X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions.c;h=cfbb186e66963579528402d2e74fbad18b135ec9;hb=e1cca3b28a9fa2ba38d25f8a5b4f8b4ddb6417b4;hp=2b97800482ed58211fa9ed83c915eacb5cb33dff;hpb=8cbb8afcbea273d10c47a78f42557ea3fa4b00e5;p=open-adventure.git diff --git a/actions.c b/actions.c index 2b97800..cfbb186 100644 --- a/actions.c +++ b/actions.c @@ -395,39 +395,47 @@ static int vcarry(token_t verb, token_t obj) static int chain(token_t verb) /* Do something to the bear's chain */ { - int spk; if (verb != LOCK) { - spk = CHAIN_UNLOCKED; - if (game.prop[BEAR] == UNTAMED_BEAR) - spk = BEAR_BLOCKS; - if (game.prop[CHAIN] == CHAIN_HEAP) - spk = ALREADY_UNLOCKED; - if (spk != CHAIN_UNLOCKED) { - rspeak(spk); + if (game.prop[BEAR] == UNTAMED_BEAR) { + rspeak(BEAR_BLOCKS); + return GO_CLEAROBJ; + } + if (game.prop[CHAIN] == CHAIN_HEAP) { + rspeak(ALREADY_UNLOCKED); return GO_CLEAROBJ; } game.prop[CHAIN] = CHAIN_HEAP; game.fixed[CHAIN] = CHAIN_HEAP; if (game.prop[BEAR] != BEAR_DEAD) game.prop[BEAR] = CONTENTED_BEAR; - /* FIXME: Arithmetic on state numbers */ - game.fixed[BEAR] = 2 - game.prop[BEAR]; - } else { - spk = CHAIN_LOCKED; - if (game.prop[CHAIN] != CHAIN_HEAP) - spk = ALREADY_LOCKED; - if (game.loc != objects[CHAIN].plac) - spk = NO_LOCKSITE; - if (spk != CHAIN_LOCKED) { - rspeak(spk); - return GO_CLEAROBJ; + + switch (game.prop[BEAR]) { + case BEAR_DEAD: + game.fixed[BEAR] = -1; + break; + default: + game.fixed[BEAR] = 0; } - game.prop[CHAIN] = CHAIN_FIXED; - if (TOTING(CHAIN)) - drop(CHAIN, game.loc); - game.fixed[CHAIN] = -1; + rspeak(CHAIN_UNLOCKED); + return GO_CLEAROBJ; } - rspeak(spk); + + if (game.prop[CHAIN] != CHAIN_HEAP) { + rspeak(ALREADY_LOCKED); + return GO_CLEAROBJ; + } + if (game.loc != objects[CHAIN].plac) { + rspeak(NO_LOCKSITE); + return GO_CLEAROBJ; + } + + game.prop[CHAIN] = CHAIN_FIXED; + + if (TOTING(CHAIN)) + drop(CHAIN, game.loc); + game.fixed[CHAIN] = -1; + + rspeak(CHAIN_LOCKED); return GO_CLEAROBJ; } @@ -521,24 +529,30 @@ static int drink(token_t verb, token_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. */ { - if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || - !HERE(BOTTLE))) + if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && + (LIQUID() != WATER || !HERE(BOTTLE))) { return GO_UNKNOWN; - if (obj != BLOOD) { - if (obj != NO_OBJECT && obj != WATER) { - rspeak(RIDICULOUS_ATTEMPT); - } else if (LIQUID() == WATER && HERE(BOTTLE)) { - game.prop[BOTTLE] = EMPTY_BOTTLE; - game.place[WATER] = LOC_NOWHERE; - rspeak(BOTTLE_EMPTY); - } else { - rspeak(actions[verb].message); - } - } else { + } + + if (obj == BLOOD) { DESTROY(BLOOD); state_change(DRAGON, DRAGON_BLOODLESS); game.blooded = true; + return GO_CLEAROBJ; } + + if (obj != NO_OBJECT && obj != WATER) { + rspeak(RIDICULOUS_ATTEMPT); + return GO_CLEAROBJ; + } + if (LIQUID() == WATER && HERE(BOTTLE)) { + game.prop[BOTTLE] = EMPTY_BOTTLE; + game.place[WATER] = LOC_NOWHERE; + rspeak(BOTTLE_EMPTY); + return GO_CLEAROBJ; + } + + rspeak(actions[verb].message); return GO_CLEAROBJ; } @@ -582,9 +596,7 @@ static int extinguish(token_t verb, int obj) obj = LAMP; if (HERE(URN) && game.prop[URN] == URN_LIT) obj = URN; - if (obj == INTRANSITIVE || - (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT && - HERE(URN) && game.prop[URN] == URN_LIT)) + if (obj == INTRANSITIVE) return GO_UNKNOWN; } @@ -594,20 +606,24 @@ static int extinguish(token_t verb, int obj) } else { pspeak(URN, change, URN_DARK, true); } + return GO_CLEAROBJ; + } - } else if (obj == LAMP) { + if (obj == LAMP) { state_change(LAMP, LAMP_DARK); rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE); + return GO_CLEAROBJ; + } - } else if (obj == DRAGON || - obj == VOLCANO) { + if (obj == DRAGON || + obj == VOLCANO) { rspeak(BEYOND_POWER); - - } else { - rspeak(actions[verb].message); + return GO_CLEAROBJ; } + + rspeak(actions[verb].message); return GO_CLEAROBJ; } @@ -1036,9 +1052,8 @@ static int reservoir(void) rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; } else { - /* FIXME: Arithmetic on state numbers */ - pspeak(RESER, look, game.prop[RESER] + 1, true); - game.prop[RESER] = 1 - game.prop[RESER]; + state_change(RESER, + game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED); if (AT(RESER)) return GO_CLEAROBJ; else { @@ -1215,9 +1230,8 @@ static int wave(token_t verb, token_t obj) CAGE_FLY : FREE_FLY); - /* FIXME: Arithemetic on property values */ - game.prop[FISSURE] = 1 - game.prop[FISSURE]; - pspeak(FISSURE, look, 2 - game.prop[FISSURE], true); + state_change(FISSURE, + game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED); return GO_CLEAROBJ; } }