X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions.c;h=20f0b9041bcd7bae6d3af99ff715e542c90c3495;hb=eebc87f889b0fa1404684aa6e72dda5a5e53d96b;hp=f38f9e5ad271f5dc9229b4a544e68a3c6c43ed5d;hpb=8984e48e78c8e83df9c93d6e34c0d8e1cfabc2b5;p=open-adventure.git diff --git a/actions.c b/actions.c index f38f9e5..20f0b90 100644 --- a/actions.c +++ b/actions.c @@ -1,9 +1,9 @@ /* - * 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 - * SPDX-License-Identifier: BSD-2-clause + * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods + * SPDX-FileCopyrightText 2017 by Eric S. Raymond + * SPDX-License-Identifier: BSD-2-Clause */ #include @@ -34,7 +34,7 @@ static phase_codes_t attack(command_t command) obj = SNAKE; ++changes; } - if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { + if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) { obj = DRAGON; ++changes; } @@ -46,7 +46,7 @@ static phase_codes_t attack(command_t command) obj = OGRE; ++changes; } - if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { + if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) { obj = BEAR; ++changes; } @@ -83,13 +83,13 @@ static phase_codes_t attack(command_t command) } if (obj == VEND) { state_change(VEND, - game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); + game.objects[VEND].prop == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); return GO_CLEAROBJ; } if (obj == BEAR) { - switch (game.prop[BEAR]) { + switch (game.objects[BEAR].prop) { case UNTAMED_BEAR: rspeak(BEAR_HANDS); break; @@ -105,18 +105,18 @@ static phase_codes_t attack(command_t command) } return GO_CLEAROBJ; } - if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) { + if (obj == DRAGON && game.objects[DRAGON].prop == 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()) { + if (!silent_yes_or_no()) { speak(arbitrary_messages[NASTY_DRAGON]); return GO_MOVE; } state_change(DRAGON, DRAGON_DEAD); - game.prop[RUG] = RUG_FLOOR; + game.objects[RUG].prop = 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 @@ -128,8 +128,8 @@ static phase_codes_t attack(command_t command) 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) + if (game.objects[i].place == objects[DRAGON].plac || + game.objects[i].place == objects[DRAGON].fixd) move(i, LOC_SECRET5); } game.loc = LOC_SECRET5; @@ -145,10 +145,10 @@ static phase_codes_t attack(command_t command) DESTROY(OGRE); int dwarves = 0; for (int i = 1; i < PIRATE; i++) { - if (game.dloc[i] == game.loc) { + if (game.dwarves[i].loc == game.loc) { ++dwarves; - game.dloc[i] = LOC_LONGWEST; - game.dseen[i] = false; + game.dwarves[i].loc = LOC_LONGWEST; + game.dwarves[i].seen = false; } } rspeak((dwarves > 1) ? @@ -187,30 +187,39 @@ static phase_codes_t attack(command_t command) } static phase_codes_t bigwords(vocab_t id) -/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. - * Look up foo in special section of vocab to determine which word we've got. - * Last word zips the eggs back to the giant room (unless already there). */ +/* 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 + * 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); + + /* Only FEE can start a magic-word sequence. */ + 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; } game.foobar = WORD_EMPTY; - if (game.place[EGGS] == objects[EGGS].plac || + if (game.objects[EGGS].place == 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 (game.objects[EGGS].place == LOC_NOWHERE && game.objects[TROLL].place == LOC_NOWHERE + && game.objects[TROLL].prop == TROLL_UNPAID) + game.objects[TROLL].prop = TROLL_PAIDONCE; if (HERE(EGGS)) pspeak(EGGS, look, true, EGGS_VANISHED); else if (game.loc == objects[EGGS].plac) @@ -222,13 +231,11 @@ static phase_codes_t bigwords(vocab_t id) 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); - } + /* Magic-word sequence was started but is incorrect */ + if (settings.oldstyle || game.seenbigwords) + rspeak(START_OVER); + else + rspeak(WELL_POINTLESS); game.foobar = WORD_EMPTY; return GO_CLEAROBJ; } @@ -237,8 +244,7 @@ static phase_codes_t bigwords(vocab_t id) static void blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { - if (game.prop[ROD2] == STATE_NOTFOUND || - !game.closed) + if (game.objects[ROD2].prop == STATE_NOTFOUND || !game.closed) rspeak(REQUIRES_DYNAMITE); else { if (HERE(ROD2)) { @@ -268,11 +274,11 @@ static phase_codes_t vbreak(verb_t verb, obj_t obj) break; } case VASE: - if (game.prop[VASE] == VASE_WHOLE) { + if (game.objects[VASE].prop == VASE_WHOLE) { if (TOTING(VASE)) drop(VASE, game.loc); state_change(VASE, VASE_BROKEN); - game.fixed[VASE] = IS_FIXED; + game.objects[VASE].fixed = IS_FIXED; break; } /* FALLTHRU */ @@ -298,11 +304,11 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) { if (obj == INTRANSITIVE) { /* 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 || + if (game.locs[game.loc].atloc == NO_OBJECT || + game.link[game.locs[game.loc].atloc] != 0 || atdwrf(game.loc) > 0) return GO_UNKNOWN; - obj = game.atloc[game.loc]; + obj = game.locs[game.loc].atloc; } if (TOTING(obj)) { @@ -316,20 +322,20 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (game.fixed[obj] != IS_FREE) { + if (game.objects[obj].fixed != 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); + rspeak(game.objects[PLANT].prop <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING); break; case BEAR: - rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING); + rspeak( game.objects[BEAR].prop == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING); break; case CHAIN: - rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING); + rspeak( game.objects[BEAR].prop != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING); break; case RUG: - rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING); + rspeak(game.objects[RUG].prop == RUG_HOVER ? RUG_HOVERS : YOU_JOKING); break; case URN: rspeak(URN_NOBUDGE); @@ -349,15 +355,13 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (obj == WATER || - obj == OIL) { - if (!HERE(BOTTLE) || - LIQUID() != obj) { + 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) { + if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) { return (fill(verb, BOTTLE)); } else rspeak(BOTTLE_FULL); @@ -372,8 +376,8 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) } - if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) { - if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) { + if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) { + if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) { DESTROY(BIRD); rspeak(BIRD_CRAP); return GO_CLEAROBJ; @@ -386,11 +390,10 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) rspeak(BIRD_EVADES); return GO_CLEAROBJ; } - game.prop[BIRD] = BIRD_CAGED; + game.objects[BIRD].prop = BIRD_CAGED; } - if ((obj == BIRD || - obj == CAGE) && - (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) { + if ((obj == BIRD || obj == CAGE) && + (game.objects[BIRD].prop == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) { /* expression maps BIRD to CAGE and CAGE to BIRD */ carry(BIRD + CAGE - obj, game.loc); } @@ -398,11 +401,11 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) carry(obj, game.loc); if (obj == BOTTLE && LIQUID() != NO_OBJECT) - game.place[LIQUID()] = CARRIED; + game.objects[LIQUID()].place = CARRIED; - if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) { - game.prop[obj] = STATE_FOUND; - game.prop[CAVITY] = CAVITY_EMPTY; + if (GSTONE(obj) && game.objects[obj].prop != STATE_FOUND) { + game.objects[obj].prop = STATE_FOUND; + game.objects[CAVITY].prop = CAVITY_EMPTY; } rspeak(OK_MAN); return GO_CLEAROBJ; @@ -412,36 +415,36 @@ static int chain(verb_t verb) /* Do something to the bear's chain */ { if (verb != LOCK) { - if (game.prop[BEAR] == UNTAMED_BEAR) { + if (game.objects[BEAR].prop == UNTAMED_BEAR) { rspeak(BEAR_BLOCKS); return GO_CLEAROBJ; } - if (game.prop[CHAIN] == CHAIN_HEAP) { + if (game.objects[CHAIN].prop == 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; + game.objects[CHAIN].prop = CHAIN_HEAP; + game.objects[CHAIN].fixed = IS_FREE; + if (game.objects[BEAR].prop != BEAR_DEAD) + game.objects[BEAR].prop = CONTENTED_BEAR; - switch (game.prop[BEAR]) { + switch (game.objects[BEAR].prop) { // 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; + game.objects[BEAR].fixed = IS_FIXED; break; // LCOV_EXCL_STOP default: - game.fixed[BEAR] = IS_FREE; + game.objects[BEAR].fixed = IS_FREE; } rspeak(CHAIN_UNLOCKED); return GO_CLEAROBJ; } - if (game.prop[CHAIN] != CHAIN_HEAP) { + if (game.objects[CHAIN].prop != CHAIN_HEAP) { rspeak(ALREADY_LOCKED); return GO_CLEAROBJ; } @@ -450,11 +453,11 @@ static int chain(verb_t verb) return GO_CLEAROBJ; } - game.prop[CHAIN] = CHAIN_FIXED; + game.objects[CHAIN].prop = CHAIN_FIXED; if (TOTING(CHAIN)) drop(CHAIN, game.loc); - game.fixed[CHAIN] = IS_FIXED; + game.objects[CHAIN].fixed = IS_FIXED; rspeak(CHAIN_LOCKED); return GO_CLEAROBJ; @@ -474,12 +477,12 @@ static phase_codes_t discard(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) { + if (GSTONE(obj) && AT(CAVITY) && game.objects[CAVITY].prop != 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))) { + game.objects[obj].prop = STATE_IN_CAVITY; + game.objects[CAVITY].prop = CAVITY_FULL; + if (HERE(RUG) && ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) || + (obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) { if (obj == RUBY) rspeak(RUG_SETTLES); else if (TOTING(RUG)) @@ -487,8 +490,8 @@ static phase_codes_t discard(verb_t verb, obj_t obj) else rspeak(RUG_RISES); if (!TOTING(RUG) || obj == RUBY) { - int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER; - game.prop[RUG] = k; + int k = (game.objects[RUG].prop == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER; + game.objects[RUG].prop = k; if (k == RUG_HOVER) k = objects[SAPPH].plac; move(RUG + NOBJECTS, k); @@ -508,7 +511,7 @@ static phase_codes_t discard(verb_t verb, obj_t obj) if (LIQUID() == obj) obj = BOTTLE; if (obj == BOTTLE && LIQUID() != NO_OBJECT) { - game.place[LIQUID()] = LOC_NOWHERE; + game.objects[LIQUID()].place = LOC_NOWHERE; } if (obj == BEAR && AT(TROLL)) { @@ -527,19 +530,19 @@ static phase_codes_t discard(verb_t verb, obj_t obj) state_change(VASE, AT(PILLOW) ? VASE_WHOLE : VASE_DROPPED); - if (game.prop[VASE] != VASE_WHOLE) - game.fixed[VASE] = IS_FIXED; + if (game.objects[VASE].prop != VASE_WHOLE) + game.objects[VASE].fixed = IS_FIXED; drop(obj, game.loc); return GO_CLEAROBJ; } } - if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) { + if (obj == CAGE && game.objects[BIRD].prop == BIRD_CAGED) { drop(BIRD, game.loc); } if (obj == BIRD) { - if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { + if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) { rspeak(BIRD_BURNT); DESTROY(BIRD); return GO_CLEAROBJ; @@ -550,11 +553,11 @@ static phase_codes_t discard(verb_t verb, obj_t obj) return GO_DWARFWAKE; DESTROY(SNAKE); /* Set game.prop for use by travel options */ - game.prop[SNAKE] = SNAKE_CHASED; + game.objects[SNAKE].prop = SNAKE_CHASED; } else rspeak(OK_MAN); - game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED; + game.objects[BIRD].prop = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED; drop(obj, game.loc); return GO_CLEAROBJ; } @@ -585,7 +588,7 @@ static phase_codes_t drink(verb_t verb, obj_t obj) return GO_CLEAROBJ; } if (LIQUID() == WATER && HERE(BOTTLE)) { - game.place[WATER] = LOC_NOWHERE; + game.objects[WATER].place = LOC_NOWHERE; state_change(BOTTLE, EMPTY_BOTTLE); return GO_CLEAROBJ; } @@ -628,9 +631,9 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { if (obj == INTRANSITIVE) { - if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) + if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) obj = LAMP; - if (HERE(URN) && game.prop[URN] == URN_LIT) + if (HERE(URN) && game.objects[URN].prop == URN_LIT) obj = URN; if (obj == INTRANSITIVE) return GO_UNKNOWN; @@ -638,7 +641,7 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj) switch (obj) { case URN: - if (game.prop[URN] != URN_EMPTY) { + if (game.objects[URN].prop != URN_EMPTY) { state_change(URN, URN_DARK); } else { pspeak(URN, change, true, URN_DARK); @@ -669,7 +672,7 @@ static phase_codes_t feed(verb_t verb, obj_t obj) rspeak(BIRD_PINING); break; case DRAGON: - if (game.prop[DRAGON] != DRAGON_BARS) + if (game.objects[DRAGON].prop != DRAGON_BARS) rspeak(RIDICULOUS_ATTEMPT); else rspeak(NOTHING_EDIBLE); @@ -692,15 +695,15 @@ static phase_codes_t feed(verb_t verb, obj_t obj) speak(actions[verb].message); break; case BEAR: - if (game.prop[BEAR] == BEAR_DEAD) { + if (game.objects[BEAR].prop == BEAR_DEAD) { rspeak(RIDICULOUS_ATTEMPT); break; } - if (game.prop[BEAR] == UNTAMED_BEAR) { + if (game.objects[BEAR].prop == UNTAMED_BEAR) { if (HERE(FOOD)) { DESTROY(FOOD); - game.fixed[AXE] = IS_FREE; - game.prop[AXE] = AXE_HERE; + game.objects[AXE].fixed = IS_FREE; + game.objects[AXE].prop = AXE_HERE; state_change(BEAR, SITTING_BEAR); } else rspeak(NOTHING_EDIBLE); @@ -734,14 +737,14 @@ phase_codes_t fill(verb_t verb, obj_t obj) return GO_CLEAROBJ; } rspeak(SHATTER_VASE); - game.prop[VASE] = VASE_BROKEN; - game.fixed[VASE] = IS_FIXED; + game.objects[VASE].prop = VASE_BROKEN; + game.objects[VASE].fixed = IS_FIXED; drop(VASE, game.loc); return GO_CLEAROBJ; } if (obj == URN) { - if (game.prop[URN] != URN_EMPTY) { + if (game.objects[URN].prop != URN_EMPTY) { rspeak(FULL_URN); return GO_CLEAROBJ; } @@ -752,12 +755,12 @@ phase_codes_t fill(verb_t verb, obj_t obj) int k = LIQUID(); switch (k) { case WATER: - game.prop[BOTTLE] = EMPTY_BOTTLE; + game.objects[BOTTLE].prop = EMPTY_BOTTLE; rspeak(WATER_URN); break; case OIL: - game.prop[URN] = URN_DARK; - game.prop[BOTTLE] = EMPTY_BOTTLE; + game.objects[URN].prop = URN_DARK; + game.objects[BOTTLE].prop = EMPTY_BOTTLE; rspeak(OIL_URN); break; case NO_OBJECT: @@ -765,7 +768,7 @@ phase_codes_t fill(verb_t verb, obj_t obj) rspeak(FILL_INVALID); return GO_CLEAROBJ; } - game.place[k] = LOC_NOWHERE; + game.objects[k].place = LOC_NOWHERE; return GO_CLEAROBJ; } if (obj != INTRANSITIVE && obj != BOTTLE) { @@ -775,7 +778,7 @@ phase_codes_t fill(verb_t verb, obj_t obj) if (obj == INTRANSITIVE && !HERE(BOTTLE)) return GO_UNKNOWN; - if (HERE(URN) && game.prop[URN] != URN_EMPTY) { + if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) { rspeak(URN_NOPOUR); return GO_CLEAROBJ; } @@ -792,7 +795,7 @@ phase_codes_t fill(verb_t verb, obj_t obj) ? OIL_BOTTLE : WATER_BOTTLE); if (TOTING(BOTTLE)) - game.place[LIQUID()] = CARRIED; + game.objects[LIQUID()].place = CARRIED; return GO_CLEAROBJ; } @@ -809,10 +812,8 @@ static phase_codes_t find(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (AT(obj) || - (LIQUID() == obj && AT(BOTTLE)) || - obj == LIQLOC(game.loc) || - (obj == DWARF && atdwrf(game.loc) > 0)) { + if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) || + obj == LIQLOC(game.loc) || (obj == DWARF && atdwrf(game.loc) > 0)) { rspeak(YOU_HAVEIT); return GO_CLEAROBJ; } @@ -830,7 +831,7 @@ static phase_codes_t fly(verb_t verb, obj_t obj) rspeak(FLAP_ARMS); return GO_CLEAROBJ; } - if (game.prop[RUG] != RUG_HOVER) { + if (game.objects[RUG].prop != RUG_HOVER) { rspeak(RUG_NOTHING2); return GO_CLEAROBJ; } @@ -841,19 +842,26 @@ static phase_codes_t fly(verb_t verb, obj_t obj) speak(actions[verb].message); return GO_CLEAROBJ; } - if (game.prop[RUG] != RUG_HOVER) { + if (game.objects[RUG].prop != 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]; + if (game.loc == LOC_CLIFF) { + game.oldlc2 = game.oldloc; + game.oldloc = game.loc; + game.newloc = LOC_LEDGE; rspeak(RUG_GOES); - } else { + } else if (game.loc == LOC_LEDGE) { + game.oldlc2 = game.oldloc; + game.oldloc = game.loc; game.newloc = LOC_CLIFF; rspeak(RUG_RETURNS); + } else { +// LCOV_EXCL_START + /* should never happen */ + rspeak(NOTHING_HAPPENS); +// LCOV_EXCL_STOP } return GO_TERMINATE; } @@ -863,8 +871,7 @@ static phase_codes_t inven(void) { bool empty = true; for (obj_t i = 1; i <= NOBJECTS; i++) { - if (i == BEAR || - !TOTING(i)) + if (i == BEAR || !TOTING(i)) continue; if (empty) { rspeak(NOW_HOLDING); @@ -884,11 +891,11 @@ static phase_codes_t light(verb_t verb, obj_t obj) { if (obj == INTRANSITIVE) { int selects = 0; - if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) { + if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK && game.limit >= 0) { obj = LAMP; selects++; } - if (HERE(URN) && game.prop[URN] == URN_DARK) { + if (HERE(URN) && game.objects[URN].prop == URN_DARK) { obj = URN; selects++; } @@ -898,7 +905,7 @@ static phase_codes_t light(verb_t verb, obj_t obj) switch (obj) { case URN: - state_change(URN, game.prop[URN] == URN_EMPTY ? + state_change(URN, game.objects[URN].prop == URN_EMPTY ? URN_EMPTY : URN_LIT); break; @@ -918,21 +925,20 @@ 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; if (sound != SILENT) { rspeak(sound); if (!locations[game.loc].loud) rspeak(NO_MESSAGE); - return GO_CLEAROBJ; + soundlatch = true; } for (obj_t i = 1; i <= NOBJECTS; i++) { - if (!HERE(i) || - objects[i].sounds[0] == NULL || - game.prop[i] < 0) + if (!HERE(i) || objects[i].sounds[0] == NULL || game.objects[i].prop < 0) continue; - int mi = game.prop[i]; + int mi = game.objects[i].prop; /* (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 @@ -944,9 +950,10 @@ static phase_codes_t listen(void) rspeak(NO_MESSAGE); if (i == BIRD && mi == BIRD_ENDSTATE) DESTROY(BIRD); - return GO_CLEAROBJ; + soundlatch = true; } - rspeak(ALL_SILENT); + if (!soundlatch) + rspeak(ALL_SILENT); return GO_CLEAROBJ; } @@ -999,7 +1006,7 @@ 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 { @@ -1020,7 +1027,7 @@ static phase_codes_t lock(verb_t verb, obj_t obj) rspeak(OYSTER_OPENS); break; case DOOR: - rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); + rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); break; case CAGE: rspeak( NO_LOCK); @@ -1039,9 +1046,8 @@ static phase_codes_t 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 == INTRANSITIVE) - obj = LIQUID(); + if (obj == BOTTLE || obj == INTRANSITIVE) + obj = LIQUID(); if (obj == NO_OBJECT) return GO_UNKNOWN; if (!TOTING(obj)) { @@ -1053,20 +1059,19 @@ static phase_codes_t pour(verb_t verb, obj_t obj) rspeak(CANT_POUR); return GO_CLEAROBJ; } - if (HERE(URN) && game.prop[URN] == URN_EMPTY) + if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) return fill(verb, URN); - game.prop[BOTTLE] = EMPTY_BOTTLE; - game.place[obj] = LOC_NOWHERE; - if (!(AT(PLANT) || - AT(DOOR))) { + game.objects[BOTTLE].prop = EMPTY_BOTTLE; + game.objects[obj].place = LOC_NOWHERE; + if (!(AT(PLANT) || AT(DOOR))) { rspeak(GROUND_WET); return GO_CLEAROBJ; } if (!AT(DOOR)) { if (obj == WATER) { /* cycle through the three plant states */ - state_change(PLANT, MOD(game.prop[PLANT] + 1, 3)); - game.prop[PLANT2] = game.prop[PLANT]; + state_change(PLANT, MOD(game.objects[PLANT].prop + 1, 3)); + game.objects[PLANT2].prop = game.objects[PLANT].prop; return GO_MOVE; } else { rspeak(SHAKING_LEAVES); @@ -1083,7 +1088,7 @@ 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; } @@ -1094,24 +1099,28 @@ static phase_codes_t read(command_t command) 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) + if (HERE(i) && objects[i].texts[0] != NULL && game.objects[i].prop >= 0) command.obj = command.obj * NOBJECTS + i; } - if (command.obj > NOBJECTS || - command.obj == NO_OBJECT || - DARK(game.loc)) + 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 (command.obj == OYSTER) { + 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) { + game.objects[command.obj].prop == STATE_NOTFOUND) { speak(actions[command.verb].message); } else - pspeak(command.obj, study, true, game.prop[command.obj]); + pspeak(command.obj, study, true, game.objects[command.obj].prop); return GO_CLEAROBJ; } @@ -1123,7 +1132,7 @@ static phase_codes_t reservoir(void) return GO_CLEAROBJ; } else { state_change(RESER, - game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED); + game.objects[RESER].prop == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED); if (AT(RESER)) return GO_CLEAROBJ; else { @@ -1138,10 +1147,10 @@ static phase_codes_t reservoir(void) static phase_codes_t rub(verb_t verb, obj_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { - if (obj == URN && game.prop[URN] == URN_LIT) { + if (obj == URN && game.objects[URN].prop == URN_LIT) { DESTROY(URN); drop(AMBER, game.loc); - game.prop[AMBER] = AMBER_IN_ROCK; + game.objects[AMBER].prop = AMBER_IN_ROCK; --game.tally; drop(CAVITY, game.loc); rspeak(URN_GENIES); @@ -1185,7 +1194,7 @@ 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 @@ -1215,16 +1224,16 @@ static phase_codes_t throw (command_t command) return (discard(command.verb, command.obj)); else { if (atdwrf(game.loc) <= 0) { - if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) + if (AT(DRAGON) && game.objects[DRAGON].prop == 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) { + if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) { /* This'll teach him to throw the axe at the bear! */ drop(AXE, game.loc); - game.fixed[AXE] = IS_FIXED; + game.objects[AXE].fixed = IS_FIXED; juggle(BEAR); state_change(AXE, AXE_LOST); return GO_CLEAROBJ; @@ -1237,8 +1246,8 @@ static phase_codes_t throw (command_t command) return throw_support(DWARF_DODGES); } else { int i = atdwrf(game.loc); - game.dseen[i] = false; - game.dloc[i] = LOC_NOWHERE; + game.dwarves[i].seen = false; + game.dwarves[i].loc = LOC_NOWHERE; return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF); @@ -1249,8 +1258,7 @@ static phase_codes_t throw (command_t command) static phase_codes_t wake(verb_t verb, obj_t obj) /* Wake. Only use is to disturb the dwarves. */ { - if (obj != DWARF || - !game.closed) { + if (obj != DWARF || !game.closed) { speak(actions[verb].message); return GO_CLEAROBJ; } else { @@ -1280,11 +1288,7 @@ static phase_codes_t waste(verb_t verb, turn_t turns) static phase_codes_t wave(verb_t verb, obj_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { - if (obj != ROD || - !TOTING(obj) || - (!HERE(BIRD) && - (game.closng || - !AT(FISSURE)))) { + if (obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) { speak(((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2))) ? arbitrary_messages[ARENT_CARRYING] : @@ -1292,33 +1296,33 @@ static phase_codes_t wave(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) { + if (game.objects[BIRD].prop == BIRD_UNCAGED && game.loc == game.objects[STEPS].place + && game.objects[JADE].prop == STATE_NOTFOUND) { drop(JADE, game.loc); - game.prop[JADE] = STATE_FOUND; + game.objects[JADE].prop = STATE_FOUND; --game.tally; rspeak(NECKLACE_FLY); return GO_CLEAROBJ; } else { if (game.closed) { - rspeak((game.prop[BIRD] == BIRD_CAGED) ? + rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); return GO_DWARFWAKE; } - if (game.closng || - !AT(FISSURE)) { - rspeak((game.prop[BIRD] == BIRD_CAGED) ? + if (game.closng || !AT(FISSURE)) { + rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); return GO_CLEAROBJ; } if (HERE(BIRD)) - rspeak((game.prop[BIRD] == BIRD_CAGED) ? + rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); state_change(FISSURE, - game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED); + game.objects[FISSURE].prop == BRIDGED ? UNBRIDGED : BRIDGED); return GO_CLEAROBJ; } } @@ -1348,13 +1352,13 @@ phase_codes_t action(command_t command) /* 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)) + else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) || + command.obj == LIQLOC(game.loc))) /* FALL THROUGH */; - else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) { + else if (command.obj == OIL && HERE(URN) && game.objects[URN].prop != URN_EMPTY) { command.obj = URN; /* FALL THROUGH */; - } else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) { + } else if (command.obj == PLANT && AT(PLANT2) && game.objects[PLANT2].prop != PLANT_THIRSTY) { command.obj = PLANT2; /* FALL THROUGH */; } else if (command.obj == KNIFE && game.knfloc == game.loc) { @@ -1385,8 +1389,7 @@ phase_codes_t action(command_t command) * 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) { + if (command.obj == NO_OBJECT || command.obj == INTRANSITIVE) { /* Analyse an intransitive verb (ie, no object given yet). */ switch (command.verb) { case CARRY: @@ -1520,7 +1523,7 @@ 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;