X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions.c;h=4fb8cf78809a7190727ae0cb95a2270198edf7a3;hb=7a3f3ec7a6e28e8cb3e31d60893679922160e52c;hp=cc252b577f82a74ee7afdfffa9e59bf917f48fde;hpb=e9aff2568f200be6cf47ec0bd945902a636bbd71;p=open-adventure.git diff --git a/actions.c b/actions.c index cc252b5..4fb8cf7 100644 --- a/actions.c +++ b/actions.c @@ -5,16 +5,11 @@ #include "newdb.h" /* Limit visibility of ugly globals. Eventually these should go away. */ -extern long WD1, WD1X, WD2, WD2X; +extern token_t WD1, WD1X, WD2, WD2X; -/* - * Action handlers. Eventually we'll do lookup through a method table - * that calls these. - */ - -static int fill(token_t verb, token_t); +static int fill(token_t, token_t); -static int attack(FILE *input, long verb, token_t obj) +static int attack(FILE *input, token_t verb, token_t obj) /* 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 @@ -87,7 +82,7 @@ static int attack(FILE *input, long verb, token_t obj) * 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)) + if (WD1 != MAKEWD(WORD_YINIT) && WD1 != MAKEWD(WORD_YES)) return GO_CHECKFOO; PSPEAK(DRAGON, 3); game.prop[DRAGON] = 1; @@ -110,7 +105,7 @@ static int attack(FILE *input, long verb, token_t obj) return GO_CLEAROBJ; } -static int bigwords(long foo) +static int bigwords(token_t foo) /* 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). */ @@ -1000,14 +995,14 @@ static int wave(token_t verb, token_t obj) } } -int action(FILE *input, enum speechpart part, long verb, token_t obj) +int action(FILE *input, 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]; + token_t spk = ACTSPK[command.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 @@ -1015,35 +1010,35 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) * 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) { + else if (command.obj == GRATE) { if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT) - obj = DPRSSN; + command.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) + command.obj = ENTRNC; + if (command.obj != GRATE) return GO_MOVE; - } else if (obj == DWARF && ATDWRF(game.loc) > 0) + } 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] != 0) { + 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] != 0) { + 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); 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 == INVENT) && WD2 <= 0) /* FALL THROUGH */; else { SETPRM(1, WD1, WD1X); @@ -1053,35 +1048,36 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) if (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 (WD2 > 0 && command.verb != SAY) + return GO_WORD2; + if (command.verb == SAY)command.obj = WD2; + if (command.obj == 0 || command.obj == INTRANSITIVE) { /* Analyse an intransitive verb (ie, no object given yet). */ - switch (verb - 1) { + switch (command.verb - 1) { case 0: /* CARRY */ - return carry(verb, INTRANSITIVE); + return carry(command.verb, INTRANSITIVE); case 1: /* DROP */ return GO_UNKNOWN; case 2: /* SAY */ return GO_UNKNOWN; case 3: /* UNLOC */ - return lock(verb, INTRANSITIVE); + return lock(command.verb, INTRANSITIVE); case 4: { /* NOTHI */ RSPEAK(OK_MAN); return (GO_CLEAROBJ); } case 5: /* LOCK */ - return lock(verb, INTRANSITIVE); + return lock(command.verb, INTRANSITIVE); case 6: /* LIGHT */ - return light(verb, INTRANSITIVE); + return light(command.verb, INTRANSITIVE); case 7: /* EXTIN */ - return extinguish(verb, INTRANSITIVE); + return extinguish(command.verb, INTRANSITIVE); case 8: /* WAVE */ return GO_UNKNOWN; case 9: /* CALM */ @@ -1091,13 +1087,13 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) return GO_CLEAROBJ; } case 11: /* ATTAC */ - return attack(input, verb, obj); + return attack(input, command.verb, command.obj); case 12: /* POUR */ - return pour(verb, obj); + return pour(command.verb, command.obj); case 13: /* EAT */ - return eat(verb, INTRANSITIVE); + return eat(command.verb, INTRANSITIVE); case 14: /* DRINK */ - return drink(verb, obj); + return drink(command.verb, command.obj); case 15: /* RUB */ return GO_UNKNOWN; case 16: /* TOSS */ @@ -1111,7 +1107,7 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) case 20: /* FEED */ return GO_UNKNOWN; case 21: /* FILL */ - return fill(verb, obj); + return fill(command.verb, command.obj); case 22: /* BLAST */ blast(); return GO_CLEAROBJ; @@ -1123,7 +1119,7 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) case 25: /* BRIEF */ return brief(); case 26: /* READ */ - return read(verb, INTRANSITIVE); + return read(command.verb, INTRANSITIVE); case 27: /* BREAK */ return GO_UNKNOWN; case 28: /* WAKE */ @@ -1133,7 +1129,7 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) case 30: /* RESU */ return resume(); case 31: /* FLY */ - return fly(verb, INTRANSITIVE); + return fly(command.verb, INTRANSITIVE); case 32: /* LISTE */ return listen(); case 33: /* ZZZZ */ @@ -1144,27 +1140,27 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) /* FALLTHRU */ case transitive: /* Analyse a transitive verb. */ - switch (verb - 1) { + switch (command.verb - 1) { case 0: /* CARRY */ - return carry(verb, obj); + return carry(command.verb, command.obj); case 1: /* DROP */ - return discard(verb, obj, false); + return discard(command.verb, command.obj, false); case 2: /* SAY */ return say(); case 3: /* UNLOC */ - return lock(verb, obj); + return lock(command.verb, command.obj); case 4: { /* NOTHI */ RSPEAK(OK_MAN); return (GO_CLEAROBJ); } case 5: /* LOCK */ - return lock(verb, obj); + return lock(command.verb, command.obj); case 6: /* LIGHT */ - return light(verb, obj); + return light(command.verb, command.obj); case 7: /* EXTI */ - return extinguish(verb, obj); + return extinguish(command.verb, command.obj); case 8: /* WAVE */ - return wave(verb, obj); + return wave(command.verb, command.obj); case 9: { /* CALM */ RSPEAK(spk); return GO_CLEAROBJ; @@ -1174,29 +1170,29 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) return GO_CLEAROBJ; } case 11: /* ATTAC */ - return attack(input, verb, obj); + return attack(input, command.verb, command.obj); case 12: /* POUR */ - return pour(verb, obj); + return pour(command.verb, command.obj); case 13: /* EAT */ - return eat(verb, obj); + return eat(command.verb, command.obj); case 14: /* DRINK */ - return drink(verb, obj); + return drink(command.verb, command.obj); case 15: /* RUB */ - return rub(verb, obj); + return rub(command.verb, command.obj); case 16: /* TOSS */ - return throw (input, verb, obj); + return throw (input, command.verb, command.obj); case 17: { /* QUIT */ RSPEAK(spk); return GO_CLEAROBJ; } case 18: /* FIND */ - return find(verb, obj); + return find(command.verb, command.obj); case 19: /* INVEN */ - return find(verb, obj); + return find(command.verb, command.obj); case 20: /* FEED */ - return feed(verb, obj); + return feed(command.verb, command.obj); case 21: /* FILL */ - return fill(verb, obj); + return fill(command.verb, command.obj); case 22: /* BLAST */ blast(); return GO_CLEAROBJ; @@ -1213,11 +1209,11 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) return GO_CLEAROBJ; } case 26: /* READ */ - return read(verb, obj); + return read(command.verb, command.obj); case 27: /* BREAK */ - return vbreak(verb, obj); + return vbreak(command.verb, command.obj); case 28: /* WAKE */ - return wake(verb, obj); + return wake(command.verb, command.obj); case 29: { /* SUSP */ RSPEAK(spk); return GO_CLEAROBJ; @@ -1227,7 +1223,7 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) return GO_CLEAROBJ; } case 31: /* FLY */ - return fly(verb, obj); + return fly(command.verb, command.obj); case 32: { /* LISTE */ RSPEAK(spk); return GO_CLEAROBJ;