7 static int fill(token_t, token_t);
9 static void state_change(long obj, long state)
11 game.prop[obj] = state;
12 pspeak(obj, change, state, true);
15 static int attack(struct command_t *command)
16 /* Attack. Assume target if unambiguous. "Throw" also links here.
17 * Attackable objects fall into two categories: enemies (snake,
18 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
19 * enemies, or no enemies but 2 others. */
21 vocab_t verb = command->verb;
22 vocab_t obj = command->obj;
24 long spk = actions[verb].message;
25 if (obj == NO_OBJECT ||
26 obj == INTRANSITIVE) {
28 if (atdwrf(game.loc) > 0) {
36 if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
48 if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
52 /* check for low-priority targets */
53 if (obj == NO_OBJECT) {
54 /* Can't attack bird or machine by throwing axe. */
55 if (HERE(BIRD) && verb != THROW) {
59 if (HERE(VEND) && verb != THROW) {
63 /* Clam and oyster both treated as clam for intransitive case;
65 if (HERE(CLAM) || HERE(OYSTER)) {
81 } else if (obj == VEND) {
83 game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
91 spk = SHELL_IMPERVIOUS;
95 spk = BARE_HANDS_QUERY;
96 if (obj == DWARF && game.closed)
104 if (obj == OGRE && atdwrf(game.loc) > 0) {
106 rspeak(KNIFE_THROWN);
109 for (int i = 1; i < PIRATE; i++) {
110 if (game.dloc[i] == game.loc) {
112 game.dloc[i] = LOC_LONGWEST;
113 game.dseen[i] = false;
116 spk = (dwarves > 1) ?
119 } else if (obj == BEAR) {
120 switch (game.prop[BEAR]) {
134 } else if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
135 /* Fun stuff for dragon. If he insists on attacking it, win!
136 * Set game.prop to dead, move dragon to central loc (still
137 * fixed), move rug there (not fixed), and move him there,
138 * too. Then do a null motion to get new description. */
139 rspeak(BARE_HANDS_QUERY);
141 // FIXME: setting wd1 is a workaround for broken logic
142 command->wd1 = token_to_packed("Y");
144 // FIXME: setting wd1 is a workaround for broken logic
145 command->wd1 = token_to_packed("N");
148 state_change(DRAGON, DRAGON_DEAD);
149 game.prop[RUG] = RUG_FLOOR;
150 /* FIXME: Arithmetic on location values */
151 int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
152 move(DRAGON + NOBJECTS, -1);
153 move(RUG + NOBJECTS, 0);
157 for (obj = 1; obj <= NOBJECTS; obj++) {
158 if (game.place[obj] == objects[DRAGON].plac ||
159 game.place[obj] == objects[DRAGON].fixd)
170 static int bigwords(token_t foo)
171 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
172 * Look up foo in special section of vocab to determine which word we've got.
173 * Last word zips the eggs back to the giant room (unless already there). */
175 char word[TOKLEN + 1];
176 packed_to_token(foo, word);
177 int k = (int) get_special_vocab_id(word);
178 if (game.foobar != 1 - k) {
179 if (game.foobar != 0 && game.loc == LOC_GIANTROOM) {
182 rspeak(NOTHING_HAPPENS);
192 if (game.place[EGGS] == objects[EGGS].plac ||
193 (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
194 rspeak(NOTHING_HAPPENS);
197 /* Bring back troll if we steal the eggs back from him before
199 if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
200 game.prop[TROLL] = TROLL_PAIDONCE;
204 if (game.loc == objects[EGGS].plac)
206 move(EGGS, objects[EGGS].plac);
207 pspeak(EGGS, look, k, true);
213 static int bivalve(token_t verb, token_t obj)
214 /* Clam/oyster actions */
216 bool is_oyster = (obj == OYSTER);
221 if (!TOTING(TRIDENT)) {
236 drop(OYSTER, game.loc);
237 drop(PEARL, LOC_CULDESAC);
245 static void blast(void)
246 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
248 if (game.prop[ROD2] < 0 ||
250 rspeak(REQUIRES_DYNAMITE);
252 game.bonus = VICTORY_MESSAGE;
253 if (game.loc == LOC_NE)
254 game.bonus = DEFEAT_MESSAGE;
256 game.bonus = SPLATTER_MESSAGE;
262 static int vbreak(token_t verb, token_t obj)
263 /* Break. Only works for mirror in repository and, of course, the vase. */
267 rspeak(BREAK_MIRROR);
274 if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
276 drop(VASE, game.loc);
277 state_change(VASE, VASE_BROKEN);
278 game.fixed[VASE] = -1;
281 rspeak(actions[verb].message);
282 return (GO_CLEAROBJ);
285 static int brief(void)
286 /* Brief. Intransitive only. Suppress long descriptions after first time. */
290 rspeak(BRIEF_CONFIRM);
294 static int vcarry(token_t verb, token_t obj)
295 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
296 * take one without the other). Liquids also special, since they depend on
297 * status of bottle. Also various side effects, etc. */
300 if (obj == INTRANSITIVE) {
301 /* Carry, no object given yet. OK if only one object present. */
302 if (game.atloc[game.loc] == 0 ||
303 game.link[game.atloc[game.loc]] != 0 ||
304 atdwrf(game.loc) > 0)
306 obj = game.atloc[game.loc];
310 rspeak(ALREADY_CARRYING);
314 if (obj == PLANT && game.prop[PLANT] <= 0)
316 if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
318 if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
323 spk = DOUGHNUT_HOLES;
326 if (obj == RUG && game.prop[RUG] == RUG_HOVER)
329 spk = HAND_PASSTHROUGH;
331 rspeak(REMOVE_MESSAGE);
335 if (game.fixed[obj] != 0) {
343 if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
344 return (fill(verb, BOTTLE));
346 if (game.prop[BOTTLE] != EMPTY_BOTTLE)
358 if (game.holdng >= INVLIMIT) {
361 } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
362 if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
371 if (spk == CANNOT_CARRY ||
372 spk == BIRD_EVADES) {
376 game.prop[BIRD] = BIRD_CAGED;
378 /* FIXME: Arithmetic on state numbers */
381 (game.prop[BIRD] == BIRD_CAGED ||
382 -1 - game.prop[BIRD] == 1))
383 carry(BIRD + CAGE - obj, game.loc);
384 carry(obj, game.loc);
385 if (obj == BOTTLE && LIQUID() != 0)
386 game.place[LIQUID()] = CARRIED;
387 if (GSTONE(obj) && game.prop[obj] != 0) {
388 game.prop[obj] = STATE_GROUND;
389 game.prop[CAVITY] = CAVITY_EMPTY;
395 static int chain(token_t verb)
396 /* Do something to the bear's chain */
400 spk = CHAIN_UNLOCKED;
401 if (game.prop[BEAR] == UNTAMED_BEAR)
403 if (game.prop[CHAIN] == CHAIN_HEAP)
404 spk = ALREADY_UNLOCKED;
405 if (spk != CHAIN_UNLOCKED) {
409 game.prop[CHAIN] = CHAIN_HEAP;
410 game.fixed[CHAIN] = CHAIN_HEAP;
411 if (game.prop[BEAR] != BEAR_DEAD)
412 game.prop[BEAR] = CONTENTED_BEAR;
413 /* FIXME: Arithmetic on state numbers */
414 game.fixed[BEAR] = 2 - game.prop[BEAR];
417 if (game.prop[CHAIN] != CHAIN_HEAP)
418 spk = ALREADY_LOCKED;
419 if (game.loc != objects[CHAIN].plac)
421 if (spk != CHAIN_LOCKED) {
425 game.prop[CHAIN] = CHAIN_FIXED;
427 drop(CHAIN, game.loc);
428 game.fixed[CHAIN] = -1;
434 static int discard(token_t verb, token_t obj, bool just_do_it)
435 /* Discard object. "Throw" also comes here for most objects. Special cases for
436 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
437 * Drop coins at vending machine for extra batteries. */
439 int spk = actions[verb].message;
441 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
447 if (obj == BIRD && HERE(SNAKE)) {
448 rspeak(BIRD_ATTACKS);
452 /* Set game.prop for use by travel options */
453 game.prop[SNAKE] = SNAKE_CHASED;
455 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
458 game.prop[CAVITY] = CAVITY_FULL;
459 if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
460 (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
467 if (spk != RUG_WIGGLES) {
468 /* FIXME: Arithmetic on state numbers */
469 int k = 2 - game.prop[RUG];
472 k = objects[SAPPH].plac;
473 move(RUG + NOBJECTS, k);
476 } else if (obj == COINS && HERE(VEND)) {
478 drop(BATTERY, game.loc);
479 pspeak(BATTERY, look, FRESH_BATTERIES, true);
481 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
485 } else if (obj == BEAR && AT(TROLL)) {
486 state_change(TROLL, TROLL_GONE);
487 move(TROLL, LOC_NOWHERE);
488 move(TROLL + NOBJECTS, LOC_NOWHERE);
489 move(TROLL2, objects[TROLL].plac);
490 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
492 } else if (obj != VASE ||
493 game.loc == objects[PILLOW].plac) {
496 game.prop[VASE] = VASE_BROKEN;
498 game.prop[VASE] = VASE_WHOLE;
499 pspeak(VASE, look, game.prop[VASE] + 1, true);
500 if (game.prop[VASE] != VASE_WHOLE)
501 game.fixed[VASE] = -1;
507 if (obj == BOTTLE && k != 0)
508 game.place[k] = LOC_NOWHERE;
509 if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
510 drop(BIRD, game.loc);
514 game.prop[BIRD] = BIRD_UNCAGED;
515 if (FOREST(game.loc))
516 game.prop[BIRD] = BIRD_FOREST_UNCAGED;
520 static int drink(token_t verb, token_t obj)
521 /* Drink. If no object, assume water and look for it here. If water is in
522 * the bottle, drink that, else must be at a water loc, so drink stream. */
524 if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && (LIQUID() != WATER ||
528 if (obj != NO_OBJECT && obj != WATER) {
529 rspeak(RIDICULOUS_ATTEMPT);
530 } else if (LIQUID() == WATER && HERE(BOTTLE)) {
531 game.prop[BOTTLE] = EMPTY_BOTTLE;
532 game.place[WATER] = LOC_NOWHERE;
533 rspeak(BOTTLE_EMPTY);
535 rspeak(actions[verb].message);
539 state_change(DRAGON, DRAGON_BLOODLESS);
545 static int eat(token_t verb, token_t obj)
546 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
547 * ok, some things lose appetite, rest are ridiculous. */
549 if (obj == INTRANSITIVE) {
553 rspeak(THANKS_DELICIOUS);
558 rspeak(THANKS_DELICIOUS);
570 rspeak(LOST_APPETITE);
573 rspeak(actions[verb].message);
577 static int extinguish(token_t verb, int obj)
578 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
580 if (obj == INTRANSITIVE) {
581 if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
583 if (HERE(URN) && game.prop[URN] == URN_LIT)
585 if (obj == INTRANSITIVE ||
586 (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT &&
587 HERE(URN) && game.prop[URN] == URN_LIT))
592 if (game.prop[URN] != URN_EMPTY) {
593 state_change(URN, URN_DARK);
595 pspeak(URN, change, URN_DARK, true);
598 } else if (obj == LAMP) {
599 state_change(LAMP, LAMP_DARK);
600 rspeak(DARK(game.loc) ?
604 } else if (obj == DRAGON ||
606 rspeak(BEYOND_POWER);
609 rspeak(actions[verb].message);
614 static int feed(token_t verb, token_t obj)
615 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
616 * mad. Bear, special. */
618 int spk = actions[verb].message;
622 } else if (obj == SNAKE ||
625 spk = NOTHING_EDIBLE;
626 if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
627 spk = RIDICULOUS_ATTEMPT;
630 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
634 } else if (obj == DWARF) {
639 } else if (obj == BEAR) {
640 if (game.prop[BEAR] == UNTAMED_BEAR)
641 spk = NOTHING_EDIBLE;
642 if (game.prop[BEAR] == BEAR_DEAD)
643 spk = RIDICULOUS_ATTEMPT;
646 game.prop[BEAR] = SITTING_BEAR;
651 } else if (obj == OGRE) {
661 int fill(token_t verb, token_t obj)
662 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
666 int spk = actions[verb].message;
668 spk = ARENT_CARRYING;
669 if (LIQLOC(game.loc) == 0)
671 if (LIQLOC(game.loc) == 0 ||
676 rspeak(SHATTER_VASE);
677 game.prop[VASE] = VASE_BROKEN;
678 game.fixed[VASE] = -1;
679 return (discard(verb, obj, true));
680 } else if (obj == URN) {
682 if (game.prop[URN] != URN_EMPTY) {
693 game.place[k] = LOC_NOWHERE;
694 game.prop[BOTTLE] = EMPTY_BOTTLE;
696 game.prop[URN] = URN_DARK;
697 spk = WATER_URN + game.prop[URN];
700 } else if (obj != NO_OBJECT && obj != BOTTLE) {
703 } else if (obj == NO_OBJECT && !HERE(BOTTLE))
706 if (LIQLOC(game.loc) == 0)
708 if (HERE(URN) && game.prop[URN] != URN_EMPTY)
712 if (spk == BOTTLED_WATER) {
713 /* FIXME: Arithmetic on property values */
714 game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
717 game.place[k] = CARRIED;
725 static int find(token_t verb, token_t obj)
726 /* Find. Might be carrying it, or it might be here. Else give caveat. */
729 rspeak(ALREADY_CARRYING);
734 rspeak(NEEDED_NEARBY);
739 (LIQUID() == obj && AT(BOTTLE)) ||
740 obj == LIQLOC(game.loc) ||
741 (obj == DWARF && atdwrf(game.loc) > 0)) {
747 rspeak(actions[verb].message);
751 static int fly(token_t verb, token_t obj)
752 /* Fly. Snide remarks unless hovering rug is here. */
754 if (obj == INTRANSITIVE) {
759 if (game.prop[RUG] != RUG_HOVER) {
760 rspeak(RUG_NOTHING2);
767 rspeak(actions[verb].message);
770 if (game.prop[RUG] != RUG_HOVER) {
771 rspeak(RUG_NOTHING1);
774 game.oldlc2 = game.oldloc;
775 game.oldloc = game.loc;
776 /* FIXME: Arithmetic on location values */
777 game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
779 if (game.prop[SAPPH] >= 0) {
787 static int inven(void)
788 /* Inventory. If object, treat same as find. Else report on current burden. */
791 for (int i = 1; i <= NOBJECTS; i++) {
799 pspeak(i, touch, -1, false);
808 static int light(token_t verb, token_t obj)
809 /* Light. Applicable only to lamp and urn. */
811 if (obj == INTRANSITIVE) {
812 if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
814 if (HERE(URN) && game.prop[URN] == URN_DARK)
816 if (obj == INTRANSITIVE ||
817 (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
818 HERE(URN) && game.prop[URN] == URN_DARK))
823 state_change(URN, game.prop[URN] == URN_EMPTY ?
829 rspeak(actions[verb].message);
832 if (game.limit < 0) {
836 state_change(LAMP, LAMP_BRIGHT);
844 static int listen(void)
845 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
847 long sound = locations[game.loc].sound;
848 if (sound != SILENT) {
850 if (!locations[game.loc].loud)
854 for (int i = 1; i <= NOBJECTS; i++) {
856 objects[i].sounds[0] == NULL ||
859 int mi = game.prop[i];
861 mi += 3 * game.blooded;
862 long packed_zzword = token_to_packed(game.zzword);
863 pspeak(i, hear, mi, true, packed_zzword);
865 /* FIXME: Magic number, sensitive to bird state logic */
866 if (i == BIRD && game.prop[i] == 5)
874 static int lock(token_t verb, token_t obj)
875 /* Lock, unlock, no object given. Assume various things if present. */
877 if (obj == INTRANSITIVE) {
888 if (obj == INTRANSITIVE) {
889 rspeak(NOTHING_LOCKED);
894 /* Lock, unlock object. Special stuff for opening clam/oyster
904 game.clock2 = PANICTIME;
908 state_change(GRATE, (verb == LOCK) ?
921 return bivalve(verb, obj);
923 rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
929 rspeak(CANNOT_UNLOCK);
932 rspeak(actions[verb].message);
938 static int pour(token_t verb, token_t obj)
939 /* Pour. If no object, or object is bottle, assume contents of bottle.
940 * special tests for pouring water or oil on plant or rusty door. */
945 if (obj == NO_OBJECT)
948 rspeak(actions[verb].message);
952 if (obj != OIL && obj != WATER) {
956 if (HERE(URN) && game.prop[URN] == URN_EMPTY)
957 return fill(verb, URN);
958 game.prop[BOTTLE] = EMPTY_BOTTLE;
959 game.place[obj] = LOC_NOWHERE;
967 /* cycle through the three plant states */
968 state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
969 game.prop[PLANT2] = game.prop[PLANT];
972 rspeak(SHAKING_LEAVES);
976 state_change(DOOR, (obj == OIL) ?
983 static int quit(void)
984 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
986 if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
991 static int read(struct command_t command)
992 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
994 if (command.obj == INTRANSITIVE) {
996 for (int i = 1; i <= NOBJECTS; i++) {
997 if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
998 command.obj = command.obj * NOBJECTS + i;
1000 if (command.obj > NOBJECTS ||
1006 if (DARK(game.loc)) {
1007 sspeak(NO_SEE, command.raw1);
1008 } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
1009 game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
1010 } else if (objects[command.obj].texts[0] == NULL ||
1011 game.prop[command.obj] < 0) {
1012 rspeak(actions[command.verb].message);
1014 pspeak(command.obj, study, game.prop[command.obj], true);
1018 static int reservoir(void)
1019 /* Z'ZZZ (word gets recomputed at startup; different each game). */
1021 /* FIXME: Arithmetic on state numbers */
1022 if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
1023 rspeak(NOTHING_HAPPENS);
1026 /* FIXME: Arithmetic on state numbers */
1027 pspeak(RESER, look, game.prop[RESER] + 1, true);
1028 game.prop[RESER] = 1 - game.prop[RESER];
1032 game.oldlc2 = game.loc;
1033 game.newloc = LOC_NOWHERE;
1035 return GO_TERMINATE;
1040 static int rub(token_t verb, token_t obj)
1041 /* Rub. Yields various snide remarks except for lit urn. */
1043 if (obj == URN && game.prop[URN] == URN_LIT) {
1045 drop(AMBER, game.loc);
1046 game.prop[AMBER] = AMBER_IN_ROCK;
1048 drop(CAVITY, game.loc);
1050 } else if (obj != LAMP) {
1051 rspeak(PECULIAR_NOTHING);
1053 rspeak(actions[verb].message);
1058 static int say(struct command_t *command)
1059 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
1061 if (command->wd2 > 0) {
1062 command->wd1 = command->wd2;
1063 strcpy(command->raw1, command->raw2);
1065 char word1[TOKLEN + 1];
1066 packed_to_token(command->wd1, word1);
1067 int wd = (int) get_vocab_id(word1);
1068 /* FIXME: magic numbers */
1069 if (wd == MOTION_WORD(XYZZY) ||
1070 wd == MOTION_WORD(PLUGH) ||
1071 wd == MOTION_WORD(PLOVER) ||
1072 wd == ACTION_WORD(GIANTWORDS) ||
1073 wd == ACTION_WORD(PART)) {
1074 /* FIXME: scribbles on the interpreter's command block */
1075 wordclear(&command->wd2);
1078 sspeak(OKEY_DOKEY, command->raw1);
1082 static int throw_support(long spk)
1085 drop(AXE, game.loc);
1089 static int throw (struct command_t *command)
1090 /* Throw. Same as discard unless axe. Then same as attack except
1091 * ignore bird, and if dwarf is present then one might be killed.
1092 * (Only way to do so!) Axe also special for dragon, bear, and
1093 * troll. Treasures special for troll. */
1095 if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
1096 command->obj = ROD2;
1097 if (!TOTING(command->obj)) {
1098 rspeak(actions[command->verb].message);
1101 if (objects[command->obj].is_treasure && AT(TROLL)) {
1102 /* Snarf a treasure for the troll. */
1103 drop(command->obj, LOC_NOWHERE);
1104 move(TROLL, LOC_NOWHERE);
1105 move(TROLL + NOBJECTS, LOC_NOWHERE);
1106 drop(TROLL2, objects[TROLL].plac);
1107 drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1109 rspeak(TROLL_SATISFIED);
1112 if (command->obj == FOOD && HERE(BEAR)) {
1113 /* But throwing food is another story. */
1114 command->obj = BEAR;
1115 return (feed(command->verb, command->obj));
1117 if (command->obj != AXE)
1118 return (discard(command->verb, command->obj, false));
1120 if (atdwrf(game.loc) <= 0) {
1121 if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1122 return throw_support(DRAGON_SCALES);
1124 return throw_support(TROLL_RETURNS);
1126 return throw_support(OGRE_DODGE);
1127 else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1128 /* This'll teach him to throw the axe at the bear! */
1129 drop(AXE, game.loc);
1130 game.fixed[AXE] = -1;
1132 state_change(AXE, AXE_LOST);
1135 command->obj = NO_OBJECT;
1136 return (attack(command));
1139 if (randrange(NDWARVES + 1) < game.dflag) {
1140 return throw_support(DWARF_DODGES);
1142 long i = atdwrf(game.loc);
1143 game.dseen[i] = false;
1144 game.dloc[i] = LOC_NOWHERE;
1145 return throw_support((++game.dkill == 1) ?
1152 static int wake(token_t verb, token_t obj)
1153 /* Wake. Only use is to disturb the dwarves. */
1157 rspeak(actions[verb].message);
1161 return GO_DWARFWAKE;
1165 static int wave(token_t verb, token_t obj)
1166 /* Wave. No effect unless waving rod at fissure or at bird. */
1173 rspeak(((!TOTING(obj)) && (obj != ROD ||
1176 actions[verb].message);
1180 if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1181 drop(JADE, game.loc);
1182 game.prop[JADE] = 0;
1184 rspeak(NECKLACE_FLY);
1188 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1191 return GO_DWARFWAKE;
1195 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1201 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1205 /* FIXME: Arithemetic on property values */
1206 game.prop[FISSURE] = 1 - game.prop[FISSURE];
1207 pspeak(FISSURE, look, 2 - game.prop[FISSURE], true);
1212 int action(struct command_t *command)
1213 /* Analyse a verb. Remember what it was, go back for object if second word
1214 * unless verb is "say", which snarfs arbitrary second word.
1217 if (command->part == unknown) {
1218 /* Analyse an object word. See if the thing is here, whether
1219 * we've got a verb yet, and so on. Object must be here
1220 * unless verb is "find" or "invent(ory)" (and no new verb
1221 * yet to be analysed). Water and oil are also funny, since
1222 * they are never actually dropped at any location, but might
1223 * be here inside the bottle or urn or as a feature of the
1225 if (HERE(command->obj))
1227 else if (command->obj == GRATE) {
1228 if (game.loc == LOC_START ||
1229 game.loc == LOC_VALLEY ||
1230 game.loc == LOC_SLIT) {
1231 command->obj = DPRSSN;
1233 if (game.loc == LOC_COBBLE ||
1234 game.loc == LOC_DEBRIS ||
1235 game.loc == LOC_AWKWARD ||
1236 game.loc == LOC_BIRD ||
1237 game.loc == LOC_PITTOP) {
1238 command->obj = ENTRNC;
1240 } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1242 else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
1243 command->obj == LIQLOC(game.loc))
1245 else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1248 } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1249 command->obj = PLANT2;
1251 } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1253 rspeak(KNIVES_VANISH);
1255 } else if (command->obj == ROD && HERE(ROD2)) {
1256 command->obj = ROD2;
1258 } else if ((command->verb == FIND ||
1259 command->verb == INVENTORY) && command->wd2 <= 0)
1262 sspeak(NO_SEE, command->raw1);
1266 if (command->wd2 > 0)
1268 if (command->verb != 0)
1269 command->part = transitive;
1272 switch (command->part) {
1274 if (command->wd2 > 0 && command->verb != SAY)
1276 if (command->verb == SAY)
1277 command->obj = command->wd2;
1278 if (command->obj == 0 ||
1279 command->obj == INTRANSITIVE) {
1280 /* Analyse an intransitive verb (ie, no object given yet). */
1281 switch (command->verb) {
1283 return vcarry(command->verb, INTRANSITIVE);
1289 return lock(command->verb, INTRANSITIVE);
1292 return (GO_CLEAROBJ);
1295 return lock(command->verb, INTRANSITIVE);
1297 return light(command->verb, INTRANSITIVE);
1299 return extinguish(command->verb, INTRANSITIVE);
1305 rspeak(actions[command->verb].message);
1309 return attack(command);
1311 return pour(command->verb, command->obj);
1313 return eat(command->verb, INTRANSITIVE);
1315 return drink(command->verb, command->obj);
1329 return fill(command->verb, command->obj);
1337 return bigwords(command->wd1);
1341 command->obj = INTRANSITIVE;
1342 return read(*command);
1352 return fly(command->verb, INTRANSITIVE);
1358 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1363 /* Analyse a transitive verb. */
1364 switch (command->verb) {
1366 return vcarry(command->verb, command->obj);
1368 return discard(command->verb, command->obj, false);
1370 return say(command);
1372 return lock(command->verb, command->obj);
1375 return (GO_CLEAROBJ);
1378 return lock(command->verb, command->obj);
1380 return light(command->verb, command->obj);
1382 return extinguish(command->verb, command->obj);
1384 return wave(command->verb, command->obj);
1386 rspeak(actions[command->verb].message);
1390 rspeak(actions[command->verb].message);
1394 return attack(command);
1396 return pour(command->verb, command->obj);
1398 return eat(command->verb, command->obj);
1400 return drink(command->verb, command->obj);
1402 return rub(command->verb, command->obj);
1404 return throw (command);
1406 rspeak(actions[command->verb].message);
1410 return find(command->verb, command->obj);
1412 return find(command->verb, command->obj);
1414 return feed(command->verb, command->obj);
1416 return fill(command->verb, command->obj);
1421 rspeak(actions[command->verb].message);
1425 rspeak(actions[command->verb].message);
1429 rspeak(actions[command->verb].message);
1433 return read(*command);
1435 return vbreak(command->verb, command->obj);
1437 return wake(command->verb, command->obj);
1439 rspeak(actions[command->verb].message);
1443 rspeak(actions[command->verb].message);
1447 return fly(command->verb, command->obj);
1449 rspeak(actions[command->verb].message);
1455 BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1458 /* Unknown verb, couldn't deduce object - might need hint */
1459 sspeak(WHAT_DO, command->raw1);
1460 return GO_CHECKHINT;
1462 BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE