)game.limit);
+ return GO_TOP;
}
-static int wave(token_t obj)
+static int wave(verb_t verb, obj_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
- if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
if (obj != ROD ||
- !TOTING(obj) ||
- (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
- return(2011);
- if (HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
- if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
- DROP(JADE,game.loc);
- game.prop[JADE]=0;
- game.tally=game.tally-1;
- SPK=208;
- return(2011);
+ !TOTING(obj) ||
+ (!HERE(BIRD) &&
+ (game.closng ||
+ !AT(FISSURE)))) {
+ 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] == STATE_NOTFOUND) {
+ drop(JADE, game.loc);
+ game.prop[JADE] = STATE_FOUND;
+ --game.tally;
+ rspeak(NECKLACE_FLY);
+ return GO_CLEAROBJ;
} else {
- if (game.closed) return(18999);
- if (game.closng || !AT(FISSUR)) return(2011);
- if (HERE(BIRD))RSPEAK(SPK);
- game.prop[FISSUR]=1-game.prop[FISSUR];
- PSPEAK(FISSUR,2-game.prop[FISSUR]);
- return(2012);
+ if (game.closed) {
+ rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+ CAGE_FLY :
+ FREE_FLY);
+ return GO_DWARFWAKE;
+ }
+ if (game.closng ||
+ !AT(FISSURE)) {
+ rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+ CAGE_FLY :
+ FREE_FLY);
+ return GO_CLEAROBJ;
+ }
+ if (HERE(BIRD))
+ rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+ CAGE_FLY :
+ FREE_FLY);
+
+ state_change(FISSURE,
+ game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
+ return GO_CLEAROBJ;
}
}
-/* We're called with a number that says what label the caller wanted
- * to "goto", and we return a similar label number for the caller to
- * "goto".
- */
-
-int action(FILE *input, long STARTAT, long verb, long obj)
+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.
*/
{
- int kk;
- switch(STARTAT) {
- case 4000: goto L4000;
- case 4090: goto L4090;
- case 5000: goto L5000;
- }
- BUG(99);
-
-L4000:
- SPK=ACTSPK[verb];
- if (WD2 > 0 && verb != SAY) return(2800);
- if (verb == SAY)obj=WD2;
- if (obj > 0) goto L4090;
-
-/* Analyse an intransitive verb (ie, no object given yet). */
-
- switch (verb-1) {
- case 0: /* CARRY */ return carry(INTRANSITIVE);
- case 1: /* DROP */ return(8000);
- case 2: /* SAY */ return(8000);
- case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
- case 4: /* NOTHI */ return(2009);
- case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
- case 6: /* LIGHT */ return light(INTRANSITIVE);
- case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
- case 8: /* WAVE */ return(8000);
- case 9: /* CALM */ return(8000);
- case 10: /* WALK */ return(2011);
- case 11: /* ATTAC */ return attack(input, verb, obj);
- case 12: /* POUR */ return pour(obj);
- case 13: /* EAT */ return eat(INTRANSITIVE);
- case 14: /* DRINK */ return drink(obj);
- case 15: /* RUB */ return(8000);
- case 16: /* TOSS */ return(8000);
- case 17: /* QUIT */ return quit(input);
- case 18: /* FIND */ return(8000);
- case 19: /* INVEN */ return inven(obj);
- case 20: /* FEED */ return(8000);
- case 21: /* FILL */ return fill(obj);
- case 22: /* BLAST */ return blast();
- case 23: /* SCOR */ return vscore();
- case 24: /* FOO */ return bigwords(WD1);
- case 25: /* BRIEF */ return brief();
- case 26: /* READ */ return read(input, INTRANSITIVE);
- case 27: /* BREAK */ return(8000);
- case 28: /* WAKE */ return(8000);
- case 29: /* SUSP */ return suspendresume(input, false);
- case 30: /* RESU */ return suspendresume(input, true);
- case 31: /* FLY */ return fly(INTRANSITIVE);
- case 32: /* LISTE */ return listen();
- case 33: /* ZZZZ */ return reservoir();
- }
- BUG(23);
-
-/* Analyse a transitive verb. */
-
-L4090: switch (verb-1) {
- case 0: /* CARRY */ return carry(obj);
- case 1: /* DROP */ return discard(obj, false);
- case 2: /* SAY */ return say();
- case 3: /* UNLOC */ return lock(verb, obj);
- case 4: /* NOTHI */ return(2009);
- case 5: /* LOCK */ return lock(verb, obj);
- case 6: /* LIGHT */ return light(obj);
- case 7: /* EXTI */ return extinguish(obj);
- case 8: /* WAVE */ return wave(obj);
- case 9: /* CALM */ return(2011);
- case 10: /* WALK */ return(2011);
- case 11: /* ATTAC */ return attack(input, verb, obj);
- case 12: /* POUR */ return pour(obj);
- case 13: /* EAT */ return eat(obj);
- case 14: /* DRINK */ return drink(obj);
- case 15: /* RUB */ return rub(obj);
- case 16: /* TOSS */ return throw(input, verb, obj);
- case 17: /* QUIT */ return(2011);
- case 18: /* FIND */ return find(obj);
- case 19: /* INVEN */ return find(obj);
- case 20: /* FEED */ return feed(obj);
- case 21: /* FILL */ return fill(obj);
- case 22: /* BLAST */ return blast();
- case 23: /* SCOR */ return(2011);
- case 24: /* FOO */ return(2011);
- case 25: /* BRIEF */ return(2011);
- case 26: /* READ */ return read(input, obj);
- case 27: /* BREAK */ return vbreak(obj);
- case 28: /* WAKE */ return wake(obj);
- case 29: /* SUSP */ return(2011);
- case 30: /* RESU */ return(2011);
- case 31: /* FLY */ return fly(obj);
- case 32: /* LISTE */ return(2011);
- case 33: /* ZZZZ */ return reservoir();
- }
- BUG(24);
-
-/* Analyse an object word. See if the thing is here, whether we've got a verb
- * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
- * (and no new verb yet to be analysed). Water and oil are also funny, since
- * they are never actually dropped at any location, but might be here inside
- * the bottle or urn or as a feature of the location. */
-
-L5000:
- if (!HERE(obj))
- goto L5100;
-L5010:
- if (WD2 > 0)
- return(2800);
- if (verb != 0)
- goto L4090;
- SETPRM(1,WD1,WD1X);
- RSPEAK(255);
- return(2600);
-
-L5100:
- if (obj == GRATE) {
- if (game.loc == 1 || game.loc == 4 || game.loc == 7)
- obj=DPRSSN;
- if (game.loc > 9 && game.loc < 15)
- obj=ENTRNC;
- if (obj != GRATE)
- return(8);
- }
-
- if (obj == DWARF && ATDWRF(game.loc) > 0)
- goto L5010;
- if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
- goto L5010;
- if (obj != OIL || !HERE(URN) || game.prop[URN] == 0)
- goto L5120;
- obj=URN;
- goto L5010;
-L5120:
- if (obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0)
- goto L5130;
- obj=PLANT2;
- goto L5010;
-L5130:
- if (obj != KNIFE || game.knfloc != game.loc)
- goto L5140;
- game.knfloc= -1;
- SPK=116;
- return(2011);
-L5140:
- if (obj != ROD || !HERE(ROD2))
- goto L5190;
- obj=ROD2;
- goto L5010;
-L5190:
- if ((verb == FIND || verb == INVENT) && WD2 <= 0)
- goto L5010;
- SETPRM(1,WD1,WD1X);
- RSPEAK(256);
- return(2012);
+ /* 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
+ * unless verb is "find" or "invent(ory)" (and no new verb
+ * yet to be analysed). Water and oil are also funny, since
+ * they are never actually dropped at any location, but might
+ * be here inside the bottle or urn or as a feature of the
+ * location. */
+ if (HERE(command.obj))
+ /* FALL THROUGH */;
+ else if (command.obj == DWARF && atdwrf(game.loc) > 0)
+ /* FALL THROUGH */;
+ else if ((LIQUID() == command.obj && HERE(BOTTLE)) ||
+ command.obj == LIQLOC(game.loc))
+ /* FALL THROUGH */;
+ else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
+ command.obj = URN;
+ /* FALL THROUGH */;
+ } else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) {
+ command.obj = PLANT2;
+ /* FALL THROUGH */;
+ } else if (command.obj == KNIFE && game.knfloc == game.loc) {
+ game.knfloc = -1;
+ rspeak(KNIVES_VANISH);
+ return GO_CLEAROBJ;
+ } else if (command.obj == ROD && HERE(ROD2)) {
+ command.obj = ROD2;
+ /* FALL THROUGH */;
+ } else if ((command.verb == FIND ||
+ command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND))
+ /* FALL THROUGH */;
+ else {
+ sspeak(NO_SEE, command.word[0].raw);
+ return GO_CLEAROBJ;
+ }
+
+ if (command.verb != 0)
+ command.part = transitive;
+ }
+
+ switch (command.part) {
+ case intransitive:
+ 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.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). */
+ switch (command.verb) {
+ case CARRY:
+ return vcarry(command.verb, INTRANSITIVE);
+ case DROP:
+ return GO_UNKNOWN;
+ case SAY:
+ return GO_UNKNOWN;
+ case UNLOCK:
+ return lock(command.verb, INTRANSITIVE);
+ case NOTHING: {
+ rspeak(OK_MAN);
+ return (GO_CLEAROBJ);
+ }
+ case LOCK:
+ return lock(command.verb, INTRANSITIVE);
+ case LIGHT:
+ return light(command.verb, INTRANSITIVE);
+ case EXTINGUISH:
+ return extinguish(command.verb, INTRANSITIVE);
+ case WAVE:
+ return GO_UNKNOWN;
+ case TAME:
+ return GO_UNKNOWN;
+ case GO: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case ATTACK:
+ command.obj = INTRANSITIVE;
+ return attack(command);
+ case POUR:
+ return pour(command.verb, INTRANSITIVE);
+ case EAT:
+ return eat(command.verb, INTRANSITIVE);
+ case DRINK:
+ return drink(command.verb, INTRANSITIVE);
+ case RUB:
+ return GO_UNKNOWN;
+ case THROW:
+ return GO_UNKNOWN;
+ case QUIT:
+ return quit();
+ case FIND:
+ return GO_UNKNOWN;
+ case INVENTORY:
+ return inven();
+ case FEED:
+ return GO_UNKNOWN;
+ case FILL:
+ return fill(command.verb, INTRANSITIVE);
+ case BLAST:
+ blast();
+ return GO_CLEAROBJ;
+ case SCORE:
+ score(scoregame);
+ return GO_CLEAROBJ;
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM:
+ return bigwords(command.word[0].id);
+ case BRIEF:
+ return brief();
+ case READ:
+ command.obj = INTRANSITIVE;
+ return read(command);
+ case BREAK:
+ return GO_UNKNOWN;
+ case WAKE:
+ return GO_UNKNOWN;
+ case SAVE:
+ return suspend();
+ case RESUME:
+ return resume();
+ case FLY:
+ return fly(command.verb, INTRANSITIVE);
+ case LISTEN:
+ return listen();
+ case PART:
+ return reservoir();
+ case SEED:
+ case WASTE:
+ rspeak(NUMERIC_REQUIRED);
+ return GO_TOP;
+ default: // LCOV_EXCL_LINE
+ BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ }
+ }
+ /* FALLTHRU */
+ case transitive:
+ /* Analyse a transitive verb. */
+ switch (command.verb) {
+ case CARRY:
+ return vcarry(command.verb, command.obj);
+ case DROP:
+ return discard(command.verb, command.obj);
+ case SAY:
+ return say(command);
+ case UNLOCK:
+ return lock(command.verb, command.obj);
+ case NOTHING: {
+ rspeak(OK_MAN);
+ return (GO_CLEAROBJ);
+ }
+ case LOCK:
+ return lock(command.verb, command.obj);
+ case LIGHT:
+ return light(command.verb, command.obj);
+ case EXTINGUISH:
+ return extinguish(command.verb, command.obj);
+ case WAVE:
+ return wave(command.verb, command.obj);
+ case TAME: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case GO: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case ATTACK:
+ return attack(command);
+ case POUR:
+ return pour(command.verb, command.obj);
+ case EAT:
+ return eat(command.verb, command.obj);
+ case DRINK:
+ return drink(command.verb, command.obj);
+ case RUB:
+ return rub(command.verb, command.obj);
+ case THROW:
+ return throw (command);
+ case QUIT: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case FIND:
+ return find(command.verb, command.obj);
+ case INVENTORY:
+ return find(command.verb, command.obj);
+ case FEED:
+ return feed(command.verb, command.obj);
+ case FILL:
+ return fill(command.verb, command.obj);
+ case BLAST:
+ blast();
+ return GO_CLEAROBJ;
+ case SCORE: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case BRIEF: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case READ:
+ return read(command);
+ case BREAK:
+ return vbreak(command.verb, command.obj);
+ case WAKE:
+ return wake(command.verb, command.obj);
+ case SAVE: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case RESUME: {
+ speak(actions[command.verb].message);
+ return GO_CLEAROBJ;
+ }
+ case FLY:
+ return fly(command.verb, command.obj);
+ case LISTEN: {
+ 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.word[1].raw);
+ case WASTE:
+ 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.word[0].raw);
+ return GO_CHECKHINT;
+ default: // LCOV_EXCL_LINE
+ BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
+ }
}