X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions.c;h=4a86f019737d8c1fd75c362782e606831adf502e;hb=8fe07c8bf36b1c06e8cf8689c04629df0fe51504;hp=9917199bc5bcef7bed8a7ca38ba1174ba1e63df4;hpb=747c42029df74710034eff07316e91cf8c6e1444;p=open-adventure.git diff --git a/actions.c b/actions.c index 9917199..4a86f01 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 @@ -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; } @@ -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) ? @@ -187,17 +187,25 @@ 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; } @@ -222,13 +230,11 @@ 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 +243,7 @@ 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.prop[ROD2] == STATE_NOTFOUND || !game.closed) rspeak(REQUIRES_DYNAMITE); else { if (HERE(ROD2)) { @@ -298,11 +303,11 @@ 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)) { @@ -349,10 +354,8 @@ 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; @@ -388,8 +391,7 @@ static phase_codes_t 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); @@ -809,10 +811,8 @@ 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; } @@ -845,15 +845,22 @@ static phase_codes_t 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; } @@ -863,8 +870,7 @@ 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); @@ -918,19 +924,18 @@ 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.prop[i] < 0) continue; int mi = game.prop[i]; /* (ESR) Some unpleasant magic on object states here. Ideally @@ -944,9 +949,10 @@ 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 +1005,7 @@ 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 { @@ -1039,9 +1045,8 @@ 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)) { @@ -1057,8 +1062,7 @@ static phase_codes_t 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; } @@ -1083,7 +1087,7 @@ 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; } @@ -1097,22 +1101,20 @@ static phase_codes_t read(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.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); @@ -1191,7 +1193,7 @@ 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 @@ -1243,8 +1245,8 @@ 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); @@ -1255,8 +1257,7 @@ 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 { @@ -1286,11 +1287,7 @@ 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] : @@ -1311,8 +1308,7 @@ static phase_codes_t 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); @@ -1354,8 +1350,8 @@ 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) { command.obj = URN; @@ -1391,8 +1387,7 @@ 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: @@ -1526,7 +1521,7 @@ 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;