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;
56 else if (obj == VEND) {
57 PSPEAK(VEND,game.prop[VEND]+2);
58 game.prop[VEND]=3-game.prop[VEND];
62 if (obj == 0)spk=NO_TARGET;
63 if (obj == CLAM || obj == OYSTER)spk=SHELL_IMPERVIOUS;
64 if (obj == SNAKE)spk=SNAKE_WARNING;
65 if (obj == DWARF)spk=BARE_HANDS_QUERY;
66 if (obj == DWARF && game.closed) return GO_DWARFWAKE;
67 if (obj == DRAGON)spk=ALREADY_DEAD;
68 if (obj == TROLL)spk=ROCKY_TROLL;
69 if (obj == OGRE)spk=OGRE_DODGE;
70 if (obj == OGRE && d > 0) {
75 for (int i=1; i < PIRATE; i++) {
76 if (game.dloc[i] == game.loc) {
78 game.dloc[i] = LOC_LONGWEST;
82 spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
85 /* FIXME: Arithmetic on message numbers */
86 spk = BEAR_HANDS+(game.prop[BEAR]+1)/2;
87 else if (obj == DRAGON && game.prop[DRAGON] == 0) {
88 /* Fun stuff for dragon. If he insists on attacking it, win!
89 * Set game.prop to dead, move dragon to central loc (still
90 * fixed), move rug there (not fixed), and move him there,
91 * too. Then do a null motion to get new description. */
92 RSPEAK(BARE_HANDS_QUERY);
93 GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
94 if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
99 int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
100 MOVE(DRAGON+NOBJECTS,-1);
101 MOVE(RUG+NOBJECTS,0);
105 for (obj=1; obj<=NOBJECTS; obj++) {
106 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
117 static int bigwords(long foo)
118 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
119 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
120 * word zips the eggs back to the giant room (unless already there). */
123 int spk=NOTHING_HAPPENS;
124 if (game.foobar != 1-k) {
125 if (game.foobar != 0)spk=START_OVER;
135 if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
139 /* Bring back troll if we steal the eggs back from him before
141 if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
145 if (game.loc == PLAC[EGGS])k=0;
146 MOVE(EGGS,PLAC[EGGS]);
153 static int bivalve(token_t verb, token_t obj)
154 /* Clam/oyster actions */
157 bool is_oyster = (obj == OYSTER);
158 spk= is_oyster ? OYSTER_OPENS : PEARL_FALLS;
159 if (TOTING(obj))spk= is_oyster ? DROP_OYSTER : DROP_CLAM;
160 if (!TOTING(TRIDNT))spk= is_oyster ? OYSTER_OPENER : CLAM_OPENER;
161 if (verb == LOCK)spk=HUH_MAN;
162 if (spk == PEARL_FALLS) {
164 DROP(OYSTER,game.loc);
165 DROP(PEARL,LOC_CULDESAC);
171 static void blast(void)
172 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
174 if (game.prop[ROD2] < 0 || !game.closed)
175 RSPEAK(REQUIRES_DYNAMITE);
178 if (game.loc == LOC_NE)
187 static int vbreak(token_t verb, token_t obj)
188 /* Break. Only works for mirror in repository and, of course, the vase. */
190 int spk = ACTSPK[verb];
191 if (obj == MIRROR)spk=TOO_FAR;
192 if (obj == VASE && game.prop[VASE] == 0) {
193 if (TOTING(VASE))DROP(VASE,game.loc);
195 game.fixed[VASE]= -1;
198 if (obj == MIRROR && game.closed) {
199 RSPEAK(BREAK_MIRROR);
207 static int brief(void)
208 /* Brief. Intransitive only. Suppress long descriptions after first time. */
212 RSPEAK(BRIEF_CONFIRM);
216 static int carry(token_t verb, token_t obj)
217 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
218 * take one without the other). Liquids also special, since they depend on
219 * status of bottle. Also various side effects, etc. */
222 if (obj == INTRANSITIVE) {
223 /* Carry, no object given yet. OK if only one object present. */
224 if(game.atloc[game.loc] == 0 ||
225 game.link[game.atloc[game.loc]] != 0 ||
226 ATDWRF(game.loc) > 0)
228 obj=game.atloc[game.loc];
231 if (TOTING(obj)) {RSPEAK(ALREADY_CARRYING); return GO_CLEAROBJ;}
233 if (obj == PLANT && game.prop[PLANT] <= 0)spk=DEEP_ROOTS;
234 if (obj == BEAR && game.prop[BEAR] == 1)spk=BEAR_CHAINED;
235 if (obj == CHAIN && game.prop[BEAR] != 0)spk=STILL_LOCKED;
236 if (obj == URN)spk=URN_NOBUDGE;
237 if (obj == CAVITY)spk=DOUGHNUT_HOLES;
238 if (obj == BLOOD)spk=FEW_DROPS;
239 if (obj == RUG && game.prop[RUG] == 2)spk=RUG_HOVERS;
240 if (obj == SIGN)spk=HAND_PASSTHROUGH;
242 RSPEAK(REMOVE_MESSAGE);
246 if (game.fixed[obj] != 0) {
250 if (obj == WATER || obj == OIL) {
251 if (!HERE(BOTTLE) || LIQUID() != obj) {
252 if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
253 return(fill(verb, BOTTLE));
255 if (game.prop[BOTTLE] != 1)spk=BOTTLE_FULL;
256 if (!TOTING(BOTTLE))spk=NO_CONTAINER;
265 if (game.holdng >= INVLIMIT) {
269 else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
270 if (game.prop[BIRD] == 2) {
275 if (!TOTING(CAGE))spk=CANNOT_CARRY;
276 if (TOTING(ROD))spk=BIRD_EVADES;
277 if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
283 if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
284 CARRY(BIRD+CAGE-obj,game.loc);
286 if (obj == BOTTLE && LIQUID() != 0)
287 game.place[LIQUID()] = CARRIED;
288 if (GSTONE(obj) && game.prop[obj] != 0) {
296 static int chain(token_t verb)
297 /* Do something to the bear's chain */
302 if (game.prop[BEAR] == 0)spk=BEAR_BLOCKS;
303 if (game.prop[CHAIN] == 0)spk=ALREADY_UNLOCKED;
304 if (spk != CHAIN_UNLOCKED) {RSPEAK(spk); return GO_CLEAROBJ;}
307 if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
308 game.fixed[BEAR]=2-game.prop[BEAR];
311 if (game.prop[CHAIN] != 0)spk=ALREADY_LOCKED;
312 if (game.loc != PLAC[CHAIN])spk=NO_LOCKSITE;
313 if (spk != CHAIN_LOCKED) {
318 if (TOTING(CHAIN))DROP(CHAIN,game.loc);
319 game.fixed[CHAIN]= -1;
325 static int discard(token_t verb, token_t obj, bool just_do_it)
326 /* Discard object. "Throw" also comes here for most objects. Special cases for
327 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
328 * Drop coins at vending machine for extra batteries. */
330 int spk = ACTSPK[verb];
332 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
333 if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
334 if (obj == BIRD && HERE(SNAKE)) {
335 RSPEAK(BIRD_ATTACKS);
336 if (game.closed) return GO_DWARFWAKE;
338 /* Set game.prop for use by travel options */
341 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
345 if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
346 game.prop[RUG] == 2))) {
348 if (TOTING(RUG))spk=RUG_WIGGLES;
349 if (obj == RUBY)spk=RUG_SETTLES;
351 if (spk != RUG_WIGGLES) {
352 int k = 2-game.prop[RUG];
354 if (k == 2) k = PLAC[SAPPH];
355 MOVE(RUG+NOBJECTS, k);
358 } else if (obj == COINS && HERE(VEND)) {
360 DROP(BATTER,game.loc);
363 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
368 } else if (obj == BEAR && AT(TROLL)) {
369 RSPEAK(TROLL_SCAMPERS);
371 MOVE(TROLL+NOBJECTS,0);
372 MOVE(TROLL2,PLAC[TROLL]);
373 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
376 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
380 if (AT(PILLOW))game.prop[VASE]=0;
381 PSPEAK(VASE,game.prop[VASE]+1);
382 if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
386 if (k == obj)obj=BOTTLE;
387 if (obj == BOTTLE && k != 0)
388 game.place[k] = NOWHERE;
389 if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
391 if (obj != BIRD) return GO_CLEAROBJ;
393 if (FOREST(game.loc))game.prop[BIRD]=2;
397 static int drink(token_t verb, token_t obj)
398 /* Drink. If no object, assume water and look for it here. If water is in
399 * the bottle, drink that, else must be at a water loc, so drink stream. */
401 int spk = ACTSPK[verb];
402 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
405 if (obj != 0 && obj != WATER)spk=RIDICULOUS_ATTEMPT;
406 if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
407 game.prop[BOTTLE] = 1;
408 game.place[WATER] = NOWHERE;
414 OBJSND[BIRD]=OBJSND[BIRD]+3;
421 static int eat(token_t verb, token_t obj)
422 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
423 * ok, some things lose appetite, rest are ridiculous. */
425 int spk = ACTSPK[verb];
426 if (obj == INTRANSITIVE) {
430 spk=THANKS_DELICIOUS;
434 spk=THANKS_DELICIOUS;
436 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
437 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
438 OGRE)spk=LOST_APPETITE;
444 static int extinguish(token_t verb, int obj)
445 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
447 int spk = ACTSPK[verb];
448 if (obj == INTRANSITIVE) {
449 if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
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;
458 else if (obj == LAMP) {
461 spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
463 else if (obj == DRAGON || obj == VOLCAN)
469 static int feed(token_t verb, token_t obj)
470 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
471 * mad. Bear, special. */
473 int spk = ACTSPK[verb];
478 else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
480 if (obj == DRAGON && game.prop[DRAGON] != 0)spk=RIDICULOUS_ATTEMPT;
481 if (obj == TROLL)spk=TROLL_VICES;
482 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
488 else if (obj == DWARF) {
494 else if (obj == BEAR) {
495 if (game.prop[BEAR] == 0)spk=NOTHING_EDIBLE;
496 if (game.prop[BEAR] == 3)spk=RIDICULOUS_ATTEMPT;
505 else if (obj == OGRE) {
515 int fill(token_t verb, token_t obj)
516 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
520 int spk = ACTSPK[verb];
523 if (LIQLOC(game.loc) == 0)spk=FILL_INVALID;
524 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
528 RSPEAK(SHATTER_VASE);
530 game.fixed[VASE]= -1;
531 return(discard(verb, obj, true));
533 else if (obj == URN) {
535 if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
538 if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;}
539 game.place[k] = NOWHERE;
540 game.prop[BOTTLE] = 1;
541 if (k == OIL)game.prop[URN]=1;
542 spk=WATER_URN+game.prop[URN];
546 else if (obj != 0 && obj != BOTTLE) {
550 else if (obj == 0 && !HERE(BOTTLE))
553 if (LIQLOC(game.loc) == 0)
555 if (HERE(URN) && game.prop[URN] != 0)
560 game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
563 game.place[k] = CARRIED;
571 static int find(token_t verb, token_t obj)
572 /* Find. Might be carrying it, or it might be here. Else give caveat. */
574 int spk = ACTSPK[verb];
576 (LIQUID() == obj && AT(BOTTLE)) ||
577 obj == LIQLOC(game.loc) ||
578 (obj == DWARF && ATDWRF(game.loc) > 0))
580 if (game.closed)spk=NEEDED_NEreplace;
581 if (TOTING(obj))spk=ALREADY_CARRYING;
586 static int fly(token_t verb, token_t obj)
587 /* Fly. Snide remarks unless hovering rug is here. */
589 int spk = ACTSPK[verb];
590 if (obj == INTRANSITIVE) {
591 if (game.prop[RUG] != 2)spk=RUG_NOTHING2;
592 if (!HERE(RUG))spk=FLAP_ARMS;
593 if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
605 if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
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 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] == 0 && game.limit >= 0)obj=LAMP;
642 if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
643 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
647 if (game.prop[URN] == 0) {
661 if (game.limit < 0) {
674 static int listen(void)
675 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
682 if (k < 0) return GO_CLEAROBJ;
685 SETPRM(1,game.zzword,0);
686 for (int i=1; i<=NOBJECTS; i++) {
687 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
689 PSPEAK(i,OBJSND[i]+game.prop[i]);
691 if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
698 static int lock(token_t verb, token_t obj)
699 /* Lock, unlock, no object given. Assume various things if present. */
701 int spk = ACTSPK[verb];
702 if (obj == INTRANSITIVE) {
704 if (HERE(CLAM))obj=CLAM;
705 if (HERE(OYSTER))obj=OYSTER;
706 if (AT(DOOR))obj=DOOR;
707 if (AT(GRATE))obj=GRATE;
708 if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
709 if (HERE(CHAIN))obj=CHAIN;
710 if (obj == 0) {RSPEAK(spk); return GO_CLEAROBJ;}
713 /* Lock, unlock object. Special stuff for opening clam/oyster
715 if (obj == CLAM || obj == OYSTER)
716 return bivalve(verb, obj);
717 if (obj == DOOR)spk=RUSTY_DOOR;
718 if (obj == DOOR && game.prop[DOOR] == 1)spk=OK_MAN;
719 if (obj == CAGE)spk=NO_LOCK;
720 if (obj == KEYS)spk=CANNOT_UNLOCK;
721 if (obj == GRATE || obj == CHAIN) {
728 if (!game.panic)game.clock2=15;
731 spk=game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
733 if (verb == LOCK)game.prop[GRATE]=0;
734 spk=game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
742 static int pour(token_t verb, token_t obj)
743 /* Pour. If no object, or object is bottle, assume contents of bottle.
744 * special tests for pouring water or oil on plant or rusty door. */
746 int spk = ACTSPK[verb];
747 if (obj == BOTTLE || obj == 0)obj=LIQUID();
748 if (obj == 0) return GO_UNKNOWN;
749 if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
751 if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
752 if (HERE(URN) && game.prop[URN] == 0)
753 return fill(verb, URN);
754 game.prop[BOTTLE] = 1;
755 game.place[obj] = NOWHERE;
757 if (!(AT(PLANT) || AT(DOOR)))
758 {RSPEAK(spk); return GO_CLEAROBJ;}
761 if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
762 PSPEAK(PLANT,game.prop[PLANT]+3);
763 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
764 game.prop[PLANT2]=game.prop[PLANT];
768 if (obj == OIL)game.prop[DOOR]=1;
769 spk=RUSTED_HINGES+game.prop[DOOR];
775 static int quit(FILE *input)
776 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
778 if (YES(input,REALLY_QUIT,OK_MAN,OK_MAN))
783 static int read(FILE *input, token_t verb, token_t obj)
784 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
786 int spk = ACTSPK[verb];
787 if (obj == INTRANSITIVE) {
789 for (int i=1; i<=NOBJECTS; i++) {
790 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
791 obj = obj * NOBJECTS + i;
793 if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
796 if (DARK(game.loc)) {
801 if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
805 if (obj == OYSTER && !game.clshnt) {
806 game.clshnt=YES(input,CLUE_QUERY,WAYOUT_CLUE,OK_MAN);
809 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
813 static int reservoir(void)
814 /* Z'ZZZ (word gets recomputed at startup; different each game). */
816 if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {
820 PSPEAK(RESER,game.prop[RESER]+1);
821 game.prop[RESER]=1-game.prop[RESER];
825 game.oldlc2=game.loc;
833 static int rub(token_t verb, token_t obj)
834 /* Rub. Yields various snide remarks except for lit urn. */
836 int spk = ACTSPK[verb];
838 spk=PECULIAR_NOTHING;
839 if (obj == URN && game.prop[URN] == 2) {
841 DROP(AMBER,game.loc);
844 DROP(CAVITY,game.loc);
852 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
854 /* FIXME: ugly use of globals */
860 int wd=VOCAB(WD1,-1);
861 /* FIXME: Magic numbers */
862 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! */
925 game.fixed[AXE] = -1;
931 return(attack(cmdin, verb, 0));
934 if (randrange(NDWARVES+1) < game.dflag) {
935 return throw_support(DWARF_DODGES);
939 return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF);
942 static int vscore(void)
943 /* Score. Call scoring routine but tell it to return. */
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(FISSUR)))) {
972 if (HERE(BIRD))spk=FREE_FLY+MOD(game.prop[BIRD],2);
973 if (spk == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
985 if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;}
986 if (HERE(BIRD))RSPEAK(spk);
987 game.prop[FISSUR]=1-game.prop[FISSUR];
988 PSPEAK(FISSUR,2-game.prop[FISSUR]);
993 int action(FILE *input, enum speechpart part, long verb, token_t obj)
994 /* Analyse a verb. Remember what it was, go back for object if second word
995 * unless verb is "say", which snarfs arbitrary second word.
998 token_t spk=ACTSPK[verb];
1000 if (part == unknown)
1002 /* Analyse an object word. See if the thing is here, whether
1003 * we've got a verb yet, and so on. Object must be here
1004 * unless verb is "find" or "invent(ory)" (and no new verb
1005 * yet to be analysed). Water and oil are also funny, since
1006 * they are never actually dropped at any location, but might
1007 * be here inside the bottle or urn or as a feature of the
1011 else if (obj == GRATE) {
1012 if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1014 if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1015 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1020 else if (obj == DWARF && ATDWRF(game.loc) > 0)
1022 else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
1024 else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1028 else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1032 else if (obj == KNIFE && game.knfloc == game.loc) {
1038 else if (obj == ROD && HERE(ROD2)) {
1042 else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
1059 if (WD2 > 0 && verb != SAY) return(2800);
1060 if (verb == SAY)obj=WD2;
1061 if (obj == 0 || obj == INTRANSITIVE) {
1062 /* Analyse an intransitive verb (ie, no object given yet). */
1064 case 0: /* CARRY */ return carry(verb, INTRANSITIVE);
1065 case 1: /* DROP */ return GO_UNKNOWN;
1066 case 2: /* SAY */ return GO_UNKNOWN;
1067 case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
1068 case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
1069 case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
1070 case 6: /* LIGHT */ return light(verb, INTRANSITIVE);
1071 case 7: /* EXTIN */ return extinguish(verb, INTRANSITIVE);
1072 case 8: /* WAVE */ return GO_UNKNOWN;
1073 case 9: /* CALM */ return GO_UNKNOWN;
1074 case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
1075 case 11: /* ATTAC */ return attack(input, verb, obj);
1076 case 12: /* POUR */ return pour(verb, obj);
1077 case 13: /* EAT */ return eat(verb, INTRANSITIVE);
1078 case 14: /* DRINK */ return drink(verb, obj);
1079 case 15: /* RUB */ return GO_UNKNOWN;
1080 case 16: /* TOSS */ return GO_UNKNOWN;
1081 case 17: /* QUIT */ return quit(input);
1082 case 18: /* FIND */ return GO_UNKNOWN;
1083 case 19: /* INVEN */ return inven();
1084 case 20: /* FEED */ return GO_UNKNOWN;
1085 case 21: /* FILL */ return fill(verb, obj);
1086 case 22: /* BLAST */ blast(); return GO_CLEAROBJ;
1087 case 23: /* SCOR */ return vscore();
1088 case 24: /* FOO */ return bigwords(WD1);
1089 case 25: /* BRIEF */ return brief();
1090 case 26: /* READ */ return read(input, verb, INTRANSITIVE);
1091 case 27: /* BREAK */ return GO_UNKNOWN;
1092 case 28: /* WAKE */ return GO_UNKNOWN;
1093 case 29: /* SUSP */ return suspend(input);
1094 case 30: /* RESU */ return resume(input);
1095 case 31: /* FLY */ return fly(verb, INTRANSITIVE);
1096 case 32: /* LISTE */ return listen();
1097 case 33: /* ZZZZ */ return reservoir();
1103 /* Analyse a transitive verb. */
1105 case 0: /* CARRY */ return carry(verb, obj);
1106 case 1: /* DROP */ return discard(verb, obj, false);
1107 case 2: /* SAY */ return say();
1108 case 3: /* UNLOC */ return lock(verb, obj);
1109 case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
1110 case 5: /* LOCK */ return lock(verb, obj);
1111 case 6: /* LIGHT */ return light(verb, obj);
1112 case 7: /* EXTI */ return extinguish(verb, obj);
1113 case 8: /* WAVE */ return wave(verb, obj);
1114 case 9: /* CALM */ {RSPEAK(spk); return GO_CLEAROBJ;}
1115 case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
1116 case 11: /* ATTAC */ return attack(input, verb, obj);
1117 case 12: /* POUR */ return pour(verb, obj);
1118 case 13: /* EAT */ return eat(verb, obj);
1119 case 14: /* DRINK */ return drink(verb, obj);
1120 case 15: /* RUB */ return rub(verb, obj);
1121 case 16: /* TOSS */ return throw(input, verb, obj);
1122 case 17: /* QUIT */ {RSPEAK(spk); return GO_CLEAROBJ;}
1123 case 18: /* FIND */ return find(verb, obj);
1124 case 19: /* INVEN */ return find(verb, obj);
1125 case 20: /* FEED */ return feed(verb, obj);
1126 case 21: /* FILL */ return fill(verb, obj);
1127 case 22: /* BLAST */ blast(); return GO_CLEAROBJ;
1128 case 23: /* SCOR */ {RSPEAK(spk); return GO_CLEAROBJ;}
1129 case 24: /* FOO */ {RSPEAK(spk); return GO_CLEAROBJ;}
1130 case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;}
1131 case 26: /* READ */ return read(input, verb, obj);
1132 case 27: /* BREAK */ return vbreak(verb, obj);
1133 case 28: /* WAKE */ return wake(verb, obj);
1134 case 29: /* SUSP */ {RSPEAK(spk); return GO_CLEAROBJ;}
1135 case 30: /* RESU */ {RSPEAK(spk); return GO_CLEAROBJ;}
1136 case 31: /* FLY */ return fly(verb, obj);
1137 case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;}
1138 case 33: /* ZZZZ */ return reservoir();
1142 /* Unknown verb, couldn't deduce object - might need hint */
1145 return GO_CHECKHINT;