X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions.c;h=ec62447145edbe228892fb5d9ce6421ad97c69d7;hb=258b7703f22045be1b6e9fb74bd3391ed94ed86b;hp=3d03d830e5f0da9b71e04c80395fbc47492ab8bf;hpb=24d102781c2ec6fef8246b53250dc7590e71fff7;p=open-adventure.git diff --git a/actions.c b/actions.c index 3d03d83..ec62447 100644 --- a/actions.c +++ b/actions.c @@ -1,12 +1,20 @@ +/* + * Actions for the dungeon-running code. + * + * SPDX-FileCopyrightText: (C) 1977, 2005 Will Crowther and Don Woods + * SPDX-License-Identifier: BSD-2-Clause + */ + #include #include #include +#include + #include "advent.h" -#include "dungeon.h" -static int fill(verb_t, obj_t); +static phase_codes_t fill(verb_t, obj_t); -static int attack(command_t command) +static phase_codes_t attack(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 @@ -25,7 +33,7 @@ static int attack(command_t command) obj = SNAKE; ++changes; } - if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { + if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) { obj = DRAGON; ++changes; } @@ -37,7 +45,7 @@ static int attack(command_t command) obj = OGRE; ++changes; } - if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { + if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) { obj = BEAR; ++changes; } @@ -74,12 +82,13 @@ static int attack(command_t command) } if (obj == VEND) { state_change(VEND, - game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); + game.objects[VEND].prop == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); + return GO_CLEAROBJ; } if (obj == BEAR) { - switch (game.prop[BEAR]) { + switch (game.objects[BEAR].prop) { case UNTAMED_BEAR: rspeak(BEAR_HANDS); break; @@ -95,18 +104,18 @@ static int attack(command_t command) } return GO_CLEAROBJ; } - if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) { + if (obj == DRAGON && game.objects[DRAGON].prop == DRAGON_BARS) { /* Fun stuff for dragon. If he insists on attacking it, win! * Set game.prop to dead, move dragon to central loc (still * 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; } state_change(DRAGON, DRAGON_DEAD); - game.prop[RUG] = RUG_FLOOR; + game.objects[RUG].prop = RUG_FLOOR; /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly. * The way it was computed before was worse; it depended on the * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and @@ -118,8 +127,8 @@ static int attack(command_t command) move(RUG, LOC_SECRET5); drop(BLOOD, LOC_SECRET5); for (obj_t i = 1; i <= NOBJECTS; i++) { - if (game.place[i] == objects[DRAGON].plac || - game.place[i] == objects[DRAGON].fixd) + if (game.objects[i].place == objects[DRAGON].plac || + game.objects[i].place == objects[DRAGON].fixd) move(i, LOC_SECRET5); } game.loc = LOC_SECRET5; @@ -135,10 +144,10 @@ static int 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) ? @@ -176,49 +185,56 @@ static int attack(command_t command) return GO_CLEAROBJ; } -static int 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). */ +static phase_codes_t bigwords(vocab_t id) +/* 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; } game.foobar = WORD_EMPTY; - if (game.place[EGGS] == objects[EGGS].plac || + if (game.objects[EGGS].place == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) { rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; } else { /* Bring back troll if we steal the eggs back from him before * crossing. */ - if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID) - game.prop[TROLL] = TROLL_PAIDONCE; + if (game.objects[EGGS].place == LOC_NOWHERE && game.objects[TROLL].place == LOC_NOWHERE + && game.objects[TROLL].prop == TROLL_UNPAID) + game.objects[TROLL].prop = TROLL_PAIDONCE; if (HERE(EGGS)) - pspeak(EGGS, look, EGGS_VANISHED, true); + pspeak(EGGS, look, true, EGGS_VANISHED); else if (game.loc == objects[EGGS].plac) - pspeak(EGGS, look, EGGS_HERE, true); + pspeak(EGGS, look, true, EGGS_HERE); else - pspeak(EGGS, look, EGGS_DONE, true); + pspeak(EGGS, look, true, EGGS_DONE); move(EGGS, objects[EGGS].plac); 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; } @@ -227,8 +243,7 @@ static int 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 (PROP_IS_NOTFOUND(ROD2) || !game.closed) rspeak(REQUIRES_DYNAMITE); else { if (HERE(ROD2)) { @@ -245,7 +260,7 @@ static void blast(void) } } -static int vbreak(verb_t verb, obj_t obj) +static phase_codes_t vbreak(verb_t verb, obj_t obj) /* Break. Only works for mirror in repository and, of course, the vase. */ { switch (obj) { @@ -258,21 +273,21 @@ static int vbreak(verb_t verb, obj_t obj) break; } case VASE: - if (game.prop[VASE] == VASE_WHOLE) { + if (game.objects[VASE].prop == VASE_WHOLE) { if (TOTING(VASE)) drop(VASE, game.loc); state_change(VASE, VASE_BROKEN); - game.fixed[VASE] = IS_FIXED; + game.objects[VASE].fixed = IS_FIXED; break; } - /* FALLTHRU */ + /* FALLTHRU */ default: speak(actions[verb].message); } return (GO_CLEAROBJ); } -static int brief(void) +static phase_codes_t brief(void) /* Brief. Intransitive only. Suppress full descriptions after first time. */ { game.abbnum = 10000; @@ -281,18 +296,18 @@ static int brief(void) return GO_CLEAROBJ; } -static int vcarry(verb_t verb, obj_t obj) +static phase_codes_t vcarry(verb_t verb, obj_t obj) /* Carry an object. Special cases for bird and cage (if bird in cage, can't * take one without the other). Liquids also special, since they depend on * status of bottle. Also various side effects, etc. */ { 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)) { @@ -306,20 +321,20 @@ static int vcarry(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (game.fixed[obj] != IS_FREE) { + if (game.objects[obj].fixed != IS_FREE) { switch (obj) { case PLANT: /* Next guard tests whether plant is tiny or stashed */ - rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING); + rspeak(game.objects[PLANT].prop <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING); break; case BEAR: - rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING); + rspeak( game.objects[BEAR].prop == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING); break; case CHAIN: - rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING); + rspeak( game.objects[BEAR].prop != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING); break; case RUG: - rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING); + rspeak(game.objects[RUG].prop == RUG_HOVER ? RUG_HOVERS : YOU_JOKING); break; case URN: rspeak(URN_NOBUDGE); @@ -339,15 +354,13 @@ static int 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; } - if (game.prop[BOTTLE] == EMPTY_BOTTLE) { + if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) { return (fill(verb, BOTTLE)); } else rspeak(BOTTLE_FULL); @@ -362,8 +375,8 @@ static int vcarry(verb_t verb, obj_t obj) } - if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) { - if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) { + if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED && !PROP_IS_STASHED(BIRD)) { + if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) { DESTROY(BIRD); rspeak(BIRD_CRAP); return GO_CLEAROBJ; @@ -376,11 +389,10 @@ static int vcarry(verb_t verb, obj_t obj) rspeak(BIRD_EVADES); return GO_CLEAROBJ; } - game.prop[BIRD] = BIRD_CAGED; + game.objects[BIRD].prop = BIRD_CAGED; } - if ((obj == BIRD || - obj == CAGE) && - (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) { + if ((obj == BIRD || obj == CAGE) && + (game.objects[BIRD].prop == BIRD_CAGED || PROP_STASHED(BIRD) == BIRD_CAGED)) { /* expression maps BIRD to CAGE and CAGE to BIRD */ carry(BIRD + CAGE - obj, game.loc); } @@ -388,11 +400,11 @@ static int vcarry(verb_t verb, obj_t obj) carry(obj, game.loc); if (obj == BOTTLE && LIQUID() != NO_OBJECT) - game.place[LIQUID()] = CARRIED; + game.objects[LIQUID()].place = CARRIED; - if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) { - game.prop[obj] = STATE_FOUND; - game.prop[CAVITY] = CAVITY_EMPTY; + if (GSTONE(obj) && !PROP_IS_FOUND(obj)) { + PROP_SET_FOUND(obj); + game.objects[CAVITY].prop = CAVITY_EMPTY; } rspeak(OK_MAN); return GO_CLEAROBJ; @@ -402,36 +414,36 @@ static int chain(verb_t verb) /* Do something to the bear's chain */ { if (verb != LOCK) { - if (game.prop[BEAR] == UNTAMED_BEAR) { + if (game.objects[BEAR].prop == UNTAMED_BEAR) { rspeak(BEAR_BLOCKS); return GO_CLEAROBJ; } - if (game.prop[CHAIN] == CHAIN_HEAP) { + if (game.objects[CHAIN].prop == CHAIN_HEAP) { rspeak(ALREADY_UNLOCKED); return GO_CLEAROBJ; } - game.prop[CHAIN] = CHAIN_HEAP; - game.fixed[CHAIN] = IS_FREE; - if (game.prop[BEAR] != BEAR_DEAD) - game.prop[BEAR] = CONTENTED_BEAR; + game.objects[CHAIN].prop = CHAIN_HEAP; + game.objects[CHAIN].fixed = IS_FREE; + if (game.objects[BEAR].prop != BEAR_DEAD) + game.objects[BEAR].prop = CONTENTED_BEAR; - switch (game.prop[BEAR]) { + switch (game.objects[BEAR].prop) { // LCOV_EXCL_START case BEAR_DEAD: /* Can't be reached until the bear can die in some way other * than a bridge collapse. Leave in in case this changes, but * exclude from coverage testing. */ - game.fixed[BEAR] = IS_FIXED; + game.objects[BEAR].fixed = IS_FIXED; break; // LCOV_EXCL_STOP default: - game.fixed[BEAR] = IS_FREE; + game.objects[BEAR].fixed = IS_FREE; } rspeak(CHAIN_UNLOCKED); return GO_CLEAROBJ; } - if (game.prop[CHAIN] != CHAIN_HEAP) { + if (game.objects[CHAIN].prop != CHAIN_HEAP) { rspeak(ALREADY_LOCKED); return GO_CLEAROBJ; } @@ -440,17 +452,17 @@ static int chain(verb_t verb) return GO_CLEAROBJ; } - game.prop[CHAIN] = CHAIN_FIXED; + game.objects[CHAIN].prop = CHAIN_FIXED; if (TOTING(CHAIN)) drop(CHAIN, game.loc); - game.fixed[CHAIN] = IS_FIXED; + game.objects[CHAIN].fixed = IS_FIXED; rspeak(CHAIN_LOCKED); return GO_CLEAROBJ; } -static int discard(verb_t verb, obj_t obj) +static phase_codes_t discard(verb_t verb, obj_t obj) /* Discard object. "Throw" also comes here for most objects. Special cases for * bird (might attack snake or dragon) and cage (might contain bird) and vase. * Drop coins at vending machine for extra batteries. */ @@ -464,12 +476,12 @@ static int discard(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) { + if (GSTONE(obj) && AT(CAVITY) && game.objects[CAVITY].prop != CAVITY_FULL) { rspeak(GEM_FITS); - game.prop[obj] = STATE_IN_CAVITY; - game.prop[CAVITY] = CAVITY_FULL; - if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || - (obj == RUBY && game.prop[RUG] == RUG_HOVER))) { + game.objects[obj].prop = STATE_IN_CAVITY; + game.objects[CAVITY].prop = CAVITY_FULL; + if (HERE(RUG) && ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) || + (obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) { if (obj == RUBY) rspeak(RUG_SETTLES); else if (TOTING(RUG)) @@ -477,8 +489,8 @@ static int discard(verb_t verb, obj_t obj) else rspeak(RUG_RISES); if (!TOTING(RUG) || obj == RUBY) { - int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER; - game.prop[RUG] = k; + int k = (game.objects[RUG].prop == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER; + game.objects[RUG].prop = k; if (k == RUG_HOVER) k = objects[SAPPH].plac; move(RUG + NOBJECTS, k); @@ -491,14 +503,14 @@ static int discard(verb_t verb, obj_t obj) if (obj == COINS && HERE(VEND)) { DESTROY(COINS); drop(BATTERY, game.loc); - pspeak(BATTERY, look, FRESH_BATTERIES, true); + pspeak(BATTERY, look, true, FRESH_BATTERIES); return GO_CLEAROBJ; } if (LIQUID() == obj) obj = BOTTLE; if (obj == BOTTLE && LIQUID() != NO_OBJECT) { - game.place[LIQUID()] = LOC_NOWHERE; + game.objects[LIQUID()].place = LOC_NOWHERE; } if (obj == BEAR && AT(TROLL)) { @@ -517,19 +529,19 @@ static int discard(verb_t verb, obj_t obj) state_change(VASE, AT(PILLOW) ? VASE_WHOLE : VASE_DROPPED); - if (game.prop[VASE] != VASE_WHOLE) - game.fixed[VASE] = IS_FIXED; + if (game.objects[VASE].prop != VASE_WHOLE) + game.objects[VASE].fixed = IS_FIXED; drop(obj, game.loc); return GO_CLEAROBJ; } } - if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) { + if (obj == CAGE && game.objects[BIRD].prop == BIRD_CAGED) { drop(BIRD, game.loc); } if (obj == BIRD) { - if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { + if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) { rspeak(BIRD_BURNT); DESTROY(BIRD); return GO_CLEAROBJ; @@ -540,11 +552,11 @@ static int discard(verb_t verb, obj_t obj) return GO_DWARFWAKE; DESTROY(SNAKE); /* Set game.prop for use by travel options */ - game.prop[SNAKE] = SNAKE_CHASED; + game.objects[SNAKE].prop = SNAKE_CHASED; } else rspeak(OK_MAN); - game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED; + game.objects[BIRD].prop = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED; drop(obj, game.loc); return GO_CLEAROBJ; } @@ -554,7 +566,7 @@ static int discard(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int drink(verb_t verb, obj_t obj) +static phase_codes_t drink(verb_t verb, obj_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. */ { @@ -575,7 +587,7 @@ static int drink(verb_t verb, obj_t obj) return GO_CLEAROBJ; } if (LIQUID() == WATER && HERE(BOTTLE)) { - game.place[WATER] = LOC_NOWHERE; + game.objects[WATER].place = LOC_NOWHERE; state_change(BOTTLE, EMPTY_BOTTLE); return GO_CLEAROBJ; } @@ -584,7 +596,7 @@ static int drink(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int eat(verb_t verb, obj_t obj) +static phase_codes_t eat(verb_t verb, obj_t obj) /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ { @@ -592,7 +604,7 @@ static int eat(verb_t verb, obj_t obj) case INTRANSITIVE: if (!HERE(FOOD)) return GO_UNKNOWN; - /* FALLTHRU */ + /* FALLTHRU */ case FOOD: DESTROY(FOOD); rspeak(THANKS_DELICIOUS); @@ -614,13 +626,13 @@ static int eat(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int extinguish(verb_t verb, obj_t obj) +static phase_codes_t extinguish(verb_t verb, obj_t obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { if (obj == INTRANSITIVE) { - if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) + if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) obj = LAMP; - if (HERE(URN) && game.prop[URN] == URN_LIT) + if (HERE(URN) && game.objects[URN].prop == URN_LIT) obj = URN; if (obj == INTRANSITIVE) return GO_UNKNOWN; @@ -628,10 +640,10 @@ static int extinguish(verb_t verb, obj_t obj) switch (obj) { case URN: - if (game.prop[URN] != URN_EMPTY) { + if (game.objects[URN].prop != URN_EMPTY) { state_change(URN, URN_DARK); } else { - pspeak(URN, change, URN_DARK, true); + pspeak(URN, change, true, URN_DARK); } break; case LAMP: @@ -650,7 +662,7 @@ static int extinguish(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int feed(verb_t verb, obj_t obj) +static phase_codes_t feed(verb_t verb, obj_t obj) /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him * mad. Bear, special. */ { @@ -659,7 +671,7 @@ static int feed(verb_t verb, obj_t obj) rspeak(BIRD_PINING); break; case DRAGON: - if (game.prop[DRAGON] != DRAGON_BARS) + if (game.objects[DRAGON].prop != DRAGON_BARS) rspeak(RIDICULOUS_ATTEMPT); else rspeak(NOTHING_EDIBLE); @@ -682,15 +694,15 @@ static int feed(verb_t verb, obj_t obj) speak(actions[verb].message); break; case BEAR: - if (game.prop[BEAR] == BEAR_DEAD) { + if (game.objects[BEAR].prop == BEAR_DEAD) { rspeak(RIDICULOUS_ATTEMPT); break; } - if (game.prop[BEAR] == UNTAMED_BEAR) { + if (game.objects[BEAR].prop == UNTAMED_BEAR) { if (HERE(FOOD)) { DESTROY(FOOD); - game.fixed[AXE] = IS_FREE; - game.prop[AXE] = AXE_HERE; + game.objects[AXE].fixed = IS_FREE; + game.objects[AXE].prop = AXE_HERE; state_change(BEAR, SITTING_BEAR); } else rspeak(NOTHING_EDIBLE); @@ -710,7 +722,7 @@ static int feed(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -int fill(verb_t verb, obj_t obj) +phase_codes_t fill(verb_t verb, obj_t obj) /* Fill. Bottle or urn must be empty, and liquid available. (Vase * is nasty.) */ { @@ -724,14 +736,14 @@ int fill(verb_t verb, obj_t obj) return GO_CLEAROBJ; } rspeak(SHATTER_VASE); - game.prop[VASE] = VASE_BROKEN; - game.fixed[VASE] = IS_FIXED; + game.objects[VASE].prop = VASE_BROKEN; + game.objects[VASE].fixed = IS_FIXED; drop(VASE, game.loc); return GO_CLEAROBJ; } if (obj == URN) { - if (game.prop[URN] != URN_EMPTY) { + if (game.objects[URN].prop != URN_EMPTY) { rspeak(FULL_URN); return GO_CLEAROBJ; } @@ -742,12 +754,12 @@ int fill(verb_t verb, obj_t obj) int k = LIQUID(); switch (k) { case WATER: - game.prop[BOTTLE] = EMPTY_BOTTLE; + game.objects[BOTTLE].prop = EMPTY_BOTTLE; rspeak(WATER_URN); break; case OIL: - game.prop[URN] = URN_DARK; - game.prop[BOTTLE] = EMPTY_BOTTLE; + game.objects[URN].prop = URN_DARK; + game.objects[BOTTLE].prop = EMPTY_BOTTLE; rspeak(OIL_URN); break; case NO_OBJECT: @@ -755,7 +767,7 @@ int fill(verb_t verb, obj_t obj) rspeak(FILL_INVALID); return GO_CLEAROBJ; } - game.place[k] = LOC_NOWHERE; + game.objects[k].place = LOC_NOWHERE; return GO_CLEAROBJ; } if (obj != INTRANSITIVE && obj != BOTTLE) { @@ -765,7 +777,7 @@ int fill(verb_t verb, obj_t obj) if (obj == INTRANSITIVE && !HERE(BOTTLE)) return GO_UNKNOWN; - if (HERE(URN) && game.prop[URN] != URN_EMPTY) { + if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) { rspeak(URN_NOPOUR); return GO_CLEAROBJ; } @@ -782,11 +794,11 @@ int fill(verb_t verb, obj_t obj) ? OIL_BOTTLE : WATER_BOTTLE); if (TOTING(BOTTLE)) - game.place[LIQUID()] = CARRIED; + game.objects[LIQUID()].place = CARRIED; return GO_CLEAROBJ; } -static int find(verb_t verb, obj_t obj) +static phase_codes_t find(verb_t verb, obj_t obj) /* Find. Might be carrying it, or it might be here. Else give caveat. */ { if (TOTING(obj)) { @@ -799,10 +811,8 @@ static int 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; } @@ -812,7 +822,7 @@ static int find(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int fly(verb_t verb, obj_t obj) +static phase_codes_t fly(verb_t verb, obj_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { if (obj == INTRANSITIVE) { @@ -820,7 +830,7 @@ static int fly(verb_t verb, obj_t obj) rspeak(FLAP_ARMS); return GO_CLEAROBJ; } - if (game.prop[RUG] != RUG_HOVER) { + if (game.objects[RUG].prop != RUG_HOVER) { rspeak(RUG_NOTHING2); return GO_CLEAROBJ; } @@ -831,36 +841,42 @@ static int fly(verb_t verb, obj_t obj) speak(actions[verb].message); return GO_CLEAROBJ; } - if (game.prop[RUG] != RUG_HOVER) { + if (game.objects[RUG].prop != RUG_HOVER) { 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; } -static int inven(void) +static phase_codes_t inven(void) /* Inventory. If object, treat same as find. Else report on current burden. */ { 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); empty = false; } - pspeak(i, touch, -1, false); + pspeak(i, touch, false, -1); } if (TOTING(BEAR)) rspeak(TAME_BEAR); @@ -869,16 +885,16 @@ static int inven(void) return GO_CLEAROBJ; } -static int light(verb_t verb, obj_t obj) +static phase_codes_t light(verb_t verb, obj_t obj) /* Light. Applicable only to lamp and urn. */ { if (obj == INTRANSITIVE) { int selects = 0; - if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) { + if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK && game.limit >= 0) { obj = LAMP; selects++; } - if (HERE(URN) && game.prop[URN] == URN_DARK) { + if (HERE(URN) && game.objects[URN].prop == URN_DARK) { obj = URN; selects++; } @@ -888,7 +904,7 @@ static int light(verb_t verb, obj_t obj) switch (obj) { case URN: - state_change(URN, game.prop[URN] == URN_EMPTY ? + state_change(URN, game.objects[URN].prop == URN_EMPTY ? URN_EMPTY : URN_LIT); break; @@ -907,22 +923,21 @@ static int light(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int listen(void) -/* Listen. Intransitive only. Print stuff based on object sound proprties. */ +static phase_codes_t listen(void) +/* 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 || PROP_IS_STASHED_OR_UNSEEN(i)) continue; - int mi = game.prop[i]; + int mi = game.objects[i].prop; /* (ESR) Some unpleasant magic on object states here. Ideally * we'd have liked the bird to be a normal object that we can * use state_change() on; can't do it, because there are @@ -930,17 +945,18 @@ static int listen(void) * depending on whether player has drunk dragon's blood. */ if (i == BIRD) mi += 3 * game.blooded; - pspeak(i, hear, mi, true, game.zzword); + pspeak(i, hear, true, mi, game.zzword); 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; } -static int lock(verb_t verb, obj_t obj) +static phase_codes_t lock(verb_t verb, obj_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { if (obj == INTRANSITIVE) { @@ -988,6 +1004,8 @@ static int lock(verb_t verb, obj_t obj) case CLAM: if (verb == LOCK) rspeak(HUH_MAN); + else if (TOTING(CLAM)) + rspeak(DROP_CLAM); else if (!TOTING(TRIDENT)) rspeak(CLAM_OPENER); else { @@ -1008,7 +1026,7 @@ static int lock(verb_t verb, obj_t obj) rspeak(OYSTER_OPENS); break; case DOOR: - rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); + rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); break; case CAGE: rspeak( NO_LOCK); @@ -1023,13 +1041,12 @@ static int lock(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int pour(verb_t verb, obj_t obj) +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)) { @@ -1041,20 +1058,19 @@ static int pour(verb_t verb, obj_t obj) rspeak(CANT_POUR); return GO_CLEAROBJ; } - if (HERE(URN) && game.prop[URN] == URN_EMPTY) + if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) return fill(verb, URN); - game.prop[BOTTLE] = EMPTY_BOTTLE; - game.place[obj] = LOC_NOWHERE; - if (!(AT(PLANT) || - AT(DOOR))) { + game.objects[BOTTLE].prop = EMPTY_BOTTLE; + game.objects[obj].place = LOC_NOWHERE; + if (!(AT(PLANT) || AT(DOOR))) { rspeak(GROUND_WET); return GO_CLEAROBJ; } if (!AT(DOOR)) { if (obj == WATER) { /* cycle through the three plant states */ - state_change(PLANT, MOD(game.prop[PLANT] + 1, 3)); - game.prop[PLANT2] = game.prop[PLANT]; + state_change(PLANT, MOD(game.objects[PLANT].prop + 1, 3)); + game.objects[PLANT2].prop = game.objects[PLANT].prop; return GO_MOVE; } else { rspeak(SHAKING_LEAVES); @@ -1068,42 +1084,45 @@ static int pour(verb_t verb, obj_t obj) } } -static int quit(void) +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; } -static int read(command_t command) +static phase_codes_t read(command_t command) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { if (command.obj == INTRANSITIVE) { command.obj = NO_OBJECT; for (int i = 1; i <= NOBJECTS; i++) { - if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0) + if (HERE(i) && objects[i].texts[0] != NULL && !PROP_IS_STASHED(i)) 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 && !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] == STATE_NOTFOUND) { + } else if (command.obj == OYSTER) { + 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 || PROP_IS_NOTFOUND(command.obj)) { speak(actions[command.verb].message); } else - pspeak(command.obj, study, game.prop[command.obj], true); + pspeak(command.obj, study, true, game.objects[command.obj].prop); return GO_CLEAROBJ; } -static int reservoir(void) +static phase_codes_t reservoir(void) /* Z'ZZZ (word gets recomputed at startup; different each game). */ { if (!AT(RESER) && game.loc != LOC_RESBOTTOM) { @@ -1111,7 +1130,7 @@ static int reservoir(void) return GO_CLEAROBJ; } else { state_change(RESER, - game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED); + game.objects[RESER].prop == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED); if (AT(RESER)) return GO_CLEAROBJ; else { @@ -1123,13 +1142,13 @@ static int reservoir(void) } } -static int rub(verb_t verb, obj_t obj) +static phase_codes_t rub(verb_t verb, obj_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { - if (obj == URN && game.prop[URN] == URN_LIT) { + if (obj == URN && game.objects[URN].prop == URN_LIT) { DESTROY(URN); drop(AMBER, game.loc); - game.prop[AMBER] = AMBER_IN_ROCK; + game.objects[AMBER].prop = AMBER_IN_ROCK; --game.tally; drop(CAVITY, game.loc); rspeak(URN_GENIES); @@ -1141,39 +1160,39 @@ static int rub(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int say(command_t command) +static phase_codes_t say(command_t command) /* Say. Echo WD2. Magic words override. */ { if (command.word[1].type == MOTION && - (command.word[1].id == XYZZY || - command.word[1].id == PLUGH || - command.word[1].id == PLOVER)) { - return GO_WORD2; + (command.word[1].id == XYZZY || + command.word[1].id == PLUGH || + command.word[1].id == PLOVER)) { + return GO_WORD2; } if (command.word[1].type == ACTION && command.word[1].id == PART) return reservoir(); - + if (command.word[1].type == ACTION && (command.word[1].id == FEE || - command.word[1].id == FIE || - command.word[1].id == FOE || - command.word[1].id == FOO || - command.word[1].id == FUM || - command.word[1].id == PART)) { + command.word[1].id == FIE || + command.word[1].id == FOE || + command.word[1].id == FOO || + command.word[1].id == FUM || + command.word[1].id == PART)) { return bigwords(command.word[1].id); } sspeak(OKEY_DOKEY, command.word[1].raw); return GO_CLEAROBJ; } -static int throw_support(vocab_t spk) +static phase_codes_t throw_support(vocab_t spk) { rspeak(spk); drop(AXE, game.loc); return GO_MOVE; } -static int 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 @@ -1203,16 +1222,16 @@ static int throw (command_t command) return (discard(command.verb, command.obj)); else { if (atdwrf(game.loc) <= 0) { - if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) + if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) return throw_support(DRAGON_SCALES); if (AT(TROLL)) return throw_support(TROLL_RETURNS); if (AT(OGRE)) return throw_support(OGRE_DODGE); - if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { + if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) { /* This'll teach him to throw the axe at the bear! */ drop(AXE, game.loc); - game.fixed[AXE] = IS_FIXED; + game.objects[AXE].fixed = IS_FIXED; juggle(BEAR); state_change(AXE, AXE_LOST); return GO_CLEAROBJ; @@ -1225,8 +1244,8 @@ static int 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); @@ -1234,11 +1253,10 @@ static int throw (command_t command) } } -static int wake(verb_t verb, obj_t obj) +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 { @@ -1247,17 +1265,17 @@ static int wake(verb_t verb, obj_t obj) } } -static int seed(verb_t verb, const char *arg) +static phase_codes_t seed(verb_t verb, const char *arg) /* Set seed */ { - int seed = atoi(arg); + int32_t seed = strtol(arg, NULL, 10); speak(actions[verb].message, seed); set_seed(seed); --game.turns; return GO_TOP; } -static int waste(verb_t verb, turn_t turns) +static phase_codes_t waste(verb_t verb, turn_t turns) /* Burn turns */ { game.limit -= turns; @@ -1265,14 +1283,10 @@ static int waste(verb_t verb, turn_t turns) return GO_TOP; } -static int wave(verb_t verb, obj_t obj) +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] : @@ -1280,50 +1294,50 @@ static int wave(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) { + if (game.objects[BIRD].prop == BIRD_UNCAGED && game.loc == game.objects[STEPS].place + && PROP_IS_NOTFOUND(JADE)) { drop(JADE, game.loc); - game.prop[JADE] = STATE_FOUND; + PROP_SET_FOUND(JADE); --game.tally; rspeak(NECKLACE_FLY); return GO_CLEAROBJ; } else { if (game.closed) { - rspeak((game.prop[BIRD] == BIRD_CAGED) ? + rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); return GO_DWARFWAKE; } - if (game.closng || - !AT(FISSURE)) { - rspeak((game.prop[BIRD] == BIRD_CAGED) ? + if (game.closng || !AT(FISSURE)) { + rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); return GO_CLEAROBJ; } if (HERE(BIRD)) - rspeak((game.prop[BIRD] == BIRD_CAGED) ? + rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); state_change(FISSURE, - game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED); + game.objects[FISSURE].prop == BRIDGED ? UNBRIDGED : BRIDGED); return GO_CLEAROBJ; } } -int action(command_t command) +phase_codes_t action(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. */ { - /* Previously, actions that result in a message, but don't do anything - * further were called "specials". Now they're handled here as normal + /* Previously, actions that result in a message, but don't do anything + * further were called "specials". Now they're handled here as normal * actions. If noaction is true, then we spit out the message and return */ if (actions[command.verb].noaction) { speak(actions[command.verb].message); return GO_CLEAROBJ; } - + 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 @@ -1336,13 +1350,13 @@ int 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) { + else if (command.obj == OIL && HERE(URN) && game.objects[URN].prop != URN_EMPTY) { command.obj = URN; /* FALL THROUGH */; - } else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) { + } else if (command.obj == PLANT && AT(PLANT2) && game.objects[PLANT2].prop != PLANT_THIRSTY) { command.obj = PLANT2; /* FALL THROUGH */; } else if (command.obj == KNIFE && game.knfloc == game.loc) { @@ -1360,8 +1374,6 @@ int action(command_t command) return GO_CLEAROBJ; } - if (command.word[1].id != WORD_EMPTY && command.word[1].id != WORD_NOT_FOUND) - return GO_WORD2; if (command.verb != 0) command.part = transitive; } @@ -1371,12 +1383,11 @@ int action(command_t command) if (command.word[1].raw[0] != '\0' && command.verb != SAY) return GO_WORD2; if (command.verb == SAY) - /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE - * will do here. We're preventing interpretation as an intransitive - * verb when the word is unknown. */ + /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE + * 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: @@ -1510,7 +1521,7 @@ int 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; @@ -1562,11 +1573,11 @@ int action(command_t command) speak(actions[command.verb].message); return GO_CLEAROBJ; } - // LCOV_EXCL_START - // This case should never happen - here only as placeholder + // LCOV_EXCL_START + // This case should never happen - here only as placeholder case PART: return reservoir(); - // LCOV_EXCL_STOP + // LCOV_EXCL_STOP case SEED: return seed(command.verb, command.word[1].raw); case WASTE: