X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions.c;h=e01d2cf3b3d212581724af213bef9ba9932ef2d5;hb=da27ae1932d1311887ad3a677b10b87610e31854;hp=f287bc8b3f9e8a7eefd274bd2ac60b03b79ae032;hpb=2fac8d1aefb3526618ba0f1e7d25c7c7c81dddf4;p=open-adventure.git diff --git a/actions.c b/actions.c index f287bc8..e01d2cf 100644 --- a/actions.c +++ b/actions.c @@ -1,12 +1,17 @@ #include #include #include "advent.h" -#include "database.h" -#include "newdb.h" +#include "dungeon.h" static int fill(token_t, token_t); -static int attack(FILE *input, struct command_t *command) +static void state_change(long obj, long state) +{ + game.prop[obj] = state; + pspeak(obj, change, state); +} + +static int attack(struct 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 @@ -14,7 +19,7 @@ static int attack(FILE *input, struct command_t *command) { vocab_t verb = command->verb; vocab_t obj = command->obj; - int spk = actspk[verb]; + long spk = actions[verb].message; if (obj == 0 || obj == INTRANSITIVE) { if (atdwrf(game.loc) > 0) obj = DWARF; @@ -22,7 +27,8 @@ static int attack(FILE *input, struct command_t *command) if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON; if (AT(TROLL))obj = obj * NOBJECTS + TROLL; if (AT(OGRE))obj = obj * NOBJECTS + OGRE; - if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR; + if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) + obj = obj * NOBJECTS + BEAR; if (obj > NOBJECTS) return GO_UNKNOWN; if (obj == 0) { /* Can't attack bird or machine by throwing axe. */ @@ -44,9 +50,8 @@ static int attack(FILE *input, struct command_t *command) DESTROY(BIRD); spk = BIRD_DEAD; } else if (obj == VEND) { - bool blocking = (game.prop[VEND] == VEND_BLOCKS); - game.prop[VEND] = blocking ? VEND_UNBLOCKS : VEND_BLOCKS; - rspeak(blocking ? MACHINE_SWINGOUT : MACHINE_SWINGBACK); + state_change(VEND, + game.prop[VEND]==VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); return GO_CLEAROBJ; } @@ -80,9 +85,17 @@ static int attack(FILE *input, 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); - GETIN(input, &command->wd1, &command->wd1x, &command->wd2, &command->wd2x); - if (command->wd1 != MAKEWD(WORD_YINIT) && command->wd1 != MAKEWD(WORD_YES)) - return GO_CHECKFOO; + if(silent_yes()) + { + // FIXME: setting wd1 is a workaround for broken logic + command->wd1 = token_to_packed("Y"); + } + else + { + // FIXME: setting wd1 is a workaround for broken logic + command->wd1 = token_to_packed("N"); + return GO_CHECKFOO; + } pspeak(DRAGON, look, 3); game.prop[DRAGON] = 1; game.prop[RUG] = 0; @@ -109,7 +122,10 @@ static int bigwords(token_t foo) * Look up foo 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). */ { - int k = vocab(foo, 3); + //int k = vocab(foo, 3); + char word[6]; + packed_to_token(foo, word); + int k = (int) get_special_vocab_id(word); int spk = NOTHING_HAPPENS; if (game.foobar != 1 - k) { if (game.foobar != 0 && game.loc == LOC_GIANTROOM)spk = START_OVER; @@ -177,7 +193,7 @@ static void blast(void) static int vbreak(token_t verb, token_t obj) /* Break. Only works for mirror in repository and, of course, the vase. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (obj == MIRROR)spk = TOO_FAR; if (obj == VASE && game.prop[VASE] == 0) { if (TOTING(VASE))drop(VASE, game.loc); @@ -224,8 +240,10 @@ static int vcarry(token_t verb, token_t obj) } spk = YOU_JOKING; if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS; - if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED; - if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED; + if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) + spk = BEAR_CHAINED; + if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) + spk = STILL_LOCKED; if (obj == URN)spk = URN_NOBUDGE; if (obj == CAVITY)spk = DOUGHNUT_HOLES; if (obj == BLOOD)spk = FEW_DROPS; @@ -280,7 +298,7 @@ static int vcarry(token_t verb, token_t obj) game.place[LIQUID()] = CARRIED; if (GSTONE(obj) && game.prop[obj] != 0) { game.prop[obj] = 0; - game.prop[CAVITY] = 1; + game.prop[CAVITY] = CAVITY_EMPTY; } rspeak(OK_MAN); return GO_CLEAROBJ; @@ -292,26 +310,33 @@ static int chain(token_t verb) int spk; if (verb != LOCK) { spk = CHAIN_UNLOCKED; - if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS; - if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED; + if (game.prop[BEAR] == UNTAMED_BEAR) + spk = BEAR_BLOCKS; + if (game.prop[CHAIN] == 0) + spk = ALREADY_UNLOCKED; if (spk != CHAIN_UNLOCKED) { rspeak(spk); return GO_CLEAROBJ; } game.prop[CHAIN] = 0; game.fixed[CHAIN] = 0; - if (game.prop[BEAR] != 3)game.prop[BEAR] = 2; + 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] != 0)spk = ALREADY_LOCKED; - if (game.loc != objects[CHAIN].plac)spk = NO_LOCKSITE; + if (game.prop[CHAIN] != 0) + spk = ALREADY_LOCKED; + if (game.loc != objects[CHAIN].plac) + spk = NO_LOCKSITE; if (spk != CHAIN_LOCKED) { rspeak(spk); return GO_CLEAROBJ; } game.prop[CHAIN] = 2; - if (TOTING(CHAIN))drop(CHAIN, game.loc); + if (TOTING(CHAIN)) + drop(CHAIN, game.loc); game.fixed[CHAIN] = -1; } rspeak(spk); @@ -323,7 +348,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it) * bird (might attack snake or dragon) and cage (might contain bird) and vase. * Drop coins at vending machine for extra batteries. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (!just_do_it) { if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2; if (!TOTING(obj)) { @@ -335,12 +360,12 @@ static int discard(token_t verb, token_t obj, bool just_do_it) if (game.closed) return GO_DWARFWAKE; DESTROY(SNAKE); /* Set game.prop for use by travel options */ - game.prop[SNAKE] = 1; + game.prop[SNAKE] = SNAKE_CHASED; - } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) { + } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) { rspeak(GEM_FITS); game.prop[obj] = 1; - game.prop[CAVITY] = 0; + game.prop[CAVITY] = CAVITY_FULL; if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY && game.prop[RUG] == 2))) { spk = RUG_RISES; @@ -398,7 +423,7 @@ 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. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE))) return GO_UNKNOWN; if (obj != BLOOD) { @@ -422,7 +447,7 @@ static int eat(token_t verb, token_t obj) /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (obj == INTRANSITIVE) { if (!HERE(FOOD)) return GO_UNKNOWN; @@ -444,7 +469,7 @@ static int eat(token_t verb, token_t obj) static int extinguish(token_t verb, int obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (obj == INTRANSITIVE) { if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) obj = LAMP; @@ -456,8 +481,7 @@ static int extinguish(token_t verb, int obj) game.prop[URN] = game.prop[URN] / 2; spk = URN_DARK; } else if (obj == LAMP) { - game.prop[LAMP] = LAMP_DARK; - rspeak(LAMP_OFF); + state_change(LAMP, LAMP_DARK); spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE; } else if (obj == DRAGON || obj == VOLCANO) spk = BEYOND_POWER; @@ -469,7 +493,7 @@ static int feed(token_t verb, token_t obj) /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him * mad. Bear, special. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (obj == BIRD) { rspeak(BIRD_PINING); return GO_CLEAROBJ; @@ -487,11 +511,13 @@ static int feed(token_t verb, token_t obj) spk = REALLY_MAD; } } else if (obj == BEAR) { - if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE; - if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT; + if (game.prop[BEAR] == UNTAMED_BEAR) + spk = NOTHING_EDIBLE; + if (game.prop[BEAR] == BEAR_DEAD) + spk = RIDICULOUS_ATTEMPT; if (HERE(FOOD)) { DESTROY(FOOD); - game.prop[BEAR] = 1; + game.prop[BEAR] = SITTING_BEAR; game.fixed[AXE] = 0; game.prop[AXE] = 0; spk = BEAR_TAMED; @@ -511,7 +537,7 @@ int fill(token_t verb, token_t obj) * is nasty.) */ { int k; - int spk = actspk[verb]; + int spk = actions[verb].message; if (obj == VASE) { spk = ARENT_CARRYING; if (LIQLOC(game.loc) == 0)spk = FILL_INVALID; @@ -569,7 +595,7 @@ int fill(token_t verb, token_t obj) static int find(token_t verb, token_t obj) /* Find. Might be carrying it, or it might be here. Else give caveat. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) || obj == LIQLOC(game.loc) || @@ -584,7 +610,7 @@ static int find(token_t verb, token_t obj) static int fly(token_t verb, token_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (obj == INTRANSITIVE) { if (game.prop[RUG] != 2)spk = RUG_NOTHING2; if (!HERE(RUG))spk = FLAP_ARMS; @@ -637,7 +663,7 @@ static int inven(void) static int light(token_t verb, token_t obj) /* Light. Applicable only to lamp and urn. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (obj == INTRANSITIVE) { if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) obj = LAMP; @@ -663,8 +689,7 @@ static int light(token_t verb, token_t obj) rspeak(spk); return GO_CLEAROBJ; } - game.prop[LAMP] = LAMP_BRIGHT; - rspeak(LAMP_ON); + state_change(LAMP, LAMP_BRIGHT); if (game.wzdark) return GO_TOP; else @@ -691,7 +716,8 @@ static int listen(void) int mi = game.prop[i]; if (i == BIRD) mi += 3 * game.blooded; - pspeak(i, hear, mi, game.zzword); + long packed_zzword = token_to_packed(game.zzword); + pspeak(i, hear, mi, packed_zzword); spk = NO_MESSAGE; /* FIXME: Magic number, sensitive to bird state logic */ if (i == BIRD && game.prop[i] == 5) @@ -704,7 +730,7 @@ static int listen(void) static int lock(token_t verb, token_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (obj == INTRANSITIVE) { spk = NOTHING_LOCKED; if (HERE(CLAM))obj = CLAM; @@ -737,8 +763,8 @@ static int lock(token_t verb, token_t obj) if (!game.panic)game.clock2 = PANICTIME; game.panic = true; } else { - game.prop[GRATE] = (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN; - spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED; + state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN); + return GO_CLEAROBJ; } } } @@ -750,7 +776,7 @@ static int pour(token_t verb, token_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. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (obj == BOTTLE || obj == 0)obj = LIQUID(); if (obj == 0) return GO_UNKNOWN; if (!TOTING(obj)) { @@ -816,7 +842,7 @@ static int read(struct command_t command) } else if (command.obj == OYSTER && !game.clshnt && game.closed) { game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]); } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) { - rspeak(actspk[command.verb]); + rspeak(actions[command.verb].message); } else pspeak(command.obj, study, game.prop[command.obj]); return GO_CLEAROBJ; @@ -845,7 +871,7 @@ static int reservoir(void) static int rub(token_t verb, token_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if (obj != LAMP) spk = PECULIAR_NOTHING; if (obj == URN && game.prop[URN] == 2) { @@ -869,7 +895,10 @@ static int say(struct command_t *command) b = command->wd2x; command->wd1 = command->wd2; } - int wd = vocab(command->wd1, -1); + //int wd = vocab(command->wd1, -1); + char word1[6]; + packed_to_token(command->wd1, word1); + int wd = (int) get_vocab_id(word1); /* FIXME: Magic numbers */ if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { /* FIXME: scribbles on the interpreter's command block */ @@ -887,13 +916,13 @@ static int throw_support(long spk) return GO_MOVE; } -static int throw (FILE *cmdin, struct command_t *command) +static int throw (struct 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 * troll. Treasures special for troll. */ { - int spk = actspk[command->verb]; + int spk = actions[command->verb].message; if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2; if (!TOTING(command->obj)) { rspeak(spk); @@ -927,7 +956,7 @@ static int throw (FILE *cmdin, struct command_t *command) return throw_support(TROLL_RETURNS); else if (AT(OGRE)) return throw_support(OGRE_DODGE); - else if (HERE(BEAR) && game.prop[BEAR] == 0) { + else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { /* This'll teach him to throw the axe at the bear! */ drop(AXE, game.loc); game.fixed[AXE] = -1; @@ -937,7 +966,7 @@ static int throw (FILE *cmdin, struct command_t *command) return GO_CLEAROBJ; } command->obj = 0; - return (attack(cmdin, command)); + return (attack(command)); } if (randrange(NDWARVES + 1) < game.dflag) { @@ -955,7 +984,7 @@ static int wake(token_t verb, token_t obj) /* Wake. Only use is to disturb the dwarves. */ { if (obj != DWARF || !game.closed) { - rspeak(actspk[verb]); + rspeak(actions[verb].message); return GO_CLEAROBJ; } else { rspeak(PROD_DWARF); @@ -966,7 +995,7 @@ static int wake(token_t verb, token_t obj) static int wave(token_t verb, token_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { - int spk = actspk[verb]; + int spk = actions[verb].message; if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING; if (obj != ROD || !TOTING(obj) || @@ -1000,12 +1029,12 @@ static int wave(token_t verb, token_t obj) } } -int action(FILE *input, struct command_t *command) +int action(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[command->verb]; + token_t spk = actions[command->verb].message; if (command->part == unknown) { /* Analyse an object word. See if the thing is here, whether @@ -1041,7 +1070,7 @@ int action(FILE *input, struct command_t *command) } else if (command->obj == ROD && HERE(ROD2)) { command->obj = ROD2; /* FALL THROUGH */; - } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0) + } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0) /* FALL THROUGH */; else { rspeak(NO_SEE, command->wd1, command->wd1x); @@ -1061,185 +1090,187 @@ int action(FILE *input, struct command_t *command) if (command->verb == SAY)command->obj = command->wd2; if (command->obj == 0 || command->obj == INTRANSITIVE) { /* Analyse an intransitive verb (ie, no object given yet). */ - switch (command->verb - 1) { - case 0: /* CARRY */ + switch (command->verb) { + case CARRY: return vcarry(command->verb, INTRANSITIVE); - case 1: /* DROP */ + case DROP: return GO_UNKNOWN; - case 2: /* SAY */ + case SAY: return GO_UNKNOWN; - case 3: /* UNLOC */ + case UNLOCK: return lock(command->verb, INTRANSITIVE); - case 4: { /* NOTHI */ + case NOTHING: { rspeak(OK_MAN); return (GO_CLEAROBJ); } - case 5: /* LOCK */ + case LOCK: return lock(command->verb, INTRANSITIVE); - case 6: /* LIGHT */ + case LIGHT: return light(command->verb, INTRANSITIVE); - case 7: /* EXTIN */ + case EXTINGUISH: return extinguish(command->verb, INTRANSITIVE); - case 8: /* WAVE */ + case WAVE: return GO_UNKNOWN; - case 9: /* CALM */ + case TAME: return GO_UNKNOWN; - case 10: { /* WALK */ + case GO: { rspeak(spk); return GO_CLEAROBJ; } - case 11: /* ATTAC */ - return attack(input, command); - case 12: /* POUR */ + case ATTACK: + return attack(command); + case POUR: return pour(command->verb, command->obj); - case 13: /* EAT */ + case EAT: return eat(command->verb, INTRANSITIVE); - case 14: /* DRINK */ + case DRINK: return drink(command->verb, command->obj); - case 15: /* RUB */ + case RUB: return GO_UNKNOWN; - case 16: /* TOSS */ + case THROW: return GO_UNKNOWN; - case 17: /* QUIT */ + case QUIT: return quit(); - case 18: /* FIND */ + case FIND: return GO_UNKNOWN; - case 19: /* INVEN */ + case INVENTORY: return inven(); - case 20: /* FEED */ + case FEED: return GO_UNKNOWN; - case 21: /* FILL */ + case FILL: return fill(command->verb, command->obj); - case 22: /* BLAST */ + case BLAST: blast(); return GO_CLEAROBJ; - case 23: /* SCOR */ + case SCORE: score(scoregame); return GO_CLEAROBJ; - case 24: /* FOO */ + case GIANTWORDS: return bigwords(command->wd1); - case 25: /* BRIEF */ + case BRIEF: return brief(); - case 26: /* READ */ + case READ: command->obj = INTRANSITIVE; return read(*command); - case 27: /* BREAK */ + case BREAK: return GO_UNKNOWN; - case 28: /* WAKE */ + case WAKE: return GO_UNKNOWN; - case 29: /* SUSP */ + case SAVE: return suspend(); - case 30: /* RESU */ + case RESUME: return resume(); - case 31: /* FLY */ + case FLY: return fly(command->verb, INTRANSITIVE); - case 32: /* LISTE */ + case LISTEN: return listen(); - case 33: /* ZZZZ */ + case PART: return reservoir(); + default: + BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } - BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); } /* FALLTHRU */ case transitive: /* Analyse a transitive verb. */ - switch (command->verb - 1) { - case 0: /* CARRY */ + switch (command->verb) { + case CARRY: return vcarry(command->verb, command->obj); - case 1: /* DROP */ + case DROP: return discard(command->verb, command->obj, false); - case 2: /* SAY */ + case SAY: return say(command); - case 3: /* UNLOC */ + case UNLOCK: return lock(command->verb, command->obj); - case 4: { /* NOTHI */ + case NOTHING: { rspeak(OK_MAN); return (GO_CLEAROBJ); } - case 5: /* LOCK */ + case LOCK: return lock(command->verb, command->obj); - case 6: /* LIGHT */ + case LIGHT: return light(command->verb, command->obj); - case 7: /* EXTI */ + case EXTINGUISH: return extinguish(command->verb, command->obj); - case 8: /* WAVE */ + case WAVE: return wave(command->verb, command->obj); - case 9: { /* CALM */ + case TAME: { rspeak(spk); return GO_CLEAROBJ; } - case 10: { /* WALK */ + case GO: { rspeak(spk); return GO_CLEAROBJ; } - case 11: /* ATTAC */ - return attack(input, command); - case 12: /* POUR */ + case ATTACK: + return attack(command); + case POUR: return pour(command->verb, command->obj); - case 13: /* EAT */ + case EAT: return eat(command->verb, command->obj); - case 14: /* DRINK */ + case DRINK: return drink(command->verb, command->obj); - case 15: /* RUB */ + case RUB: return rub(command->verb, command->obj); - case 16: /* TOSS */ - return throw(input, command); - case 17: { /* QUIT */ + case THROW: + return throw(command); + case QUIT: { rspeak(spk); return GO_CLEAROBJ; } - case 18: /* FIND */ + case FIND: return find(command->verb, command->obj); - case 19: /* INVEN */ + case INVENTORY: return find(command->verb, command->obj); - case 20: /* FEED */ + case FEED: return feed(command->verb, command->obj); - case 21: /* FILL */ + case FILL: return fill(command->verb, command->obj); - case 22: /* BLAST */ + case BLAST: blast(); return GO_CLEAROBJ; - case 23: { /* SCOR */ + case SCORE: { rspeak(spk); return GO_CLEAROBJ; } - case 24: { /* FOO */ + case GIANTWORDS: { rspeak(spk); return GO_CLEAROBJ; } - case 25: { /* BRIEF */ + case BRIEF: { rspeak(spk); return GO_CLEAROBJ; } - case 26: /* READ */ + case READ: return read(*command); - case 27: /* BREAK */ + case BREAK: return vbreak(command->verb, command->obj); - case 28: /* WAKE */ + case WAKE: return wake(command->verb, command->obj); - case 29: { /* SUSP */ + case SAVE: { rspeak(spk); return GO_CLEAROBJ; } - case 30: { /* RESU */ + case RESUME: { rspeak(spk); return GO_CLEAROBJ; } - case 31: /* FLY */ + case FLY: return fly(command->verb, command->obj); - case 32: { /* LISTE */ + case LISTEN: { rspeak(spk); return GO_CLEAROBJ; } - case 33: /* ZZZZ */ + case PART: return reservoir(); - } - BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); + default: + BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE + } case unknown: /* Unknown verb, couldn't deduce object - might need hint */ rspeak(WHAT_DO, command->wd1, command->wd1x); return GO_CHECKHINT; default: - BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); + BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE } }