X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions.c;h=4fb8cf78809a7190727ae0cb95a2270198edf7a3;hb=89de4e460291d7886e9df29049a7e0236e7ccfce;hp=4798d7d77150238647b95d8f2ebc4a68b459a299;hpb=624ba16aadabdcf84a6c04ae17d0d0ff1d166835;p=open-adventure.git diff --git a/actions.c b/actions.c index 4798d7d..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). */ @@ -134,7 +129,7 @@ static int bigwords(long foo) } else { /* Bring back troll if we steal the eggs back from him before * crossing. */ - if (game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] == 0) + if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0) game.prop[TROLL] = 1; k = 2; if (HERE(EGGS))k = 1; @@ -389,7 +384,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it) int k = LIQUID(); if (k == obj)obj = BOTTLE; if (obj == BOTTLE && k != 0) - game.place[k] = NOWHERE; + game.place[k] = LOC_NOWHERE; if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD, game.loc); DROP(obj, game.loc); if (obj != BIRD) return GO_CLEAROBJ; @@ -409,7 +404,7 @@ static int drink(token_t verb, token_t obj) if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT; if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) { game.prop[BOTTLE] = 1; - game.place[WATER] = NOWHERE; + game.place[WATER] = LOC_NOWHERE; spk = BOTTLE_EMPTY; } } else { @@ -539,7 +534,7 @@ int fill(token_t verb, token_t obj) RSPEAK(spk); return GO_CLEAROBJ; } - game.place[k] = NOWHERE; + game.place[k] = LOC_NOWHERE; game.prop[BOTTLE] = 1; if (k == OIL)game.prop[URN] = 1; spk = WATER_URN + game.prop[URN]; @@ -578,7 +573,7 @@ static int find(token_t verb, token_t obj) obj == LIQLOC(game.loc) || (obj == DWARF && ATDWRF(game.loc) > 0)) spk = YOU_HAVEIT; - if (game.closed)spk = NEEDED_NEreplace; + if (game.closed)spk = NEEDED_NEARBY; if (TOTING(obj))spk = ALREADY_CARRYING; RSPEAK(spk); return GO_CLEAROBJ; @@ -764,7 +759,7 @@ static int pour(token_t verb, token_t obj) if (HERE(URN) && game.prop[URN] == 0) return fill(verb, URN); game.prop[BOTTLE] = 1; - game.place[obj] = NOWHERE; + game.place[obj] = LOC_NOWHERE; spk = GROUND_WET; if (!(AT(PLANT) || AT(DOOR))) { RSPEAK(spk); @@ -800,7 +795,6 @@ static int quit(void) static int read(token_t verb, token_t obj) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { - int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { obj = 0; for (int i = 1; i <= NOBJECTS; i++) { @@ -816,7 +810,7 @@ static int read(token_t verb, token_t obj) return GO_CLEAROBJ; } if (OBJTXT[obj] == 0 || game.prop[obj] < 0) { - RSPEAK(spk); + RSPEAK(ACTSPK[verb]); return GO_CLEAROBJ; } if (obj == OYSTER && !game.clshnt) { @@ -922,32 +916,36 @@ static int throw (FILE *cmdin, long verb, token_t obj) } if (obj != AXE) return (discard(verb, obj, false)); - int i = ATDWRF(game.loc); - if (i <= 0) { - if (AT(DRAGON) && game.prop[DRAGON] == 0) - return throw_support(DRAGON_SCALES); - if (AT(TROLL)) - return throw_support(TROLL_RETURNS); - else if (AT(OGRE)) - return throw_support(OGRE_DODGE); - else if (HERE(BEAR) && game.prop[BEAR] == 0) { - /* This'll teach him to throw the axe at the bear! */ - DROP(AXE, game.loc); - game.fixed[AXE] = -1; - game.prop[AXE] = 1; - JUGGLE(BEAR); - RSPEAK(AXE_LOST); - return GO_CLEAROBJ; + else { + int i = ATDWRF(game.loc); + if (i <= 0) { + if (AT(DRAGON) && game.prop[DRAGON] == 0) + return throw_support(DRAGON_SCALES); + if (AT(TROLL)) + return throw_support(TROLL_RETURNS); + else if (AT(OGRE)) + return throw_support(OGRE_DODGE); + else if (HERE(BEAR) && game.prop[BEAR] == 0) { + /* This'll teach him to throw the axe at the bear! */ + DROP(AXE, game.loc); + game.fixed[AXE] = -1; + game.prop[AXE] = 1; + JUGGLE(BEAR); + RSPEAK(AXE_LOST); + return GO_CLEAROBJ; + } + return (attack(cmdin, verb, 0)); } - return (attack(cmdin, verb, 0)); - } - if (randrange(NDWARVES + 1) < game.dflag) { - return throw_support(DWARF_DODGES); + if (randrange(NDWARVES + 1) < game.dflag) { + return throw_support(DWARF_DODGES); + } else { + game.dseen[i] = false; + game.dloc[i] = 0; + return throw_support((++game.dkill == 1) + ? DWARF_SMOKE : KILLED_DWARF); + } } - game.dseen[i] = false; - game.dloc[i] = 0; - return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF); } static int wake(token_t verb, token_t obj) @@ -997,14 +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 @@ -1012,35 +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); @@ -1050,35 +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 */ @@ -1088,13 +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 */ @@ -1108,7 +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; @@ -1120,7 +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 */ @@ -1130,7 +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 */ @@ -1141,27 +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; @@ -1171,29 +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; @@ -1210,11 +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; @@ -1224,7 +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;