7 static int fill(token_t, token_t);
9 static void state_change(long obj, long state)
10 /* Object must have a change-message list for this to be useful; only some do */
12 game.prop[obj] = state;
13 pspeak(obj, change, state, true);
16 static int attack(struct command_t *command)
17 /* Attack. Assume target if unambiguous. "Throw" also links here.
18 * Attackable objects fall into two categories: enemies (snake,
19 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
20 * enemies, or no enemies but 2 others. */
22 vocab_t verb = command->verb;
23 vocab_t obj = command->obj;
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)) {
85 game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
90 switch (game.prop[BEAR]) {
95 rspeak(BEAR_CONFUSED);
98 rspeak(BEAR_CONFUSED);
101 rspeak(ALREADY_DEAD);
106 if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
107 /* Fun stuff for dragon. If he insists on attacking it, win!
108 * Set game.prop to dead, move dragon to central loc (still
109 * fixed), move rug there (not fixed), and move him there,
110 * too. Then do a null motion to get new description. */
111 rspeak(BARE_HANDS_QUERY);
113 // FIXME: setting wd1 is a workaround for broken logic
114 command->wd1 = token_to_packed("Y");
116 // FIXME: setting wd1 is a workaround for broken logic
117 command->wd1 = token_to_packed("N");
120 state_change(DRAGON, DRAGON_DEAD);
121 game.prop[RUG] = RUG_FLOOR;
122 /* FIXME: Arithmetic on location values */
123 int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
124 move(DRAGON + NOBJECTS, -1);
125 move(RUG + NOBJECTS, 0);
129 for (obj = 1; obj <= NOBJECTS; obj++) {
130 if (game.place[obj] == objects[DRAGON].plac ||
131 game.place[obj] == objects[DRAGON].fixd)
140 if (atdwrf(game.loc) == 0)
143 rspeak(KNIFE_THROWN);
146 for (int i = 1; i < PIRATE; i++) {
147 if (game.dloc[i] == game.loc) {
149 game.dloc[i] = LOC_LONGWEST;
150 game.dseen[i] = false;
153 rspeak((dwarves > 1) ?
165 rspeak(SHELL_IMPERVIOUS);
168 rspeak(SNAKE_WARNING);
174 rspeak(BARE_HANDS_QUERY);
177 rspeak(ALREADY_DEAD);
183 rspeak(actions[verb].message);
188 static int bigwords(token_t foo)
189 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
190 * Look up foo in special section of vocab to determine which word we've got.
191 * Last word zips the eggs back to the giant room (unless already there). */
193 char word[TOKLEN + 1];
194 packed_to_token(foo, word);
195 int k = (int) get_special_vocab_id(word);
196 if (game.foobar != 1 - k) {
197 if (game.foobar != 0 && game.loc == LOC_GIANTROOM) {
200 rspeak(NOTHING_HAPPENS);
210 if (game.place[EGGS] == objects[EGGS].plac ||
211 (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
212 rspeak(NOTHING_HAPPENS);
215 /* Bring back troll if we steal the eggs back from him before
217 if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
218 game.prop[TROLL] = TROLL_PAIDONCE;
222 if (game.loc == objects[EGGS].plac)
224 move(EGGS, objects[EGGS].plac);
225 pspeak(EGGS, look, k, true);
231 static void blast(void)
232 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
234 if (game.prop[ROD2] < 0 ||
236 rspeak(REQUIRES_DYNAMITE);
238 game.bonus = VICTORY_MESSAGE;
239 if (game.loc == LOC_NE)
240 game.bonus = DEFEAT_MESSAGE;
242 game.bonus = SPLATTER_MESSAGE;
248 static int vbreak(token_t verb, token_t obj)
249 /* Break. Only works for mirror in repository and, of course, the vase. */
253 rspeak(BREAK_MIRROR);
260 if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
262 drop(VASE, game.loc);
263 state_change(VASE, VASE_BROKEN);
264 game.fixed[VASE] = IS_FIXED;
267 rspeak(actions[verb].message);
268 return (GO_CLEAROBJ);
271 static int brief(void)
272 /* Brief. Intransitive only. Suppress long descriptions after first time. */
276 rspeak(BRIEF_CONFIRM);
280 static int vcarry(token_t verb, token_t obj)
281 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
282 * take one without the other). Liquids also special, since they depend on
283 * status of bottle. Also various side effects, etc. */
285 if (obj == INTRANSITIVE) {
286 /* Carry, no object given yet. OK if only one object present. */
287 if (game.atloc[game.loc] == 0 ||
288 game.link[game.atloc[game.loc]] != 0 ||
289 atdwrf(game.loc) > 0)
291 obj = game.atloc[game.loc];
295 rspeak(ALREADY_CARRYING);
300 rspeak(REMOVE_MESSAGE);
305 if (game.fixed[obj] != IS_FREE) {
306 if (obj == PLANT && game.prop[PLANT] <= 0) { // FIXME: magical state assertion
310 if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) {
311 rspeak(BEAR_CHAINED);
314 if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) {
315 rspeak(STILL_LOCKED);
323 rspeak(DOUGHNUT_HOLES);
330 if (obj == RUG && game.prop[RUG] == RUG_HOVER) {
335 rspeak(HAND_PASSTHROUGH);
346 if (TOTING(BOTTLE)) {
347 if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
348 return (fill(verb, BOTTLE));
349 } else if (game.prop[BOTTLE] != EMPTY_BOTTLE)
353 rspeak(NO_CONTAINER);
359 if (game.holdng >= INVLIMIT) {
365 if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
366 if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
372 rspeak(CANNOT_CARRY);
379 game.prop[BIRD] = BIRD_CAGED;
383 (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
384 /* expression maps BIRD to CAGE and CAGE to BIRD */
385 carry(BIRD + CAGE - obj, game.loc);
386 carry(obj, game.loc);
387 if (obj == BOTTLE && LIQUID() != NO_OBJECT)
388 game.place[LIQUID()] = CARRIED;
389 if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
390 game.prop[obj] = STATE_FOUND;
391 game.prop[CAVITY] = CAVITY_EMPTY;
397 static int chain(token_t verb)
398 /* Do something to the bear's chain */
401 if (game.prop[BEAR] == UNTAMED_BEAR) {
405 if (game.prop[CHAIN] == CHAIN_HEAP) {
406 rspeak(ALREADY_UNLOCKED);
409 game.prop[CHAIN] = CHAIN_HEAP;
410 game.fixed[CHAIN] = IS_FREE;
411 if (game.prop[BEAR] != BEAR_DEAD)
412 game.prop[BEAR] = CONTENTED_BEAR;
414 switch (game.prop[BEAR]) {
416 game.fixed[BEAR] = IS_FIXED;
419 game.fixed[BEAR] = IS_FREE;
421 rspeak(CHAIN_UNLOCKED);
425 if (game.prop[CHAIN] != CHAIN_HEAP) {
426 rspeak(ALREADY_LOCKED);
429 if (game.loc != objects[CHAIN].plac) {
434 game.prop[CHAIN] = CHAIN_FIXED;
437 drop(CHAIN, game.loc);
438 game.fixed[CHAIN] = IS_FIXED;
440 rspeak(CHAIN_LOCKED);
444 static int discard(token_t verb, token_t obj, bool just_do_it)
445 /* Discard object. "Throw" also comes here for most objects. Special cases for
446 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
447 * Drop coins at vending machine for extra batteries. */
450 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
453 rspeak(actions[verb].message);
456 if (obj == BIRD && HERE(SNAKE)) {
457 rspeak(BIRD_ATTACKS);
461 /* Set game.prop for use by travel options */
462 game.prop[SNAKE] = SNAKE_CHASED;
464 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
466 game.prop[obj] = STATE_IN_CAVITY;
467 game.prop[CAVITY] = CAVITY_FULL;
468 if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
469 (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
476 if (spk != RUG_WIGGLES) {
477 /* FIXME: Arithmetic on state numbers */
478 int k = 2 - game.prop[RUG];
481 k = objects[SAPPH].plac;
482 move(RUG + NOBJECTS, k);
485 } else if (obj == COINS && HERE(VEND)) {
487 drop(BATTERY, game.loc);
488 pspeak(BATTERY, look, FRESH_BATTERIES, true);
490 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
494 } else if (obj == BEAR && AT(TROLL)) {
495 state_change(TROLL, TROLL_GONE);
496 move(TROLL, LOC_NOWHERE);
497 move(TROLL + NOBJECTS, LOC_NOWHERE);
498 move(TROLL2, objects[TROLL].plac);
499 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
501 } else if (obj != VASE ||
502 game.loc == objects[PILLOW].plac) {
505 state_change(VASE, AT(PILLOW)
508 if (game.prop[VASE] != VASE_WHOLE)
509 game.fixed[VASE] = IS_FIXED;
515 if (obj == BOTTLE && k != NO_OBJECT)
516 game.place[k] = LOC_NOWHERE;
517 if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
518 drop(BIRD, game.loc);
522 game.prop[BIRD] = BIRD_UNCAGED;
523 if (FOREST(game.loc))
524 game.prop[BIRD] = BIRD_FOREST_UNCAGED;
528 static int drink(token_t verb, token_t obj)
529 /* Drink. If no object, assume water and look for it here. If water is in
530 * the bottle, drink that, else must be at a water loc, so drink stream. */
532 if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER &&
533 (LIQUID() != WATER || !HERE(BOTTLE))) {
539 state_change(DRAGON, DRAGON_BLOODLESS);
544 if (obj != NO_OBJECT && obj != WATER) {
545 rspeak(RIDICULOUS_ATTEMPT);
548 if (LIQUID() == WATER && HERE(BOTTLE)) {
549 game.place[WATER] = LOC_NOWHERE;
550 state_change(BOTTLE, EMPTY_BOTTLE);
554 rspeak(actions[verb].message);
558 static int eat(token_t verb, token_t obj)
559 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
560 * ok, some things lose appetite, rest are ridiculous. */
562 if (obj == INTRANSITIVE) {
566 rspeak(THANKS_DELICIOUS);
571 rspeak(THANKS_DELICIOUS);
583 rspeak(LOST_APPETITE);
586 rspeak(actions[verb].message);
590 static int extinguish(token_t verb, int obj)
591 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
593 if (obj == INTRANSITIVE) {
594 if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
596 if (HERE(URN) && game.prop[URN] == URN_LIT)
598 if (obj == INTRANSITIVE)
603 if (game.prop[URN] != URN_EMPTY) {
604 state_change(URN, URN_DARK);
606 pspeak(URN, change, URN_DARK, true);
612 state_change(LAMP, LAMP_DARK);
613 rspeak(DARK(game.loc) ?
621 rspeak(BEYOND_POWER);
625 rspeak(actions[verb].message);
629 static int feed(token_t verb, token_t obj)
630 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
631 * mad. Bear, special. */
633 int spk = actions[verb].message;
637 } else if (obj == SNAKE ||
640 spk = NOTHING_EDIBLE;
641 if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
642 spk = RIDICULOUS_ATTEMPT;
645 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
649 } else if (obj == DWARF) {
654 } else if (obj == BEAR) {
655 if (game.prop[BEAR] == UNTAMED_BEAR)
656 spk = NOTHING_EDIBLE;
657 if (game.prop[BEAR] == BEAR_DEAD)
658 spk = RIDICULOUS_ATTEMPT;
661 game.prop[BEAR] = SITTING_BEAR;
662 game.fixed[AXE] = IS_FREE;
663 game.prop[AXE] = AXE_HERE;
666 } else if (obj == OGRE) {
676 int fill(token_t verb, token_t obj)
677 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
681 if (LIQLOC(game.loc) == NO_OBJECT) {
682 rspeak(FILL_INVALID);
686 rspeak(ARENT_CARRYING);
689 rspeak(SHATTER_VASE);
690 game.prop[VASE] = VASE_BROKEN;
691 game.fixed[VASE] = IS_FIXED;
692 return (discard(verb, VASE, true));
696 if (game.prop[URN] != URN_EMPTY) {
701 rspeak(FILL_INVALID);
707 game.prop[BOTTLE] = EMPTY_BOTTLE;
711 game.prop[URN] = URN_DARK;
712 game.prop[BOTTLE] = EMPTY_BOTTLE;
717 rspeak(FILL_INVALID);
720 game.place[k] = LOC_NOWHERE;
723 if (obj != NO_OBJECT && obj != BOTTLE) {
724 rspeak(actions[verb].message);
727 if (obj == NO_OBJECT && !HERE(BOTTLE))
730 if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
734 if (LIQUID() != NO_OBJECT) {
738 if (LIQLOC(game.loc) == NO_OBJECT) {
743 state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
747 game.place[LIQUID()] = CARRIED;
751 static int find(token_t verb, token_t obj)
752 /* Find. Might be carrying it, or it might be here. Else give caveat. */
755 rspeak(ALREADY_CARRYING);
760 rspeak(NEEDED_NEARBY);
765 (LIQUID() == obj && AT(BOTTLE)) ||
766 obj == LIQLOC(game.loc) ||
767 (obj == DWARF && atdwrf(game.loc) > 0)) {
773 rspeak(actions[verb].message);
777 static int fly(token_t verb, token_t obj)
778 /* Fly. Snide remarks unless hovering rug is here. */
780 if (obj == INTRANSITIVE) {
785 if (game.prop[RUG] != RUG_HOVER) {
786 rspeak(RUG_NOTHING2);
793 rspeak(actions[verb].message);
796 if (game.prop[RUG] != RUG_HOVER) {
797 rspeak(RUG_NOTHING1);
800 game.oldlc2 = game.oldloc;
801 game.oldloc = game.loc;
802 /* FIXME: Arithmetic on location values */
803 game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
805 if (game.prop[SAPPH] >= 0) {
813 static int inven(void)
814 /* Inventory. If object, treat same as find. Else report on current burden. */
817 for (int i = 1; i <= NOBJECTS; i++) {
825 pspeak(i, touch, -1, false);
834 static int light(token_t verb, token_t obj)
835 /* Light. Applicable only to lamp and urn. */
837 if (obj == INTRANSITIVE) {
838 if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
840 if (HERE(URN) && game.prop[URN] == URN_DARK)
842 if (obj == INTRANSITIVE ||
843 (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
844 HERE(URN) && game.prop[URN] == URN_DARK))
849 state_change(URN, game.prop[URN] == URN_EMPTY ?
855 rspeak(actions[verb].message);
858 if (game.limit < 0) {
862 state_change(LAMP, LAMP_BRIGHT);
870 static int listen(void)
871 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
873 long sound = locations[game.loc].sound;
874 if (sound != SILENT) {
876 if (!locations[game.loc].loud)
880 for (int i = 1; i <= NOBJECTS; i++) {
882 objects[i].sounds[0] == NULL ||
885 int mi = game.prop[i];
887 mi += 3 * game.blooded;
888 long packed_zzword = token_to_packed(game.zzword);
889 pspeak(i, hear, mi, true, packed_zzword);
891 /* FIXME: Magic number, sensitive to bird state logic */
892 if (i == BIRD && game.prop[i] == 5)
900 static int lock(token_t verb, token_t obj)
901 /* Lock, unlock, no object given. Assume various things if present. */
903 if (obj == INTRANSITIVE) {
914 if (obj == INTRANSITIVE) {
915 rspeak(NOTHING_LOCKED);
920 /* Lock, unlock object. Special stuff for opening clam/oyster
930 game.clock2 = PANICTIME;
934 state_change(GRATE, (verb == LOCK) ?
948 else if (!TOTING(TRIDENT))
949 rspeak(OYSTER_OPENER);
952 drop(OYSTER, game.loc);
953 drop(PEARL, LOC_CULDESAC);
961 rspeak(OYSTER_OPENER);
965 rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
971 rspeak(CANNOT_UNLOCK);
974 rspeak(actions[verb].message);
980 static int pour(token_t verb, token_t obj)
981 /* Pour. If no object, or object is bottle, assume contents of bottle.
982 * special tests for pouring water or oil on plant or rusty door. */
987 if (obj == NO_OBJECT)
990 rspeak(actions[verb].message);
994 if (obj != OIL && obj != WATER) {
998 if (HERE(URN) && game.prop[URN] == URN_EMPTY)
999 return fill(verb, URN);
1000 game.prop[BOTTLE] = EMPTY_BOTTLE;
1001 game.place[obj] = LOC_NOWHERE;
1009 /* cycle through the three plant states */
1010 state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
1011 game.prop[PLANT2] = game.prop[PLANT];
1014 rspeak(SHAKING_LEAVES);
1018 state_change(DOOR, (obj == OIL) ?
1025 static int quit(void)
1026 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
1028 if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
1029 terminate(quitgame);
1033 static int read(struct command_t command)
1034 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
1036 if (command.obj == INTRANSITIVE) {
1038 for (int i = 1; i <= NOBJECTS; i++) {
1039 if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
1040 command.obj = command.obj * NOBJECTS + i;
1042 if (command.obj > NOBJECTS ||
1048 if (DARK(game.loc)) {
1049 sspeak(NO_SEE, command.raw1);
1050 } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
1051 game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
1052 } else if (objects[command.obj].texts[0] == NULL ||
1053 game.prop[command.obj] < 0) {
1054 rspeak(actions[command.verb].message);
1056 pspeak(command.obj, study, game.prop[command.obj], true);
1060 static int reservoir(void)
1061 /* Z'ZZZ (word gets recomputed at startup; different each game). */
1063 /* FIXME: Arithmetic on state numbers */
1064 if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
1065 rspeak(NOTHING_HAPPENS);
1069 game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
1073 game.oldlc2 = game.loc;
1074 game.newloc = LOC_NOWHERE;
1076 return GO_TERMINATE;
1081 static int rub(token_t verb, token_t obj)
1082 /* Rub. Yields various snide remarks except for lit urn. */
1084 if (obj == URN && game.prop[URN] == URN_LIT) {
1086 drop(AMBER, game.loc);
1087 game.prop[AMBER] = AMBER_IN_ROCK;
1089 drop(CAVITY, game.loc);
1091 } else if (obj != LAMP) {
1092 rspeak(PECULIAR_NOTHING);
1094 rspeak(actions[verb].message);
1099 static int say(struct command_t *command)
1100 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
1102 if (command->wd2 > 0) {
1103 command->wd1 = command->wd2;
1104 strcpy(command->raw1, command->raw2);
1106 char word1[TOKLEN + 1];
1107 packed_to_token(command->wd1, word1);
1108 int wd = (int) get_vocab_id(word1);
1109 if (wd == MOTION_WORD(XYZZY) ||
1110 wd == MOTION_WORD(PLUGH) ||
1111 wd == MOTION_WORD(PLOVER) ||
1112 wd == ACTION_WORD(GIANTWORDS) ||
1113 wd == ACTION_WORD(PART)) {
1114 /* FIXME: scribbles on the interpreter's command block */
1115 wordclear(&command->wd2);
1118 sspeak(OKEY_DOKEY, command->raw1);
1122 static int throw_support(long spk)
1125 drop(AXE, game.loc);
1129 static int throw (struct command_t *command)
1130 /* Throw. Same as discard unless axe. Then same as attack except
1131 * ignore bird, and if dwarf is present then one might be killed.
1132 * (Only way to do so!) Axe also special for dragon, bear, and
1133 * troll. Treasures special for troll. */
1135 if (!TOTING(command->obj)) {
1136 rspeak(actions[command->verb].message);
1139 if (objects[command->obj].is_treasure && AT(TROLL)) {
1140 /* Snarf a treasure for the troll. */
1141 drop(command->obj, LOC_NOWHERE);
1142 move(TROLL, LOC_NOWHERE);
1143 move(TROLL + NOBJECTS, LOC_NOWHERE);
1144 drop(TROLL2, objects[TROLL].plac);
1145 drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1147 rspeak(TROLL_SATISFIED);
1150 if (command->obj == FOOD && HERE(BEAR)) {
1151 /* But throwing food is another story. */
1152 command->obj = BEAR;
1153 return (feed(command->verb, command->obj));
1155 if (command->obj != AXE)
1156 return (discard(command->verb, command->obj, false));
1158 if (atdwrf(game.loc) <= 0) {
1159 if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1160 return throw_support(DRAGON_SCALES);
1162 return throw_support(TROLL_RETURNS);
1164 return throw_support(OGRE_DODGE);
1165 else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1166 /* This'll teach him to throw the axe at the bear! */
1167 drop(AXE, game.loc);
1168 game.fixed[AXE] = IS_FIXED;
1170 state_change(AXE, AXE_LOST);
1173 command->obj = NO_OBJECT;
1174 return (attack(command));
1177 if (randrange(NDWARVES + 1) < game.dflag) {
1178 return throw_support(DWARF_DODGES);
1180 long i = atdwrf(game.loc);
1181 game.dseen[i] = false;
1182 game.dloc[i] = LOC_NOWHERE;
1183 return throw_support((++game.dkill == 1) ?
1190 static int wake(token_t verb, token_t obj)
1191 /* Wake. Only use is to disturb the dwarves. */
1195 rspeak(actions[verb].message);
1199 return GO_DWARFWAKE;
1203 static int wave(token_t verb, token_t obj)
1204 /* Wave. No effect unless waving rod at fissure or at bird. */
1211 rspeak(((!TOTING(obj)) && (obj != ROD ||
1214 actions[verb].message);
1218 if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1219 drop(JADE, game.loc);
1220 game.prop[JADE] = STATE_FOUND;
1222 rspeak(NECKLACE_FLY);
1226 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1229 return GO_DWARFWAKE;
1233 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1239 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1243 state_change(FISSURE,
1244 game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
1249 int action(struct command_t *command)
1250 /* Analyse a verb. Remember what it was, go back for object if second word
1251 * unless verb is "say", which snarfs arbitrary second word.
1254 if (command->part == unknown) {
1255 /* Analyse an object word. See if the thing is here, whether
1256 * we've got a verb yet, and so on. Object must be here
1257 * unless verb is "find" or "invent(ory)" (and no new verb
1258 * yet to be analysed). Water and oil are also funny, since
1259 * they are never actually dropped at any location, but might
1260 * be here inside the bottle or urn or as a feature of the
1262 if (HERE(command->obj))
1264 else if (command->obj == GRATE) {
1265 if (game.loc == LOC_START ||
1266 game.loc == LOC_VALLEY ||
1267 game.loc == LOC_SLIT) {
1268 command->obj = DPRSSN;
1270 if (game.loc == LOC_COBBLE ||
1271 game.loc == LOC_DEBRIS ||
1272 game.loc == LOC_AWKWARD ||
1273 game.loc == LOC_BIRD ||
1274 game.loc == LOC_PITTOP) {
1275 command->obj = ENTRNC;
1277 } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1279 else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
1280 command->obj == LIQLOC(game.loc))
1282 else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1285 } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1286 command->obj = PLANT2;
1288 } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1290 rspeak(KNIVES_VANISH);
1292 } else if (command->obj == ROD && HERE(ROD2)) {
1293 command->obj = ROD2;
1295 } else if ((command->verb == FIND ||
1296 command->verb == INVENTORY) && command->wd2 <= 0)
1299 sspeak(NO_SEE, command->raw1);
1303 if (command->wd2 > 0)
1305 if (command->verb != 0)
1306 command->part = transitive;
1309 switch (command->part) {
1311 if (command->wd2 > 0 && command->verb != SAY)
1313 if (command->verb == SAY)
1314 command->obj = command->wd2;
1315 if (command->obj == NO_OBJECT ||
1316 command->obj == INTRANSITIVE) {
1317 /* Analyse an intransitive verb (ie, no object given yet). */
1318 switch (command->verb) {
1320 return vcarry(command->verb, INTRANSITIVE);
1326 return lock(command->verb, INTRANSITIVE);
1329 return (GO_CLEAROBJ);
1332 return lock(command->verb, INTRANSITIVE);
1334 return light(command->verb, INTRANSITIVE);
1336 return extinguish(command->verb, INTRANSITIVE);
1342 rspeak(actions[command->verb].message);
1346 return attack(command);
1348 return pour(command->verb, command->obj);
1350 return eat(command->verb, INTRANSITIVE);
1352 return drink(command->verb, command->obj);
1366 return fill(command->verb, command->obj);
1374 return bigwords(command->wd1);
1378 command->obj = INTRANSITIVE;
1379 return read(*command);
1389 return fly(command->verb, INTRANSITIVE);
1395 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1400 /* Analyse a transitive verb. */
1401 switch (command->verb) {
1403 return vcarry(command->verb, command->obj);
1405 return discard(command->verb, command->obj, false);
1407 return say(command);
1409 return lock(command->verb, command->obj);
1412 return (GO_CLEAROBJ);
1415 return lock(command->verb, command->obj);
1417 return light(command->verb, command->obj);
1419 return extinguish(command->verb, command->obj);
1421 return wave(command->verb, command->obj);
1423 rspeak(actions[command->verb].message);
1427 rspeak(actions[command->verb].message);
1431 return attack(command);
1433 return pour(command->verb, command->obj);
1435 return eat(command->verb, command->obj);
1437 return drink(command->verb, command->obj);
1439 return rub(command->verb, command->obj);
1441 return throw (command);
1443 rspeak(actions[command->verb].message);
1447 return find(command->verb, command->obj);
1449 return find(command->verb, command->obj);
1451 return feed(command->verb, command->obj);
1453 return fill(command->verb, command->obj);
1458 rspeak(actions[command->verb].message);
1462 rspeak(actions[command->verb].message);
1466 rspeak(actions[command->verb].message);
1470 return read(*command);
1472 return vbreak(command->verb, command->obj);
1474 return wake(command->verb, command->obj);
1476 rspeak(actions[command->verb].message);
1480 rspeak(actions[command->verb].message);
1484 return fly(command->verb, command->obj);
1486 rspeak(actions[command->verb].message);
1492 BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1495 /* Unknown verb, couldn't deduce object - might need hint */
1496 sspeak(WHAT_DO, command->raw1);
1497 return GO_CHECKHINT;
1499 BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE