if (obj == BIRD) {
spk = UNHAPPY_BIRD;
if (game.closed) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
DESTROY(BIRD);
game.prop[BIRD] = 0;
spk = BIRD_DEAD;
} else if (obj == VEND) {
- PSPEAK(VEND, game.prop[VEND] + 2);
+ pspeak(VEND, game.prop[VEND] + 2);
game.prop[VEND] = 3 - game.prop[VEND];
return GO_CLEAROBJ;
}
if (obj == TROLL)spk = ROCKY_TROLL;
if (obj == OGRE)spk = OGRE_DODGE;
if (obj == OGRE && ATDWRF(game.loc) > 0) {
- RSPEAK(spk);
- RSPEAK(KNIFE_THROWN);
+ rspeak(spk);
+ rspeak(KNIFE_THROWN);
DESTROY(OGRE);
int dwarves = 0;
for (int i = 1; i < PIRATE; i++) {
* 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);
+ 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;
- PSPEAK(DRAGON, 3);
+ pspeak(DRAGON, 3);
game.prop[DRAGON] = 1;
game.prop[RUG] = 0;
int k = (PLAC[DRAGON] + FIXD[DRAGON]) / 2;
return GO_MOVE;
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
int spk = NOTHING_HAPPENS;
if (game.foobar != 1 - k) {
if (game.foobar != 0)spk = START_OVER;
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
} else {
game.foobar = k;
if (k != 4) {
- RSPEAK(OK_MAN);
+ rspeak(OK_MAN);
return GO_CLEAROBJ;
}
game.foobar = 0;
if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
} else {
/* Bring back troll if we steal the eggs back from him before
if (HERE(EGGS))k = 1;
if (game.loc == PLAC[EGGS])k = 0;
MOVE(EGGS, PLAC[EGGS]);
- PSPEAK(EGGS, k);
+ pspeak(EGGS, k);
return GO_CLEAROBJ;
}
}
DROP(OYSTER, game.loc);
DROP(PEARL, LOC_CULDESAC);
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
{
if (game.prop[ROD2] < 0 || !game.closed)
- RSPEAK(REQUIRES_DYNAMITE);
+ rspeak(REQUIRES_DYNAMITE);
else {
game.bonus = VICTORY_MESSAGE;
if (game.loc == LOC_NE)
game.bonus = DEFEAT_MESSAGE;
if (HERE(ROD2))
game.bonus = SPLATTER_MESSAGE;
- RSPEAK(game.bonus);
+ rspeak(game.bonus);
terminate(endgame);
}
}
spk = BREAK_VASE;
} else {
if (obj == MIRROR && game.closed) {
- RSPEAK(BREAK_MIRROR);
+ rspeak(BREAK_MIRROR);
return GO_DWARFWAKE;
}
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
{
game.abbnum = 10000;
game.detail = 3;
- RSPEAK(BRIEF_CONFIRM);
+ rspeak(BRIEF_CONFIRM);
return GO_CLEAROBJ;
}
}
if (TOTING(obj)) {
- RSPEAK(ALREADY_CARRYING);
+ rspeak(ALREADY_CARRYING);
return GO_CLEAROBJ;
}
spk = YOU_JOKING;
if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS;
if (obj == SIGN)spk = HAND_PASSTHROUGH;
if (obj == MESSAG) {
- RSPEAK(REMOVE_MESSAGE);
+ rspeak(REMOVE_MESSAGE);
DESTROY(MESSAG);
return GO_CLEAROBJ;
}
if (game.fixed[obj] != 0) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (obj == WATER || obj == OIL) {
else {
if (game.prop[BOTTLE] != 1)spk = BOTTLE_FULL;
if (!TOTING(BOTTLE))spk = NO_CONTAINER;
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
}
spk = CARRY_LIMIT;
if (game.holdng >= INVLIMIT) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
} else if (obj == BIRD && game.prop[BIRD] != 1 && -1 - game.prop[BIRD] != 1) {
if (game.prop[BIRD] == 2) {
DESTROY(BIRD);
- RSPEAK(BIRD_CRAP);
+ rspeak(BIRD_CRAP);
return GO_CLEAROBJ;
}
if (!TOTING(CAGE))spk = CANNOT_CARRY;
if (TOTING(ROD))spk = BIRD_EVADES;
if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[BIRD] = 1;
game.prop[obj] = 0;
game.prop[CAVITY] = 1;
}
- RSPEAK(OK_MAN);
+ rspeak(OK_MAN);
return GO_CLEAROBJ;
}
if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
if (spk != CHAIN_UNLOCKED) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = 0;
if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE;
if (spk != CHAIN_LOCKED) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = 2;
if (TOTING(CHAIN))DROP(CHAIN, game.loc);
game.fixed[CHAIN] = -1;
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (!just_do_it) {
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
if (!TOTING(obj)) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (obj == BIRD && HERE(SNAKE)) {
- RSPEAK(BIRD_ATTACKS);
+ rspeak(BIRD_ATTACKS);
if (game.closed) return GO_DWARFWAKE;
DESTROY(SNAKE);
/* Set game.prop for use by travel options */
game.prop[SNAKE] = 1;
} else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
- RSPEAK(GEM_FITS);
+ rspeak(GEM_FITS);
game.prop[obj] = 1;
game.prop[CAVITY] = 0;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
spk = RUG_RISES;
if (TOTING(RUG))spk = RUG_WIGGLES;
if (obj == RUBY)spk = RUG_SETTLES;
- RSPEAK(spk);
+ rspeak(spk);
if (spk != RUG_WIGGLES) {
int k = 2 - game.prop[RUG];
game.prop[RUG] = k;
} else if (obj == COINS && HERE(VEND)) {
DESTROY(COINS);
DROP(BATTERY, game.loc);
- PSPEAK(BATTERY, 0);
+ pspeak(BATTERY, 0);
return GO_CLEAROBJ;
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
- RSPEAK(BIRD_BURNT);
+ rspeak(BIRD_BURNT);
DESTROY(BIRD);
game.prop[BIRD] = 0;
return GO_CLEAROBJ;
} else if (obj == BEAR && AT(TROLL)) {
- RSPEAK(TROLL_SCAMPERS);
+ rspeak(TROLL_SCAMPERS);
MOVE(TROLL, 0);
MOVE(TROLL + NOBJECTS, 0);
MOVE(TROLL2, PLAC[TROLL]);
JUGGLE(CHASM);
game.prop[TROLL] = 2;
} else if (obj != VASE || game.loc == PLAC[PILLOW]) {
- RSPEAK(OK_MAN);
+ rspeak(OK_MAN);
} else {
game.prop[VASE] = 2;
if (AT(PILLOW))game.prop[VASE] = 0;
- PSPEAK(VASE, game.prop[VASE] + 1);
+ pspeak(VASE, game.prop[VASE] + 1);
if (game.prop[VASE] != 0)game.fixed[VASE] = -1;
}
}
OBJSND[BIRD] = OBJSND[BIRD] + 3;
spk = HEAD_BUZZES;
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
OGRE)spk = LOST_APPETITE;
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
spk = URN_DARK;
} else if (obj == LAMP) {
game.prop[LAMP] = 0;
- RSPEAK(LAMP_OFF);
+ rspeak(LAMP_OFF);
spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
} else if (obj == DRAGON || obj == VOLCANO)
spk = BEYOND_POWER;
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
{
int spk = ACTSPK[verb];
if (obj == BIRD) {
- RSPEAK(BIRD_PINING);
+ rspeak(BIRD_PINING);
return GO_CLEAROBJ;
} else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
spk = NOTHING_EDIBLE;
} else {
spk = AM_GAME;
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
spk = ARENT_CARRYING;
if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
- RSPEAK(SHATTER_VASE);
+ rspeak(SHATTER_VASE);
game.prop[VASE] = 2;
game.fixed[VASE] = -1;
return (discard(verb, obj, true));
} else if (obj == URN) {
spk = FULL_URN;
if (game.prop[URN] != 0) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
spk = FILL_INVALID;
k = LIQUID();
if (k == 0 || !HERE(BOTTLE)) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
game.place[k] = LOC_NOWHERE;
game.prop[BOTTLE] = 1;
if (k == OIL)game.prop[URN] = 1;
spk = WATER_URN + game.prop[URN];
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
} else if (obj != 0 && obj != BOTTLE) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
} else if (obj == 0 && !HERE(BOTTLE))
return GO_UNKNOWN;
if (k == OIL)
spk = BOTTLED_OIL;
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
spk = YOU_HAVEIT;
if (game.closed)spk = NEEDED_NEARBY;
if (TOTING(obj))spk = ALREADY_CARRYING;
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
if (!HERE(RUG))spk = FLAP_ARMS;
if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
obj = RUG;
}
if (obj != RUG) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
spk = RUG_NOTHING1;
if (game.prop[RUG] != 2) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
game.oldlc2 = game.oldloc;
spk = RUG_GOES;
if (game.prop[SAPPH] >= 0)
spk = RUG_RETURNS;
- RSPEAK(spk);
+ rspeak(spk);
return GO_TERMINATE;
}
if (i == BEAR || !TOTING(i))
continue;
if (spk == NO_CARRY)
- RSPEAK(NOW_HOLDING);
+ rspeak(NOW_HOLDING);
game.blklin = false;
- PSPEAK(i, -1);
+ pspeak(i, -1);
game.blklin = true;
spk = NO_MESSAGE;
}
if (TOTING(BEAR))
spk = TAME_BEAR;
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (obj == URN) {
if (game.prop[URN] == 0) {
- RSPEAK(URN_EMPTY);
+ rspeak(URN_EMPTY);
} else {
game.prop[URN] = 2;
- RSPEAK(URN_LIT);
+ rspeak(URN_LIT);
}
return GO_CLEAROBJ;
} else {
if (obj != LAMP) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
spk = LAMP_OUT;
if (game.limit < 0) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[LAMP] = 1;
- RSPEAK(LAMP_ON);
+ rspeak(LAMP_ON);
if (game.wzdark)
return GO_TOP;
else
int spk = ALL_SILENT;
k = LOCSND[game.loc];
if (k != 0) {
- RSPEAK(labs(k));
+ rspeak(labs(k));
if (k < 0) return GO_CLEAROBJ;
spk = NO_MESSAGE;
}
- SETPRM(1, game.zzword, 0);
for (int i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
continue;
- PSPEAK(i, OBJSND[i] + game.prop[i]);
+ pspeak(i, OBJSND[i] + game.prop[i], game.zzword);
spk = NO_MESSAGE;
if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
DESTROY(BIRD);
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
if (HERE(CHAIN))obj = CHAIN;
if (obj == 0 || obj == INTRANSITIVE) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
}
}
}
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (obj == BOTTLE || obj == 0)obj = LIQUID();
if (obj == 0) return GO_UNKNOWN;
if (!TOTING(obj)) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
spk = CANT_POUR;
if (obj != OIL && obj != WATER) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (HERE(URN) && game.prop[URN] == 0)
game.place[obj] = LOC_NOWHERE;
spk = GROUND_WET;
if (!(AT(PLANT) || AT(DOOR))) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (!AT(DOOR)) {
spk = SHAKING_LEAVES;
if (obj != WATER) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
- PSPEAK(PLANT, game.prop[PLANT] + 3);
+ pspeak(PLANT, game.prop[PLANT] + 3);
game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
game.prop[PLANT2] = game.prop[PLANT];
return GO_MOVE;
game.prop[DOOR] = 0;
if (obj == OIL)game.prop[DOOR] = 1;
spk = RUSTED_HINGES + game.prop[DOOR];
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
}
command.obj = command.obj * NOBJECTS + i;
}
if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
- return GO_UNKNOWN;
+ return GO_UNKNOWN;
}
if (DARK(game.loc)) {
- SETPRM(1, command.wd1, command.wd1x);
- RSPEAK(NO_SEE);
+ rspeak(NO_SEE, command.wd1, command.wd1x);
} else if (OBJTXT[command.obj] == 0 || game.prop[command.obj] < 0) {
- RSPEAK(ACTSPK[command.verb]);
+ rspeak(ACTSPK[command.verb]);
} else if (command.obj == OYSTER && !game.clshnt) {
game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
} else
- PSPEAK(command.obj, OBJTXT[command.obj] + game.prop[command.obj]);
+ pspeak(command.obj, OBJTXT[command.obj] + game.prop[command.obj]);
return GO_CLEAROBJ;
}
/* Z'ZZZ (word gets recomputed at startup; different each game). */
{
if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
- RSPEAK(NOTHING_HAPPENS);
+ rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
- PSPEAK(RESER, game.prop[RESER] + 1);
+ pspeak(RESER, game.prop[RESER] + 1);
game.prop[RESER] = 1 - game.prop[RESER];
if (AT(RESER))
return GO_CLEAROBJ;
else {
game.oldlc2 = game.loc;
game.newloc = 0;
- RSPEAK(NOT_BRIGHT);
+ rspeak(NOT_BRIGHT);
return GO_TERMINATE;
}
}
DROP(CAVITY, game.loc);
spk = URN_GENIES;
}
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
static int say(struct command_t *command)
/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
{
- SETPRM(1, command->wd2, command->wd2x);
- if (command->wd2 <= 0)
- SETPRM(1, command->wd1, command->wd1x);
- if (command->wd2 > 0)
+ long a = command->wd1, b = command->wd1x;
+ if (command->wd2 > 0) {
+ a = command->wd2;
+ b = command->wd2x;
command->wd1 = command->wd2;
+ }
int wd = VOCAB(command->wd1, -1);
/* FIXME: Magic numbers */
if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
- /* FIXME: scribbles on the interpreter's command block */
+ /* FIXME: scribbles on the interpreter's command block */
wordclear(&command->wd2);
return GO_LOOKUP;
}
- RSPEAK(OKEY_DOKEY);
+ rspeak(OKEY_DOKEY, a, b);
return GO_CLEAROBJ;
}
static int throw_support(long spk)
{
- RSPEAK(spk);
+ rspeak(spk);
DROP(AXE, game.loc);
return GO_MOVE;
}
int spk = ACTSPK[command->verb];
if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
if (!TOTING(command->obj)) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) {
DROP(TROLL2, PLAC[TROLL]);
DROP(TROLL2 + NOBJECTS, FIXD[TROLL]);
JUGGLE(CHASM);
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (command->obj == FOOD && HERE(BEAR)) {
game.fixed[AXE] = -1;
game.prop[AXE] = 1;
JUGGLE(BEAR);
- RSPEAK(AXE_LOST);
+ rspeak(AXE_LOST);
return GO_CLEAROBJ;
}
- command->obj = 0;
+ command->obj = 0;
return (attack(cmdin, command));
}
/* Wake. Only use is to disturb the dwarves. */
{
if (obj != DWARF || !game.closed) {
- RSPEAK(ACTSPK[verb]);
+ rspeak(ACTSPK[verb]);
return GO_CLEAROBJ;
} else {
- RSPEAK(PROD_DWARF);
+ rspeak(PROD_DWARF);
return GO_DWARFWAKE;
}
}
if (obj != ROD ||
!TOTING(obj) ||
(!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2);
game.prop[JADE] = 0;
--game.tally;
spk = NECKLACE_FLY;
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
} else {
if (game.closed) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_DWARFWAKE;
}
if (game.closng || !AT(FISSURE)) {
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
- if (HERE(BIRD))RSPEAK(spk);
+ if (HERE(BIRD))rspeak(spk);
game.prop[FISSURE] = 1 - game.prop[FISSURE];
- PSPEAK(FISSURE, 2 - game.prop[FISSURE]);
+ pspeak(FISSURE, 2 - game.prop[FISSURE]);
return GO_CLEAROBJ;
}
}
} else if (command->obj == KNIFE && game.knfloc == game.loc) {
game.knfloc = -1;
spk = KNIVES_VANISH;
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
} else if (command->obj == ROD && HERE(ROD2)) {
command->obj = ROD2;
} else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0)
/* FALL THROUGH */;
else {
- SETPRM(1, command->wd1, command->wd1x);
- RSPEAK(NO_SEE);
+ rspeak(NO_SEE, command->wd1, command->wd1x);
return GO_CLEAROBJ;
}
case 3: /* UNLOC */
return lock(command->verb, INTRANSITIVE);
case 4: { /* NOTHI */
- RSPEAK(OK_MAN);
+ rspeak(OK_MAN);
return (GO_CLEAROBJ);
}
case 5: /* LOCK */
case 9: /* CALM */
return GO_UNKNOWN;
case 10: { /* WALK */
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
case 11: /* ATTAC */
case 3: /* UNLOC */
return lock(command->verb, command->obj);
case 4: { /* NOTHI */
- RSPEAK(OK_MAN);
+ rspeak(OK_MAN);
return (GO_CLEAROBJ);
}
case 5: /* LOCK */
case 8: /* WAVE */
return wave(command->verb, command->obj);
case 9: { /* CALM */
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
case 10: { /* WALK */
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
case 11: /* ATTAC */
case 16: /* TOSS */
return throw(input, command);
case 17: { /* QUIT */
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
case 18: /* FIND */
blast();
return GO_CLEAROBJ;
case 23: { /* SCOR */
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
case 24: { /* FOO */
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
case 25: { /* BRIEF */
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
case 26: /* READ */
case 28: /* WAKE */
return wake(command->verb, command->obj);
case 29: { /* SUSP */
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
case 30: { /* RESU */
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
case 31: /* FLY */
return fly(command->verb, command->obj);
case 32: { /* LISTE */
- RSPEAK(spk);
+ rspeak(spk);
return GO_CLEAROBJ;
}
case 33: /* ZZZZ */
BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
- SETPRM(1, command->wd1, command->wd1x);
- RSPEAK(WHAT_DO);
+ rspeak(WHAT_DO, command->wd1, command->wd1x);
return GO_CHECKHINT;
default:
BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
extern struct game_t game;
-extern long LNLENG, LNPOSN, PARMS[];
+extern long LNLENG, LNPOSN;
extern char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
extern const char ascii_to_advent[];
extern const char advent_to_ascii[];
extern char* xstrdup(const char*);
extern void packed_to_token(long, char token[]);
extern void token_to_packed(char token[], long*);
-extern void speak(const char*);
+extern void vspeak(const char*, va_list);
extern bool wordeq(token_t, token_t);
extern bool wordempty(token_t);
extern void wordclear(token_t *);
-extern void PSPEAK(vocab_t, int);
-extern void RSPEAK(vocab_t);
-extern void SETPRM(long, long, long);
+extern void speak(const char*, ...);
+extern void pspeak(vocab_t, int, ...);
+extern void rspeak(vocab_t, ...);
extern bool GETIN(FILE *, token_t*, token_t*, token_t*, token_t*);
extern void echo_input(FILE*, char*, char*);
extern char* get_input(void);
struct game_t game;
-long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
+long LNLENG, LNPOSN;
char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
game.hintlc[hint] = 0;
if (!YES(hints[hint-1].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
return;
- SETPRM(1, hints[hint-1].penalty, hints[hint-1].penalty);
- RSPEAK(HINT_COST);
+ rspeak(HINT_COST, hints[hint-1].penalty, hints[hint-1].penalty);
game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint-1].hint, arbitrary_messages[OK_MAN]);
if (game.hinted[hint] && game.limit > WARNTIME)
game.limit += WARNTIME * hints[hint-1].penalty;
}
/* Force chest placement before player finds last treasure */
if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
- RSPEAK(PIRATE_SPOTTED);
+ rspeak(PIRATE_SPOTTED);
movechest = true;
}
/* Do things in this order (chest move before robbery) so chest is listed
/* You might get a hint of the pirate's presence even if the
* chest doesn't move... */
if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
- RSPEAK(PIRATE_RUSTLES);
+ rspeak(PIRATE_RUSTLES);
}
if (robplayer) {
- RSPEAK(PIRATE_POUNCES);
+ rspeak(PIRATE_POUNCES);
for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
if (AT(treasure) && game.fixed[treasure] == 0)
game.dloc[i] = DALTLC;
game.odloc[i] = game.dloc[i];
}
- RSPEAK(DWARF_RAN);
+ rspeak(DWARF_RAN);
DROP(AXE, game.loc);
return true;
}
/* Now we know what's happening. Let's tell the poor sucker about it.
* Note that various of the "knife" messages must have specific relative
- * positions in the RSPEAK database. */
+ * positions in the rspeak database. */
if (game.dtotal == 0)
return true;
- SETPRM(1, game.dtotal, 0);
- RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
+ rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
if (attack == 0)
return true;
if (game.dflag == 2)game.dflag = 3;
- if (attack > 1){
- SETPRM(1, attack, 0);
- RSPEAK(THROWN_KNIVES);
- SETPRM(1, stick, 0);
- RSPEAK(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT));
+ if (attack > 1) {
+ rspeak(THROWN_KNIVES, attack);
+ rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
} else {
- RSPEAK(KNIFE_THROWN);
- RSPEAK(MISSES_YOU);
+ rspeak(KNIFE_THROWN);
+ rspeak(MISSES_YOU);
}
if (stick == 0)
return true;
if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
* death and exit. */
- RSPEAK(DEATH_CLOSING);
+ rspeak(DEATH_CLOSING);
terminate(endgame);
} else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
terminate(endgame);
}
kk = k2;
if (kk == 0) {
- RSPEAK(NOT_CONNECTED);
+ rspeak(NOT_CONNECTED);
return true;
}
}
break; /* fall through to ordinary travel */
}
} else {
- RSPEAK(k2);
+ rspeak(k2);
return true;
}
} else if (motion == LOOK) {
* (though it may now be dark) so he won't fall into a
* pit while staring into the gloom. */
if (game.detail < 3)
- RSPEAK(NO_MORE_DETAIL);
+ rspeak(NO_MORE_DETAIL);
++game.detail;
game.wzdark = false;
game.abbrev[game.loc] = 0;
return true;
} else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
+ rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
return true;
} else {
/* none of the specials */
if (verb == FIND || verb == INVENT)spk = NEARBY;
if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
if (motion == 17)spk = WHICH_WAY;
- RSPEAK(spk);
+ rspeak(spk);
return true;
}
++kk;
game.newloc = 99 + 100 - game.loc;
if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
game.newloc = game.loc;
- RSPEAK(MUST_DROP);
+ rspeak(MUST_DROP);
}
return true;
case 2:
* and block him. (standard travel entries check for
* game.prop(TROLL)=0.) Special stuff for bear. */
if (game.prop[TROLL] == 1) {
- PSPEAK(TROLL, 1);
+ pspeak(TROLL, 1);
game.prop[TROLL] = 0;
MOVE(TROLL2, 0);
MOVE(TROLL2 + NOBJECTS, 0);
game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
if (!TOTING(BEAR)) return true;
- RSPEAK(BRIDGE_COLLAPSE);
+ rspeak(BRIDGE_COLLAPSE);
game.prop[CHASM] = 1;
game.prop[TROLL] = 2;
DROP(BEAR, game.newloc);
} while
(false);
/* FIXME: Arithmetic on location number, becoming a message number */
- RSPEAK(game.newloc - 500);
+ rspeak(game.newloc - 500);
game.newloc = game.loc;
return true;
}
game.fixed[CHAIN] = 0;
game.prop[AXE] = 0;
game.fixed[AXE] = 0;
- RSPEAK(CAVE_CLOSING);
+ rspeak(CAVE_CLOSING);
game.clock1 = -1;
game.closng = true;
return true;
DESTROY(i);
}
- RSPEAK(CAVE_CLOSED);
+ rspeak(CAVE_CLOSED);
game.closed = true;
return true;
}
* Second is for other cases of lamp dying. Eve after it goes
* out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
- RSPEAK(REPLACE_BATTERIES);
+ rspeak(REPLACE_BATTERIES);
game.prop[BATTERY] = 1;
if (TOTING(BATTERY))
DROP(BATTERY, game.loc);
game.limit = -1;
game.prop[LAMP] = 0;
if (HERE(LAMP))
- RSPEAK(LAMP_OUT);
+ rspeak(LAMP_OUT);
} else if (game.limit <= WARNTIME) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
int spk = GET_BATTERIES;
if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
- RSPEAK(spk);
+ rspeak(spk);
}
}
}
int kk = game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])
kk = 1;
- PSPEAK(obj, kk);
+ pspeak(obj, kk);
}
}
}
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
- RSPEAK(EXIT_CLOSED);
+ rspeak(EXIT_CLOSED);
game.newloc = game.loc;
if (!game.panic)game.clock2 = PANICTIME;
game.panic = true;
for (size_t i = 1; i <= NDWARVES - 1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc = game.loc;
- RSPEAK(DWARF_BLOCK);
+ rspeak(DWARF_BLOCK);
break;
}
}
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
if (game.wzdark && PCT(35)) {
- RSPEAK(PIT_FALL);
+ rspeak(PIT_FALL);
game.oldlc2 = game.loc;
croak();
continue; /* back to top of main interpreter loop */
}
msg = arbitrary_messages[PITCH_DARK];
}
- if (TOTING(BEAR))RSPEAK(TAME_BEAR);
+ if (TOTING(BEAR))rspeak(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
if (playermove(command.verb, 1))
continue; /* back to top of main interpreter loop */
}
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
- RSPEAK(SAYS_PLUGH);
+ rspeak(SAYS_PLUGH);
listobjects();
* tick game.clock1 unless well into cave (and not at Y2). */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- PSPEAK(OYSTER, 1);
+ pspeak(OYSTER, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1 - game.prop[i];
V2 = VOCAB(command.wd2, -1);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
if (LIQLOC(game.loc) == WATER) {
- RSPEAK(FEET_WET);
+ rspeak(FEET_WET);
} else {
- RSPEAK(WHERE_QUERY);
+ rspeak(WHERE_QUERY);
}
goto L2012;
}
command.wd1x = command.wd2x;
wordclear(&command.wd2);
} else {
- /* FIXME: Magic numbers */
+ /* FIXME: Magic numbers */
if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
if (AT(V2 - 1000))
if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
++game.iwest;
if (game.iwest == 10)
- RSPEAK(W_IS_WEST);
+ rspeak(W_IS_WEST);
}
if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
if (++igo == 10)
- RSPEAK(GO_UNNEEDED);
+ rspeak(GO_UNNEEDED);
}
Lookup:
defn = VOCAB(command.wd1, -1);
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))
continue;
- SETPRM(1, command.wd1, command.wd1x);
- RSPEAK(DONT_KNOW);
+ rspeak(DONT_KNOW, command.wd1, command.wd1x);
goto L2600;
}
kmod = MOD(defn, 1000);
command.verb = kmod;
break;
case 3:
- RSPEAK(kmod);
+ rspeak(kmod);
goto L2012;
default:
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
- SETPRM(1, command.wd1, command.wd1x);
- RSPEAK(DO_WHAT);
+ rspeak(DO_WHAT, command.wd1, command.wd1x);
command.obj = 0;
goto L2600;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
- RSPEAK(DWARVES_AWAKEN);
+ rspeak(DWARVES_AWAKEN);
terminate(endgame);
default:
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
+#include <stdarg.h>
#include <sys/time.h>
#include <ctype.h>
*v = 0;
}
-/* I/O routines (SPEAK, PSPEAK, RSPEAK, SETPRM, GETIN, YES) */
+/* I/O routines (speak, pspeak, rspeak, GETIN, YES) */
-void speak(const char* msg)
+void vspeak(const char* msg, va_list ap)
{
// Do nothing if we got a null pointer.
if (msg == NULL)
if (game.blklin == true)
printf("\n");
- // Create a copy of our string, so we can edit it.
- char* copy = xstrdup(msg);
+ int msglen = strlen(msg);
- // Staging area for stringified parameters.
- char parameters[5][100]; // FIXME: to be replaced with dynamic allocation
+ // Rendered string
+ ssize_t size = 2000; /* msglen > 50 ? msglen*2 : 100; */
+ char* rendered = xmalloc(size);
+ char* renderp = rendered;
// Handle format specifiers (including the custom %C, %L, %S) by adjusting the parameter accordingly, and replacing the specifier with %s.
- int pi = 0; // parameter index
- for (int i = 0; i < (int)strlen(msg); ++i) {
- if (msg[i] == '%') {
- ++pi;
-
+ long previous_arg = 0;
+ for (int i = 0; i < msglen; i++) {
+ if (msg[i] != '%') {
+ *renderp++ = msg[i];
+ size--;
+ } else {
+ long arg = va_arg(ap, long);
+ i++;
// Integer specifier. In order to accommodate the fact that PARMS can have both legitimate integers *and* packed tokens, stringify everything. Future work may eliminate the need for this.
- if (msg[i + 1] == 'd') {
- copy[i + 1] = 's';
- sprintf(parameters[pi], "%ld", PARMS[pi]);
+ if (msg[i] == 'd') {
+ int ret = snprintf(renderp, size, "%ld", arg);
+ if (ret < size) {
+ renderp += ret;
+ size -= ret;
+ }
}
// Unmodified string specifier.
- if (msg[i + 1] == 's') {
- packed_to_token(PARMS[pi], parameters[pi]);
+ if (msg[i] == 's') {
+ packed_to_token(arg, renderp); /* unpack directly to destination */
+ size_t len = strlen(renderp);
+ renderp += len;
+ size -= len;
}
// Singular/plural specifier.
- if (msg[i + 1] == 'S') {
- copy[i + 1] = 's';
- if (PARMS[pi - 1] > 1) { // look at the *previous* parameter (which by necessity must be numeric)
- sprintf(parameters[pi], "%s", "s");
- } else {
- sprintf(parameters[pi], "%s", "");
+ if (msg[i] == 'S') {
+ if (previous_arg > 1) { // look at the *previous* parameter (which by necessity must be numeric)
+ *renderp++ = 's';
+ size--;
}
}
// All-lowercase specifier.
- if (msg[i + 1] == 'L') {
- copy[i + 1] = 's';
- packed_to_token(PARMS[pi], parameters[pi]);
- for (int j = 0; j < (int)strlen(parameters[pi]); ++j) {
- parameters[pi][j] = tolower(parameters[pi][j]);
+ if (msg[i] == 'L' || msg[i] == 'C') {
+ packed_to_token(arg, renderp); /* unpack directly to destination */
+ int len = strlen(renderp);
+ for (int j = 0; j < len; ++j) {
+ renderp[j] = tolower(renderp[j]);
}
+ if (msg[i] == 'C') // First char uppercase, rest lowercase.
+ renderp[0] = toupper(renderp[0]);
+ renderp += len;
+ size -= len;
}
- // First char uppercase, rest lowercase.
- if (msg[i + 1] == 'C') {
- copy[i + 1] = 's';
- packed_to_token(PARMS[pi], parameters[pi]);
- for (int j = 0; j < (int)strlen(parameters[pi]); ++j) {
- parameters[pi][j] = tolower(parameters[pi][j]);
- }
- parameters[pi][0] = toupper(parameters[pi][0]);
- }
+ previous_arg = arg;
}
}
-
- // Render the final string.
- char rendered[2000]; // FIXME: to be replaced with dynamic allocation
- sprintf(rendered, copy, parameters[1], parameters[2], parameters[3], parameters[4]); // FIXME: to be replaced with vsprintf()
+ *renderp = 0;
// Print the message.
printf("%s\n", rendered);
- free(copy);
+ free(rendered);
+}
+
+void speak(const char* msg, ...)
+{
+ va_list ap;
+ va_start(ap, msg);
+ vspeak(msg, ap);
+ va_end(ap);
}
-void PSPEAK(vocab_t msg, int skip)
+void pspeak(vocab_t msg, int skip, ...)
/* Find the skip+1st message from msg and print it. msg should be
* the index of the inventory message for object. (INVEN+N+1 message
* is game.prop=N message). */
{
+ va_list ap;
+ va_start(ap, skip);
if (skip >= 0)
- speak(object_descriptions[msg].longs[skip]);
+ vspeak(object_descriptions[msg].longs[skip], ap);
else
- speak(object_descriptions[msg].inventory);
+ vspeak(object_descriptions[msg].inventory, ap);
+ va_end(ap);
}
-void RSPEAK(vocab_t i)
+void rspeak(vocab_t i, ...)
/* Print the i-th "random" message (section 6 of database). */
{
- speak(arbitrary_messages[i]);
-}
-
-void SETPRM(long first, long p1, long p2)
-/* Stores parameters into the PRMCOM parms array for use by speak. P1 and P2
- * are stored into PARMS(first) and PARMS(first+1). */
-{
- if (first >= MAXPARMS)
- BUG(TOO_MANY_PARAMETERS_GIVEN_TO_SETPRM);
- else {
- PARMS[first] = p1;
- PARMS[first + 1] = p2;
- }
+ va_list ap;
+ va_start(ap, i);
+ vspeak(arbitrary_messages[i], ap);
+ va_end(ap);
}
bool GETIN(FILE *input,
(junk > 0);
if (GETTXT(true, true, true) <= 0)
return true;
- RSPEAK(TWO_WORDS);
+ rspeak(TWO_WORDS);
}
}
outcome = false;
break;
} else
- RSPEAK(PLEASE_ANSWER);
+ rspeak(PLEASE_ANSWER);
}
linenoiseFree(reply);
return (outcome);
long i, k;
FILE *fp = NULL;
- RSPEAK(SUSPEND_WARNING);
+ rspeak(SUSPEND_WARNING);
if (!YES(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) return GO_CLEAROBJ;
game.saved = game.saved + 5;
save.bivalve = OBJTXT[OYSTER];
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
fclose(fp);
- RSPEAK(RESUME_HELP);
+ rspeak(RESUME_HELP);
exit(0);
}
FILE *fp = NULL;
if (game.loc != 1 || game.abbrev[1] != 1) {
- RSPEAK(RESUME_ABANDON);
+ rspeak(RESUME_ABANDON);
if (!YES(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) return GO_CLEAROBJ;
}
IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
fclose(fp);
if (save.version != VRSION) {
- SETPRM(1, save.version / 10, MOD(save.version, 10));
- SETPRM(3, VRSION / 10, MOD(VRSION, 10));
- RSPEAK(VERSION_SKEW);
+ rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 10));
} else {
memcpy(&game, &save.game, sizeof(struct game_t));
OBJSND[BIRD] = save.bird;
/* Return to score command if that's where we came from. */
if (mode == scoregame) {
- SETPRM(1, score, mxscor);
- SETPRM(3, game.turns, game.turns);
- RSPEAK(GARNERED_POINTS);
+ rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
}
return score;
long points = score(mode);
if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
- RSPEAK(TOOK_LONG);
+ rspeak(TOOK_LONG);
if (points + game.saved + 1 >= mxscor && game.saved != 0)
- RSPEAK(WITHOUT_SUSPENDS);
- SETPRM(1, points, mxscor);
- SETPRM(3, game.turns, game.turns);
- RSPEAK(TOTAL_SCORE);
+ rspeak(WITHOUT_SUSPENDS);
+ rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
for (long i = 1; i <= (long)CLSSES; i++) {
if (classes[i].threshold >= points) {
speak(classes[i].message);
i = classes[i].threshold + 1 - points;
- SETPRM(1, i, i);
- RSPEAK(NEXT_HIGHER);
+ rspeak(NEXT_HIGHER, i, i);
exit(0);
}
}
- RSPEAK(OFF_SCALE);
- RSPEAK(NO_HIGHER);
+ rspeak(OFF_SCALE);
+ rspeak(NO_HIGHER);
exit(0);
}