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 /* Next guard tests whether plant is tiny or stashed */
307 if (obj == PLANT && game.prop[PLANT] <= PLANT_THIRSTY) {
311 if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) {
312 rspeak(BEAR_CHAINED);
315 if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) {
316 rspeak(STILL_LOCKED);
324 rspeak(DOUGHNUT_HOLES);
331 if (obj == RUG && game.prop[RUG] == RUG_HOVER) {
336 rspeak(HAND_PASSTHROUGH);
347 if (TOTING(BOTTLE)) {
348 if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
349 return (fill(verb, BOTTLE));
350 } else if (game.prop[BOTTLE] != EMPTY_BOTTLE)
354 rspeak(NO_CONTAINER);
360 if (game.holdng >= INVLIMIT) {
366 if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
367 if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
373 rspeak(CANNOT_CARRY);
380 game.prop[BIRD] = BIRD_CAGED;
384 (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
385 /* expression maps BIRD to CAGE and CAGE to BIRD */
386 carry(BIRD + CAGE - obj, game.loc);
387 carry(obj, game.loc);
388 if (obj == BOTTLE && LIQUID() != NO_OBJECT)
389 game.place[LIQUID()] = CARRIED;
390 if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
391 game.prop[obj] = STATE_FOUND;
392 game.prop[CAVITY] = CAVITY_EMPTY;
398 static int chain(token_t verb)
399 /* Do something to the bear's chain */
402 if (game.prop[BEAR] == UNTAMED_BEAR) {
406 if (game.prop[CHAIN] == CHAIN_HEAP) {
407 rspeak(ALREADY_UNLOCKED);
410 game.prop[CHAIN] = CHAIN_HEAP;
411 game.fixed[CHAIN] = IS_FREE;
412 if (game.prop[BEAR] != BEAR_DEAD)
413 game.prop[BEAR] = CONTENTED_BEAR;
415 switch (game.prop[BEAR]) {
417 game.fixed[BEAR] = IS_FIXED;
420 game.fixed[BEAR] = IS_FREE;
422 rspeak(CHAIN_UNLOCKED);
426 if (game.prop[CHAIN] != CHAIN_HEAP) {
427 rspeak(ALREADY_LOCKED);
430 if (game.loc != objects[CHAIN].plac) {
435 game.prop[CHAIN] = CHAIN_FIXED;
438 drop(CHAIN, game.loc);
439 game.fixed[CHAIN] = IS_FIXED;
441 rspeak(CHAIN_LOCKED);
445 static int discard(token_t verb, token_t obj, bool just_do_it)
446 /* Discard object. "Throw" also comes here for most objects. Special cases for
447 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
448 * Drop coins at vending machine for extra batteries. */
451 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
454 rspeak(actions[verb].message);
457 if (obj == BIRD && HERE(SNAKE)) {
458 rspeak(BIRD_ATTACKS);
462 /* Set game.prop for use by travel options */
463 game.prop[SNAKE] = SNAKE_CHASED;
465 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
467 game.prop[obj] = STATE_IN_CAVITY;
468 game.prop[CAVITY] = CAVITY_FULL;
469 if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
470 (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
477 if (spk != RUG_WIGGLES) {
478 /* FIXME: Arithmetic on state numbers */
479 int k = 2 - game.prop[RUG];
482 k = objects[SAPPH].plac;
483 move(RUG + NOBJECTS, k);
486 } else if (obj == COINS && HERE(VEND)) {
488 drop(BATTERY, game.loc);
489 pspeak(BATTERY, look, FRESH_BATTERIES, true);
491 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
495 } else if (obj == BEAR && AT(TROLL)) {
496 state_change(TROLL, TROLL_GONE);
497 move(TROLL, LOC_NOWHERE);
498 move(TROLL + NOBJECTS, LOC_NOWHERE);
499 move(TROLL2, objects[TROLL].plac);
500 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
502 } else if (obj != VASE ||
503 game.loc == objects[PILLOW].plac) {
506 state_change(VASE, AT(PILLOW)
509 if (game.prop[VASE] != VASE_WHOLE)
510 game.fixed[VASE] = IS_FIXED;
516 if (obj == BOTTLE && k != NO_OBJECT)
517 game.place[k] = LOC_NOWHERE;
518 if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
519 drop(BIRD, game.loc);
523 game.prop[BIRD] = BIRD_UNCAGED;
524 if (FOREST(game.loc))
525 game.prop[BIRD] = BIRD_FOREST_UNCAGED;
529 static int drink(token_t verb, token_t obj)
530 /* Drink. If no object, assume water and look for it here. If water is in
531 * the bottle, drink that, else must be at a water loc, so drink stream. */
533 if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER &&
534 (LIQUID() != WATER || !HERE(BOTTLE))) {
540 state_change(DRAGON, DRAGON_BLOODLESS);
545 if (obj != NO_OBJECT && obj != WATER) {
546 rspeak(RIDICULOUS_ATTEMPT);
549 if (LIQUID() == WATER && HERE(BOTTLE)) {
550 game.place[WATER] = LOC_NOWHERE;
551 state_change(BOTTLE, EMPTY_BOTTLE);
555 rspeak(actions[verb].message);
559 static int eat(token_t verb, token_t obj)
560 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
561 * ok, some things lose appetite, rest are ridiculous. */
563 if (obj == INTRANSITIVE) {
567 rspeak(THANKS_DELICIOUS);
572 rspeak(THANKS_DELICIOUS);
584 rspeak(LOST_APPETITE);
587 rspeak(actions[verb].message);
591 static int extinguish(token_t verb, int obj)
592 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
594 if (obj == INTRANSITIVE) {
595 if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
597 if (HERE(URN) && game.prop[URN] == URN_LIT)
599 if (obj == INTRANSITIVE)
604 if (game.prop[URN] != URN_EMPTY) {
605 state_change(URN, URN_DARK);
607 pspeak(URN, change, URN_DARK, true);
613 state_change(LAMP, LAMP_DARK);
614 rspeak(DARK(game.loc) ?
622 rspeak(BEYOND_POWER);
626 rspeak(actions[verb].message);
630 static int feed(token_t verb, token_t obj)
631 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
632 * mad. Bear, special. */
634 int spk = actions[verb].message;
638 } else if (obj == SNAKE ||
641 spk = NOTHING_EDIBLE;
642 if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
643 spk = RIDICULOUS_ATTEMPT;
646 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
650 } else if (obj == DWARF) {
655 } else if (obj == BEAR) {
656 if (game.prop[BEAR] == UNTAMED_BEAR)
657 spk = NOTHING_EDIBLE;
658 if (game.prop[BEAR] == BEAR_DEAD)
659 spk = RIDICULOUS_ATTEMPT;
662 game.prop[BEAR] = SITTING_BEAR;
663 game.fixed[AXE] = IS_FREE;
664 game.prop[AXE] = AXE_HERE;
667 } else if (obj == OGRE) {
677 int fill(token_t verb, token_t obj)
678 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
682 if (LIQLOC(game.loc) == NO_OBJECT) {
683 rspeak(FILL_INVALID);
687 rspeak(ARENT_CARRYING);
690 rspeak(SHATTER_VASE);
691 game.prop[VASE] = VASE_BROKEN;
692 game.fixed[VASE] = IS_FIXED;
693 return (discard(verb, VASE, true));
697 if (game.prop[URN] != URN_EMPTY) {
702 rspeak(FILL_INVALID);
708 game.prop[BOTTLE] = EMPTY_BOTTLE;
712 game.prop[URN] = URN_DARK;
713 game.prop[BOTTLE] = EMPTY_BOTTLE;
718 rspeak(FILL_INVALID);
721 game.place[k] = LOC_NOWHERE;
724 if (obj != NO_OBJECT && obj != BOTTLE) {
725 rspeak(actions[verb].message);
728 if (obj == NO_OBJECT && !HERE(BOTTLE))
731 if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
735 if (LIQUID() != NO_OBJECT) {
739 if (LIQLOC(game.loc) == NO_OBJECT) {
744 state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
748 game.place[LIQUID()] = CARRIED;
752 static int find(token_t verb, token_t obj)
753 /* Find. Might be carrying it, or it might be here. Else give caveat. */
756 rspeak(ALREADY_CARRYING);
761 rspeak(NEEDED_NEARBY);
766 (LIQUID() == obj && AT(BOTTLE)) ||
767 obj == LIQLOC(game.loc) ||
768 (obj == DWARF && atdwrf(game.loc) > 0)) {
774 rspeak(actions[verb].message);
778 static int fly(token_t verb, token_t obj)
779 /* Fly. Snide remarks unless hovering rug is here. */
781 if (obj == INTRANSITIVE) {
786 if (game.prop[RUG] != RUG_HOVER) {
787 rspeak(RUG_NOTHING2);
794 rspeak(actions[verb].message);
797 if (game.prop[RUG] != RUG_HOVER) {
798 rspeak(RUG_NOTHING1);
801 game.oldlc2 = game.oldloc;
802 game.oldloc = game.loc;
803 /* FIXME: Arithmetic on location values */
804 game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
806 if (game.prop[SAPPH] == STATE_NOTFOUND) {
814 static int inven(void)
815 /* Inventory. If object, treat same as find. Else report on current burden. */
818 for (int i = 1; i <= NOBJECTS; i++) {
826 pspeak(i, touch, -1, false);
835 static int light(token_t verb, token_t obj)
836 /* Light. Applicable only to lamp and urn. */
838 if (obj == INTRANSITIVE) {
839 if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
841 if (HERE(URN) && game.prop[URN] == URN_DARK)
843 if (obj == INTRANSITIVE ||
844 (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
845 HERE(URN) && game.prop[URN] == URN_DARK))
850 state_change(URN, game.prop[URN] == URN_EMPTY ?
856 rspeak(actions[verb].message);
859 if (game.limit < 0) {
863 state_change(LAMP, LAMP_BRIGHT);
871 static int listen(void)
872 /* Listen. Intransitive only. Print stuff based on object sound proprties. */
874 long sound = locations[game.loc].sound;
875 if (sound != SILENT) {
877 if (!locations[game.loc].loud)
881 for (int i = 1; i <= NOBJECTS; i++) {
883 objects[i].sounds[0] == NULL ||
886 int mi = game.prop[i];
888 mi += 3 * game.blooded;
889 long packed_zzword = token_to_packed(game.zzword);
890 pspeak(i, hear, mi, true, packed_zzword);
892 /* FIXME: Magic number, sensitive to bird state logic */
893 if (i == BIRD && game.prop[i] == 5)
901 static int lock(token_t verb, token_t obj)
902 /* Lock, unlock, no object given. Assume various things if present. */
904 if (obj == INTRANSITIVE) {
915 if (obj == INTRANSITIVE) {
916 rspeak(NOTHING_LOCKED);
921 /* Lock, unlock object. Special stuff for opening clam/oyster
931 game.clock2 = PANICTIME;
935 state_change(GRATE, (verb == LOCK) ?
949 else if (!TOTING(TRIDENT))
950 rspeak(OYSTER_OPENER);
953 drop(OYSTER, game.loc);
954 drop(PEARL, LOC_CULDESAC);
962 rspeak(OYSTER_OPENER);
966 rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
972 rspeak(CANNOT_UNLOCK);
975 rspeak(actions[verb].message);
981 static int pour(token_t verb, token_t obj)
982 /* Pour. If no object, or object is bottle, assume contents of bottle.
983 * special tests for pouring water or oil on plant or rusty door. */
988 if (obj == NO_OBJECT)
991 rspeak(actions[verb].message);
995 if (obj != OIL && obj != WATER) {
999 if (HERE(URN) && game.prop[URN] == URN_EMPTY)
1000 return fill(verb, URN);
1001 game.prop[BOTTLE] = EMPTY_BOTTLE;
1002 game.place[obj] = LOC_NOWHERE;
1010 /* cycle through the three plant states */
1011 state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
1012 game.prop[PLANT2] = game.prop[PLANT];
1015 rspeak(SHAKING_LEAVES);
1019 state_change(DOOR, (obj == OIL) ?
1026 static int quit(void)
1027 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
1029 if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
1030 terminate(quitgame);
1034 static int read(struct command_t command)
1035 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
1037 if (command.obj == INTRANSITIVE) {
1039 for (int i = 1; i <= NOBJECTS; i++) {
1040 if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
1041 command.obj = command.obj * NOBJECTS + i;
1043 if (command.obj > NOBJECTS ||
1049 if (DARK(game.loc)) {
1050 sspeak(NO_SEE, command.raw1);
1051 } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
1052 game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
1053 } else if (objects[command.obj].texts[0] == NULL ||
1054 game.prop[command.obj] < 0) {
1055 rspeak(actions[command.verb].message);
1057 pspeak(command.obj, study, game.prop[command.obj], true);
1061 static int reservoir(void)
1062 /* Z'ZZZ (word gets recomputed at startup; different each game). */
1064 /* FIXME: Arithmetic on state numbers */
1065 if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
1066 rspeak(NOTHING_HAPPENS);
1070 game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
1074 game.oldlc2 = game.loc;
1075 game.newloc = LOC_NOWHERE;
1077 return GO_TERMINATE;
1082 static int rub(token_t verb, token_t obj)
1083 /* Rub. Yields various snide remarks except for lit urn. */
1085 if (obj == URN && game.prop[URN] == URN_LIT) {
1087 drop(AMBER, game.loc);
1088 game.prop[AMBER] = AMBER_IN_ROCK;
1090 drop(CAVITY, game.loc);
1092 } else if (obj != LAMP) {
1093 rspeak(PECULIAR_NOTHING);
1095 rspeak(actions[verb].message);
1100 static int say(struct command_t *command)
1101 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
1103 if (command->wd2 > 0) {
1104 command->wd1 = command->wd2;
1105 strcpy(command->raw1, command->raw2);
1107 char word1[TOKLEN + 1];
1108 packed_to_token(command->wd1, word1);
1109 int wd = (int) get_vocab_id(word1);
1110 if (wd == MOTION_WORD(XYZZY) ||
1111 wd == MOTION_WORD(PLUGH) ||
1112 wd == MOTION_WORD(PLOVER) ||
1113 wd == ACTION_WORD(GIANTWORDS) ||
1114 wd == ACTION_WORD(PART)) {
1115 /* FIXME: scribbles on the interpreter's command block */
1116 wordclear(&command->wd2);
1119 sspeak(OKEY_DOKEY, command->raw1);
1123 static int throw_support(long spk)
1126 drop(AXE, game.loc);
1130 static int throw (struct command_t *command)
1131 /* Throw. Same as discard unless axe. Then same as attack except
1132 * ignore bird, and if dwarf is present then one might be killed.
1133 * (Only way to do so!) Axe also special for dragon, bear, and
1134 * troll. Treasures special for troll. */
1136 if (!TOTING(command->obj)) {
1137 rspeak(actions[command->verb].message);
1140 if (objects[command->obj].is_treasure && AT(TROLL)) {
1141 /* Snarf a treasure for the troll. */
1142 drop(command->obj, LOC_NOWHERE);
1143 move(TROLL, LOC_NOWHERE);
1144 move(TROLL + NOBJECTS, LOC_NOWHERE);
1145 drop(TROLL2, objects[TROLL].plac);
1146 drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1148 rspeak(TROLL_SATISFIED);
1151 if (command->obj == FOOD && HERE(BEAR)) {
1152 /* But throwing food is another story. */
1153 command->obj = BEAR;
1154 return (feed(command->verb, command->obj));
1156 if (command->obj != AXE)
1157 return (discard(command->verb, command->obj, false));
1159 if (atdwrf(game.loc) <= 0) {
1160 if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1161 return throw_support(DRAGON_SCALES);
1163 return throw_support(TROLL_RETURNS);
1165 return throw_support(OGRE_DODGE);
1166 else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1167 /* This'll teach him to throw the axe at the bear! */
1168 drop(AXE, game.loc);
1169 game.fixed[AXE] = IS_FIXED;
1171 state_change(AXE, AXE_LOST);
1174 command->obj = NO_OBJECT;
1175 return (attack(command));
1178 if (randrange(NDWARVES + 1) < game.dflag) {
1179 return throw_support(DWARF_DODGES);
1181 long i = atdwrf(game.loc);
1182 game.dseen[i] = false;
1183 game.dloc[i] = LOC_NOWHERE;
1184 return throw_support((++game.dkill == 1) ?
1191 static int wake(token_t verb, token_t obj)
1192 /* Wake. Only use is to disturb the dwarves. */
1196 rspeak(actions[verb].message);
1200 return GO_DWARFWAKE;
1204 static int wave(token_t verb, token_t obj)
1205 /* Wave. No effect unless waving rod at fissure or at bird. */
1212 rspeak(((!TOTING(obj)) && (obj != ROD ||
1215 actions[verb].message);
1219 if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1220 drop(JADE, game.loc);
1221 game.prop[JADE] = STATE_FOUND;
1223 rspeak(NECKLACE_FLY);
1227 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1230 return GO_DWARFWAKE;
1234 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1240 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1244 state_change(FISSURE,
1245 game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
1250 int action(struct command_t *command)
1251 /* Analyse a verb. Remember what it was, go back for object if second word
1252 * unless verb is "say", which snarfs arbitrary second word.
1255 if (command->part == unknown) {
1256 /* Analyse an object word. See if the thing is here, whether
1257 * we've got a verb yet, and so on. Object must be here
1258 * unless verb is "find" or "invent(ory)" (and no new verb
1259 * yet to be analysed). Water and oil are also funny, since
1260 * they are never actually dropped at any location, but might
1261 * be here inside the bottle or urn or as a feature of the
1263 if (HERE(command->obj))
1265 else if (command->obj == GRATE) {
1266 if (game.loc == LOC_START ||
1267 game.loc == LOC_VALLEY ||
1268 game.loc == LOC_SLIT) {
1269 command->obj = DPRSSN;
1271 if (game.loc == LOC_COBBLE ||
1272 game.loc == LOC_DEBRIS ||
1273 game.loc == LOC_AWKWARD ||
1274 game.loc == LOC_BIRD ||
1275 game.loc == LOC_PITTOP) {
1276 command->obj = ENTRNC;
1278 } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1280 else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
1281 command->obj == LIQLOC(game.loc))
1283 else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1286 } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1287 command->obj = PLANT2;
1289 } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1291 rspeak(KNIVES_VANISH);
1293 } else if (command->obj == ROD && HERE(ROD2)) {
1294 command->obj = ROD2;
1296 } else if ((command->verb == FIND ||
1297 command->verb == INVENTORY) && command->wd2 <= 0)
1300 sspeak(NO_SEE, command->raw1);
1304 if (command->wd2 > 0)
1306 if (command->verb != 0)
1307 command->part = transitive;
1310 switch (command->part) {
1312 if (command->wd2 > 0 && command->verb != SAY)
1314 if (command->verb == SAY)
1315 command->obj = command->wd2;
1316 if (command->obj == NO_OBJECT ||
1317 command->obj == INTRANSITIVE) {
1318 /* Analyse an intransitive verb (ie, no object given yet). */
1319 switch (command->verb) {
1321 return vcarry(command->verb, INTRANSITIVE);
1327 return lock(command->verb, INTRANSITIVE);
1330 return (GO_CLEAROBJ);
1333 return lock(command->verb, INTRANSITIVE);
1335 return light(command->verb, INTRANSITIVE);
1337 return extinguish(command->verb, INTRANSITIVE);
1343 rspeak(actions[command->verb].message);
1347 return attack(command);
1349 return pour(command->verb, command->obj);
1351 return eat(command->verb, INTRANSITIVE);
1353 return drink(command->verb, command->obj);
1367 return fill(command->verb, command->obj);
1375 return bigwords(command->wd1);
1379 command->obj = INTRANSITIVE;
1380 return read(*command);
1390 return fly(command->verb, INTRANSITIVE);
1396 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1401 /* Analyse a transitive verb. */
1402 switch (command->verb) {
1404 return vcarry(command->verb, command->obj);
1406 return discard(command->verb, command->obj, false);
1408 return say(command);
1410 return lock(command->verb, command->obj);
1413 return (GO_CLEAROBJ);
1416 return lock(command->verb, command->obj);
1418 return light(command->verb, command->obj);
1420 return extinguish(command->verb, command->obj);
1422 return wave(command->verb, command->obj);
1424 rspeak(actions[command->verb].message);
1428 rspeak(actions[command->verb].message);
1432 return attack(command);
1434 return pour(command->verb, command->obj);
1436 return eat(command->verb, command->obj);
1438 return drink(command->verb, command->obj);
1440 return rub(command->verb, command->obj);
1442 return throw (command);
1444 rspeak(actions[command->verb].message);
1448 return find(command->verb, command->obj);
1450 return find(command->verb, command->obj);
1452 return feed(command->verb, command->obj);
1454 return fill(command->verb, command->obj);
1459 rspeak(actions[command->verb].message);
1463 rspeak(actions[command->verb].message);
1467 rspeak(actions[command->verb].message);
1471 return read(*command);
1473 return vbreak(command->verb, command->obj);
1475 return wake(command->verb, command->obj);
1477 rspeak(actions[command->verb].message);
1481 rspeak(actions[command->verb].message);
1485 return fly(command->verb, command->obj);
1487 rspeak(actions[command->verb].message);
1493 BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1496 /* Unknown verb, couldn't deduce object - might need hint */
1497 sspeak(WHAT_DO, command->raw1);
1498 return GO_CHECKHINT;
1500 BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE