#include <stdlib.h>
#include <stdbool.h>
+#include <string.h>
#include "advent.h"
-#include "database.h"
-#include "newdb.h"
+#include "dungeon.h"
-/* Limit visibility of ugly globals. Eventually these should go away. */
-extern long WD1, WD1X, WD2, WD2X;
+static int fill(token_t, token_t);
-/*
- * Action handlers. Eventually we'll do lookup through a method table
- * that calls these.
- */
-
-static int fill(token_t verb, token_t);
-
-static int attack(FILE *input, long verb, token_t obj)
+static int attack(struct 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 spk = ACTSPK[verb];
- if (obj == 0 || obj == INTRANSITIVE) {
- if (ATDWRF(game.loc) > 0)
+ vocab_t verb = command->verb;
+ obj_t obj = command->obj;
+
+ if (obj == INTRANSITIVE) {
+ int changes = 0;
+ if (atdwrf(game.loc) > 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 GO_UNKNOWN;
- if (obj == 0) {
+ ++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;
- if (HERE(VEND) && verb != THROW)obj = obj * NOBJECTS + VEND;
+ 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 = NOBJECTS * obj + CLAM;
- if (obj > NOBJECTS)
- return GO_UNKNOWN;
+ if (HERE(CLAM) || HERE(OYSTER)) {
+ obj = CLAM;
+ ++changes;
+ }
}
+ if (changes >= 2)
+ return GO_UNKNOWN;
}
+
if (obj == BIRD) {
- spk = UNHAPPY_BIRD;
if (game.closed) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ rspeak(UNHAPPY_BIRD);
+ } else {
+ DESTROY(BIRD);
+ rspeak(BIRD_DEAD);
}
- DESTROY(BIRD);
- game.prop[BIRD] = 0;
- spk = BIRD_DEAD;
- } else if (obj == VEND) {
- PSPEAK(VEND, game.prop[VEND] + 2);
- game.prop[VEND] = 3 - game.prop[VEND];
+ return GO_CLEAROBJ;
+ }
+ if (obj == VEND) {
+ state_change(VEND,
+ game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
return GO_CLEAROBJ;
}
- if (obj == 0)spk = NO_TARGET;
- if (obj == CLAM || obj == OYSTER)spk = SHELL_IMPERVIOUS;
- if (obj == SNAKE)spk = SNAKE_WARNING;
- if (obj == DWARF)spk = BARE_HANDS_QUERY;
- if (obj == DWARF && game.closed) return GO_DWARFWAKE;
- if (obj == DRAGON)spk = ALREADY_DEAD;
- if (obj == TROLL)spk = ROCKY_TROLL;
- if (obj == OGRE)spk = OGRE_DODGE;
- if (obj == OGRE && ATDWRF(game.loc) > 0) {
- RSPEAK(spk);
- 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;
- }
+ 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;
}
- spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
- } else if (obj == BEAR)
- /* FIXME: Arithmetic on message numbers */
- spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
- else if (obj == DRAGON && game.prop[DRAGON] == 0) {
+ 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);
- GETIN(input, &WD1, &WD1X, &WD2, &WD2X);
- if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
+ 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;
- 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);
+ }
+ 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 = 1; obj <= NOBJECTS; obj++) {
- if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
- MOVE(obj, k);
+ if (game.place[obj] == objects[DRAGON].plac ||
+ game.place[obj] == objects[DRAGON].fixd)
+ move(obj, LOC_SECRET5);
}
- game.loc = k;
+ game.loc = LOC_SECRET5;
return GO_MOVE;
}
- RSPEAK(spk);
+ 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(long 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);
- int spk = NOTHING_HAPPENS;
- if (game.foobar != 1 - k) {
- if (game.foobar != 0)spk = START_OVER;
- RSPEAK(spk);
- return GO_CLEAROBJ;
- } else {
- game.foobar = k;
- if (k != 4) {
- RSPEAK(OK_MAN);
+ 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;
- if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
- RSPEAK(spk);
+ 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] == 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);
+ 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;
+ move(EGGS, 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 bivalve(token_t verb, token_t obj)
-/* Clam/oyster actions */
-{
- int spk;
- bool is_oyster = (obj == OYSTER);
- spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
- if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
- if (!TOTING(TRIDENT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
- if (verb == LOCK)spk = HUH_MAN;
- if (spk == PEARL_FALLS) {
- DESTROY(CLAM);
- DROP(OYSTER, game.loc);
- DROP(PEARL, LOC_CULDESAC);
- }
- RSPEAK(spk);
- return GO_CLEAROBJ;
-}
-
static void blast(void)
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
{
- if (game.prop[ROD2] < 0 || !game.closed)
- RSPEAK(REQUIRES_DYNAMITE);
+ if (game.prop[ROD2] == STATE_NOTFOUND ||
+ !game.closed)
+ rspeak(REQUIRES_DYNAMITE);
else {
- game.bonus = VICTORY_MESSAGE;
- if (game.loc == LOC_NE)
- game.bonus = DEFEAT_MESSAGE;
if (HERE(ROD2))
game.bonus = SPLATTER_MESSAGE;
- RSPEAK(game.bonus);
+ else if (game.loc == LOC_NE)
+ game.bonus = DEFEAT_MESSAGE;
+ else
+ game.bonus = VICTORY_MESSAGE;
+ rspeak(game.bonus);
terminate(endgame);
}
}
-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. */
{
- int spk = ACTSPK[verb];
- if (obj == MIRROR)spk = TOO_FAR;
- if (obj == VASE && game.prop[VASE] == 0) {
- if (TOTING(VASE))DROP(VASE, game.loc);
- game.prop[VASE] = 2;
- game.fixed[VASE] = -1;
- spk = BREAK_VASE;
- } else {
- if (obj == MIRROR && game.closed) {
- RSPEAK(BREAK_MIRROR);
+ switch (obj) {
+ case MIRROR:
+ if (game.closed) {
+ rspeak(BREAK_MIRROR);
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;
+ }
+ default:
+ speak(actions[verb].message);
}
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ return (GO_CLEAROBJ);
}
static int brief(void)
{
game.abbnum = 10000;
game.detail = 3;
- RSPEAK(BRIEF_CONFIRM);
+ rspeak(BRIEF_CONFIRM);
return GO_CLEAROBJ;
}
-static int carry(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. */
{
- int spk;
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)
+ atdwrf(game.loc) > 0)
return GO_UNKNOWN;
obj = game.atloc[game.loc];
}
if (TOTING(obj)) {
- RSPEAK(ALREADY_CARRYING);
+ rspeak(ALREADY_CARRYING);
return GO_CLEAROBJ;
}
- spk = YOU_JOKING;
- if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
- if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
- if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED;
- if (obj == URN)spk = URN_NOBUDGE;
- if (obj == CAVITY)spk = DOUGHNUT_HOLES;
- if (obj == BLOOD)spk = FEW_DROPS;
- if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS;
- if (obj == SIGN)spk = HAND_PASSTHROUGH;
+
if (obj == MESSAG) {
- RSPEAK(REMOVE_MESSAGE);
+ rspeak(REMOVE_MESSAGE);
DESTROY(MESSAG);
return GO_CLEAROBJ;
}
- if (game.fixed[obj] != 0) {
- RSPEAK(spk);
+
+ 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) {
+ rspeak(URN_NOBUDGE);
+ return GO_CLEAROBJ;
+ }
+ if (obj == CAVITY) {
+ rspeak(DOUGHNUT_HOLES);
+ return GO_CLEAROBJ;
+ }
+ if (obj == BLOOD) {
+ rspeak(FEW_DROPS);
+ return GO_CLEAROBJ;
+ }
+ if (obj == RUG && game.prop[RUG] == RUG_HOVER) {
+ rspeak(RUG_HOVERS);
+ return GO_CLEAROBJ;
+ }
+ if (obj == SIGN) {
+ rspeak(HAND_PASSTHROUGH);
+ return GO_CLEAROBJ;
+ }
+ rspeak(YOU_JOKING);
return GO_CLEAROBJ;
}
- if (obj == WATER || obj == OIL) {
- if (!HERE(BOTTLE) || LIQUID() != obj) {
- if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
- return (fill(verb, BOTTLE));
- else {
- if (game.prop[BOTTLE] != 1)spk = BOTTLE_FULL;
- if (!TOTING(BOTTLE))spk = NO_CONTAINER;
- RSPEAK(spk);
+
+ if (obj == WATER ||
+ 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);
return GO_CLEAROBJ;
}
+ rspeak(NO_CONTAINER);
+ return GO_CLEAROBJ;
}
obj = BOTTLE;
}
- spk = CARRY_LIMIT;
if (game.holdng >= INVLIMIT) {
- RSPEAK(spk);
+ rspeak(CARRY_LIMIT);
return GO_CLEAROBJ;
- } else if (obj == BIRD && game.prop[BIRD] != 1 && -1 - game.prop[BIRD] != 1) {
- if (game.prop[BIRD] == 2) {
+
+ }
+
+ if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
+ if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
DESTROY(BIRD);
- RSPEAK(BIRD_CRAP);
+ rspeak(BIRD_CRAP);
+ return GO_CLEAROBJ;
+ }
+ if (!TOTING(CAGE)) {
+ rspeak(CANNOT_CARRY);
return GO_CLEAROBJ;
}
- if (!TOTING(CAGE))spk = CANNOT_CARRY;
- if (TOTING(ROD))spk = BIRD_EVADES;
- if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
- RSPEAK(spk);
+ if (TOTING(ROD)) {
+ rspeak(BIRD_EVADES);
return GO_CLEAROBJ;
}
- game.prop[BIRD] = 1;
+ game.prop[BIRD] = BIRD_CAGED;
}
- 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 && LIQUID() != 0)
+ 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] != 0) {
- game.prop[obj] = 0;
- game.prop[CAVITY] = 1;
+ if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
+ game.prop[obj] = STATE_FOUND;
+ game.prop[CAVITY] = CAVITY_EMPTY;
}
- RSPEAK(OK_MAN);
+ rspeak(OK_MAN);
return GO_CLEAROBJ;
}
static int chain(token_t verb)
/* Do something to the bear's chain */
{
- int spk;
if (verb != LOCK) {
- spk = CHAIN_UNLOCKED;
- if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
- if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
- if (spk != CHAIN_UNLOCKED) {
- RSPEAK(spk);
+ if (game.prop[BEAR] == UNTAMED_BEAR) {
+ rspeak(BEAR_BLOCKS);
return GO_CLEAROBJ;
}
- game.prop[CHAIN] = 0;
- game.fixed[CHAIN] = 0;
- if (game.prop[BEAR] != 3)game.prop[BEAR] = 2;
- game.fixed[BEAR] = 2 - game.prop[BEAR];
- } else {
- spk = CHAIN_LOCKED;
- if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
- if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE;
- if (spk != CHAIN_LOCKED) {
- RSPEAK(spk);
+ if (game.prop[CHAIN] == CHAIN_HEAP) {
+ rspeak(ALREADY_UNLOCKED);
return GO_CLEAROBJ;
}
- game.prop[CHAIN] = 2;
- if (TOTING(CHAIN))DROP(CHAIN, game.loc);
- game.fixed[CHAIN] = -1;
+ 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]) {
+ case BEAR_DEAD:
+ game.fixed[BEAR] = IS_FIXED;
+ break;
+ default:
+ game.fixed[BEAR] = IS_FREE;
+ }
+ rspeak(CHAIN_UNLOCKED);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.prop[CHAIN] != CHAIN_HEAP) {
+ rspeak(ALREADY_LOCKED);
+ return GO_CLEAROBJ;
}
- RSPEAK(spk);
+ 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(token_t verb, token_t obj, bool just_do_it)
+static int discard(token_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. */
{
- int spk = ACTSPK[verb];
- if (!just_do_it) {
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
- if (!TOTING(obj)) {
- RSPEAK(spk);
- 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] = 1;
-
- } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
- RSPEAK(GEM_FITS);
- game.prop[obj] = 1;
- game.prop[CAVITY] = 0;
- if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
- game.prop[RUG] == 2))) {
- spk = RUG_RISES;
- if (TOTING(RUG))spk = RUG_WIGGLES;
- if (obj == RUBY)spk = RUG_SETTLES;
- RSPEAK(spk);
- if (spk != RUG_WIGGLES) {
- int k = 2 - game.prop[RUG];
- game.prop[RUG] = k;
- if (k == 2) k = PLAC[SAPPH];
- MOVE(RUG + NOBJECTS, k);
- }
+ if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
+ 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)) {
+ 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) {
+ 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)) {
- DESTROY(COINS);
- DROP(BATTERY, game.loc);
- PSPEAK(BATTERY, 0);
- return GO_CLEAROBJ;
- } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
- RSPEAK(BIRD_BURNT);
- DESTROY(BIRD);
- game.prop[BIRD] = 0;
- return GO_CLEAROBJ;
- } else if (obj == BEAR && AT(TROLL)) {
- RSPEAK(TROLL_SCAMPERS);
- 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(OK_MAN);
- } 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;
}
+ } else 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)) {
+ 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;
}
int k = LIQUID();
- if (k == obj)obj = BOTTLE;
- if (obj == BOTTLE && k != 0)
+ if (k == obj)
+ obj = BOTTLE;
+ if (obj == BOTTLE && k != NO_OBJECT)
game.place[k] = LOC_NOWHERE;
- if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD, game.loc);
- DROP(obj, game.loc);
- if (obj != BIRD) return GO_CLEAROBJ;
- game.prop[BIRD] = 0;
- if (FOREST(game.loc))game.prop[BIRD] = 2;
+ if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
+ drop(BIRD, game.loc);
+ drop(obj, game.loc);
+ if (obj != BIRD)
+ return GO_CLEAROBJ;
+ game.prop[BIRD] = BIRD_UNCAGED;
+ if (FOREST(game.loc))
+ game.prop[BIRD] = BIRD_FOREST_UNCAGED;
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. */
{
- int spk = ACTSPK[verb];
- if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
+ if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
+ (LIQUID() != WATER || !HERE(BOTTLE))) {
return GO_UNKNOWN;
- if (obj != BLOOD) {
- if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
- if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
- game.prop[BOTTLE] = 1;
- game.place[WATER] = LOC_NOWHERE;
- spk = BOTTLE_EMPTY;
- }
- } else {
+ }
+
+ if (obj == BLOOD) {
DESTROY(BLOOD);
- game.prop[DRAGON] = 2;
- OBJSND[BIRD] = OBJSND[BIRD] + 3;
- spk = HEAD_BUZZES;
+ state_change(DRAGON, DRAGON_BLOODLESS);
+ game.blooded = true;
+ return GO_CLEAROBJ;
+ }
+
+ if (obj != INTRANSITIVE && obj != WATER) {
+ rspeak(RIDICULOUS_ATTEMPT);
+ return GO_CLEAROBJ;
}
- RSPEAK(spk);
+ 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 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. */
{
- int spk = ACTSPK[verb];
- if (obj == INTRANSITIVE) {
+ switch (obj) {
+ case INTRANSITIVE:
if (!HERE(FOOD))
return GO_UNKNOWN;
+ case FOOD:
DESTROY(FOOD);
- spk = THANKS_DELICIOUS;
- } else {
- if (obj == FOOD) {
- DESTROY(FOOD);
- spk = THANKS_DELICIOUS;
- }
- if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
- DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)spk = LOST_APPETITE;
+ 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);
}
- RSPEAK(spk);
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). */
{
- int spk = ACTSPK[verb];
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 == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
+ 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 = URN_DARK;
- } else if (obj == LAMP) {
- game.prop[LAMP] = 0;
- RSPEAK(LAMP_OFF);
- spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
- } else if (obj == DRAGON || obj == VOLCANO)
- spk = BEYOND_POWER;
- RSPEAK(spk);
+ 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(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 = ACTSPK[verb];
- if (obj == BIRD) {
- RSPEAK(BIRD_PINING);
- return GO_CLEAROBJ;
- } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
- spk = NOTHING_EDIBLE;
- if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT;
- if (obj == TROLL)spk = TROLL_VICES;
- if (obj == SNAKE && !game.closed && HERE(BIRD)) {
+ 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);
- game.prop[BIRD] = 0;
- 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] == 0)spk = NOTHING_EDIBLE;
- if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
- if (HERE(FOOD)) {
- DESTROY(FOOD);
- game.prop[BEAR] = 1;
- game.fixed[AXE] = 0;
- game.prop[AXE] = 0;
- 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.) */
{
- int k;
- int spk = ACTSPK[verb];
if (obj == VASE) {
- spk = ARENT_CARRYING;
- if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
- if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
- RSPEAK(spk);
+ 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 == URN) {
+ if (game.prop[URN] != URN_EMPTY) {
+ rspeak(FULL_URN);
return GO_CLEAROBJ;
}
- RSPEAK(SHATTER_VASE);
- game.prop[VASE] = 2;
- game.fixed[VASE] = -1;
- return (discard(verb, obj, true));
- } else if (obj == URN) {
- spk = FULL_URN;
- if (game.prop[URN] != 0) {
- RSPEAK(spk);
+ if (!HERE(BOTTLE)) {
+ rspeak(FILL_INVALID);
return GO_CLEAROBJ;
}
- spk = FILL_INVALID;
- k = LIQUID();
- if (k == 0 || !HERE(BOTTLE)) {
- RSPEAK(spk);
+ 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;
- game.prop[BOTTLE] = 1;
- if (k == OIL)game.prop[URN] = 1;
- spk = WATER_URN + game.prop[URN];
- RSPEAK(spk);
return GO_CLEAROBJ;
- } else if (obj != 0 && obj != BOTTLE) {
- RSPEAK(spk);
+ }
+ if (obj != INTRANSITIVE && obj != BOTTLE) {
+ speak(actions[verb].message);
return GO_CLEAROBJ;
- } else if (obj == 0 && !HERE(BOTTLE))
+ }
+ if (obj == INTRANSITIVE && !HERE(BOTTLE))
return GO_UNKNOWN;
- spk = BOTTLED_WATER;
- if (LIQLOC(game.loc) == 0)
- spk = NO_LIQUID;
- if (HERE(URN) && game.prop[URN] != 0)
- spk = URN_NOPOUR;
- if (LIQUID() != 0)
- spk = BOTTLE_FULL;
- if (spk == BOTTLED_WATER) {
- game.prop[BOTTLE] = MOD(COND[game.loc], 4) / 2 * 2;
- k = LIQUID();
- if (TOTING(BOTTLE))
- game.place[k] = CARRIED;
- if (k == OIL)
- spk = BOTTLED_OIL;
- }
- RSPEAK(spk);
+
+ 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;
+ }
+
+ state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
+ ? 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. */
{
- int spk = ACTSPK[verb];
+ if (TOTING(obj)) {
+ rspeak(ALREADY_CARRYING);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.closed) {
+ rspeak(NEEDED_NEARBY);
+ return GO_CLEAROBJ;
+ }
+
if (AT(obj) ||
(LIQUID() == obj && AT(BOTTLE)) ||
obj == LIQLOC(game.loc) ||
- (obj == DWARF && ATDWRF(game.loc) > 0))
- spk = YOU_HAVEIT;
- if (game.closed)spk = NEEDED_NEARBY;
- if (TOTING(obj))spk = ALREADY_CARRYING;
- RSPEAK(spk);
+ (obj == DWARF && atdwrf(game.loc) > 0)) {
+ rspeak(YOU_HAVEIT);
+ return GO_CLEAROBJ;
+ }
+
+
+ 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. */
{
- int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
- if (!HERE(RUG))spk = FLAP_ARMS;
- if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
- RSPEAK(spk);
+ 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) {
- RSPEAK(spk);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
- spk = RUG_NOTHING1;
- if (game.prop[RUG] != 2) {
- RSPEAK(spk);
+ if (game.prop[RUG] != RUG_HOVER) {
+ rspeak(RUG_NOTHING1);
return GO_CLEAROBJ;
}
game.oldlc2 = game.oldloc;
game.oldloc = game.loc;
- game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
- spk = RUG_GOES;
- if (game.prop[SAPPH] >= 0)
- spk = RUG_RETURNS;
- RSPEAK(spk);
+
+ 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(void)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
- int spk = NO_CARRY;
- for (int i = 1; i <= NOBJECTS; i++) {
- if (i == BEAR || !TOTING(i))
+ bool empty = true;
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
+ if (i == BEAR ||
+ !TOTING(i))
continue;
- if (spk == NO_CARRY)
- RSPEAK(NOW_HOLDING);
- game.blklin = false;
- PSPEAK(i, -1);
- game.blklin = true;
- spk = NO_MESSAGE;
+ if (empty) {
+ rspeak(NOW_HOLDING);
+ empty = false;
+ }
+ pspeak(i, touch, -1, false);
}
if (TOTING(BEAR))
- spk = TAME_BEAR;
- RSPEAK(spk);
+ rspeak(TAME_BEAR);
+ if (empty)
+ rspeak(NO_CARRY);
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. */
{
- int spk = ACTSPK[verb];
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 == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
- }
-
- if (obj == URN) {
- if (game.prop[URN] == 0) {
- RSPEAK(URN_EMPTY);
- } else {
- game.prop[URN] = 2;
- RSPEAK(URN_LIT);
+ int selects = 0;
+ if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) {
+ obj = LAMP;
+ selects++;
}
- return GO_CLEAROBJ;
- } else {
- if (obj != LAMP) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ if (HERE(URN) && game.prop[URN] == URN_DARK) {
+ obj = URN;
+ selects++;
}
- spk = LAMP_OUT;
+ if (selects != 1)
+ return GO_UNKNOWN;
+ }
+
+ switch (obj) {
+ case URN:
+ state_change(URN, game.prop[URN] == URN_EMPTY ?
+ URN_EMPTY :
+ URN_LIT);
+ break;
+ case LAMP:
if (game.limit < 0) {
- RSPEAK(spk);
- return GO_CLEAROBJ;
+ rspeak(LAMP_OUT);
+ break;
}
- game.prop[LAMP] = 1;
- RSPEAK(LAMP_ON);
+ state_change(LAMP, LAMP_BRIGHT);
if (game.wzdark)
return GO_TOP;
- else
- return GO_CLEAROBJ;
+ 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 k;
- int spk = ALL_SILENT;
- k = LOCSND[game.loc];
- if (k != 0) {
- RSPEAK(labs(k));
- if (k < 0) return GO_CLEAROBJ;
- spk = NO_MESSAGE;
- }
- SETPRM(1, game.zzword, 0);
- for (int i = 1; i <= NOBJECTS; i++) {
- if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
+ long 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;
- PSPEAK(i, OBJSND[i] + game.prop[i]);
- spk = NO_MESSAGE;
- if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
+ 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);
+ pspeak(i, hear, mi, true, packed_zzword);
+ rspeak(NO_MESSAGE);
+ if (i == BIRD && mi == BIRD_ENDSTATE)
DESTROY(BIRD);
+ return GO_CLEAROBJ;
}
- RSPEAK(spk);
+ rspeak(ALL_SILENT);
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. */
{
- int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- spk = NOTHING_LOCKED;
- 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 GO_UNKNOWN;
- if (HERE(CHAIN))obj = CHAIN;
- if (obj == 0 || obj == INTRANSITIVE) {
- RSPEAK(spk);
+ 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 = RUSTY_DOOR;
- if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN;
- if (obj == CAGE)spk = NO_LOCK;
- if (obj == KEYS)spk = CANNOT_UNLOCK;
- if (obj == GRATE || obj == CHAIN) {
- spk = NO_KEYS;
+
+ switch (obj) {
+ case CHAIN:
+ if (HERE(KEYS)) {
+ return chain(verb);
+ } else
+ rspeak(NO_KEYS);
+ break;
+ case GRATE:
if (HERE(KEYS)) {
- if (obj == CHAIN)
- return chain(verb);
if (game.closng) {
- spk = EXIT_CLOSED;
- if (!game.panic)game.clock2 = PANICTIME;
+ rspeak(EXIT_CLOSED);
+ if (!game.panic)
+ game.clock2 = PANICTIME;
game.panic = true;
} else {
- spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
- game.prop[GRATE] = 1;
- if (verb == LOCK)game.prop[GRATE] = 0;
- spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
+ 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(OYSTER_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
+ rspeak(OYSTER_OPENER);
+ 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);
}
- RSPEAK(spk);
+
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. */
{
- int spk = ACTSPK[verb];
- if (obj == BOTTLE || obj == 0)obj = LIQUID();
- if (obj == 0) return GO_UNKNOWN;
+ if (obj == BOTTLE ||
+ obj == INTRANSITIVE)
+ obj = LIQUID();
+ if (obj == NO_OBJECT)
+ return GO_UNKNOWN;
if (!TOTING(obj)) {
- RSPEAK(spk);
+ speak(actions[verb].message);
return GO_CLEAROBJ;
}
- spk = CANT_POUR;
+
if (obj != OIL && obj != WATER) {
- RSPEAK(spk);
+ rspeak(CANT_POUR);
return GO_CLEAROBJ;
}
- if (HERE(URN) && game.prop[URN] == 0)
+ if (HERE(URN) && game.prop[URN] == URN_EMPTY)
return fill(verb, URN);
- game.prop[BOTTLE] = 1;
+ game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[obj] = LOC_NOWHERE;
- spk = GROUND_WET;
- if (!(AT(PLANT) || AT(DOOR))) {
- RSPEAK(spk);
+ if (!(AT(PLANT) ||
+ AT(DOOR))) {
+ rspeak(GROUND_WET);
return GO_CLEAROBJ;
}
if (!AT(DOOR)) {
- spk = SHAKING_LEAVES;
- if (obj != WATER) {
- RSPEAK(spk);
+ 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;
}
- PSPEAK(PLANT, game.prop[PLANT] + 3);
- game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
- game.prop[PLANT2] = game.prop[PLANT];
- return GO_MOVE;
} else {
- game.prop[DOOR] = 0;
- if (obj == OIL)game.prop[DOOR] = 1;
- spk = RUSTED_HINGES + game.prop[DOOR];
- RSPEAK(spk);
+ state_change(DOOR, (obj == OIL) ?
+ DOOR_UNRUSTED :
+ DOOR_RUSTED);
return GO_CLEAROBJ;
}
}
static int quit(void)
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
- if (YES(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
+ if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
terminate(quitgame);
return GO_CLEAROBJ;
}
-static int read(token_t verb, token_t obj)
+static int read(struct command_t command)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
- if (obj == INTRANSITIVE) {
- obj = 0;
+ if (command.obj == INTRANSITIVE) {
+ command.obj = NO_OBJECT;
for (int i = 1; i <= NOBJECTS; i++) {
- if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
- obj = obj * NOBJECTS + i;
+ if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
+ command.obj = command.obj * NOBJECTS + i;
}
- if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
+ if (command.obj > NOBJECTS ||
+ command.obj == NO_OBJECT ||
+ DARK(game.loc))
+ return GO_UNKNOWN;
}
if (DARK(game.loc)) {
- SETPRM(1, WD1, WD1X);
- RSPEAK(NO_SEE);
- return GO_CLEAROBJ;
- }
- if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
- RSPEAK(ACTSPK[verb]);
- return GO_CLEAROBJ;
- }
- if (obj == OYSTER && !game.clshnt) {
- game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
- return GO_CLEAROBJ;
- }
- PSPEAK(obj, OBJTXT[obj] + game.prop[obj]);
+ sspeak(NO_SEE, command.raw1);
+ } 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) {
- RSPEAK(NOTHING_HAPPENS);
+ if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
+ rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
- PSPEAK(RESER, game.prop[RESER] + 1);
- game.prop[RESER] = 1 - game.prop[RESER];
+ 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 = 0;
- RSPEAK(NOT_BRIGHT);
+ game.newloc = LOC_NOWHERE;
+ rspeak(NOT_BRIGHT);
return GO_TERMINATE;
}
}
}
-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. */
{
- int spk = ACTSPK[verb];
- if (obj != LAMP)
- spk = PECULIAR_NOTHING;
- if (obj == URN && game.prop[URN] == 2) {
+ if (obj == URN && game.prop[URN] == URN_LIT) {
DESTROY(URN);
- DROP(AMBER, game.loc);
- game.prop[AMBER] = 1;
+ drop(AMBER, game.loc);
+ game.prop[AMBER] = AMBER_IN_ROCK;
--game.tally;
- DROP(CAVITY, game.loc);
- spk = URN_GENIES;
+ drop(CAVITY, game.loc);
+ rspeak(URN_GENIES);
+ } else if (obj != LAMP) {
+ rspeak(PECULIAR_NOTHING);
+ } else {
+ speak(actions[verb].message);
}
- RSPEAK(spk);
return GO_CLEAROBJ;
}
-static int say(void)
+static int say(struct command_t *command)
/* 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);
- /* FIXME: Magic numbers */
- if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
- WD2 = 0;
+ if (command->wd2 > 0) {
+ command->wd1 = command->wd2;
+ strcpy(command->raw1, command->raw2);
+ }
+ 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)) {
+ /* FIXME: scribbles on the interpreter's command block */
+ wordclear(&command->wd2);
return GO_LOOKUP;
}
- RSPEAK(OKEY_DOKEY);
+ sspeak(OKEY_DOKEY, command->raw1);
return GO_CLEAROBJ;
}
static int throw_support(long spk)
{
- RSPEAK(spk);
- DROP(AXE, game.loc);
+ rspeak(spk);
+ drop(AXE, game.loc);
return GO_MOVE;
}
-static int throw (FILE *cmdin, long verb, token_t obj)
+static int throw (struct 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. */
{
- int spk = ACTSPK[verb];
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
- if (!TOTING(obj)) {
- RSPEAK(spk);
+ if (!TOTING(command->obj)) {
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
- spk = TROLL_SATISFIED;
+ 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);
- RSPEAK(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 (obj == FOOD && HERE(BEAR)) {
+ if (command->obj == FOOD && HERE(BEAR)) {
/* But throwing food is another story. */
- obj = BEAR;
- return (feed(verb, obj));
+ command->obj = BEAR;
+ return (feed(command->verb, command->obj));
}
- if (obj != AXE)
- return (discard(verb, obj, false));
+ if (command->obj != AXE)
+ return (discard(command->verb, command->obj));
else {
- int i = ATDWRF(game.loc);
- if (i <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == 0)
+ 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);
- else if (AT(OGRE))
+ if (AT(OGRE))
return throw_support(OGRE_DODGE);
- else if (HERE(BEAR) && game.prop[BEAR] == 0) {
+ 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] = -1;
- game.prop[AXE] = 1;
- JUGGLE(BEAR);
- RSPEAK(AXE_LOST);
+ drop(AXE, game.loc);
+ game.fixed[AXE] = IS_FIXED;
+ juggle(BEAR);
+ state_change(AXE, AXE_LOST);
return GO_CLEAROBJ;
}
- return (attack(cmdin, verb, 0));
+ command->obj = INTRANSITIVE;
+ return (attack(command));
}
if (randrange(NDWARVES + 1) < game.dflag) {
return throw_support(DWARF_DODGES);
} else {
+ long i = atdwrf(game.loc);
game.dseen[i] = false;
- game.dloc[i] = 0;
- return throw_support((++game.dkill == 1)
- ? DWARF_SMOKE : KILLED_DWARF);
+ game.dloc[i] = LOC_NOWHERE;
+ return throw_support((++game.dkill == 1) ?
+ DWARF_SMOKE :
+ KILLED_DWARF);
}
}
}
-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(ACTSPK[verb]);
+ if (obj != DWARF ||
+ !game.closed) {
+ speak(actions[verb].message);
return GO_CLEAROBJ;
} else {
- RSPEAK(PROD_DWARF);
+ rspeak(PROD_DWARF);
return GO_DWARFWAKE;
}
}
-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. */
{
- int spk = ACTSPK[verb];
- if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
if (obj != ROD ||
!TOTING(obj) ||
- (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
- RSPEAK(spk);
+ (!HERE(BIRD) &&
+ (game.closng ||
+ !AT(FISSURE)))) {
+ speak(((!TOTING(obj)) && (obj != ROD ||
+ !TOTING(ROD2))) ?
+ arbitrary_messages[ARENT_CARRYING] :
+ actions[verb].message);
return GO_CLEAROBJ;
}
- if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2);
- if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
- DROP(JADE, game.loc);
- 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;
- spk = NECKLACE_FLY;
- RSPEAK(spk);
+ rspeak(NECKLACE_FLY);
return GO_CLEAROBJ;
} else {
if (game.closed) {
- RSPEAK(spk);
+ rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+ CAGE_FLY :
+ FREE_FLY);
return GO_DWARFWAKE;
}
- if (game.closng || !AT(FISSURE)) {
- RSPEAK(spk);
+ if (game.closng ||
+ !AT(FISSURE)) {
+ rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+ CAGE_FLY :
+ FREE_FLY);
return GO_CLEAROBJ;
}
- if (HERE(BIRD))RSPEAK(spk);
- game.prop[FISSURE] = 1 - game.prop[FISSURE];
- PSPEAK(FISSURE, 2 - game.prop[FISSURE]);
+ 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;
}
}
-int action(FILE *input, enum speechpart part, long verb, token_t obj)
+int action(struct 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.
*/
{
- token_t spk = ACTSPK[verb];
-
- if (part == unknown) {
+ 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
* 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(obj))
+ if (HERE(command->obj))
/* FALL THROUGH */;
- else if (obj == GRATE) {
- if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
- obj = DPRSSN;
- if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
- game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
- obj = ENTRNC;
- if (obj != GRATE)
- return GO_MOVE;
- } else if (obj == DWARF && ATDWRF(game.loc) > 0)
+ else if (command->obj == GRATE) {
+ if (game.loc == LOC_START ||
+ game.loc == LOC_VALLEY ||
+ game.loc == LOC_SLIT) {
+ command->obj = DPRSSN;
+ }
+ if (game.loc == LOC_COBBLE ||
+ game.loc == LOC_DEBRIS ||
+ game.loc == LOC_AWKWARD ||
+ game.loc == LOC_BIRD ||
+ game.loc == LOC_PITTOP) {
+ command->obj = ENTRNC;
+ }
+ } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
/* FALL THROUGH */;
- else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
+ else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
+ command->obj == LIQLOC(game.loc))
/* FALL THROUGH */;
- else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
- obj = URN;
+ else if (command->obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
+ command->obj = URN;
/* FALL THROUGH */;
- } else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
- obj = PLANT2;
+ } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) {
+ command->obj = PLANT2;
/* FALL THROUGH */;
- } else if (obj == KNIFE && game.knfloc == game.loc) {
+ } else if (command->obj == KNIFE && game.knfloc == game.loc) {
game.knfloc = -1;
- spk = KNIVES_VANISH;
- RSPEAK(spk);
+ rspeak(KNIVES_VANISH);
return GO_CLEAROBJ;
- } else if (obj == ROD && HERE(ROD2)) {
- obj = ROD2;
+ } else if (command->obj == ROD && HERE(ROD2)) {
+ command->obj = ROD2;
/* FALL THROUGH */;
- } else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
+ } else if ((command->verb == FIND ||
+ command->verb == INVENTORY) && command->wd2 <= 0)
/* FALL THROUGH */;
else {
- SETPRM(1, WD1, WD1X);
- RSPEAK(NO_SEE);
+ sspeak(NO_SEE, command->raw1);
return GO_CLEAROBJ;
}
- if (WD2 > 0)
+ if (command->wd2 > 0)
return GO_WORD2;
- if (verb != 0)
- part = transitive;
+ if (command->verb != 0)
+ command->part = transitive;
}
- switch (part) {
+ switch (command->part) {
case intransitive:
- if (WD2 > 0 && verb != SAY) return (2800);
- if (verb == SAY)obj = WD2;
- if (obj == 0 || obj == INTRANSITIVE) {
+ if (command->wd2 > 0 && command->verb != SAY)
+ return GO_WORD2;
+ if (command->verb == SAY)
+ command->obj = command->wd2;
+ if (command->obj == NO_OBJECT ||
+ command->obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */
- switch (verb - 1) {
- case 0: /* CARRY */
- return carry(verb, INTRANSITIVE);
- case 1: /* DROP */
+ switch (command->verb) {
+ case CARRY:
+ return vcarry(command->verb, INTRANSITIVE);
+ case DROP:
return GO_UNKNOWN;
- case 2: /* SAY */
+ case SAY:
return GO_UNKNOWN;
- case 3: /* UNLOC */
- return lock(verb, INTRANSITIVE);
- case 4: { /* NOTHI */
- RSPEAK(OK_MAN);
+ case UNLOCK:
+ return lock(command->verb, INTRANSITIVE);
+ case NOTHING: {
+ rspeak(OK_MAN);
return (GO_CLEAROBJ);
}
- case 5: /* LOCK */
- return lock(verb, INTRANSITIVE);
- case 6: /* LIGHT */
- return light(verb, INTRANSITIVE);
- case 7: /* EXTIN */
- return extinguish(verb, INTRANSITIVE);
- case 8: /* WAVE */
+ 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 9: /* CALM */
+ case TAME:
return GO_UNKNOWN;
- case 10: { /* WALK */
- RSPEAK(spk);
+ case GO: {
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case 11: /* ATTAC */
- return attack(input, verb, obj);
- case 12: /* POUR */
- return pour(verb, obj);
- case 13: /* EAT */
- return eat(verb, INTRANSITIVE);
- case 14: /* DRINK */
- return drink(verb, obj);
- case 15: /* RUB */
+ 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 16: /* TOSS */
+ case THROW:
return GO_UNKNOWN;
- case 17: /* QUIT */
+ case QUIT:
return quit();
- case 18: /* FIND */
+ case FIND:
return GO_UNKNOWN;
- case 19: /* INVEN */
+ case INVENTORY:
return inven();
- case 20: /* FEED */
+ case FEED:
return GO_UNKNOWN;
- case 21: /* FILL */
- return fill(verb, obj);
- case 22: /* BLAST */
+ case FILL:
+ return fill(command->verb, INTRANSITIVE);
+ case BLAST:
blast();
return GO_CLEAROBJ;
- case 23: /* SCOR */
+ case SCORE:
score(scoregame);
return GO_CLEAROBJ;
- case 24: /* FOO */
- return bigwords(WD1);
- case 25: /* BRIEF */
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM:
+ return bigwords(command->id1);
+ case BRIEF:
return brief();
- case 26: /* READ */
- return read(verb, INTRANSITIVE);
- case 27: /* BREAK */
+ case READ:
+ command->obj = INTRANSITIVE;
+ return read(*command);
+ case BREAK:
return GO_UNKNOWN;
- case 28: /* WAKE */
+ case WAKE:
return GO_UNKNOWN;
- case 29: /* SUSP */
+ case SAVE:
return suspend();
- case 30: /* RESU */
+ case RESUME:
return resume();
- case 31: /* FLY */
- return fly(verb, INTRANSITIVE);
- case 32: /* LISTE */
+ case FLY:
+ return fly(command->verb, INTRANSITIVE);
+ case LISTEN:
return listen();
- case 33: /* ZZZZ */
+ case PART:
return reservoir();
+ default:
+ BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
- BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
}
/* FALLTHRU */
case transitive:
/* Analyse a transitive verb. */
- switch (verb - 1) {
- case 0: /* CARRY */
- return carry(verb, obj);
- case 1: /* DROP */
- return discard(verb, obj, false);
- case 2: /* SAY */
- return say();
- case 3: /* UNLOC */
- return lock(verb, obj);
- case 4: { /* NOTHI */
- RSPEAK(OK_MAN);
+ 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 5: /* LOCK */
- return lock(verb, obj);
- case 6: /* LIGHT */
- return light(verb, obj);
- case 7: /* EXTI */
- return extinguish(verb, obj);
- case 8: /* WAVE */
- return wave(verb, obj);
- case 9: { /* CALM */
- RSPEAK(spk);
+ 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 10: { /* WALK */
- RSPEAK(spk);
+ case GO: {
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case 11: /* ATTAC */
- return attack(input, verb, obj);
- case 12: /* POUR */
- return pour(verb, obj);
- case 13: /* EAT */
- return eat(verb, obj);
- case 14: /* DRINK */
- return drink(verb, obj);
- case 15: /* RUB */
- return rub(verb, obj);
- case 16: /* TOSS */
- return throw (input, verb, obj);
- case 17: { /* QUIT */
- RSPEAK(spk);
+ 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 18: /* FIND */
- return find(verb, obj);
- case 19: /* INVEN */
- return find(verb, obj);
- case 20: /* FEED */
- return feed(verb, obj);
- case 21: /* FILL */
- return fill(verb, obj);
- case 22: /* BLAST */
+ 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 23: { /* SCOR */
- RSPEAK(spk);
+ case SCORE: {
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case 24: { /* FOO */
- RSPEAK(spk);
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
+ case FUM: {
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case 25: { /* BRIEF */
- RSPEAK(spk);
+ case BRIEF: {
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case 26: /* READ */
- return read(verb, obj);
- case 27: /* BREAK */
- return vbreak(verb, obj);
- case 28: /* WAKE */
- return wake(verb, obj);
- case 29: { /* SUSP */
- RSPEAK(spk);
+ 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 30: { /* RESU */
- RSPEAK(spk);
+ case RESUME: {
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case 31: /* FLY */
- return fly(verb, obj);
- case 32: { /* LISTE */
- RSPEAK(spk);
+ case FLY:
+ return fly(command->verb, command->obj);
+ case LISTEN: {
+ speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case 33: /* ZZZZ */
+ case PART:
return reservoir();
+ default:
+ BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
- BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
- SETPRM(1, WD1, WD1X);
- RSPEAK(WHAT_DO);
+ sspeak(WHAT_DO, command->raw1);
return GO_CHECKHINT;
default:
- BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
+ BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
}
}