7 static int fill(token_t, token_t);
9 static void state_change(long obj, long state)
11 game.prop[obj] = state;
12 pspeak(obj, change, state, true);
15 static int attack(struct command_t *command)
16 /* Attack. Assume target if unambiguous. "Throw" also links here.
17 * Attackable objects fall into two categories: enemies (snake,
18 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
19 * enemies, or no enemies but 2 others. */
21 vocab_t verb = command->verb;
22 vocab_t obj = command->obj;
24 long spk = actions[verb].message;
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)) {
81 } else if (obj == VEND) {
83 game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
91 spk = SHELL_IMPERVIOUS;
95 spk = BARE_HANDS_QUERY;
96 if (obj == DWARF && game.closed)
104 if (obj == OGRE && atdwrf(game.loc) > 0) {
106 rspeak(KNIFE_THROWN);
109 for (int i = 1; i < PIRATE; i++) {
110 if (game.dloc[i] == game.loc) {
112 game.dloc[i] = LOC_LONGWEST;
113 game.dseen[i] = false;
116 spk = (dwarves > 1) ?
119 } else if (obj == BEAR) {
120 switch (game.prop[BEAR]) {
134 } else if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
135 /* Fun stuff for dragon. If he insists on attacking it, win!
136 * Set game.prop to dead, move dragon to central loc (still
137 * fixed), move rug there (not fixed), and move him there,
138 * too. Then do a null motion to get new description. */
139 rspeak(BARE_HANDS_QUERY);
141 // FIXME: setting wd1 is a workaround for broken logic
142 command->wd1 = token_to_packed("Y");
144 // FIXME: setting wd1 is a workaround for broken logic
145 command->wd1 = token_to_packed("N");
148 state_change(DRAGON, DRAGON_DEAD);
149 game.prop[RUG] = RUG_FLOOR;
150 /* FIXME: Arithmetic on location values */
151 int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
152 move(DRAGON + NOBJECTS, -1);
153 move(RUG + NOBJECTS, 0);
157 for (obj = 1; obj <= NOBJECTS; obj++) {
158 if (game.place[obj] == objects[DRAGON].plac ||
159 game.place[obj] == objects[DRAGON].fixd)
170 static int bigwords(token_t foo)
171 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
172 * Look up foo in special section of vocab to determine which word we've got.
173 * Last word zips the eggs back to the giant room (unless already there). */
175 char word[TOKLEN + 1];
176 packed_to_token(foo, word);
177 int k = (int) get_special_vocab_id(word);
178 if (game.foobar != 1 - k) {
179 if (game.foobar != 0 && game.loc == LOC_GIANTROOM) {
182 rspeak(NOTHING_HAPPENS);
192 if (game.place[EGGS] == objects[EGGS].plac ||
193 (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
194 rspeak(NOTHING_HAPPENS);
197 /* Bring back troll if we steal the eggs back from him before
199 if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
200 game.prop[TROLL] = TROLL_PAIDONCE;
204 if (game.loc == objects[EGGS].plac)
206 move(EGGS, objects[EGGS].plac);
207 pspeak(EGGS, look, k, true);
213 static int bivalve(token_t verb, token_t obj)
214 /* Clam/oyster actions */
216 bool is_oyster = (obj == OYSTER);
221 if (!TOTING(TRIDENT)) {
236 drop(OYSTER, game.loc);
237 drop(PEARL, LOC_CULDESAC);
245 static void blast(void)
246 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
248 if (game.prop[ROD2] < 0 ||
250 rspeak(REQUIRES_DYNAMITE);
252 game.bonus = VICTORY_MESSAGE;
253 if (game.loc == LOC_NE)
254 game.bonus = DEFEAT_MESSAGE;
256 game.bonus = SPLATTER_MESSAGE;
262 static int vbreak(token_t verb, token_t obj)
263 /* Break. Only works for mirror in repository and, of course, the vase. */
267 rspeak(BREAK_MIRROR);
274 if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
276 drop(VASE, game.loc);
277 state_change(VASE, VASE_BROKEN);
278 game.fixed[VASE] = -1;
281 rspeak(actions[verb].message);
282 return (GO_CLEAROBJ);
285 static int brief(void)
286 /* Brief. Intransitive only. Suppress long descriptions after first time. */
290 rspeak(BRIEF_CONFIRM);
294 static int vcarry(token_t verb, token_t obj)
295 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
296 * take one without the other). Liquids also special, since they depend on
297 * status of bottle. Also various side effects, etc. */
300 if (obj == INTRANSITIVE) {
301 /* Carry, no object given yet. OK if only one object present. */
302 if (game.atloc[game.loc] == 0 ||
303 game.link[game.atloc[game.loc]] != 0 ||
304 atdwrf(game.loc) > 0)
306 obj = game.atloc[game.loc];
310 rspeak(ALREADY_CARRYING);
314 if (obj == PLANT && game.prop[PLANT] <= 0)
316 if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
318 if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
323 spk = DOUGHNUT_HOLES;
326 if (obj == RUG && game.prop[RUG] == RUG_HOVER)
329 spk = HAND_PASSTHROUGH;
331 rspeak(REMOVE_MESSAGE);
335 if (game.fixed[obj] != 0) {
343 if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
344 return (fill(verb, BOTTLE));
346 if (game.prop[BOTTLE] != EMPTY_BOTTLE)
358 if (game.holdng >= INVLIMIT) {
361 } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
362 if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
371 if (spk == CANNOT_CARRY ||
372 spk == BIRD_EVADES) {
376 game.prop[BIRD] = BIRD_CAGED;
378 /* FIXME: Arithmetic on state numbers */
381 (game.prop[BIRD] == BIRD_CAGED ||
382 -1 - game.prop[BIRD] == 1))
383 carry(BIRD + CAGE - obj, game.loc);
384 carry(obj, game.loc);
385 if (obj == BOTTLE && LIQUID() != 0)
386 game.place[LIQUID()] = CARRIED;
387 if (GSTONE(obj) && game.prop[obj] != 0) {
388 game.prop[obj] = STATE_GROUND;
389 game.prop[CAVITY] = CAVITY_EMPTY;
395 static int chain(token_t verb)
396 /* Do something to the bear's chain */
400 spk = CHAIN_UNLOCKED;
401 if (game.prop[BEAR] == UNTAMED_BEAR)
403 if (game.prop[CHAIN] == CHAIN_HEAP)
404 spk = ALREADY_UNLOCKED;
405 if (spk != CHAIN_UNLOCKED) {
409 game.prop[CHAIN] = CHAIN_HEAP;
410 game.fixed[CHAIN] = CHAIN_HEAP;
411 if (game.prop[BEAR] != BEAR_DEAD)
412 game.prop[BEAR] = CONTENTED_BEAR;
413 /* FIXME: Arithmetic on state numbers */
414 game.fixed[BEAR] = 2 - game.prop[BEAR];
417 if (game.prop[CHAIN] != CHAIN_HEAP)
418 spk = ALREADY_LOCKED;
419 if (game.loc != objects[CHAIN].plac)
421 if (spk != CHAIN_LOCKED) {
425 game.prop[CHAIN] = CHAIN_FIXED;
427 drop(CHAIN, game.loc);
428 game.fixed[CHAIN] = -1;
434 static int discard(token_t verb, token_t obj, bool just_do_it)
435 /* Discard object. "Throw" also comes here for most objects. Special cases for
436 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
437 * Drop coins at vending machine for extra batteries. */
439 int spk = actions[verb].message;
441 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
447 if (obj == BIRD && HERE(SNAKE)) {
448 rspeak(BIRD_ATTACKS);
452 /* Set game.prop for use by travel options */
453 game.prop[SNAKE] = SNAKE_CHASED;
455 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
458 game.prop[CAVITY] = CAVITY_FULL;
459 if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
460 (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
467 if (spk != RUG_WIGGLES) {
468 /* FIXME: Arithmetic on state numbers */
469 int k = 2 - game.prop[RUG];
472 k = objects[SAPPH].plac;
473 move(RUG + NOBJECTS, k);
476 } else if (obj == COINS && HERE(VEND)) {
478 drop(BATTERY, game.loc);
479 pspeak(BATTERY, look, FRESH_BATTERIES, true);
481 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
485 } else if (obj == BEAR && AT(TROLL)) {
486 state_change(TROLL, TROLL_GONE);
487 move(TROLL, LOC_NOWHERE);
488 move(TROLL + NOBJECTS, LOC_NOWHERE);
489 move(TROLL2, objects[TROLL].plac);
490 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
492 } else if (obj != VASE ||
493 game.loc == objects[PILLOW].plac) {
496 game.prop[VASE] = VASE_BROKEN;
498 game.prop[VASE] = VASE_WHOLE;
499 pspeak(VASE, look, game.prop[VASE] + 1, true);
500 if (game.prop[VASE] != VASE_WHOLE)
501 game.fixed[VASE] = -1;
507 if (obj == BOTTLE && k != 0)
508 game.place[k] = LOC_NOWHERE;
509 if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
510 drop(BIRD, game.loc);
514 game.prop[BIRD] = BIRD_UNCAGED;
515 if (FOREST(game.loc))
516 game.prop[BIRD] = BIRD_FOREST_UNCAGED;
520 static int drink(token_t verb, token_t obj)
521 /* Drink. If no object, assume water and look for it here. If water is in
522 * the bottle, drink that, else must be at a water loc, so drink stream. */
524 if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER &&
525 (LIQUID() != WATER || !HERE(BOTTLE))) {
531 state_change(DRAGON, DRAGON_BLOODLESS);
536 if (obj != NO_OBJECT && obj != WATER) {
537 rspeak(RIDICULOUS_ATTEMPT);
540 if (LIQUID() == WATER && HERE(BOTTLE)) {
541 game.prop[BOTTLE] = EMPTY_BOTTLE;
542 game.place[WATER] = LOC_NOWHERE;
543 rspeak(BOTTLE_EMPTY);
547 rspeak(actions[verb].message);
551 static int eat(token_t verb, token_t obj)
552 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
553 * ok, some things lose appetite, rest are ridiculous. */
555 if (obj == INTRANSITIVE) {
559 rspeak(THANKS_DELICIOUS);
564 rspeak(THANKS_DELICIOUS);
576 rspeak(LOST_APPETITE);
579 rspeak(actions[verb].message);
583 static int extinguish(token_t verb, int obj)
584 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
586 if (obj == INTRANSITIVE) {
587 if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
589 if (HERE(URN) && game.prop[URN] == URN_LIT)
591 if (obj == INTRANSITIVE)
596 if (game.prop[URN] != URN_EMPTY) {
597 state_change(URN, URN_DARK);
599 pspeak(URN, change, URN_DARK, true);
605 state_change(LAMP, LAMP_DARK);
606 rspeak(DARK(game.loc) ?
614 rspeak(BEYOND_POWER);
618 rspeak(actions[verb].message);
622 static int feed(token_t verb, token_t obj)
623 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
624 * mad. Bear, special. */
626 int spk = actions[verb].message;
630 } else if (obj == SNAKE ||
633 spk = NOTHING_EDIBLE;
634 if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
635 spk = RIDICULOUS_ATTEMPT;
638 if (obj == SNAKE && !game.closed && HERE(BIRD)) {
642 } else if (obj == DWARF) {
647 } else if (obj == BEAR) {
648 if (game.prop[BEAR] == UNTAMED_BEAR)
649 spk = NOTHING_EDIBLE;
650 if (game.prop[BEAR] == BEAR_DEAD)
651 spk = RIDICULOUS_ATTEMPT;
654 game.prop[BEAR] = SITTING_BEAR;
659 } else if (obj == OGRE) {
669 int fill(token_t verb, token_t obj)
670 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
674 if (LIQLOC(game.loc) == NO_OBJECT) {
675 rspeak(FILL_INVALID);
679 rspeak(ARENT_CARRYING);
682 rspeak(SHATTER_VASE);
683 game.prop[VASE] = VASE_BROKEN;
684 game.fixed[VASE] = -1;
685 return (discard(verb, obj, true));
689 if (game.prop[URN] != URN_EMPTY) {
694 rspeak(FILL_INVALID);
700 game.prop[BOTTLE] = EMPTY_BOTTLE;
704 game.prop[URN] = URN_DARK;
705 game.prop[BOTTLE] = EMPTY_BOTTLE;
710 rspeak(FILL_INVALID);
713 game.place[k] = LOC_NOWHERE;
716 if (obj != NO_OBJECT && obj != BOTTLE) {
717 rspeak(actions[verb].message);
720 if (obj == NO_OBJECT && !HERE(BOTTLE))
723 if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
727 if (LIQUID() != NO_OBJECT) {
731 if (LIQLOC(game.loc) == NO_OBJECT) {
736 game.prop[BOTTLE] = (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE;
738 game.place[LIQUID()] = CARRIED;
742 rspeak(BOTTLED_WATER);
746 static int find(token_t verb, token_t obj)
747 /* Find. Might be carrying it, or it might be here. Else give caveat. */
750 rspeak(ALREADY_CARRYING);
755 rspeak(NEEDED_NEARBY);
760 (LIQUID() == obj && AT(BOTTLE)) ||
761 obj == LIQLOC(game.loc) ||
762 (obj == DWARF && atdwrf(game.loc) > 0)) {
768 rspeak(actions[verb].message);
772 static int fly(token_t verb, token_t obj)
773 /* Fly. Snide remarks unless hovering rug is here. */
775 if (obj == INTRANSITIVE) {
780 if (game.prop[RUG] != RUG_HOVER) {
781 rspeak(RUG_NOTHING2);
788 rspeak(actions[verb].message);
791 if (game.prop[RUG] != RUG_HOVER) {
792 rspeak(RUG_NOTHING1);
795 game.oldlc2 = game.oldloc;
796 game.oldloc = game.loc;
797 /* FIXME: Arithmetic on location values */
798 game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
800 if (game.prop[SAPPH] >= 0) {
808 static int inven(void)
809 /* Inventory. If object, treat same as find. Else report on current burden. */
812 for (int i = 1; i <= NOBJECTS; i++) {
820 pspeak(i, touch, -1, false);
829 static int light(token_t verb, token_t obj)
830 /* Light. Applicable only to lamp and urn. */
832 if (obj == INTRANSITIVE) {
833 if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
835 if (HERE(URN) && game.prop[URN] == URN_DARK)
837 if (obj == INTRANSITIVE ||
838 (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
839 HERE(URN) && game.prop[URN] == URN_DARK))
844 state_change(URN, game.prop[URN] == URN_EMPTY ?
850 rspeak(actions[verb].message);
853 if (game.limit < 0) {
857 state_change(LAMP, LAMP_BRIGHT);
865 static int listen(void)
866 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
868 long sound = locations[game.loc].sound;
869 if (sound != SILENT) {
871 if (!locations[game.loc].loud)
875 for (int i = 1; i <= NOBJECTS; i++) {
877 objects[i].sounds[0] == NULL ||
880 int mi = game.prop[i];
882 mi += 3 * game.blooded;
883 long packed_zzword = token_to_packed(game.zzword);
884 pspeak(i, hear, mi, true, packed_zzword);
886 /* FIXME: Magic number, sensitive to bird state logic */
887 if (i == BIRD && game.prop[i] == 5)
895 static int lock(token_t verb, token_t obj)
896 /* Lock, unlock, no object given. Assume various things if present. */
898 if (obj == INTRANSITIVE) {
909 if (obj == INTRANSITIVE) {
910 rspeak(NOTHING_LOCKED);
915 /* Lock, unlock object. Special stuff for opening clam/oyster
925 game.clock2 = PANICTIME;
929 state_change(GRATE, (verb == LOCK) ?
942 return bivalve(verb, obj);
944 rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
950 rspeak(CANNOT_UNLOCK);
953 rspeak(actions[verb].message);
959 static int pour(token_t verb, token_t obj)
960 /* Pour. If no object, or object is bottle, assume contents of bottle.
961 * special tests for pouring water or oil on plant or rusty door. */
966 if (obj == NO_OBJECT)
969 rspeak(actions[verb].message);
973 if (obj != OIL && obj != WATER) {
977 if (HERE(URN) && game.prop[URN] == URN_EMPTY)
978 return fill(verb, URN);
979 game.prop[BOTTLE] = EMPTY_BOTTLE;
980 game.place[obj] = LOC_NOWHERE;
988 /* cycle through the three plant states */
989 state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
990 game.prop[PLANT2] = game.prop[PLANT];
993 rspeak(SHAKING_LEAVES);
997 state_change(DOOR, (obj == OIL) ?
1004 static int quit(void)
1005 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
1007 if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
1008 terminate(quitgame);
1012 static int read(struct command_t command)
1013 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
1015 if (command.obj == INTRANSITIVE) {
1017 for (int i = 1; i <= NOBJECTS; i++) {
1018 if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
1019 command.obj = command.obj * NOBJECTS + i;
1021 if (command.obj > NOBJECTS ||
1027 if (DARK(game.loc)) {
1028 sspeak(NO_SEE, command.raw1);
1029 } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
1030 game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
1031 } else if (objects[command.obj].texts[0] == NULL ||
1032 game.prop[command.obj] < 0) {
1033 rspeak(actions[command.verb].message);
1035 pspeak(command.obj, study, game.prop[command.obj], true);
1039 static int reservoir(void)
1040 /* Z'ZZZ (word gets recomputed at startup; different each game). */
1042 /* FIXME: Arithmetic on state numbers */
1043 if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
1044 rspeak(NOTHING_HAPPENS);
1047 /* FIXME: Arithmetic on state numbers */
1048 pspeak(RESER, look, game.prop[RESER] + 1, true);
1049 game.prop[RESER] = 1 - game.prop[RESER];
1053 game.oldlc2 = game.loc;
1054 game.newloc = LOC_NOWHERE;
1056 return GO_TERMINATE;
1061 static int rub(token_t verb, token_t obj)
1062 /* Rub. Yields various snide remarks except for lit urn. */
1064 if (obj == URN && game.prop[URN] == URN_LIT) {
1066 drop(AMBER, game.loc);
1067 game.prop[AMBER] = AMBER_IN_ROCK;
1069 drop(CAVITY, game.loc);
1071 } else if (obj != LAMP) {
1072 rspeak(PECULIAR_NOTHING);
1074 rspeak(actions[verb].message);
1079 static int say(struct command_t *command)
1080 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
1082 if (command->wd2 > 0) {
1083 command->wd1 = command->wd2;
1084 strcpy(command->raw1, command->raw2);
1086 char word1[TOKLEN + 1];
1087 packed_to_token(command->wd1, word1);
1088 int wd = (int) get_vocab_id(word1);
1089 /* FIXME: magic numbers */
1090 if (wd == MOTION_WORD(XYZZY) ||
1091 wd == MOTION_WORD(PLUGH) ||
1092 wd == MOTION_WORD(PLOVER) ||
1093 wd == ACTION_WORD(GIANTWORDS) ||
1094 wd == ACTION_WORD(PART)) {
1095 /* FIXME: scribbles on the interpreter's command block */
1096 wordclear(&command->wd2);
1099 sspeak(OKEY_DOKEY, command->raw1);
1103 static int throw_support(long spk)
1106 drop(AXE, game.loc);
1110 static int throw (struct command_t *command)
1111 /* Throw. Same as discard unless axe. Then same as attack except
1112 * ignore bird, and if dwarf is present then one might be killed.
1113 * (Only way to do so!) Axe also special for dragon, bear, and
1114 * troll. Treasures special for troll. */
1116 if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
1117 command->obj = ROD2;
1118 if (!TOTING(command->obj)) {
1119 rspeak(actions[command->verb].message);
1122 if (objects[command->obj].is_treasure && AT(TROLL)) {
1123 /* Snarf a treasure for the troll. */
1124 drop(command->obj, LOC_NOWHERE);
1125 move(TROLL, LOC_NOWHERE);
1126 move(TROLL + NOBJECTS, LOC_NOWHERE);
1127 drop(TROLL2, objects[TROLL].plac);
1128 drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1130 rspeak(TROLL_SATISFIED);
1133 if (command->obj == FOOD && HERE(BEAR)) {
1134 /* But throwing food is another story. */
1135 command->obj = BEAR;
1136 return (feed(command->verb, command->obj));
1138 if (command->obj != AXE)
1139 return (discard(command->verb, command->obj, false));
1141 if (atdwrf(game.loc) <= 0) {
1142 if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1143 return throw_support(DRAGON_SCALES);
1145 return throw_support(TROLL_RETURNS);
1147 return throw_support(OGRE_DODGE);
1148 else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1149 /* This'll teach him to throw the axe at the bear! */
1150 drop(AXE, game.loc);
1151 game.fixed[AXE] = -1;
1153 state_change(AXE, AXE_LOST);
1156 command->obj = NO_OBJECT;
1157 return (attack(command));
1160 if (randrange(NDWARVES + 1) < game.dflag) {
1161 return throw_support(DWARF_DODGES);
1163 long i = atdwrf(game.loc);
1164 game.dseen[i] = false;
1165 game.dloc[i] = LOC_NOWHERE;
1166 return throw_support((++game.dkill == 1) ?
1173 static int wake(token_t verb, token_t obj)
1174 /* Wake. Only use is to disturb the dwarves. */
1178 rspeak(actions[verb].message);
1182 return GO_DWARFWAKE;
1186 static int wave(token_t verb, token_t obj)
1187 /* Wave. No effect unless waving rod at fissure or at bird. */
1194 rspeak(((!TOTING(obj)) && (obj != ROD ||
1197 actions[verb].message);
1201 if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1202 drop(JADE, game.loc);
1203 game.prop[JADE] = 0;
1205 rspeak(NECKLACE_FLY);
1209 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1212 return GO_DWARFWAKE;
1216 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1222 rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1226 /* FIXME: Arithemetic on property values */
1227 game.prop[FISSURE] = 1 - game.prop[FISSURE];
1228 pspeak(FISSURE, look, 2 - game.prop[FISSURE], true);
1233 int action(struct command_t *command)
1234 /* Analyse a verb. Remember what it was, go back for object if second word
1235 * unless verb is "say", which snarfs arbitrary second word.
1238 if (command->part == unknown) {
1239 /* Analyse an object word. See if the thing is here, whether
1240 * we've got a verb yet, and so on. Object must be here
1241 * unless verb is "find" or "invent(ory)" (and no new verb
1242 * yet to be analysed). Water and oil are also funny, since
1243 * they are never actually dropped at any location, but might
1244 * be here inside the bottle or urn or as a feature of the
1246 if (HERE(command->obj))
1248 else if (command->obj == GRATE) {
1249 if (game.loc == LOC_START ||
1250 game.loc == LOC_VALLEY ||
1251 game.loc == LOC_SLIT) {
1252 command->obj = DPRSSN;
1254 if (game.loc == LOC_COBBLE ||
1255 game.loc == LOC_DEBRIS ||
1256 game.loc == LOC_AWKWARD ||
1257 game.loc == LOC_BIRD ||
1258 game.loc == LOC_PITTOP) {
1259 command->obj = ENTRNC;
1261 } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1263 else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
1264 command->obj == LIQLOC(game.loc))
1266 else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1269 } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1270 command->obj = PLANT2;
1272 } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1274 rspeak(KNIVES_VANISH);
1276 } else if (command->obj == ROD && HERE(ROD2)) {
1277 command->obj = ROD2;
1279 } else if ((command->verb == FIND ||
1280 command->verb == INVENTORY) && command->wd2 <= 0)
1283 sspeak(NO_SEE, command->raw1);
1287 if (command->wd2 > 0)
1289 if (command->verb != 0)
1290 command->part = transitive;
1293 switch (command->part) {
1295 if (command->wd2 > 0 && command->verb != SAY)
1297 if (command->verb == SAY)
1298 command->obj = command->wd2;
1299 if (command->obj == 0 ||
1300 command->obj == INTRANSITIVE) {
1301 /* Analyse an intransitive verb (ie, no object given yet). */
1302 switch (command->verb) {
1304 return vcarry(command->verb, INTRANSITIVE);
1310 return lock(command->verb, INTRANSITIVE);
1313 return (GO_CLEAROBJ);
1316 return lock(command->verb, INTRANSITIVE);
1318 return light(command->verb, INTRANSITIVE);
1320 return extinguish(command->verb, INTRANSITIVE);
1326 rspeak(actions[command->verb].message);
1330 return attack(command);
1332 return pour(command->verb, command->obj);
1334 return eat(command->verb, INTRANSITIVE);
1336 return drink(command->verb, command->obj);
1350 return fill(command->verb, command->obj);
1358 return bigwords(command->wd1);
1362 command->obj = INTRANSITIVE;
1363 return read(*command);
1373 return fly(command->verb, INTRANSITIVE);
1379 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1384 /* Analyse a transitive verb. */
1385 switch (command->verb) {
1387 return vcarry(command->verb, command->obj);
1389 return discard(command->verb, command->obj, false);
1391 return say(command);
1393 return lock(command->verb, command->obj);
1396 return (GO_CLEAROBJ);
1399 return lock(command->verb, command->obj);
1401 return light(command->verb, command->obj);
1403 return extinguish(command->verb, command->obj);
1405 return wave(command->verb, command->obj);
1407 rspeak(actions[command->verb].message);
1411 rspeak(actions[command->verb].message);
1415 return attack(command);
1417 return pour(command->verb, command->obj);
1419 return eat(command->verb, command->obj);
1421 return drink(command->verb, command->obj);
1423 return rub(command->verb, command->obj);
1425 return throw (command);
1427 rspeak(actions[command->verb].message);
1431 return find(command->verb, command->obj);
1433 return find(command->verb, command->obj);
1435 return feed(command->verb, command->obj);
1437 return fill(command->verb, command->obj);
1442 rspeak(actions[command->verb].message);
1446 rspeak(actions[command->verb].message);
1450 rspeak(actions[command->verb].message);
1454 return read(*command);
1456 return vbreak(command->verb, command->obj);
1458 return wake(command->verb, command->obj);
1460 rspeak(actions[command->verb].message);
1464 rspeak(actions[command->verb].message);
1468 return fly(command->verb, command->obj);
1470 rspeak(actions[command->verb].message);
1476 BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1479 /* Unknown verb, couldn't deduce object - might need hint */
1480 sspeak(WHAT_DO, command->raw1);
1481 return GO_CHECKHINT;
1483 BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE