7 static int fill(token_t, token_t);
9 static int attack(FILE *input, struct command_t *command)
10 /* Attack. Assume target if unambiguous. "Throw" also links here.
11 * Attackable objects fall into two categories: enemies (snake,
12 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
13 * enemies, or no enemies but 2 others. */
15 vocab_t verb = command->verb;
16 vocab_t obj = command->obj;
17 int spk = ACTSPK[verb];
18 if (obj == 0 || obj == INTRANSITIVE) {
19 if (ATDWRF(game.loc) > 0)
21 if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE;
22 if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
23 if (AT(TROLL))obj = obj * NOBJECTS + TROLL;
24 if (AT(OGRE))obj = obj * NOBJECTS + OGRE;
25 if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR;
26 if (obj > NOBJECTS) return GO_UNKNOWN;
28 /* Can't attack bird or machine by throwing axe. */
29 if (HERE(BIRD) && verb != THROW)obj = BIRD;
30 if (HERE(VEND) && verb != THROW)obj = obj * NOBJECTS + VEND;
31 /* Clam and oyster both treated as clam for intransitive case;
33 if (HERE(CLAM) || HERE(OYSTER))obj = NOBJECTS * obj + CLAM;
46 } else if (obj == VEND) {
47 pspeak(VEND, game.prop[VEND] + 2);
48 game.prop[VEND] = 3 - game.prop[VEND];
52 if (obj == 0)spk = NO_TARGET;
53 if (obj == CLAM || obj == OYSTER)spk = SHELL_IMPERVIOUS;
54 if (obj == SNAKE)spk = SNAKE_WARNING;
55 if (obj == DWARF)spk = BARE_HANDS_QUERY;
56 if (obj == DWARF && game.closed) return GO_DWARFWAKE;
57 if (obj == DRAGON)spk = ALREADY_DEAD;
58 if (obj == TROLL)spk = ROCKY_TROLL;
59 if (obj == OGRE)spk = OGRE_DODGE;
60 if (obj == OGRE && ATDWRF(game.loc) > 0) {
65 for (int i = 1; i < PIRATE; i++) {
66 if (game.dloc[i] == game.loc) {
68 game.dloc[i] = LOC_LONGWEST;
69 game.dseen[i] = false;
72 spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
73 } else if (obj == BEAR)
74 /* FIXME: Arithmetic on message numbers */
75 spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
76 else if (obj == DRAGON && game.prop[DRAGON] == 0) {
77 /* Fun stuff for dragon. If he insists on attacking it, win!
78 * Set game.prop to dead, move dragon to central loc (still
79 * fixed), move rug there (not fixed), and move him there,
80 * too. Then do a null motion to get new description. */
81 rspeak(BARE_HANDS_QUERY);
82 GETIN(input, &command->wd1, &command->wd1x, &command->wd2, &command->wd2x);
83 if (command->wd1 != MAKEWD(WORD_YINIT) && command->wd1 != MAKEWD(WORD_YES))
86 game.prop[DRAGON] = 1;
88 int k = (PLAC[DRAGON] + FIXD[DRAGON]) / 2;
89 MOVE(DRAGON + NOBJECTS, -1);
90 MOVE(RUG + NOBJECTS, 0);
94 for (obj = 1; obj <= NOBJECTS; obj++) {
95 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
106 static int bigwords(token_t foo)
107 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
108 * Look up foo in section 3 of vocab to determine which word we've got. Last
109 * word zips the eggs back to the giant room (unless already there). */
111 int k = VOCAB(foo, 3);
112 int spk = NOTHING_HAPPENS;
113 if (game.foobar != 1 - k) {
114 if (game.foobar != 0 && game.loc == LOC_GIANTROOM)spk = START_OVER;
124 if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
128 /* Bring back troll if we steal the eggs back from him before
130 if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0)
131 game.prop[TROLL] = 1;
133 if (HERE(EGGS))k = 1;
134 if (game.loc == PLAC[EGGS])k = 0;
135 MOVE(EGGS, PLAC[EGGS]);
142 static int bivalve(token_t verb, token_t obj)
143 /* Clam/oyster actions */
146 bool is_oyster = (obj == OYSTER);
147 spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
148 if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
149 if (!TOTING(TRIDENT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
150 if (verb == LOCK)spk = HUH_MAN;
151 if (spk == PEARL_FALLS) {
153 DROP(OYSTER, game.loc);
154 DROP(PEARL, LOC_CULDESAC);
160 static void blast(void)
161 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
163 if (game.prop[ROD2] < 0 || !game.closed)
164 rspeak(REQUIRES_DYNAMITE);
166 game.bonus = VICTORY_MESSAGE;
167 if (game.loc == LOC_NE)
168 game.bonus = DEFEAT_MESSAGE;
170 game.bonus = SPLATTER_MESSAGE;
176 static int vbreak(token_t verb, token_t obj)
177 /* Break. Only works for mirror in repository and, of course, the vase. */
179 int spk = ACTSPK[verb];
180 if (obj == MIRROR)spk = TOO_FAR;
181 if (obj == VASE && game.prop[VASE] == 0) {
182 if (TOTING(VASE))DROP(VASE, game.loc);
184 game.fixed[VASE] = -1;
187 if (obj == MIRROR && game.closed) {
188 rspeak(BREAK_MIRROR);
196 static int brief(void)
197 /* Brief. Intransitive only. Suppress long descriptions after first time. */
201 rspeak(BRIEF_CONFIRM);
205 static int carry(token_t verb, token_t obj)
206 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
207 * take one without the other). Liquids also special, since they depend on
208 * status of bottle. Also various side effects, etc. */
211 if (obj == INTRANSITIVE) {
212 /* Carry, no object given yet. OK if only one object present. */
213 if (game.atloc[game.loc] == 0 ||
214 game.link[game.atloc[game.loc]] != 0 ||
215 ATDWRF(game.loc) > 0)
217 obj = game.atloc[game.loc];
221 rspeak(ALREADY_CARRYING);
225 if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
226 if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
227 if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED;
228 if (obj == URN)spk = URN_NOBUDGE;
229 if (obj == CAVITY)spk = DOUGHNUT_HOLES;
230 if (obj == BLOOD)spk = FEW_DROPS;
231 if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS;
232 if (obj == SIGN)spk = HAND_PASSTHROUGH;
234 rspeak(REMOVE_MESSAGE);
238 if (game.fixed[obj] != 0) {
242 if (obj == WATER || obj == OIL) {
243 if (!HERE(BOTTLE) || LIQUID() != obj) {
244 if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
245 return (fill(verb, BOTTLE));
247 if (game.prop[BOTTLE] != EMPTY_BOTTLE)
249 if (!TOTING(BOTTLE))spk = NO_CONTAINER;
258 if (game.holdng >= INVLIMIT) {
261 } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
262 if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
267 if (!TOTING(CAGE))spk = CANNOT_CARRY;
268 if (TOTING(ROD))spk = BIRD_EVADES;
269 if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
273 game.prop[BIRD] = BIRD_CAGED;
275 if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
276 CARRY(BIRD + CAGE - obj, game.loc);
277 CARRY(obj, game.loc);
278 if (obj == BOTTLE && LIQUID() != 0)
279 game.place[LIQUID()] = CARRIED;
280 if (GSTONE(obj) && game.prop[obj] != 0) {
282 game.prop[CAVITY] = 1;
288 static int chain(token_t verb)
289 /* Do something to the bear's chain */
293 spk = CHAIN_UNLOCKED;
294 if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
295 if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
296 if (spk != CHAIN_UNLOCKED) {
300 game.prop[CHAIN] = 0;
301 game.fixed[CHAIN] = 0;
302 if (game.prop[BEAR] != 3)game.prop[BEAR] = 2;
303 game.fixed[BEAR] = 2 - game.prop[BEAR];
306 if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
307 if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE;
308 if (spk != CHAIN_LOCKED) {
312 game.prop[CHAIN] = 2;
313 if (TOTING(CHAIN))DROP(CHAIN, game.loc);
314 game.fixed[CHAIN] = -1;
320 static int discard(token_t verb, token_t obj, bool just_do_it)
321 /* Discard object. "Throw" also comes here for most objects. Special cases for
322 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
323 * Drop coins at vending machine for extra batteries. */
325 int spk = ACTSPK[verb];
327 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
332 if (obj == BIRD && HERE(SNAKE)) {
333 rspeak(BIRD_ATTACKS);
334 if (game.closed) return GO_DWARFWAKE;
336 /* Set game.prop for use by travel options */
337 game.prop[SNAKE] = 1;
339 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
342 game.prop[CAVITY] = 0;
343 if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
344 game.prop[RUG] == 2))) {
346 if (TOTING(RUG))spk = RUG_WIGGLES;
347 if (obj == RUBY)spk = RUG_SETTLES;
349 if (spk != RUG_WIGGLES) {
350 int k = 2 - game.prop[RUG];
352 if (k == 2) k = PLAC[SAPPH];
353 MOVE(RUG + NOBJECTS, k);
356 } else if (obj == COINS && HERE(VEND)) {
358 DROP(BATTERY, game.loc);
359 pspeak(BATTERY, FRESH_BATTERIES);
361 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
365 } else if (obj == BEAR && AT(TROLL)) {
366 rspeak(TROLL_SCAMPERS);
368 MOVE(TROLL + NOBJECTS, 0);
369 MOVE(TROLL2, PLAC[TROLL]);
370 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
372 game.prop[TROLL] = 2;
373 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
377 if (AT(PILLOW))game.prop[VASE] = 0;
378 pspeak(VASE, game.prop[VASE] + 1);
379 if (game.prop[VASE] != 0)game.fixed[VASE] = -1;
383 if (k == obj)obj = BOTTLE;
384 if (obj == BOTTLE && k != 0)
385 game.place[k] = LOC_NOWHERE;
386 if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
387 DROP(BIRD, game.loc);
389 if (obj != BIRD) return GO_CLEAROBJ;
390 game.prop[BIRD] = BIRD_UNCAGED;
391 if (FOREST(game.loc))
392 game.prop[BIRD] = BIRD_FOREST_UNCAGED;
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] = EMPTY_BOTTLE;
407 game.place[WATER] = LOC_NOWHERE;
412 game.prop[DRAGON] = 2;
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] == LAMP_BRIGHT)
450 if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
451 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
455 game.prop[URN] = game.prop[URN] / 2;
457 } else if (obj == LAMP) {
458 game.prop[LAMP] = LAMP_DARK;
460 spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
461 } else if (obj == DRAGON || obj == VOLCANO)
467 static int feed(token_t verb, token_t obj)
468 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
469 * mad. Bear, special. */
471 int spk = ACTSPK[verb];
475 } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
476 spk = NOTHING_EDIBLE;
477 if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT;
478 if (obj == TROLL)spk = TROLL_VICES;
479 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
483 } else if (obj == DWARF) {
488 } else if (obj == BEAR) {
489 if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
490 if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
498 } else if (obj == OGRE) {
508 int fill(token_t verb, token_t obj)
509 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
513 int spk = ACTSPK[verb];
515 spk = ARENT_CARRYING;
516 if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
517 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
521 rspeak(SHATTER_VASE);
523 game.fixed[VASE] = -1;
524 return (discard(verb, obj, true));
525 } else if (obj == URN) {
527 if (game.prop[URN] != 0) {
533 if (k == 0 || !HERE(BOTTLE)) {
537 game.place[k] = LOC_NOWHERE;
538 game.prop[BOTTLE] = EMPTY_BOTTLE;
539 if (k == OIL)game.prop[URN] = 1;
540 spk = WATER_URN + game.prop[URN];
543 } else if (obj != 0 && obj != BOTTLE) {
546 } else if (obj == 0 && !HERE(BOTTLE))
549 if (LIQLOC(game.loc) == 0)
551 if (HERE(URN) && game.prop[URN] != 0)
555 if (spk == BOTTLED_WATER) {
556 /* FIXME: Arithmetic on property values */
557 game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
560 game.place[k] = CARRIED;
568 static int find(token_t verb, token_t obj)
569 /* Find. Might be carrying it, or it might be here. Else give caveat. */
571 int spk = ACTSPK[verb];
573 (LIQUID() == obj && AT(BOTTLE)) ||
574 obj == LIQLOC(game.loc) ||
575 (obj == DWARF && ATDWRF(game.loc) > 0))
577 if (game.closed)spk = NEEDED_NEARBY;
578 if (TOTING(obj))spk = ALREADY_CARRYING;
583 static int fly(token_t verb, token_t obj)
584 /* Fly. Snide remarks unless hovering rug is here. */
586 int spk = ACTSPK[verb];
587 if (obj == INTRANSITIVE) {
588 if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
589 if (!HERE(RUG))spk = FLAP_ARMS;
590 if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
602 if (game.prop[RUG] != 2) {
606 game.oldlc2 = game.oldloc;
607 game.oldloc = game.loc;
608 game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
610 if (game.prop[SAPPH] >= 0)
616 static int inven(void)
617 /* Inventory. If object, treat same as find. Else report on current burden. */
620 for (int i = 1; i <= NOBJECTS; i++) {
621 if (i == BEAR || !TOTING(i))
636 static int light(token_t verb, token_t obj)
637 /* Light. Applicable only to lamp and urn. */
639 int spk = ACTSPK[verb];
640 if (obj == INTRANSITIVE) {
641 if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
643 if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN;
644 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
648 if (game.prop[URN] == 0) {
661 if (game.limit < 0) {
665 game.prop[LAMP] = LAMP_BRIGHT;
674 static int listen(void)
675 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
678 int spk = ALL_SILENT;
679 k = locations[game.loc].sound;
682 if (locations[game.loc].loud)
687 for (int i = 1; i <= NOBJECTS; i++) {
688 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
690 pspeak(i, OBJSND[i] + game.prop[i], game.zzword);
692 if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
699 static int lock(token_t verb, token_t obj)
700 /* Lock, unlock, no object given. Assume various things if present. */
702 int spk = ACTSPK[verb];
703 if (obj == INTRANSITIVE) {
704 spk = NOTHING_LOCKED;
705 if (HERE(CLAM))obj = CLAM;
706 if (HERE(OYSTER))obj = OYSTER;
707 if (AT(DOOR))obj = DOOR;
708 if (AT(GRATE))obj = GRATE;
709 if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
710 if (HERE(CHAIN))obj = CHAIN;
711 if (obj == 0 || obj == INTRANSITIVE) {
717 /* Lock, unlock object. Special stuff for opening clam/oyster
719 if (obj == CLAM || obj == OYSTER)
720 return bivalve(verb, obj);
721 if (obj == DOOR)spk = RUSTY_DOOR;
722 if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN;
723 if (obj == CAGE)spk = NO_LOCK;
724 if (obj == KEYS)spk = CANNOT_UNLOCK;
725 if (obj == GRATE || obj == CHAIN) {
732 if (!game.panic)game.clock2 = PANICTIME;
735 game.prop[GRATE] = (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN;
736 spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
744 static int pour(token_t verb, token_t obj)
745 /* Pour. If no object, or object is bottle, assume contents of bottle.
746 * special tests for pouring water or oil on plant or rusty door. */
748 int spk = ACTSPK[verb];
749 if (obj == BOTTLE || obj == 0)obj = LIQUID();
750 if (obj == 0) return GO_UNKNOWN;
756 if (obj != OIL && obj != WATER) {
760 if (HERE(URN) && game.prop[URN] == 0)
761 return fill(verb, URN);
762 game.prop[BOTTLE] = EMPTY_BOTTLE;
763 game.place[obj] = LOC_NOWHERE;
765 if (!(AT(PLANT) || AT(DOOR))) {
770 spk = SHAKING_LEAVES;
775 pspeak(PLANT, game.prop[PLANT] + 3);
776 game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
777 game.prop[PLANT2] = game.prop[PLANT];
781 if (obj == OIL)game.prop[DOOR] = 1;
782 spk = RUSTED_HINGES + game.prop[DOOR];
788 static int quit(void)
789 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
791 if (YES(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
796 static int read(struct command_t command)
797 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
799 if (command.obj == INTRANSITIVE) {
801 for (int i = 1; i <= NOBJECTS; i++) {
802 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
803 command.obj = command.obj * NOBJECTS + i;
805 if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
809 if (DARK(game.loc)) {
810 rspeak(NO_SEE, command.wd1, command.wd1x);
811 } else if (OBJTXT[command.obj] == 0 || game.prop[command.obj] < 0) {
812 rspeak(ACTSPK[command.verb]);
813 } else if (command.obj == OYSTER && !game.clshnt) {
814 game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
816 pspeak(command.obj, OBJTXT[command.obj] + game.prop[command.obj]);
820 static int reservoir(void)
821 /* Z'ZZZ (word gets recomputed at startup; different each game). */
823 if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
824 rspeak(NOTHING_HAPPENS);
827 pspeak(RESER, game.prop[RESER] + 1);
828 game.prop[RESER] = 1 - game.prop[RESER];
832 game.oldlc2 = game.loc;
840 static int rub(token_t verb, token_t obj)
841 /* Rub. Yields various snide remarks except for lit urn. */
843 int spk = ACTSPK[verb];
845 spk = PECULIAR_NOTHING;
846 if (obj == URN && game.prop[URN] == 2) {
848 DROP(AMBER, game.loc);
849 game.prop[AMBER] = 1;
851 DROP(CAVITY, game.loc);
858 static int say(struct command_t *command)
859 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
861 long a = command->wd1, b = command->wd1x;
862 if (command->wd2 > 0) {
865 command->wd1 = command->wd2;
867 int wd = VOCAB(command->wd1, -1);
868 /* FIXME: Magic numbers */
869 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
870 /* FIXME: scribbles on the interpreter's command block */
871 wordclear(&command->wd2);
874 rspeak(OKEY_DOKEY, a, b);
878 static int throw_support(long spk)
885 static int throw (FILE *cmdin, struct command_t *command)
886 /* Throw. Same as discard unless axe. Then same as attack except
887 * ignore bird, and if dwarf is present then one might be killed.
888 * (Only way to do so!) Axe also special for dragon, bear, and
889 * troll. Treasures special for troll. */
891 int spk = ACTSPK[command->verb];
892 if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
893 if (!TOTING(command->obj)) {
897 if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) {
898 spk = TROLL_SATISFIED;
899 /* Snarf a treasure for the troll. */
900 DROP(command->obj, 0);
902 MOVE(TROLL + NOBJECTS, 0);
903 DROP(TROLL2, PLAC[TROLL]);
904 DROP(TROLL2 + NOBJECTS, FIXD[TROLL]);
909 if (command->obj == FOOD && HERE(BEAR)) {
910 /* But throwing food is another story. */
912 return (feed(command->verb, command->obj));
914 if (command->obj != AXE)
915 return (discard(command->verb, command->obj, false));
917 int i = ATDWRF(game.loc);
919 if (AT(DRAGON) && game.prop[DRAGON] == 0)
920 return throw_support(DRAGON_SCALES);
922 return throw_support(TROLL_RETURNS);
924 return throw_support(OGRE_DODGE);
925 else if (HERE(BEAR) && game.prop[BEAR] == 0) {
926 /* This'll teach him to throw the axe at the bear! */
928 game.fixed[AXE] = -1;
935 return (attack(cmdin, command));
938 if (randrange(NDWARVES + 1) < game.dflag) {
939 return throw_support(DWARF_DODGES);
941 game.dseen[i] = false;
943 return throw_support((++game.dkill == 1)
944 ? DWARF_SMOKE : KILLED_DWARF);
949 static int wake(token_t verb, token_t obj)
950 /* Wake. Only use is to disturb the dwarves. */
952 if (obj != DWARF || !game.closed) {
953 rspeak(ACTSPK[verb]);
961 static int wave(token_t verb, token_t obj)
962 /* Wave. No effect unless waving rod at fissure or at bird. */
964 int spk = ACTSPK[verb];
965 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
968 (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
972 /* FIXME: Arithemetic on proprty values */
974 spk = FREE_FLY + MOD(game.prop[BIRD], 2);
975 if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
976 DROP(JADE, game.loc);
987 if (game.closng || !AT(FISSURE)) {
991 if (HERE(BIRD))rspeak(spk);
992 game.prop[FISSURE] = 1 - game.prop[FISSURE];
993 pspeak(FISSURE, 2 - game.prop[FISSURE]);
998 int action(FILE *input, struct command_t *command)
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[command->verb];
1005 if (command->part == unknown) {
1006 /* Analyse an object word. See if the thing is here, whether
1007 * we've got a verb yet, and so on. Object must be here
1008 * unless verb is "find" or "invent(ory)" (and no new verb
1009 * yet to be analysed). Water and oil are also funny, since
1010 * they are never actually dropped at any location, but might
1011 * be here inside the bottle or urn or as a feature of the
1013 if (HERE(command->obj))
1015 else if (command->obj == GRATE) {
1016 if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1017 command->obj = DPRSSN;
1018 if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1019 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1020 command->obj = ENTRNC;
1021 } else if (command->obj == DWARF && ATDWRF(game.loc) > 0)
1023 else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
1025 else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1028 } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1029 command->obj = PLANT2;
1031 } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1033 spk = KNIVES_VANISH;
1036 } else if (command->obj == ROD && HERE(ROD2)) {
1037 command->obj = ROD2;
1039 } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0)
1042 rspeak(NO_SEE, command->wd1, command->wd1x);
1046 if (command->wd2 > 0)
1048 if (command->verb != 0)
1049 command->part = transitive;
1052 switch (command->part) {
1054 if (command->wd2 > 0 && command->verb != SAY)
1056 if (command->verb == SAY)command->obj = command->wd2;
1057 if (command->obj == 0 || command->obj == INTRANSITIVE) {
1058 /* Analyse an intransitive verb (ie, no object given yet). */
1059 switch (command->verb - 1) {
1061 return carry(command->verb, INTRANSITIVE);
1067 return lock(command->verb, INTRANSITIVE);
1068 case 4: { /* NOTHI */
1070 return (GO_CLEAROBJ);
1073 return lock(command->verb, INTRANSITIVE);
1075 return light(command->verb, INTRANSITIVE);
1077 return extinguish(command->verb, INTRANSITIVE);
1082 case 10: { /* WALK */
1086 case 11: /* ATTAC */
1087 return attack(input, command);
1089 return pour(command->verb, command->obj);
1091 return eat(command->verb, INTRANSITIVE);
1092 case 14: /* DRINK */
1093 return drink(command->verb, command->obj);
1102 case 19: /* INVEN */
1107 return fill(command->verb, command->obj);
1108 case 22: /* BLAST */
1115 return bigwords(command->wd1);
1116 case 25: /* BRIEF */
1119 command->obj = INTRANSITIVE;
1120 return read(*command);
1121 case 27: /* BREAK */
1130 return fly(command->verb, INTRANSITIVE);
1131 case 32: /* LISTE */
1136 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
1140 /* Analyse a transitive verb. */
1141 switch (command->verb - 1) {
1143 return carry(command->verb, command->obj);
1145 return discard(command->verb, command->obj, false);
1147 return say(command);
1149 return lock(command->verb, command->obj);
1150 case 4: { /* NOTHI */
1152 return (GO_CLEAROBJ);
1155 return lock(command->verb, command->obj);
1157 return light(command->verb, command->obj);
1159 return extinguish(command->verb, command->obj);
1161 return wave(command->verb, command->obj);
1162 case 9: { /* CALM */
1166 case 10: { /* WALK */
1170 case 11: /* ATTAC */
1171 return attack(input, command);
1173 return pour(command->verb, command->obj);
1175 return eat(command->verb, command->obj);
1176 case 14: /* DRINK */
1177 return drink(command->verb, command->obj);
1179 return rub(command->verb, command->obj);
1181 return throw(input, command);
1182 case 17: { /* QUIT */
1187 return find(command->verb, command->obj);
1188 case 19: /* INVEN */
1189 return find(command->verb, command->obj);
1191 return feed(command->verb, command->obj);
1193 return fill(command->verb, command->obj);
1194 case 22: /* BLAST */
1197 case 23: { /* SCOR */
1201 case 24: { /* FOO */
1205 case 25: { /* BRIEF */
1210 return read(*command);
1211 case 27: /* BREAK */
1212 return vbreak(command->verb, command->obj);
1214 return wake(command->verb, command->obj);
1215 case 29: { /* SUSP */
1219 case 30: { /* RESU */
1224 return fly(command->verb, command->obj);
1225 case 32: { /* LISTE */
1232 BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
1234 /* Unknown verb, couldn't deduce object - might need hint */
1235 rspeak(WHAT_DO, command->wd1, command->wd1x);
1236 return GO_CHECKHINT;
1238 BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);