Unspk'd fly command
[open-adventure.git] / actions.c
index 95a94b821d15c888041e288d483e42933e6559b7..08a4a7cca527f5380066b50defd361c4f735dc22 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -20,11 +20,8 @@ static int attack(struct command_t *command)
     vocab_t verb = command->verb;
     vocab_t obj = command->obj;
 
-    if (obj == INTRANSITIVE) {
-        return GO_UNKNOWN;
-    }
     long spk = actions[verb].message;
-    if (obj == 0 || obj == INTRANSITIVE) {
+    if (obj == NO_OBJECT || obj == INTRANSITIVE) {
         int changes = 0;
         if (atdwrf(game.loc) > 0) {
             obj = DWARF;
@@ -51,7 +48,7 @@ static int attack(struct command_t *command)
             ++changes;
         }
         /* check for low-priority targets */
-        if (obj == 0) {
+        if (obj == NO_OBJECT) {
             /* Can't attack bird or machine by throwing axe. */
             if (HERE(BIRD) && verb != THROW) {
                 obj = BIRD;
@@ -85,7 +82,7 @@ static int attack(struct command_t *command)
         return GO_CLEAROBJ;
     }
 
-    if (obj == 0)
+    if (obj == NO_OBJECT)
         spk = NO_TARGET;
     if (obj == CLAM || obj == OYSTER)
         spk = SHELL_IMPERVIOUS;
@@ -460,8 +457,8 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
             return GO_CLEAROBJ;
         } else if (obj == BEAR && AT(TROLL)) {
             rspeak(TROLL_SCAMPERS);
-            move(TROLL, 0);
-            move(TROLL + NOBJECTS, 0);
+            move(TROLL, LOC_NOWHERE);
+            move(TROLL + NOBJECTS, LOC_NOWHERE);
             move(TROLL2, objects[TROLL].plac);
             move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
             juggle(CHASM);
@@ -497,18 +494,18 @@ static int drink(token_t verb, token_t obj)
 /*  Drink.  If no object, assume water and look for it here.  If water is in
  *  the bottle, drink that, else must be at a water loc, so drink stream. */
 {
-    int spk = actions[verb].message;
-    if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
+    if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
         return GO_UNKNOWN;
     if (obj != BLOOD) {
-        if (obj != 0 && obj != WATER)
-            spk = RIDICULOUS_ATTEMPT;
-        if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
+        if (obj != NO_OBJECT && obj != WATER) {
+            rspeak(RIDICULOUS_ATTEMPT);
+        } else if (LIQUID() == WATER && HERE(BOTTLE)) {
             game.prop[BOTTLE] = EMPTY_BOTTLE;
             game.place[WATER] = LOC_NOWHERE;
-            spk = BOTTLE_EMPTY;
+            rspeak(BOTTLE_EMPTY);
+        } else {
+            rspeak(actions[verb].message);
         }
-        rspeak(spk);
     } else {
         DESTROY(BLOOD);
         state_change(DRAGON, DRAGON_BLOODLESS);
@@ -521,23 +518,25 @@ static int eat(token_t verb, token_t obj)
 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
  *  ok, some things lose appetite, rest are ridiculous. */
 {
-    int spk = actions[verb].message;
     if (obj == INTRANSITIVE) {
         if (!HERE(FOOD))
             return GO_UNKNOWN;
         DESTROY(FOOD);
-        spk = THANKS_DELICIOUS;
-    } else {
-        if (obj == FOOD) {
-            DESTROY(FOOD);
-            spk = THANKS_DELICIOUS;
-        }
-        if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
-            DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
-            OGRE)
-            spk = LOST_APPETITE;
+        rspeak(THANKS_DELICIOUS);
+        return GO_CLEAROBJ;
     }
-    rspeak(spk);
+    if (obj == FOOD) {
+        DESTROY(FOOD);
+        rspeak(THANKS_DELICIOUS);
+        return GO_CLEAROBJ;
+    }
+    if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
+        DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
+        OGRE) {
+        rspeak(LOST_APPETITE);
+        return GO_CLEAROBJ;
+    }
+    rspeak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
@@ -559,7 +558,7 @@ static int extinguish(token_t verb, int obj)
         if (game.prop[URN] != URN_EMPTY) {
             state_change(URN, URN_DARK);
         } else {
-         pspeak(URN, change, URN_DARK, true);
+            pspeak(URN, change, URN_DARK, true);
         }
 
     } else if (obj == LAMP) {
@@ -656,10 +655,10 @@ int fill(token_t verb, token_t obj)
         spk = WATER_URN + game.prop[URN];
         rspeak(spk);
         return GO_CLEAROBJ;
-    } else if (obj != 0 && obj != BOTTLE) {
+    } else if (obj != NO_OBJECT && obj != BOTTLE) {
         rspeak(spk);
         return GO_CLEAROBJ;
-    } else if (obj == 0 && !HERE(BOTTLE))
+    } else if (obj == NO_OBJECT && !HERE(BOTTLE))
         return GO_UNKNOWN;
     spk = BOTTLED_WATER;
     if (LIQLOC(game.loc) == 0)
@@ -701,36 +700,36 @@ static int find(token_t verb, token_t obj)
 static int fly(token_t verb, token_t obj)
 /* Fly.  Snide remarks unless hovering rug is here. */
 {
-    int spk = actions[verb].message;
     if (obj == INTRANSITIVE) {
-        if (game.prop[RUG] != RUG_HOVER)
-            spk = RUG_NOTHING2;
-        if (!HERE(RUG))
-            spk = FLAP_ARMS;
-        if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
-            rspeak(spk);
+        if (!HERE(RUG)) {
+            rspeak(FLAP_ARMS);
+            return GO_CLEAROBJ;
+        }
+        if (game.prop[RUG] != RUG_HOVER) {
+            rspeak(RUG_NOTHING2);
             return GO_CLEAROBJ;
         }
         obj = RUG;
     }
 
     if (obj != RUG) {
-        rspeak(spk);
+        rspeak(actions[verb].message);
         return GO_CLEAROBJ;
     }
-    spk = RUG_NOTHING1;
     if (game.prop[RUG] != RUG_HOVER) {
-        rspeak(spk);
+        rspeak(RUG_NOTHING1);
         return GO_CLEAROBJ;
     }
     game.oldlc2 = game.oldloc;
     game.oldloc = game.loc;
     /* FIXME: Arithmetic on location values */
     game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
-    spk = RUG_GOES;
-    if (game.prop[SAPPH] >= 0)
-        spk = RUG_RETURNS;
-    rspeak(spk);
+
+    if (game.prop[SAPPH] >= 0) {
+        rspeak(RUG_RETURNS);
+    } else {
+        rspeak(RUG_GOES);
+    }
     return GO_TERMINATE;
 }
 
@@ -789,15 +788,12 @@ static int light(token_t verb, token_t obj)
 static int listen(void)
 /*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
 {
-    long k;
-    int spk = ALL_SILENT;
-    k = locations[game.loc].sound;
-    if (k != SILENT) {
-        rspeak(k);
-        if (locations[game.loc].loud)
-            return GO_CLEAROBJ;
-        else
-            spk = NO_MESSAGE;
+    long sound = locations[game.loc].sound;
+    if (sound != SILENT) {
+        rspeak(sound);
+        if (!locations[game.loc].loud)
+            rspeak(NO_MESSAGE);
+        return GO_CLEAROBJ;
     }
     for (int i = 1; i <= NOBJECTS; i++) {
         if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
@@ -807,21 +803,20 @@ static int listen(void)
             mi += 3 * game.blooded;
         long packed_zzword = token_to_packed(game.zzword);
         pspeak(i, hear, mi, true, packed_zzword);
-        spk = NO_MESSAGE;
+        rspeak(NO_MESSAGE);
         /* FIXME: Magic number, sensitive to bird state logic */
         if (i == BIRD && game.prop[i] == 5)
             DESTROY(BIRD);
+        return GO_CLEAROBJ;
     }
-    rspeak(spk);
+    rspeak(ALL_SILENT);
     return GO_CLEAROBJ;
 }
 
 static int lock(token_t verb, token_t obj)
 /* Lock, unlock, no object given.  Assume various things if present. */
 {
-    int spk = actions[verb].message;
     if (obj == INTRANSITIVE) {
-        spk = NOTHING_LOCKED;
         if (HERE(CLAM))
             obj = CLAM;
         if (HERE(OYSTER))
@@ -832,20 +827,19 @@ static int lock(token_t verb, token_t obj)
             obj = GRATE;
         if (HERE(CHAIN))
             obj = CHAIN;
-        if (obj == 0 || obj == INTRANSITIVE) {
-            rspeak(spk);
+        if (obj == NO_OBJECT || obj == INTRANSITIVE) {
+            rspeak(NOTHING_LOCKED);
             return GO_CLEAROBJ;
         }
     }
 
     /*  Lock, unlock object.  Special stuff for opening clam/oyster
      *  and for chain. */
+    int spk = actions[verb].message;
     if (obj == CLAM || obj == OYSTER)
         return bivalve(verb, obj);
     if (obj == DOOR)
-        spk = RUSTY_DOOR;
-    if (obj == DOOR && game.prop[DOOR] == DOOR_UNRUSTED)
-        spk = OK_MAN;
+        spk = (game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR;
     if (obj == CAGE)
         spk = NO_LOCK;
     if (obj == KEYS)
@@ -874,33 +868,30 @@ static int pour(token_t verb, token_t obj)
 /*  Pour.  If no object, or object is bottle, assume contents of bottle.
  *  special tests for pouring water or oil on plant or rusty door. */
 {
-    int spk = actions[verb].message;
-    if (obj == BOTTLE || obj == 0)
+    if (obj == BOTTLE || obj == NO_OBJECT)
         obj = LIQUID();
-    if (obj == 0)
+    if (obj == NO_OBJECT)
         return GO_UNKNOWN;
     if (!TOTING(obj)) {
-        rspeak(spk);
+        rspeak(actions[verb].message);
         return GO_CLEAROBJ;
     }
-    spk = CANT_POUR;
+
     if (obj != OIL && obj != WATER) {
-        rspeak(spk);
+        rspeak(CANT_POUR);
         return GO_CLEAROBJ;
     }
     if (HERE(URN) && game.prop[URN] == URN_EMPTY)
         return fill(verb, URN);
     game.prop[BOTTLE] = EMPTY_BOTTLE;
     game.place[obj] = LOC_NOWHERE;
-    spk = GROUND_WET;
     if (!(AT(PLANT) || AT(DOOR))) {
-        rspeak(spk);
+        rspeak(GROUND_WET);
         return GO_CLEAROBJ;
     }
     if (!AT(DOOR)) {
-        spk = SHAKING_LEAVES;
         if (obj != WATER) {
-            rspeak(spk);
+            rspeak(SHAKING_LEAVES);
             return GO_CLEAROBJ;
         }
         pspeak(PLANT, look, game.prop[PLANT] + 3, true);
@@ -941,7 +932,7 @@ static int read(struct command_t command)
     } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
         rspeak(actions[command.verb].message);
     } else
-      pspeak(command.obj, study, game.prop[command.obj], true);
+        pspeak(command.obj, study, game.prop[command.obj], true);
     return GO_CLEAROBJ;
 }
 
@@ -952,7 +943,7 @@ static int reservoir(void)
         rspeak(NOTHING_HAPPENS);
         return GO_CLEAROBJ;
     } else {
-      pspeak(RESER, look, game.prop[RESER] + 1, true);
+        pspeak(RESER, look, game.prop[RESER] + 1, true);
         game.prop[RESER] = 1 - game.prop[RESER];
         if (AT(RESER))
             return GO_CLEAROBJ;
@@ -968,18 +959,18 @@ static int reservoir(void)
 static int rub(token_t verb, token_t obj)
 /* Rub.  Yields various snide remarks except for lit urn. */
 {
-    int spk = actions[verb].message;
-    if (obj != LAMP)
-        spk = PECULIAR_NOTHING;
     if (obj == URN && game.prop[URN] == URN_LIT) {
         DESTROY(URN);
         drop(AMBER, game.loc);
         game.prop[AMBER] = AMBER_IN_ROCK;
         --game.tally;
         drop(CAVITY, game.loc);
-        spk = URN_GENIES;
+        rspeak(URN_GENIES);
+    } else if (obj != LAMP) {
+        rspeak(PECULIAR_NOTHING);
+    } else {
+        rspeak(actions[verb].message);
     }
-    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
@@ -1018,23 +1009,21 @@ static int throw (struct command_t *command)
  *  (Only way to do so!)  Axe also special for dragon, bear, and
  *  troll.  Treasures special for troll. */
 {
-    int spk = actions[command->verb].message;
     if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
         command->obj = ROD2;
     if (!TOTING(command->obj)) {
-        rspeak(spk);
+        rspeak(actions[command->verb].message);
         return GO_CLEAROBJ;
     }
     if (objects[command->obj].is_treasure && AT(TROLL)) {
-        spk = TROLL_SATISFIED;
         /*  Snarf a treasure for the troll. */
-        drop(command->obj, 0);
-        move(TROLL, 0);
-        move(TROLL + NOBJECTS, 0);
+        drop(command->obj, LOC_NOWHERE);
+        move(TROLL, LOC_NOWHERE);
+        move(TROLL + NOBJECTS, LOC_NOWHERE);
         drop(TROLL2, objects[TROLL].plac);
         drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
         juggle(CHASM);
-        rspeak(spk);
+        rspeak(TROLL_SATISFIED);
         return GO_CLEAROBJ;
     }
     if (command->obj == FOOD && HERE(BEAR)) {
@@ -1045,8 +1034,7 @@ static int throw (struct command_t *command)
     if (command->obj != AXE)
         return (discard(command->verb, command->obj, false));
     else {
-        int i = atdwrf(game.loc);
-        if (i <= 0) {
+        if (atdwrf(game.loc) <= 0) {
             if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
                 return throw_support(DRAGON_SCALES);
             if (AT(TROLL))
@@ -1057,18 +1045,18 @@ static int throw (struct command_t *command)
                 /* This'll teach him to throw the axe at the bear! */
                 drop(AXE, game.loc);
                 game.fixed[AXE] = -1;
-                game.prop[AXE] = 1;
                 juggle(BEAR);
-                rspeak(AXE_LOST);
+                state_change(AXE, AXE_LOST);
                 return GO_CLEAROBJ;
             }
-            command->obj = 0;
+            command->obj = NO_OBJECT;
             return (attack(command));
         }
 
         if (randrange(NDWARVES + 1) < game.dflag) {
             return throw_support(DWARF_DODGES);
         } else {
+            long i = atdwrf(game.loc);
             game.dseen[i] = false;
             game.dloc[i] = 0;
             return throw_support((++game.dkill == 1)
@@ -1092,36 +1080,32 @@ static int wake(token_t verb, token_t obj)
 static int wave(token_t verb, token_t obj)
 /* Wave.  No effect unless waving rod at fissure or at bird. */
 {
-    int spk = actions[verb].message;
-    if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
-        spk = ARENT_CARRYING;
     if (obj != ROD ||
         !TOTING(obj) ||
         (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
-        rspeak(spk);
+        rspeak(((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2))) ? ARENT_CARRYING : actions[verb].message);
         return GO_CLEAROBJ;
     }
-    /* FIXME: Arithemetic on property values */
-    if (HERE(BIRD))
-        spk = FREE_FLY + MOD(game.prop[BIRD], 2);
-    if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
+
+    if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
         drop(JADE, game.loc);
         game.prop[JADE] = 0;
         --game.tally;
-        spk = NECKLACE_FLY;
-        rspeak(spk);
+        rspeak(NECKLACE_FLY);
         return GO_CLEAROBJ;
     } else {
         if (game.closed) {
-            rspeak(spk);
+            rspeak((game.prop[BIRD] == BIRD_CAGED) ? CAGE_FLY : FREE_FLY);
             return GO_DWARFWAKE;
         }
         if (game.closng || !AT(FISSURE)) {
-            rspeak(spk);
+            rspeak((game.prop[BIRD] == BIRD_CAGED) ? CAGE_FLY : FREE_FLY);
             return GO_CLEAROBJ;
         }
         if (HERE(BIRD))
-            rspeak(spk);
+            rspeak((game.prop[BIRD] == BIRD_CAGED) ? CAGE_FLY : FREE_FLY);
+
+        /* FIXME: Arithemetic on property values */
         game.prop[FISSURE] = 1 - game.prop[FISSURE];
         pspeak(FISSURE, look, 2 - game.prop[FISSURE], true);
         return GO_CLEAROBJ;
@@ -1133,8 +1117,6 @@ int action(struct command_t *command)
  *  unless verb is "say", which snarfs arbitrary second word.
  */
 {
-    token_t spk = actions[command->verb].message;
-
     if (command->part == unknown) {
         /*  Analyse an object word.  See if the thing is here, whether
          *  we've got a verb yet, and so on.  Object must be here
@@ -1163,8 +1145,7 @@ int action(struct command_t *command)
             /* FALL THROUGH */;
         } else if (command->obj == KNIFE && game.knfloc == game.loc) {
             game.knfloc = -1;
-            spk = KNIVES_VANISH;
-            rspeak(spk);
+            rspeak(KNIVES_VANISH);
             return GO_CLEAROBJ;
         } else if (command->obj == ROD && HERE(ROD2)) {
             command->obj = ROD2;
@@ -1214,7 +1195,7 @@ int action(struct command_t *command)
             case  TAME:
                 return GO_UNKNOWN;
             case GO: {
-                rspeak(spk);
+                rspeak(actions[command->verb].message);
                 return GO_CLEAROBJ;
             }
             case ATTACK:
@@ -1295,11 +1276,11 @@ int action(struct command_t *command)
         case WAVE:
             return wave(command->verb, command->obj);
         case TAME: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case GO: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case ATTACK:
@@ -1315,7 +1296,7 @@ int action(struct command_t *command)
         case THROW:
             return throw (command);
         case QUIT: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case FIND:
@@ -1330,15 +1311,15 @@ int action(struct command_t *command)
             blast();
             return GO_CLEAROBJ;
         case SCORE: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case GIANTWORDS: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case BRIEF: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case READ:
@@ -1348,17 +1329,17 @@ int action(struct command_t *command)
         case WAKE:
             return wake(command->verb, command->obj);
         case SAVE: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case RESUME: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case FLY:
             return fly(command->verb, command->obj);
         case LISTEN: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case PART: