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.prop[BOTTLE] = EMPTY_BOTTLE;
550 game.place[WATER] = LOC_NOWHERE;
551 rspeak(BOTTLE_EMPTY);
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 game.prop[BOTTLE] = (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE;
746 game.place[LIQUID()] = CARRIED;
750 rspeak(BOTTLED_WATER);
754 static int find(token_t verb, token_t obj)
755 /* Find. Might be carrying it, or it might be here. Else give caveat. */
758 rspeak(ALREADY_CARRYING);
763 rspeak(NEEDED_NEARBY);
768 (LIQUID() == obj && AT(BOTTLE)) ||
769 obj == LIQLOC(game.loc) ||
770 (obj == DWARF && atdwrf(game.loc) > 0)) {
776 rspeak(actions[verb].message);
780 static int fly(token_t verb, token_t obj)
781 /* Fly. Snide remarks unless hovering rug is here. */
783 if (obj == INTRANSITIVE) {
788 if (game.prop[RUG] != RUG_HOVER) {
789 rspeak(RUG_NOTHING2);
796 rspeak(actions[verb].message);
799 if (game.prop[RUG] != RUG_HOVER) {
800 rspeak(RUG_NOTHING1);
803 game.oldlc2 = game.oldloc;
804 game.oldloc = game.loc;
805 /* FIXME: Arithmetic on location values */
806 game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
808 if (game.prop[SAPPH] >= 0) {
816 static int inven(void)
817 /* Inventory. If object, treat same as find. Else report on current burden. */
820 for (int i = 1; i <= NOBJECTS; i++) {
828 pspeak(i, touch, -1, false);
837 static int light(token_t verb, token_t obj)
838 /* Light. Applicable only to lamp and urn. */
840 if (obj == INTRANSITIVE) {
841 if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
843 if (HERE(URN) && game.prop[URN] == URN_DARK)
845 if (obj == INTRANSITIVE ||
846 (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
847 HERE(URN) && game.prop[URN] == URN_DARK))
852 state_change(URN, game.prop[URN] == URN_EMPTY ?
858 rspeak(actions[verb].message);
861 if (game.limit < 0) {
865 state_change(LAMP, LAMP_BRIGHT);
873 static int listen(void)
874 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
876 long sound = locations[game.loc].sound;
877 if (sound != SILENT) {
879 if (!locations[game.loc].loud)
883 for (int i = 1; i <= NOBJECTS; i++) {
885 objects[i].sounds[0] == NULL ||
888 int mi = game.prop[i];
890 mi += 3 * game.blooded;
891 long packed_zzword = token_to_packed(game.zzword);
892 pspeak(i, hear, mi, true, packed_zzword);
894 /* FIXME: Magic number, sensitive to bird state logic */
895 if (i == BIRD && game.prop[i] == 5)
903 static int lock(token_t verb, token_t obj)
904 /* Lock, unlock, no object given. Assume various things if present. */
906 if (obj == INTRANSITIVE) {
917 if (obj == INTRANSITIVE) {
918 rspeak(NOTHING_LOCKED);
923 /* Lock, unlock object. Special stuff for opening clam/oyster
933 game.clock2 = PANICTIME;
937 state_change(GRATE, (verb == LOCK) ?
951 else if (!TOTING(TRIDENT))
952 rspeak(OYSTER_OPENER);
955 drop(OYSTER, game.loc);
956 drop(PEARL, LOC_CULDESAC);
964 rspeak(OYSTER_OPENER);
968 rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
974 rspeak(CANNOT_UNLOCK);
977 rspeak(actions[verb].message);
983 static int pour(token_t verb, token_t obj)
984 /* Pour. If no object, or object is bottle, assume contents of bottle.
985 * special tests for pouring water or oil on plant or rusty door. */
990 if (obj == NO_OBJECT)
993 rspeak(actions[verb].message);
997 if (obj != OIL && obj != WATER) {
1001 if (HERE(URN) && game.prop[URN] == URN_EMPTY)
1002 return fill(verb, URN);
1003 game.prop[BOTTLE] = EMPTY_BOTTLE;
1004 game.place[obj] = LOC_NOWHERE;
1012 /* cycle through the three plant states */
1013 state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
1014 game.prop[PLANT2] = game.prop[PLANT];
1017 rspeak(SHAKING_LEAVES);
1021 state_change(DOOR, (obj == OIL) ?
1028 static int quit(void)
1029 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
1031 if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
1032 terminate(quitgame);
1036 static int read(struct command_t command)
1037 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
1039 if (command.obj == INTRANSITIVE) {
1041 for (int i = 1; i <= NOBJECTS; i++) {
1042 if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
1043 command.obj = command.obj * NOBJECTS + i;
1045 if (command.obj > NOBJECTS ||
1051 if (DARK(game.loc)) {
1052 sspeak(NO_SEE, command.raw1);
1053 } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
1054 game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
1055 } else if (objects[command.obj].texts[0] == NULL ||
1056 game.prop[command.obj] < 0) {
1057 rspeak(actions[command.verb].message);
1059 pspeak(command.obj, study, game.prop[command.obj], true);
1063 static int reservoir(void)
1064 /* Z'ZZZ (word gets recomputed at startup; different each game). */
1066 /* FIXME: Arithmetic on state numbers */
1067 if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
1068 rspeak(NOTHING_HAPPENS);
1072 game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
1076 game.oldlc2 = game.loc;
1077 game.newloc = LOC_NOWHERE;
1079 return GO_TERMINATE;
1084 static int rub(token_t verb, token_t obj)
1085 /* Rub. Yields various snide remarks except for lit urn. */
1087 if (obj == URN && game.prop[URN] == URN_LIT) {
1089 drop(AMBER, game.loc);
1090 game.prop[AMBER] = AMBER_IN_ROCK;
1092 drop(CAVITY, game.loc);
1094 } else if (obj != LAMP) {
1095 rspeak(PECULIAR_NOTHING);
1097 rspeak(actions[verb].message);
1102 static int say(struct command_t *command)
1103 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
1105 if (command->wd2 > 0) {
1106 command->wd1 = command->wd2;
1107 strcpy(command->raw1, command->raw2);
1109 char word1[TOKLEN + 1];
1110 packed_to_token(command->wd1, word1);
1111 int wd = (int) get_vocab_id(word1);
1112 if (wd == MOTION_WORD(XYZZY) ||
1113 wd == MOTION_WORD(PLUGH) ||
1114 wd == MOTION_WORD(PLOVER) ||
1115 wd == ACTION_WORD(GIANTWORDS) ||
1116 wd == ACTION_WORD(PART)) {
1117 /* FIXME: scribbles on the interpreter's command block */
1118 wordclear(&command->wd2);
1121 sspeak(OKEY_DOKEY, command->raw1);
1125 static int throw_support(long spk)
1128 drop(AXE, game.loc);
1132 static int throw (struct command_t *command)
1133 /* Throw. Same as discard unless axe. Then same as attack except
1134 * ignore bird, and if dwarf is present then one might be killed.
1135 * (Only way to do so!) Axe also special for dragon, bear, and
1136 * troll. Treasures special for troll. */
1138 if (!TOTING(command->obj)) {
1139 rspeak(actions[command->verb].message);
1142 if (objects[command->obj].is_treasure && AT(TROLL)) {
1143 /* Snarf a treasure for the troll. */
1144 drop(command->obj, LOC_NOWHERE);
1145 move(TROLL, LOC_NOWHERE);
1146 move(TROLL + NOBJECTS, LOC_NOWHERE);
1147 drop(TROLL2, objects[TROLL].plac);
1148 drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1150 rspeak(TROLL_SATISFIED);
1153 if (command->obj == FOOD && HERE(BEAR)) {
1154 /* But throwing food is another story. */
1155 command->obj = BEAR;
1156 return (feed(command->verb, command->obj));
1158 if (command->obj != AXE)
1159 return (discard(command->verb, command->obj, false));
1161 if (atdwrf(game.loc) <= 0) {
1162 if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1163 return throw_support(DRAGON_SCALES);
1165 return throw_support(TROLL_RETURNS);
1167 return throw_support(OGRE_DODGE);
1168 else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1169 /* This'll teach him to throw the axe at the bear! */
1170 drop(AXE, game.loc);
1171 game.fixed[AXE] = IS_FIXED;
1173 state_change(AXE, AXE_LOST);
1176 command->obj = NO_OBJECT;
1177 return (attack(command));
1180 if (randrange(NDWARVES + 1) < game.dflag) {
1181 return throw_support(DWARF_DODGES);
1183 long i = atdwrf(game.loc);
1184 game.dseen[i] = false;
1185 game.dloc[i] = LOC_NOWHERE;
1186 return throw_support((++game.dkill == 1) ?
1193 static int wake(token_t verb, token_t obj)
1194 /* Wake. Only use is to disturb the dwarves. */
1198 rspeak(actions[verb].message);
1202 return GO_DWARFWAKE;
1206 static int wave(token_t verb, token_t obj)
1207 /* Wave. No effect unless waving rod at fissure or at bird. */
1214 rspeak(((!TOTING(obj)) && (obj != ROD ||
1217 actions[verb].message);
1221 if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1222 drop(JADE, game.loc);
1223 game.prop[JADE] = STATE_FOUND;
1225 rspeak(NECKLACE_FLY);
1229 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1232 return GO_DWARFWAKE;
1236 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1242 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1246 state_change(FISSURE,
1247 game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
1252 int action(struct command_t *command)
1253 /* Analyse a verb. Remember what it was, go back for object if second word
1254 * unless verb is "say", which snarfs arbitrary second word.
1257 if (command->part == unknown) {
1258 /* Analyse an object word. See if the thing is here, whether
1259 * we've got a verb yet, and so on. Object must be here
1260 * unless verb is "find" or "invent(ory)" (and no new verb
1261 * yet to be analysed). Water and oil are also funny, since
1262 * they are never actually dropped at any location, but might
1263 * be here inside the bottle or urn or as a feature of the
1265 if (HERE(command->obj))
1267 else if (command->obj == GRATE) {
1268 if (game.loc == LOC_START ||
1269 game.loc == LOC_VALLEY ||
1270 game.loc == LOC_SLIT) {
1271 command->obj = DPRSSN;
1273 if (game.loc == LOC_COBBLE ||
1274 game.loc == LOC_DEBRIS ||
1275 game.loc == LOC_AWKWARD ||
1276 game.loc == LOC_BIRD ||
1277 game.loc == LOC_PITTOP) {
1278 command->obj = ENTRNC;
1280 } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1282 else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
1283 command->obj == LIQLOC(game.loc))
1285 else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1288 } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1289 command->obj = PLANT2;
1291 } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1293 rspeak(KNIVES_VANISH);
1295 } else if (command->obj == ROD && HERE(ROD2)) {
1296 command->obj = ROD2;
1298 } else if ((command->verb == FIND ||
1299 command->verb == INVENTORY) && command->wd2 <= 0)
1302 sspeak(NO_SEE, command->raw1);
1306 if (command->wd2 > 0)
1308 if (command->verb != 0)
1309 command->part = transitive;
1312 switch (command->part) {
1314 if (command->wd2 > 0 && command->verb != SAY)
1316 if (command->verb == SAY)
1317 command->obj = command->wd2;
1318 if (command->obj == NO_OBJECT ||
1319 command->obj == INTRANSITIVE) {
1320 /* Analyse an intransitive verb (ie, no object given yet). */
1321 switch (command->verb) {
1323 return vcarry(command->verb, INTRANSITIVE);
1329 return lock(command->verb, INTRANSITIVE);
1332 return (GO_CLEAROBJ);
1335 return lock(command->verb, INTRANSITIVE);
1337 return light(command->verb, INTRANSITIVE);
1339 return extinguish(command->verb, INTRANSITIVE);
1345 rspeak(actions[command->verb].message);
1349 return attack(command);
1351 return pour(command->verb, command->obj);
1353 return eat(command->verb, INTRANSITIVE);
1355 return drink(command->verb, command->obj);
1369 return fill(command->verb, command->obj);
1377 return bigwords(command->wd1);
1381 command->obj = INTRANSITIVE;
1382 return read(*command);
1392 return fly(command->verb, INTRANSITIVE);
1398 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1403 /* Analyse a transitive verb. */
1404 switch (command->verb) {
1406 return vcarry(command->verb, command->obj);
1408 return discard(command->verb, command->obj, false);
1410 return say(command);
1412 return lock(command->verb, command->obj);
1415 return (GO_CLEAROBJ);
1418 return lock(command->verb, command->obj);
1420 return light(command->verb, command->obj);
1422 return extinguish(command->verb, command->obj);
1424 return wave(command->verb, command->obj);
1426 rspeak(actions[command->verb].message);
1430 rspeak(actions[command->verb].message);
1434 return attack(command);
1436 return pour(command->verb, command->obj);
1438 return eat(command->verb, command->obj);
1440 return drink(command->verb, command->obj);
1442 return rub(command->verb, command->obj);
1444 return throw (command);
1446 rspeak(actions[command->verb].message);
1450 return find(command->verb, command->obj);
1452 return find(command->verb, command->obj);
1454 return feed(command->verb, command->obj);
1456 return fill(command->verb, command->obj);
1461 rspeak(actions[command->verb].message);
1465 rspeak(actions[command->verb].message);
1469 rspeak(actions[command->verb].message);
1473 return read(*command);
1475 return vbreak(command->verb, command->obj);
1477 return wake(command->verb, command->obj);
1479 rspeak(actions[command->verb].message);
1483 rspeak(actions[command->verb].message);
1487 return fly(command->verb, command->obj);
1489 rspeak(actions[command->verb].message);
1495 BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1498 /* Unknown verb, couldn't deduce object - might need hint */
1499 sspeak(WHAT_DO, command->raw1);
1500 return GO_CHECKHINT;
1502 BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE