7 /* Limit visibility of ugly globals. Eventually these should go away. */
8 extern long WD1, WD1X, WD2, WD2X;
11 * Action handlers. Eventually we'll do lookup through a method table
15 static int fill(token_t verb, token_t);
17 static int attack(FILE *input, long verb, token_t obj)
18 /* Attack. Assume target if unambiguous. "Throw" also links here.
19 * Attackable objects fall into two categories: enemies (snake,
20 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
21 * enemies, or no enemies but 2 others. */
23 int spk = ACTSPK[verb];
24 int d = ATDWRF(game.loc);
28 if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
29 if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
30 if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
31 if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
32 if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
33 if (obj > NOBJECTS) return GO_UNKNOWN;
35 /* Can't attack bird or machine by throwing axe. */
36 if (HERE(BIRD) && verb != THROW)obj=BIRD;
37 if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
38 /* Clam and oyster both treated as clam for intransitive case;
40 if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
41 if (obj > NOBJECTS) return GO_UNKNOWN;
56 PSPEAK(VEND,game.prop[VEND]+2);
57 game.prop[VEND]=3-game.prop[VEND];
61 if (obj == 0)spk=NO_TARGET;
62 if (obj == CLAM || obj == OYSTER)spk=SHELL_IMPERVIOUS;
63 if (obj == SNAKE)spk=SNAKE_WARNING;
64 if (obj == DWARF)spk=BARE_HANDS_QUERY;
65 if (obj == DWARF && game.closed) return GO_DWARFWAKE;
66 if (obj == DRAGON)spk=ALREADY_DEAD;
67 if (obj == TROLL)spk=ROCKY_TROLL;
68 if (obj == OGRE)spk=OGRE_DODGE;
69 if (obj == OGRE && d > 0) {
74 for (int i=1; i < PIRATE; i++) {
75 if (game.dloc[i] == game.loc) {
77 game.dloc[i] = LOC_LONGWEST;
81 spk=spk+1+1/dwarves; /* FIXME: Arithmetic on message numbers */
84 /* FIXME: Arithmetic on message numbers */
85 spk = BEAR_HANDS+(game.prop[BEAR]+1)/2;
86 else if (obj == DRAGON && game.prop[DRAGON] == 0) {
87 /* Fun stuff for dragon. If he insists on attacking it, win!
88 * Set game.prop to dead, move dragon to central loc (still
89 * fixed), move rug there (not fixed), and move him there,
90 * too. Then do a null motion to get new description. */
91 RSPEAK(BARE_HANDS_QUERY);
92 GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
93 if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
98 int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
99 MOVE(DRAGON+NOBJECTS,-1);
100 MOVE(RUG+NOBJECTS,0);
104 for (obj=1; obj<=NOBJECTS; obj++) {
105 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
116 static int bigwords(long foo)
117 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
118 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
119 * word zips the eggs back to the giant room (unless already there). */
122 int spk=NOTHING_HAPPENS;
123 if (game.foobar != 1-k) {
124 if (game.foobar != 0)spk=START_OVER;
134 if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
138 /* Bring back troll if we steal the eggs back from him before
140 if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
144 if (game.loc == PLAC[EGGS])k=0;
145 MOVE(EGGS,PLAC[EGGS]);
152 static int bivalve(token_t verb, token_t obj)
153 /* Clam/oyster actions */
156 bool is_oyster = (obj == OYSTER);
157 spk= is_oyster ? OYSTER_OPENS : PEARL_FALLS;
158 if (TOTING(obj))spk= is_oyster ? DROP_OYSTER : DROP_CLAM;
159 if (!TOTING(TRIDNT))spk= is_oyster ? OYSTER_OPENER : CLAM_OPENER;
160 if (verb == LOCK)spk=HUH_MAN;
161 if (spk == PEARL_FALLS) {
163 DROP(OYSTER,game.loc);
164 DROP(PEARL,LOC_CULDESAC);
170 static int blast(void)
171 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
173 if (game.prop[ROD2] < 0 || !game.closed)
175 RSPEAK(REQUIRES_DYNAMITE);
179 if (game.loc == LOC_NE)
185 return GO_CLEAROBJ; /* pacify compiler - we never get here */
188 static int vbreak(token_t verb, token_t obj)
189 /* Break. Only works for mirror in repository and, of course, the vase. */
191 int spk = ACTSPK[verb];
192 if (obj == MIRROR)spk=TOO_FAR;
193 if (obj == VASE && game.prop[VASE] == 0) {
194 if (TOTING(VASE))DROP(VASE,game.loc);
196 game.fixed[VASE]= -1;
199 if (obj == MIRROR && game.closed) {
200 RSPEAK(BREAK_MIRROR);
208 static int brief(void)
209 /* Brief. Intransitive only. Suppress long descriptions after first time. */
213 RSPEAK(BRIEF_CONFIRM);
217 static int carry(token_t verb, token_t obj)
218 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
219 * take one without the other). Liquids also special, since they depend on
220 * status of bottle. Also various side effects, etc. */
223 if (obj == INTRANSITIVE) {
224 /* Carry, no object given yet. OK if only one object present. */
225 if(game.atloc[game.loc] == 0 ||
226 game.link[game.atloc[game.loc]] != 0 ||
227 ATDWRF(game.loc) > 0)
229 obj=game.atloc[game.loc];
232 if (TOTING(obj)) {RSPEAK(ALREADY_CARRYING); return GO_CLEAROBJ;}
234 if (obj == PLANT && game.prop[PLANT] <= 0)spk=DEEP_ROOTS;
235 if (obj == BEAR && game.prop[BEAR] == 1)spk=BEAR_CHAINED;
236 if (obj == CHAIN && game.prop[BEAR] != 0)spk=STILL_LOCKED;
237 if (obj == URN)spk=URN_NOBUDGE;
238 if (obj == CAVITY)spk=DOUGHNUT_HOLES;
239 if (obj == BLOOD)spk=FEW_DROPS;
240 if (obj == RUG && game.prop[RUG] == 2)spk=RUG_HOVERS;
241 if (obj == SIGN)spk=HAND_PASSTHROUGH;
243 RSPEAK(REMOVE_MESSAGE);
247 if (game.fixed[obj] != 0) {
251 if (obj == WATER || obj == OIL) {
252 if (!HERE(BOTTLE) || LIQUID() != obj) {
253 if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
254 return(fill(verb, BOTTLE));
255 if (game.prop[BOTTLE] != 1)spk=BOTTLE_FULL;
256 if (!TOTING(BOTTLE))spk=NO_CONTAINER;
264 if (game.holdng >= INVLIMIT) {
268 else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
269 if (game.prop[BIRD] == 2) {
274 if (!TOTING(CAGE))spk=CANNOT_CARRY;
275 if (TOTING(ROD))spk=BIRD_EVADES;
276 if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
282 if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
283 CARRY(BIRD+CAGE-obj,game.loc);
285 if (obj == BOTTLE && LIQUID() != 0)
286 game.place[LIQUID()] = CARRIED;
287 if (GSTONE(obj) && game.prop[obj] != 0) {
295 static int chain(token_t verb)
296 /* Do something to the bear's chain */
301 if (game.prop[BEAR] == 0)spk=BEAR_BLOCKS;
302 if (game.prop[CHAIN] == 0)spk=ALREADY_UNLOCKED;
303 if (spk != CHAIN_UNLOCKED) {RSPEAK(spk); return GO_CLEAROBJ;}
306 if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
307 game.fixed[BEAR]=2-game.prop[BEAR];
310 if (game.prop[CHAIN] != 0)spk=ALREADY_LOCKED;
311 if (game.loc != PLAC[CHAIN])spk=NO_LOCKSITE;
312 if (spk != CHAIN_LOCKED) {
317 if (TOTING(CHAIN))DROP(CHAIN,game.loc);
318 game.fixed[CHAIN]= -1;
324 static int discard(token_t verb, token_t obj, bool just_do_it)
325 /* Discard object. "Throw" also comes here for most objects. Special cases for
326 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
327 * Drop coins at vending machine for extra batteries. */
329 int spk = ACTSPK[verb];
331 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
332 if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
333 if (obj == BIRD && HERE(SNAKE)) {
334 RSPEAK(BIRD_ATTACKS);
335 if (game.closed) return GO_DWARFWAKE;
337 /* Set game.prop for use by travel options */
340 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
344 if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
345 game.prop[RUG] == 2))) {
347 if (TOTING(RUG))spk=RUG_WIGGLES;
348 if (obj == RUBY)spk=RUG_SETTLES;
350 if (spk != RUG_WIGGLES) {
351 int k = 2-game.prop[RUG];
353 if (k == 2) k = PLAC[SAPPH];
354 MOVE(RUG+NOBJECTS, k);
357 } else if (obj == COINS && HERE(VEND)) {
359 DROP(BATTER,game.loc);
362 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
367 } else if (obj == BEAR && AT(TROLL)) {
368 RSPEAK(TROLL_SCAMPERS);
370 MOVE(TROLL+NOBJECTS,0);
371 MOVE(TROLL2,PLAC[TROLL]);
372 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
375 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
379 if (AT(PILLOW))game.prop[VASE]=0;
380 PSPEAK(VASE,game.prop[VASE]+1);
381 if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
385 if (k == obj)obj=BOTTLE;
386 if (obj == BOTTLE && k != 0)
387 game.place[k] = NOWHERE;
388 if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
390 if (obj != BIRD) return GO_CLEAROBJ;
392 if (FOREST(game.loc))game.prop[BIRD]=2;
396 static int drink(token_t verb, token_t obj)
397 /* Drink. If no object, assume water and look for it here. If water is in
398 * the bottle, drink that, else must be at a water loc, so drink stream. */
400 int spk = ACTSPK[verb];
401 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
404 if (obj != 0 && obj != WATER)spk=RIDICULOUS_ATTEMPT;
405 if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
406 game.prop[BOTTLE] = 1;
407 game.place[WATER] = NOWHERE;
413 OBJSND[BIRD]=OBJSND[BIRD]+3;
420 static int eat(token_t verb, token_t obj)
421 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
422 * ok, some things lose appetite, rest are ridiculous. */
424 int spk = ACTSPK[verb];
425 if (obj == INTRANSITIVE) {
429 spk=THANKS_DELICIOUS;
433 spk=THANKS_DELICIOUS;
435 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
436 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
437 OGRE)spk=LOST_APPETITE;
443 static int extinguish(token_t verb, int obj)
444 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
446 int spk = ACTSPK[verb];
447 if (obj == INTRANSITIVE) {
448 if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
449 if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
450 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
454 game.prop[URN]=game.prop[URN]/2;
457 else if (obj == LAMP) {
460 spk = DARK(game.loc) ? PITCH_DARK : ARB_0;
462 else if (obj == DRAGON || obj == VOLCAN)
468 static int feed(token_t verb, token_t obj)
469 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
470 * mad. Bear, special. */
472 int spk = ACTSPK[verb];
477 else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
479 if (obj == DRAGON && game.prop[DRAGON] != 0)spk=RIDICULOUS_ATTEMPT;
480 if (obj == TROLL)spk=TROLL_VICES;
481 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
487 else if (obj == DWARF) {
493 else if (obj == BEAR) {
494 if (game.prop[BEAR] == 0)spk=NOTHING_EDIBLE;
495 if (game.prop[BEAR] == 3)spk=RIDICULOUS_ATTEMPT;
504 else if (obj == OGRE) {
514 int fill(token_t verb, token_t obj)
515 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
519 int spk = ACTSPK[verb];
522 if (LIQLOC(game.loc) == 0)spk=FILL_INVALID;
523 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
527 RSPEAK(SHATTER_VASE);
529 game.fixed[VASE]= -1;
530 return(discard(verb, obj, true));
532 else if (obj == URN) {
534 if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
537 if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;}
538 game.place[k] = NOWHERE;
539 game.prop[BOTTLE] = 1;
540 if (k == OIL)game.prop[URN]=1;
541 spk=WATER_URN+game.prop[URN];
545 else if (obj != 0 && obj != BOTTLE) {
549 else if (obj == 0 && !HERE(BOTTLE))
552 if (LIQLOC(game.loc) == 0)
554 if (HERE(URN) && game.prop[URN] != 0)
559 game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
562 game.place[k] = CARRIED;
570 static int find(token_t verb, token_t obj)
571 /* Find. Might be carrying it, or it might be here. Else give caveat. */
573 int spk = ACTSPK[verb];
575 (LIQUID() == obj && AT(BOTTLE)) ||
576 obj == LIQLOC(game.loc) ||
577 (obj == DWARF && ATDWRF(game.loc) > 0))
579 if (game.closed)spk=NEEDED_NEreplace;
580 if (TOTING(obj))spk=ALREADY_CARRYING;
585 static int fly(token_t verb, token_t obj)
586 /* Fly. Snide remarks unless hovering rug is here. */
588 int spk = ACTSPK[verb];
589 if (obj == INTRANSITIVE) {
590 if (game.prop[RUG] != 2)spk=RUG_NOTHING2;
591 if (!HERE(RUG))spk=FLAP_ARMS;
592 if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
604 if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
605 game.oldlc2=game.oldloc;
606 game.oldloc=game.loc;
607 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
609 if (game.prop[SAPPH] >= 0)
615 static int inven(void)
616 /* Inventory. If object, treat same as find. Else report on current burden. */
619 for (int i=1; i<=NOBJECTS; i++) {
620 if (i == BEAR || !TOTING(i))
635 int light(token_t verb, token_t obj)
636 /* Light. Applicable only to lamp and urn. */
638 int spk = ACTSPK[verb];
639 if (obj == INTRANSITIVE) {
640 if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
641 if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
642 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
647 if (game.prop[URN] == 0)
648 {RSPEAK(spk); return GO_CLEAROBJ;}
660 if (game.limit < 0) {
673 static int listen(void)
674 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
681 if (k < 0) return GO_CLEAROBJ;
684 SETPRM(1,game.zzword,0);
685 for (int i=1; i<=NOBJECTS; i++) {
686 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
688 PSPEAK(i,OBJSND[i]+game.prop[i]);
690 if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
697 static int lock(token_t verb, token_t obj)
698 /* Lock, unlock, no object given. Assume various things if present. */
700 int spk = ACTSPK[verb];
701 if (obj == INTRANSITIVE) {
703 if (HERE(CLAM))obj=CLAM;
704 if (HERE(OYSTER))obj=OYSTER;
705 if (AT(DOOR))obj=DOOR;
706 if (AT(GRATE))obj=GRATE;
707 if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
708 if (HERE(CHAIN))obj=CHAIN;
709 if (obj == 0) {RSPEAK(spk); return GO_CLEAROBJ;}
712 /* Lock, unlock object. Special stuff for opening clam/oyster
714 if (obj == CLAM || obj == OYSTER)
715 return bivalve(verb, obj);
716 if (obj == DOOR)spk=RUSTY_DOOR;
717 if (obj == DOOR && game.prop[DOOR] == 1)spk=OK_MAN;
718 if (obj == CAGE)spk=NO_LOCK;
719 if (obj == KEYS)spk=CANNOT_UNLOCK;
720 if (obj == GRATE || obj == CHAIN) {
727 if (!game.panic)game.clock2=15;
730 spk=game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
732 if (verb == LOCK)game.prop[GRATE]=0;
733 spk=game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
741 static int pour(token_t verb, token_t obj)
742 /* Pour. If no object, or object is bottle, assume contents of bottle.
743 * special tests for pouring water or oil on plant or rusty door. */
745 int spk = ACTSPK[verb];
746 if (obj == BOTTLE || obj == 0)obj=LIQUID();
747 if (obj == 0) return GO_UNKNOWN;
748 if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
750 if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
751 if (HERE(URN) && game.prop[URN] == 0)
752 return fill(verb, URN);
753 game.prop[BOTTLE] = 1;
754 game.place[obj] = NOWHERE;
756 if (!(AT(PLANT) || AT(DOOR)))
757 {RSPEAK(spk); return GO_CLEAROBJ;}
760 if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
761 PSPEAK(PLANT,game.prop[PLANT]+3);
762 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
763 game.prop[PLANT2]=game.prop[PLANT];
767 if (obj == OIL)game.prop[DOOR]=1;
768 spk=RUSTED_HINGES+game.prop[DOOR];
774 static int quit(FILE *input)
775 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
777 if (YES(input,REALLY_QUIT,OK_MAN,OK_MAN))
782 static int read(FILE *input, token_t verb, token_t obj)
783 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
785 int spk = ACTSPK[verb];
786 if (obj == INTRANSITIVE) {
788 for (int i=1; i<=NOBJECTS; i++) {
789 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
790 obj = obj * NOBJECTS + i;
792 if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
795 if (DARK(game.loc)) {
800 if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
804 if (obj == OYSTER && !game.clshnt) {
805 game.clshnt=YES(input,CLUE_QUERY,WAYOUT_CLUE,OK_MAN);
808 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
812 static int reservoir(void)
813 /* Z'ZZZ (word gets recomputed at startup; different each game). */
815 if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {
819 PSPEAK(RESER,game.prop[RESER]+1);
820 game.prop[RESER]=1-game.prop[RESER];
824 game.oldlc2=game.loc;
832 static int rub(token_t verb, token_t obj)
833 /* Rub. Yields various snide remarks except for lit urn. */
835 int spk = ACTSPK[verb];
837 spk=PECULIAR_NOTHING;
838 if (obj == URN && game.prop[URN] == 2) {
840 DROP(AMBER,game.loc);
843 DROP(CAVITY,game.loc);
851 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
853 /* FIXME: ugly use of globals */
859 int wd=VOCAB(WD1,-1);
860 /* FIXME: Magic numbers */
861 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
870 static int throw_support(long spk)
877 static int throw(FILE *cmdin, long verb, token_t obj)
878 /* Throw. Same as discard unless axe. Then same as attack except
879 * ignore bird, and if dwarf is present then one might be killed.
880 * (Only way to do so!) Axe also special for dragon, bear, and
881 * troll. Treasures special for troll. */
883 int spk = ACTSPK[verb];
884 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
889 if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
891 /* Snarf a treasure for the troll. */
894 MOVE(TROLL+NOBJECTS,0);
895 DROP(TROLL2,PLAC[TROLL]);
896 DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
901 if (obj == FOOD && HERE(BEAR)) {
902 /* But throwing food is another story. */
904 return(feed(verb, obj));
907 return(discard(verb, obj, false));
908 int i=ATDWRF(game.loc);
910 if (AT(DRAGON) && game.prop[DRAGON] == 0) {
912 return throw_support(spk);
916 return throw_support(spk);
920 return throw_support(spk);
922 if (HERE(BEAR) && game.prop[BEAR] == 0) {
923 /* This'll teach him to throw the axe at the bear! */
929 {RSPEAK(spk); return GO_CLEAROBJ;}
931 return(attack(cmdin, verb, 0));
934 if (randrange(NDWARVES+1) < game.dflag) {
936 return throw_support(spk);
942 if (game.dkill == 1)spk=DWARF_SMOKE;
944 return throw_support(spk);
947 static int vscore(void)
948 /* Score. Call scoring routine but tell it to return. */
954 static int wake(token_t verb, token_t obj)
955 /* Wake. Only use is to disturb the dwarves. */
957 if (obj != DWARF || !game.closed)
959 RSPEAK(ACTSPK[verb]);
966 static int wave(token_t verb, token_t obj)
967 /* Wave. No effect unless waving rod at fissure or at bird. */
969 int spk = ACTSPK[verb];
970 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk=ARENT_CARRYING;
973 (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
977 if (HERE(BIRD))spk=FREE_FLY+MOD(game.prop[BIRD],2);
978 if (spk == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
990 if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;}
991 if (HERE(BIRD))RSPEAK(spk);
992 game.prop[FISSUR]=1-game.prop[FISSUR];
993 PSPEAK(FISSUR,2-game.prop[FISSUR]);
998 int action(FILE *input, enum speechpart part, long verb, token_t obj)
999 /* Analyse a verb. Remember what it was, go back for object if second word
1000 * unless verb is "say", which snarfs arbitrary second word.
1003 token_t spk=ACTSPK[verb];
1005 if (part == unknown)
1007 /* Analyse an object word. See if the thing is here, whether
1008 * we've got a verb yet, and so on. Object must be here
1009 * unless verb is "find" or "invent(ory)" (and no new verb
1010 * yet to be analysed). Water and oil are also funny, since
1011 * they are never actually dropped at any location, but might
1012 * be here inside the bottle or urn or as a feature of the
1016 else if (obj == GRATE) {
1017 if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1019 /* FIXME: Arithmetic on location numbers */
1020 if (game.loc > LOC_BELOWGRATE && game.loc < LOC_MISTHALL)
1025 else if (obj == DWARF && ATDWRF(game.loc) > 0)
1027 else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
1029 else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1033 else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1037 else if (obj == KNIFE && game.knfloc == game.loc) {
1043 else if (obj == ROD && HERE(ROD2)) {
1047 else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
1064 if (WD2 > 0 && verb != SAY) return(2800);
1065 if (verb == SAY)obj=WD2;
1066 if (obj == 0 || obj == INTRANSITIVE) {
1067 /* Analyse an intransitive verb (ie, no object given yet). */
1069 case 0: /* CARRY */ return carry(verb, INTRANSITIVE);
1070 case 1: /* DROP */ return GO_UNKNOWN;
1071 case 2: /* SAY */ return GO_UNKNOWN;
1072 case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
1073 case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
1074 case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
1075 case 6: /* LIGHT */ return light(verb, INTRANSITIVE);
1076 case 7: /* EXTIN */ return extinguish(verb, INTRANSITIVE);
1077 case 8: /* WAVE */ return GO_UNKNOWN;
1078 case 9: /* CALM */ return GO_UNKNOWN;
1079 case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
1080 case 11: /* ATTAC */ return attack(input, verb, obj);
1081 case 12: /* POUR */ return pour(verb, obj);
1082 case 13: /* EAT */ return eat(verb, INTRANSITIVE);
1083 case 14: /* DRINK */ return drink(verb, obj);
1084 case 15: /* RUB */ return GO_UNKNOWN;
1085 case 16: /* TOSS */ return GO_UNKNOWN;
1086 case 17: /* QUIT */ return quit(input);
1087 case 18: /* FIND */ return GO_UNKNOWN;
1088 case 19: /* INVEN */ return inven();
1089 case 20: /* FEED */ return GO_UNKNOWN;
1090 case 21: /* FILL */ return fill(verb, obj);
1091 case 22: /* BLAST */ return blast();
1092 case 23: /* SCOR */ return vscore();
1093 case 24: /* FOO */ return bigwords(WD1);
1094 case 25: /* BRIEF */ return brief();
1095 case 26: /* READ */ return read(input, verb, INTRANSITIVE);
1096 case 27: /* BREAK */ return GO_UNKNOWN;
1097 case 28: /* WAKE */ return GO_UNKNOWN;
1098 case 29: /* SUSP */ return saveresume(input, false);
1099 case 30: /* RESU */ return saveresume(input, true);
1100 case 31: /* FLY */ return fly(verb, INTRANSITIVE);
1101 case 32: /* LISTE */ return listen();
1102 case 33: /* ZZZZ */ return reservoir();
1108 /* Analyse a transitive verb. */
1110 case 0: /* CARRY */ return carry(verb, obj);
1111 case 1: /* DROP */ return discard(verb, obj, false);
1112 case 2: /* SAY */ return say();
1113 case 3: /* UNLOC */ return lock(verb, obj);
1114 case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
1115 case 5: /* LOCK */ return lock(verb, obj);
1116 case 6: /* LIGHT */ return light(verb, obj);
1117 case 7: /* EXTI */ return extinguish(verb, obj);
1118 case 8: /* WAVE */ return wave(verb, obj);
1119 case 9: /* CALM */ {RSPEAK(spk); return GO_CLEAROBJ;}
1120 case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
1121 case 11: /* ATTAC */ return attack(input, verb, obj);
1122 case 12: /* POUR */ return pour(verb, obj);
1123 case 13: /* EAT */ return eat(verb, obj);
1124 case 14: /* DRINK */ return drink(verb, obj);
1125 case 15: /* RUB */ return rub(verb, obj);
1126 case 16: /* TOSS */ return throw(input, verb, obj);
1127 case 17: /* QUIT */ {RSPEAK(spk); return GO_CLEAROBJ;}
1128 case 18: /* FIND */ return find(verb, obj);
1129 case 19: /* INVEN */ return find(verb, obj);
1130 case 20: /* FEED */ return feed(verb, obj);
1131 case 21: /* FILL */ return fill(verb, obj);
1132 case 22: /* BLAST */ return blast();
1133 case 23: /* SCOR */ {RSPEAK(spk); return GO_CLEAROBJ;}
1134 case 24: /* FOO */ {RSPEAK(spk); return GO_CLEAROBJ;}
1135 case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;}
1136 case 26: /* READ */ return read(input, verb, obj);
1137 case 27: /* BREAK */ return vbreak(verb, obj);
1138 case 28: /* WAKE */ return wake(verb, obj);
1139 case 29: /* SUSP */ {RSPEAK(spk); return GO_CLEAROBJ;}
1140 case 30: /* RESU */ {RSPEAK(spk); return GO_CLEAROBJ;}
1141 case 31: /* FLY */ return fly(verb, obj);
1142 case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;}
1143 case 33: /* ZZZZ */ return reservoir();
1147 /* Unknown verb, couldn't deduce object - might need hint */
1150 return GO_CHECKHINT;