/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
- * Takes K, OBJ, and VERB as inputs.
+ * FIXME: Takes K and VERB as additional inputs.
*/
int action(FILE *input, long STARTAT, long obj) {
/* Attack also moved into separate module. */
-L9120: return(attack(input, obj));
+L9120: return(attack(input, obj, VERB));
/* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */
/* Throw moved into separate module. */
-L9170: return(throw(input, obj));
+L9170: return(throw(input, obj, VERB));
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
* objects fall into two categories: enemies (snake, dwarf, etc.) and others
* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
-int attack(FILE *input, long obj) {
+int attack(FILE *input, long obj, long verb) {
I=ATDWRF(game.loc);
if(obj != 0) goto L9124;
if(I > 0)obj=DWARF;
if(obj > NOBJECTS) return(8000);
if(obj != 0) goto L9124;
/* CAN'T ATTACK BIRD OR MACHINE BY THROWING AXE. */
- if(HERE(BIRD) && VERB != THROW)obj=BIRD;
- if(HERE(VEND) && VERB != THROW)obj=obj*NOBJECTS+VEND;
+ if(HERE(BIRD) && verb != THROW)obj=BIRD;
+ if(HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
/* CLAM AND OYSTER BOTH TREATED AS CLAM FOR INTRANSITIVE CASE; NO HARM DONE. */
if(HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
if(obj > NOBJECTS) return(8000);
* 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(49);
- VERB=0;
- obj=0;
GETIN(input,WD1,WD1X,WD2,WD2X);
if(WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
PSPEAK(DRAGON,3);
* 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 throw(FILE *cmdin, long obj) {
+int throw(FILE *cmdin, long obj, long verb) {
if(TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
if(!TOTING(obj)) return(2011);
if(obj >= 50 && obj <= MAXTRS && AT(TROLL)) goto L9178;
if(AT(OGRE)) goto L9175;
if(HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
obj=0;
- return(attack(cmdin, obj));
+ return(attack(cmdin, obj, verb));
L9172: SPK=48;
if(randrange(NDWARVES+1) < game.dflag) goto L9175;
#define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
-extern int carry(long), discard(long, bool), attack(FILE *, long), throw(FILE *, long obj), feed(long), fill(long);
+extern int carry(long);
+extern int discard(long, bool);
+extern int attack(FILE *, long, long);
+extern int throw(FILE *, long, long);
+extern int feed(long);
+extern int fill(long);
void score(long);