X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions.c;h=05c59d5def25b248365282abbf6dfcf184c02489;hb=2dd1ccc53580a93a144b163006f32fe374921447;hp=fe6daa10ea0004d9db5abd393659851021fc0196;hpb=dd5ca233026adaeb5d974ac9f8c7a23e0f5dbd1e;p=open-adventure.git diff --git a/actions.c b/actions.c index fe6daa1..05c59d5 100644 --- a/actions.c +++ b/actions.c @@ -1,5 +1,5 @@ /* - * Actions for the duneon-running code. + * Actions for the dungeon-running code. * * Copyright (c) 1977, 2005 by Will Crowther and Don Woods * Copyright (c) 2017 by Eric S. Raymond @@ -111,7 +111,7 @@ static phase_codes_t attack(command_t command) * 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()) { + if (!silent_yes_or_no()) { speak(arbitrary_messages[NASTY_DRAGON]); return GO_MOVE; } @@ -189,16 +189,22 @@ static phase_codes_t attack(command_t command) static phase_codes_t bigwords(vocab_t id) /* Only called on FEE FIE FOE FOO (AND FUM). Advance to next state if given * in proper order. Look up foo in special section of vocab to determine which - * word we've got. Last word zips the eggs back to the giant room (unless + * word we've got. Last word zips the eggs back to the giant room (unless * already there). */ { - 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)) { + int foobar = abs(game.foobar); + + if ((foobar == WORD_EMPTY) && (id == FIE || id == FOE || id == FOO || id == FUM)) { + rspeak(NOTHING_HAPPENS); + return GO_CLEAROBJ; + } + + if ((foobar == WORD_EMPTY && id == FEE) || + (foobar == FEE && id == FIE) || + (foobar == FIE && id == FOE) || + (foobar == FOE && id == FOO)) { game.foobar = id; - if ((id != FOO) && (id != FUM)) { + if (id != FOO) { rspeak(OK_MAN); return GO_CLEAROBJ; } @@ -207,8 +213,6 @@ static phase_codes_t bigwords(vocab_t id) (TOTING(EGGS) && game.loc == objects[EGGS].plac)) { rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; - } else if (id == FUM) { - goto fum; } else { /* Bring back troll if we steal the eggs back from him before * crossing. */ @@ -225,14 +229,7 @@ static phase_codes_t bigwords(vocab_t id) return GO_CLEAROBJ; } } else { - fum: - if (game.loc == LOC_GIANTROOM) { - rspeak(START_OVER); - } else { - /* This is new behavior in Open Adventure - sounds better when - * player isn't in the Giant Room. */ - rspeak(NOTHING_HAPPENS); - } + rspeak(START_OVER); game.foobar = WORD_EMPTY; return GO_CLEAROBJ; } @@ -851,18 +848,20 @@ static phase_codes_t fly(verb_t verb, obj_t obj) } if (game.loc == LOC_CLIFF) { - game.oldlc2 = game.oldloc; - game.oldloc = game.loc; + game.oldlc2 = game.oldloc; + game.oldloc = game.loc; game.newloc = LOC_LEDGE; rspeak(RUG_GOES); } else if (game.loc == LOC_LEDGE) { - game.oldlc2 = game.oldloc; - game.oldloc = game.loc; + game.oldlc2 = game.oldloc; + game.oldloc = game.loc; game.newloc = LOC_CLIFF; rspeak(RUG_RETURNS); } else { - /* should never happen */ - rspeak(NOTHING_HAPPENS); +// LCOV_EXCL_START + /* should never happen */ + rspeak(NOTHING_HAPPENS); +// LCOV_EXCL_STOP } return GO_TERMINATE; } @@ -927,7 +926,7 @@ static phase_codes_t light(verb_t verb, obj_t obj) } static phase_codes_t listen(void) -/* Listen. Intransitive only. Print stuff based on object sound proprties. */ +/* Listen. Intransitive only. Print stuff based on object sound properties. */ { bool soundlatch = false; vocab_t sound = locations[game.loc].sound; @@ -957,7 +956,7 @@ static phase_codes_t listen(void) soundlatch = true; } if (!soundlatch) - rspeak(ALL_SILENT); + rspeak(ALL_SILENT); return GO_CLEAROBJ; } @@ -1010,7 +1009,7 @@ static phase_codes_t lock(verb_t verb, obj_t obj) if (verb == LOCK) rspeak(HUH_MAN); else if (TOTING(CLAM)) - rspeak(DROP_CLAM); + rspeak(DROP_CLAM); else if (!TOTING(TRIDENT)) rspeak(CLAM_OPENER); else { @@ -1094,7 +1093,7 @@ static phase_codes_t pour(verb_t verb, obj_t obj) static phase_codes_t 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_or_no(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) terminate(quitgame); return GO_CLEAROBJ; } @@ -1117,13 +1116,13 @@ static phase_codes_t read(command_t command) if (DARK(game.loc)) { sspeak(NO_SEE, command.word[0].raw); } else if (command.obj == OYSTER) { - if (!TOTING(OYSTER) || !game.closed) { - rspeak(DONT_UNDERSTAND); - } else if (!game.clshnt) { - game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]); - } else if (game.clshnt) { - pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well. - } + if (!TOTING(OYSTER) || !game.closed) { + rspeak(DONT_UNDERSTAND); + } else if (!game.clshnt) { + game.clshnt = yes_or_no(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]); + } else { + pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well. + } } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] == STATE_NOTFOUND) { speak(actions[command.verb].message); @@ -1202,7 +1201,7 @@ static phase_codes_t throw_support(vocab_t spk) return GO_MOVE; } -static phase_codes_t throw (command_t command) +static phase_codes_t throwit(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 @@ -1366,7 +1365,7 @@ phase_codes_t action(command_t command) else if (command.obj == DWARF && atdwrf(game.loc) > 0) /* FALL THROUGH */; else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) || - command.obj == LIQLOC(game.loc))) + command.obj == LIQLOC(game.loc))) /* FALL THROUGH */; else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) { command.obj = URN; @@ -1537,7 +1536,7 @@ phase_codes_t action(command_t command) case RUB: return rub(command.verb, command.obj); case THROW: - return throw (command); + return throwit(command); case QUIT: { speak(actions[command.verb].message); return GO_CLEAROBJ;