X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions.c;h=4a86f019737d8c1fd75c362782e606831adf502e;hb=8fe07c8bf36b1c06e8cf8689c04629df0fe51504;hp=1b9e999207378e3c7ad3082659c1eeed0719c1c9;hpb=e50f1b8a7bb267b04116f33b0e8bbb0cfb4a360c;p=open-adventure.git diff --git a/actions.c b/actions.c index 1b9e999..4a86f01 100644 --- a/actions.c +++ b/actions.c @@ -1,12 +1,21 @@ +/* + * Actions for the dungeon-running code. + * + * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods + * SPDX-FileCopyrightText 2017 by Eric S. Raymond + * SPDX-License-Identifier: BSD-2-Clause + */ + #include #include #include #include "advent.h" #include "dungeon.h" +#include -static int fill(verb_t, obj_t); +static phase_codes_t fill(verb_t, obj_t); -static int attack(struct command_t command) +static phase_codes_t attack(command_t command) /* Attack. Assume target if unambiguous. "Throw" also links here. * Attackable objects fall into two categories: enemies (snake, * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2 @@ -75,6 +84,7 @@ static int attack(struct command_t command) if (obj == VEND) { state_change(VEND, game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); + return GO_CLEAROBJ; } @@ -101,7 +111,7 @@ static int attack(struct 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; } @@ -135,10 +145,10 @@ static int attack(struct 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) ? @@ -176,18 +186,26 @@ static int attack(struct command_t command) return GO_CLEAROBJ; } -static int 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). */ +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 + * 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; } @@ -202,23 +220,21 @@ static int bigwords(vocab_t id) if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID) game.prop[TROLL] = TROLL_PAIDONCE; if (HERE(EGGS)) - pspeak(EGGS, look, EGGS_VANISHED, true); + pspeak(EGGS, look, true, EGGS_VANISHED); else if (game.loc == objects[EGGS].plac) - pspeak(EGGS, look, EGGS_HERE, true); + pspeak(EGGS, look, true, EGGS_HERE); else - pspeak(EGGS, look, EGGS_DONE, true); + pspeak(EGGS, look, true, EGGS_DONE); move(EGGS, objects[EGGS].plac); 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; } @@ -227,8 +243,7 @@ static int 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.prop[ROD2] == STATE_NOTFOUND || !game.closed) rspeak(REQUIRES_DYNAMITE); else { if (HERE(ROD2)) { @@ -245,7 +260,7 @@ static void blast(void) } } -static int vbreak(verb_t verb, obj_t obj) +static phase_codes_t vbreak(verb_t verb, obj_t obj) /* Break. Only works for mirror in repository and, of course, the vase. */ { switch (obj) { @@ -265,14 +280,14 @@ static int vbreak(verb_t verb, obj_t obj) game.fixed[VASE] = IS_FIXED; break; } - /* FALLTHRU */ + /* FALLTHRU */ default: speak(actions[verb].message); } return (GO_CLEAROBJ); } -static int brief(void) +static phase_codes_t brief(void) /* Brief. Intransitive only. Suppress full descriptions after first time. */ { game.abbnum = 10000; @@ -281,18 +296,18 @@ static int brief(void) return GO_CLEAROBJ; } -static int vcarry(verb_t verb, obj_t obj) +static phase_codes_t vcarry(verb_t verb, obj_t obj) /* Carry an object. Special cases for bird and cage (if bird in cage, can't * take one without the other). Liquids also special, since they depend on * status of bottle. Also various side effects, etc. */ { if (obj == INTRANSITIVE) { /* Carry, no object given yet. OK if only one object present. */ - if (game.atloc[game.loc] == 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)) { @@ -339,10 +354,8 @@ static int 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; @@ -378,8 +391,7 @@ static int vcarry(verb_t verb, obj_t obj) } game.prop[BIRD] = BIRD_CAGED; } - if ((obj == BIRD || - obj == CAGE) && + 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); @@ -450,7 +462,7 @@ static int chain(verb_t verb) return GO_CLEAROBJ; } -static int discard(verb_t verb, obj_t obj) +static phase_codes_t discard(verb_t verb, obj_t obj) /* Discard object. "Throw" also comes here for most objects. Special cases for * bird (might attack snake or dragon) and cage (might contain bird) and vase. * Drop coins at vending machine for extra batteries. */ @@ -491,7 +503,7 @@ static int discard(verb_t verb, obj_t obj) if (obj == COINS && HERE(VEND)) { DESTROY(COINS); drop(BATTERY, game.loc); - pspeak(BATTERY, look, FRESH_BATTERIES, true); + pspeak(BATTERY, look, true, FRESH_BATTERIES); return GO_CLEAROBJ; } @@ -554,7 +566,7 @@ static int discard(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int drink(verb_t verb, obj_t obj) +static phase_codes_t drink(verb_t verb, obj_t obj) /* Drink. If no object, assume water and look for it here. If water is in * the bottle, drink that, else must be at a water loc, so drink stream. */ { @@ -584,7 +596,7 @@ static int drink(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int eat(verb_t verb, obj_t obj) +static phase_codes_t eat(verb_t verb, obj_t obj) /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ { @@ -592,7 +604,7 @@ static int eat(verb_t verb, obj_t obj) case INTRANSITIVE: if (!HERE(FOOD)) return GO_UNKNOWN; - /* FALLTHRU */ + /* FALLTHRU */ case FOOD: DESTROY(FOOD); rspeak(THANKS_DELICIOUS); @@ -614,7 +626,7 @@ static int eat(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int extinguish(verb_t verb, obj_t obj) +static phase_codes_t extinguish(verb_t verb, obj_t obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { if (obj == INTRANSITIVE) { @@ -631,7 +643,7 @@ static int extinguish(verb_t verb, obj_t obj) if (game.prop[URN] != URN_EMPTY) { state_change(URN, URN_DARK); } else { - pspeak(URN, change, URN_DARK, true); + pspeak(URN, change, true, URN_DARK); } break; case LAMP: @@ -650,7 +662,7 @@ static int extinguish(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int feed(verb_t verb, obj_t obj) +static phase_codes_t feed(verb_t verb, obj_t obj) /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him * mad. Bear, special. */ { @@ -710,7 +722,7 @@ static int feed(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -int fill(verb_t verb, obj_t obj) +phase_codes_t fill(verb_t verb, obj_t obj) /* Fill. Bottle or urn must be empty, and liquid available. (Vase * is nasty.) */ { @@ -786,7 +798,7 @@ int fill(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int find(verb_t verb, obj_t obj) +static phase_codes_t find(verb_t verb, obj_t obj) /* Find. Might be carrying it, or it might be here. Else give caveat. */ { if (TOTING(obj)) { @@ -799,10 +811,8 @@ static int 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; } @@ -812,7 +822,7 @@ static int find(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int fly(verb_t verb, obj_t obj) +static phase_codes_t fly(verb_t verb, obj_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { if (obj == INTRANSITIVE) { @@ -835,32 +845,38 @@ static int fly(verb_t verb, obj_t obj) 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; } -static int inven(void) +static phase_codes_t inven(void) /* Inventory. If object, treat same as find. Else report on current burden. */ { 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); empty = false; } - pspeak(i, touch, -1, false); + pspeak(i, touch, false, -1); } if (TOTING(BEAR)) rspeak(TAME_BEAR); @@ -869,7 +885,7 @@ static int inven(void) return GO_CLEAROBJ; } -static int light(verb_t verb, obj_t obj) +static phase_codes_t light(verb_t verb, obj_t obj) /* Light. Applicable only to lamp and urn. */ { if (obj == INTRANSITIVE) { @@ -907,20 +923,19 @@ static int light(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int listen(void) -/* Listen. Intransitive only. Print stuff based on object sound proprties. */ +static phase_codes_t listen(void) +/* 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.prop[i] < 0) continue; int mi = game.prop[i]; /* (ESR) Some unpleasant magic on object states here. Ideally @@ -930,17 +945,18 @@ static int listen(void) * depending on whether player has drunk dragon's blood. */ if (i == BIRD) mi += 3 * game.blooded; - pspeak(i, hear, mi, true, game.zzword); + pspeak(i, hear, true, mi, game.zzword); 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; } -static int lock(verb_t verb, obj_t obj) +static phase_codes_t lock(verb_t verb, obj_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { if (obj == INTRANSITIVE) { @@ -988,6 +1004,8 @@ static int lock(verb_t verb, obj_t obj) case CLAM: if (verb == LOCK) rspeak(HUH_MAN); + else if (TOTING(CLAM)) + rspeak(DROP_CLAM); else if (!TOTING(TRIDENT)) rspeak(CLAM_OPENER); else { @@ -1023,13 +1041,12 @@ static int lock(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int pour(verb_t verb, obj_t obj) +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)) { @@ -1045,8 +1062,7 @@ static int pour(verb_t verb, obj_t obj) return fill(verb, URN); game.prop[BOTTLE] = EMPTY_BOTTLE; game.place[obj] = LOC_NOWHERE; - if (!(AT(PLANT) || - AT(DOOR))) { + if (!(AT(PLANT) || AT(DOOR))) { rspeak(GROUND_WET); return GO_CLEAROBJ; } @@ -1068,15 +1084,15 @@ static int pour(verb_t verb, obj_t obj) } } -static int quit(void) +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; } -static int read(struct command_t command) +static phase_codes_t read(command_t command) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { if (command.obj == INTRANSITIVE) { @@ -1085,25 +1101,29 @@ static int read(struct command_t command) if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0) command.obj = command.obj * NOBJECTS + i; } - if (command.obj > NOBJECTS || - command.obj == NO_OBJECT || - DARK(game.loc)) + if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc)) return GO_UNKNOWN; } if (DARK(game.loc)) { - 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]); + 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_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); } else - pspeak(command.obj, study, game.prop[command.obj], true); + pspeak(command.obj, study, true, game.prop[command.obj]); return GO_CLEAROBJ; } -static int reservoir(void) +static phase_codes_t reservoir(void) /* Z'ZZZ (word gets recomputed at startup; different each game). */ { if (!AT(RESER) && game.loc != LOC_RESBOTTOM) { @@ -1123,7 +1143,7 @@ static int reservoir(void) } } -static int rub(verb_t verb, obj_t obj) +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) { @@ -1141,39 +1161,39 @@ static int rub(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int say(struct command_t command) +static phase_codes_t say(command_t command) /* Say. Echo WD2. Magic words override. */ { - if (command.type2 == MOTION && - (command.id2 == XYZZY || - command.id2 == PLUGH || - command.id2 == PLOVER)) { - return GO_WORD2; + if (command.word[1].type == MOTION && + (command.word[1].id == XYZZY || + command.word[1].id == PLUGH || + command.word[1].id == PLOVER)) { + return GO_WORD2; } - if (command.type2 == ACTION && command.id2 == PART) + if (command.word[1].type == ACTION && command.word[1].id == PART) return reservoir(); - - if (command.type2 == ACTION && - (command.id2 == FEE || - command.id2 == FIE || - command.id2 == FOE || - command.id2 == FOO || - command.id2 == FUM || - command.id2 == PART)) { - return bigwords(command.id2); - } - sspeak(OKEY_DOKEY, command.raw2); + + if (command.word[1].type == ACTION && + (command.word[1].id == FEE || + command.word[1].id == FIE || + command.word[1].id == FOE || + command.word[1].id == FOO || + command.word[1].id == FUM || + command.word[1].id == PART)) { + return bigwords(command.word[1].id); + } + sspeak(OKEY_DOKEY, command.word[1].raw); return GO_CLEAROBJ; } -static int throw_support(vocab_t spk) +static phase_codes_t throw_support(vocab_t spk) { rspeak(spk); drop(AXE, game.loc); return GO_MOVE; } -static int throw (struct 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 @@ -1225,8 +1245,8 @@ static int throw (struct 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); @@ -1234,11 +1254,10 @@ static int throw (struct command_t command) } } -static int wake(verb_t verb, obj_t obj) +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 { @@ -1247,17 +1266,17 @@ static int wake(verb_t verb, obj_t obj) } } -static int seed(verb_t verb, const char *arg) +static phase_codes_t seed(verb_t verb, const char *arg) /* Set seed */ { - int seed = atoi(arg); + int32_t seed = strtol(arg, NULL, 10); speak(actions[verb].message, seed); set_seed(seed); --game.turns; return GO_TOP; } -static int waste(verb_t verb, turn_t turns) +static phase_codes_t waste(verb_t verb, turn_t turns) /* Burn turns */ { game.limit -= turns; @@ -1265,14 +1284,10 @@ static int waste(verb_t verb, turn_t turns) return GO_TOP; } -static int wave(verb_t verb, obj_t obj) +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] : @@ -1293,8 +1308,7 @@ static int wave(verb_t verb, obj_t obj) FREE_FLY); return GO_DWARFWAKE; } - if (game.closng || - !AT(FISSURE)) { + if (game.closng || !AT(FISSURE)) { rspeak((game.prop[BIRD] == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); @@ -1311,19 +1325,19 @@ static int wave(verb_t verb, obj_t obj) } } -int action(struct command_t command) +phase_codes_t action(command_t command) /* Analyse a verb. Remember what it was, go back for object if second word * unless verb is "say", which snarfs arbitrary second word. */ { - /* Previously, actions that result in a message, but don't do anything - * further were called "specials". Now they're handled here as normal + /* Previously, actions that result in a message, but don't do anything + * further were called "specials". Now they're handled here as normal * actions. If noaction is true, then we spit out the message and return */ if (actions[command.verb].noaction) { speak(actions[command.verb].message); return GO_CLEAROBJ; } - + if (command.part == unknown) { /* Analyse an object word. See if the thing is here, whether * we've got a verb yet, and so on. Object must be here @@ -1336,8 +1350,8 @@ int action(struct 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) { command.obj = URN; @@ -1353,30 +1367,27 @@ int action(struct command_t command) command.obj = ROD2; /* FALL THROUGH */; } else if ((command.verb == FIND || - command.verb == INVENTORY) && (command.id2 == WORD_EMPTY || command.id2 == WORD_NOT_FOUND)) + command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND)) /* FALL THROUGH */; else { - sspeak(NO_SEE, command.raw1); + sspeak(NO_SEE, command.word[0].raw); return GO_CLEAROBJ; } - if (command.id2 != WORD_EMPTY && command.id2 != WORD_NOT_FOUND) - return GO_WORD2; if (command.verb != 0) command.part = transitive; } switch (command.part) { case intransitive: - if (command.raw2[0] != '\0' && command.verb != SAY) + if (command.word[1].raw[0] != '\0' && command.verb != SAY) return GO_WORD2; if (command.verb == SAY) - /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE - * will do here. We're preventing interpretation as an intransitive - * verb when the word is unknown. */ - command.obj = command.raw2[0] != '\0' ? KEYS : NO_OBJECT; - if (command.obj == NO_OBJECT || - command.obj == INTRANSITIVE) { + /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE + * will do here. We're preventing interpretation as an intransitive + * verb when the word is unknown. */ + command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT; + if (command.obj == NO_OBJECT || command.obj == INTRANSITIVE) { /* Analyse an intransitive verb (ie, no object given yet). */ switch (command.verb) { case CARRY: @@ -1439,7 +1450,7 @@ int action(struct command_t command) case FOE: case FOO: case FUM: - return bigwords(command.id1); + return bigwords(command.word[0].id); case BRIEF: return brief(); case READ: @@ -1510,7 +1521,7 @@ int action(struct 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; @@ -1562,21 +1573,21 @@ int action(struct command_t command) speak(actions[command.verb].message); return GO_CLEAROBJ; } - // LCOV_EXCL_START - // This case should never happen - here only as placeholder + // LCOV_EXCL_START + // This case should never happen - here only as placeholder case PART: return reservoir(); - // LCOV_EXCL_STOP + // LCOV_EXCL_STOP case SEED: - return seed(command.verb, command.raw2); + return seed(command.verb, command.word[1].raw); case WASTE: - return waste(command.verb, (turn_t)atol(command.raw2)); + return waste(command.verb, (turn_t)atol(command.word[1].raw)); default: // LCOV_EXCL_LINE BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } case unknown: /* Unknown verb, couldn't deduce object - might need hint */ - sspeak(WHAT_DO, command.raw1); + sspeak(WHAT_DO, command.word[0].raw); return GO_CHECKHINT; default: // LCOV_EXCL_LINE BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE