}
}
-int action(FILE *input, enum speechpart part, token_t 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
* 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);
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)
+ if (WD2 > 0 && command.verb != SAY)
return GO_WORD2;
- if (verb == SAY)obj = WD2;
- if (obj == 0 || obj == INTRANSITIVE) {
+ 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 */
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 */
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;
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 */
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 */
/* 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;
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;
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;
return GO_CLEAROBJ;
}
case 31: /* FLY */
- return fly(verb, obj);
+ return fly(command.verb, command.obj);
case 32: { /* LISTE */
RSPEAK(spk);
return GO_CLEAROBJ;
static bool do_command(FILE *cmdin)
/* Get and execute a command */
{
- long verb = 0, V1, V2;
+ long V1, V2;
long kmod, defn;
static long igo = 0;
- static long obj = 0;
- enum speechpart part;
+ static struct command_t command;
+ command.verb = 0;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
if (TOTING(BEAR))RSPEAK(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
- if (playermove(verb, 1))
+ if (playermove(command.verb, 1))
return true;
else
continue; /* back to top of main interpreter loop */
listobjects();
L2012:
- verb = 0;
- game.oldobj = obj;
- obj = 0;
+ command.verb = 0;
+ game.oldobj = command.obj;
+ command.obj = 0;
L2600:
checkhints();
if (game.trndex <= TRNVLS)
game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
}
- if (verb == SAY && WD2 > 0)
- verb = 0;
- if (verb == SAY) {
- part = transitive;
+ if (command.verb == SAY && WD2 > 0)
+ command.verb = 0;
+ if (command.verb == SAY) {
+ command.part = transitive;
goto Laction;
}
if (closecheck()) {
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
- if (playermove(verb, kmod))
+ if (playermove(command.verb, kmod))
return true;
else
continue; /* back to top of main interpreter loop */
case 1:
- part = unknown;
- obj = kmod;
+ command.part = unknown;
+ command.obj = kmod;
break;
case 2:
- part = intransitive;
- verb = kmod;
+ command.part = intransitive;
+ command.verb = kmod;
break;
case 3:
RSPEAK(kmod);
}
Laction:
- switch (action(cmdin, part, verb, obj)) {
+ switch (action(cmdin, command)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(verb, NUL);
+ playermove(command.verb, NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
* (see attack()). */
SETPRM(1, WD1, WD1X);
RSPEAK(DO_WHAT);
- obj = 0;
+ command.obj = 0;
goto L2600;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */