* enemies, or no enemies but 2 others. */
{
vocab_t verb = command->verb;
- vocab_t obj = command->obj;
+ obj_t obj = command->obj;
if (obj == NO_OBJECT ||
obj == INTRANSITIVE) {
state_change(DRAGON, DRAGON_DEAD);
game.prop[RUG] = RUG_FLOOR;
/* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
- * The way it was computed before was wirse; it depended on the
- * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
- * LOC_SECRET5 being right between them.
- */
+ * The way it was computed before was wirse; it depended on the
+ * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
+ * LOC_SECRET5 being right between them.
+ */
move(DRAGON + NOBJECTS, -1);
- move(RUG + NOBJECTS, 0);
+ move(RUG + NOBJECTS, LOC_NOWHERE);
move(DRAGON, LOC_SECRET5);
move(RUG, LOC_SECRET5);
drop(BLOOD, LOC_SECRET5);
* 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 == ACTION_WORD(FEE)) ||
- (game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
- (game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
- (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
- (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM)))
- {
- game.foobar = id;
- if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
- rspeak(OK_MAN);
- return GO_CLEAROBJ;
- }
- game.foobar = WORD_EMPTY;
- if (game.place[EGGS] == 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;
- int k = EGGS_DONE;
- if (HERE(EGGS))
- k = EGGS_VANISHED;
- if (game.loc == objects[EGGS].plac)
- k = EGGS_HERE;
- move(EGGS, objects[EGGS].plac);
- pspeak(EGGS, look, k, true);
- 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);
- }
- game.foobar = WORD_EMPTY;
- return GO_CLEAROBJ;
+ if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
+ (game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
+ (game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
+ (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
+ (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM))) {
+ game.foobar = id;
+ if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
+ rspeak(OK_MAN);
+ return GO_CLEAROBJ;
+ }
+ game.foobar = WORD_EMPTY;
+ if (game.place[EGGS] == 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;
+ int k = EGGS_DONE;
+ if (HERE(EGGS))
+ k = EGGS_VANISHED;
+ if (game.loc == objects[EGGS].plac)
+ k = EGGS_HERE;
+ move(EGGS, objects[EGGS].plac);
+ pspeak(EGGS, look, k, true);
+ 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);
+ }
+ game.foobar = WORD_EMPTY;
+ return GO_CLEAROBJ;
}
}
}
}
-static int vbreak(token_t verb, token_t obj)
+static int vbreak(vocab_t verb, obj_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
if (obj == MIRROR) {
return GO_CLEAROBJ;
}
-static int vcarry(token_t verb, token_t obj)
+static int vcarry(token_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. */
return GO_CLEAROBJ;
}
-static int discard(token_t verb, token_t obj, bool just_do_it)
+static int discard(token_t verb, obj_t obj, bool just_do_it)
/* 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. */
return GO_CLEAROBJ;
}
-static int drink(token_t verb, token_t obj)
+static int drink(token_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. */
{
return GO_CLEAROBJ;
}
-static int eat(token_t verb, token_t obj)
+static int eat(token_t verb, obj_t obj)
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
return GO_CLEAROBJ;
}
-static int extinguish(token_t verb, int obj)
+static int extinguish(token_t verb, obj_t obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
if (obj == INTRANSITIVE) {
return GO_CLEAROBJ;
}
-static int feed(token_t verb, token_t obj)
+static int feed(token_t verb, obj_t obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
return GO_CLEAROBJ;
}
-int fill(token_t verb, token_t obj)
+int fill(token_t verb, obj_t obj)
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
* is nasty.) */
{
return GO_CLEAROBJ;
}
-static int find(token_t verb, token_t obj)
+static int find(token_t verb, obj_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
if (TOTING(obj)) {
return GO_CLEAROBJ;
}
-static int fly(token_t verb, token_t obj)
+static int fly(token_t verb, obj_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
if (obj == INTRANSITIVE) {
game.oldloc = game.loc;
if (game.prop[SAPPH] == STATE_NOTFOUND) {
- game.newloc = game.place[SAPPH];
+ game.newloc = game.place[SAPPH];
rspeak(RUG_GOES);
} else {
- game.newloc = LOC_CLIFF;
+ game.newloc = LOC_CLIFF;
rspeak(RUG_RETURNS);
}
return GO_TERMINATE;
/* Inventory. If object, treat same as find. Else report on current burden. */
{
bool empty = true;
- for (int i = 1; i <= NOBJECTS; i++) {
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
if (i == BEAR ||
!TOTING(i))
continue;
return GO_CLEAROBJ;
}
-static int light(token_t verb, token_t obj)
+static int light(token_t verb, obj_t obj)
/* Light. Applicable only to lamp and urn. */
{
if (obj == INTRANSITIVE) {
rspeak(NO_MESSAGE);
return GO_CLEAROBJ;
}
- for (int i = 1; i <= NOBJECTS; i++) {
+ for (obj_t i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) ||
objects[i].sounds[0] == NULL ||
game.prop[i] < 0)
continue;
int mi = game.prop[i];
+ /* FIXME: Weird magic on object states */
if (i == BIRD)
mi += 3 * game.blooded;
long packed_zzword = token_to_packed(game.zzword);
return GO_CLEAROBJ;
}
-static int lock(token_t verb, token_t obj)
+static int lock(token_t verb, obj_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
if (obj == INTRANSITIVE) {
return GO_CLEAROBJ;
}
-static int pour(token_t verb, token_t obj)
+static int pour(token_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. */
{
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
if (command.obj == INTRANSITIVE) {
- command.obj = 0;
+ command.obj = NO_OBJECT;
for (int i = 1; i <= NOBJECTS; i++) {
if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
command.obj = command.obj * NOBJECTS + i;
}
if (command.obj > NOBJECTS ||
- command.obj == 0 ||
+ command.obj == NO_OBJECT ||
DARK(game.loc))
return GO_UNKNOWN;
}
} 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) {
+ game.prop[command.obj] == STATE_NOTFOUND) {
speak(actions[command.verb].message);
} else
pspeak(command.obj, study, game.prop[command.obj], true);
}
}
-static int rub(token_t verb, token_t obj)
+static int rub(token_t verb, obj_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
if (obj == URN && game.prop[URN] == URN_LIT) {
wd == MOTION_WORD(PLUGH) ||
wd == MOTION_WORD(PLOVER) ||
wd == ACTION_WORD(FEE) ||
- wd == ACTION_WORD(FIE) ||
- wd == ACTION_WORD(FOE) ||
- wd == ACTION_WORD(FOO) ||
- wd == ACTION_WORD(FUM) ||
+ wd == ACTION_WORD(FIE) ||
+ wd == ACTION_WORD(FOE) ||
+ wd == ACTION_WORD(FOO) ||
+ wd == ACTION_WORD(FUM) ||
wd == ACTION_WORD(PART)) {
/* FIXME: scribbles on the interpreter's command block */
wordclear(&command->wd2);
}
}
-static int wake(token_t verb, token_t obj)
+static int wake(token_t verb, obj_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
if (obj != DWARF ||
}
}
-static int wave(token_t verb, token_t obj)
+static int wave(token_t verb, obj_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
if (obj != ROD ||
(game.closng ||
!AT(FISSURE)))) {
speak(((!TOTING(obj)) && (obj != ROD ||
- !TOTING(ROD2))) ?
- arbitrary_messages[ARENT_CARRYING] :
- actions[verb].message);
+ !TOTING(ROD2))) ?
+ arbitrary_messages[ARENT_CARRYING] :
+ actions[verb].message);
return GO_CLEAROBJ;
}
- if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
+ if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
drop(JADE, game.loc);
game.prop[JADE] = STATE_FOUND;
--game.tally;
case SCORE:
score(scoregame);
return GO_CLEAROBJ;
- case FEE:
- case FIE:
- case FOE:
- case FOO:
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
case FUM:
return bigwords(command->id1);
case BRIEF:
speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
- case FEE:
- case FIE:
- case FOE:
- case FOO:
+ case FEE:
+ case FIE:
+ case FOE:
+ case FOO:
case FUM: {
speak(actions[command->verb].message);
return GO_CLEAROBJ;