{
vocab_t verb = command->verb;
vocab_t obj = command->obj;
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj == 0 || obj == INTRANSITIVE) {
if (ATDWRF(game.loc) > 0)
obj = DWARF;
DESTROY(BIRD);
spk = BIRD_DEAD;
} else if (obj == VEND) {
- pspeak(VEND, game.prop[VEND] + 2);
- game.prop[VEND] = 3 - game.prop[VEND];
+ bool blocking = (game.prop[VEND] == VEND_BLOCKS);
+ game.prop[VEND] = blocking ? VEND_UNBLOCKS : VEND_BLOCKS;
+ rspeak(blocking ? MACHINE_SWINGOUT : MACHINE_SWINGBACK);
return GO_CLEAROBJ;
}
GETIN(input, &command->wd1, &command->wd1x, &command->wd2, &command->wd2x);
if (command->wd1 != MAKEWD(WORD_YINIT) && command->wd1 != MAKEWD(WORD_YES))
return GO_CHECKFOO;
- pspeak(DRAGON, 3);
+ pspeak(DRAGON, look, 3);
game.prop[DRAGON] = 1;
game.prop[RUG] = 0;
- int k = (PLAC[DRAGON] + FIXD[DRAGON]) / 2;
+ int k = (object_descriptions[DRAGON].plac + object_descriptions[DRAGON].fixd) / 2;
MOVE(DRAGON + NOBJECTS, -1);
MOVE(RUG + NOBJECTS, 0);
MOVE(DRAGON, k);
MOVE(RUG, k);
DROP(BLOOD, k);
for (obj = 1; obj <= NOBJECTS; obj++) {
- if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
+ if (game.place[obj] == object_descriptions[DRAGON].plac || game.place[obj] == object_descriptions[DRAGON].fixd)
MOVE(obj, k);
}
game.loc = k;
return GO_CLEAROBJ;
}
game.foobar = 0;
- if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
+ if (game.place[EGGS] == object_descriptions[EGGS].plac || (TOTING(EGGS) && game.loc == object_descriptions[EGGS].plac)) {
rspeak(spk);
return GO_CLEAROBJ;
} else {
game.prop[TROLL] = 1;
k = 2;
if (HERE(EGGS))k = 1;
- if (game.loc == PLAC[EGGS])k = 0;
- MOVE(EGGS, PLAC[EGGS]);
- pspeak(EGGS, k);
+ if (game.loc == object_descriptions[EGGS].plac)k = 0;
+ MOVE(EGGS, object_descriptions[EGGS].plac);
+ pspeak(EGGS, look, k);
return GO_CLEAROBJ;
}
}
static int vbreak(token_t verb, token_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj == MIRROR)spk = TOO_FAR;
if (obj == VASE && game.prop[VASE] == 0) {
if (TOTING(VASE))DROP(VASE, game.loc);
} else {
spk = CHAIN_LOCKED;
if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
- if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE;
+ if (game.loc != object_descriptions[CHAIN].plac)spk = NO_LOCKSITE;
if (spk != CHAIN_LOCKED) {
rspeak(spk);
return GO_CLEAROBJ;
* bird (might attack snake or dragon) and cage (might contain bird) and vase.
* Drop coins at vending machine for extra batteries. */
{
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (!just_do_it) {
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
if (!TOTING(obj)) {
if (spk != RUG_WIGGLES) {
int k = 2 - game.prop[RUG];
game.prop[RUG] = k;
- if (k == 2) k = PLAC[SAPPH];
+ if (k == 2) k = object_descriptions[SAPPH].plac;
MOVE(RUG + NOBJECTS, k);
}
}
} else if (obj == COINS && HERE(VEND)) {
DESTROY(COINS);
DROP(BATTERY, game.loc);
- pspeak(BATTERY, FRESH_BATTERIES);
+ pspeak(BATTERY, look, FRESH_BATTERIES);
return GO_CLEAROBJ;
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
rspeak(BIRD_BURNT);
rspeak(TROLL_SCAMPERS);
MOVE(TROLL, 0);
MOVE(TROLL + NOBJECTS, 0);
- MOVE(TROLL2, PLAC[TROLL]);
- MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
+ MOVE(TROLL2, object_descriptions[TROLL].plac);
+ MOVE(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd);
JUGGLE(CHASM);
game.prop[TROLL] = 2;
- } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
+ } else if (obj != VASE || game.loc == object_descriptions[PILLOW].plac) {
rspeak(OK_MAN);
} else {
game.prop[VASE] = 2;
if (AT(PILLOW))game.prop[VASE] = 0;
- pspeak(VASE, game.prop[VASE] + 1);
+ pspeak(VASE, look, game.prop[VASE] + 1);
if (game.prop[VASE] != 0)game.fixed[VASE] = -1;
}
}
/* 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 = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
return GO_UNKNOWN;
if (obj != BLOOD) {
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj == INTRANSITIVE) {
if (!HERE(FOOD))
return GO_UNKNOWN;
static int extinguish(token_t verb, int obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
obj = LAMP;
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj == BIRD) {
rspeak(BIRD_PINING);
return GO_CLEAROBJ;
* is nasty.) */
{
int k;
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj == VASE) {
spk = ARENT_CARRYING;
if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
static int find(token_t verb, token_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (AT(obj) ||
(LIQUID() == obj && AT(BOTTLE)) ||
obj == LIQLOC(game.loc) ||
static int fly(token_t verb, token_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj == INTRANSITIVE) {
if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
if (!HERE(RUG))spk = FLAP_ARMS;
if (spk == NO_CARRY)
rspeak(NOW_HOLDING);
game.blklin = false;
- pspeak(i, -1);
+ pspeak(i, touch, -1);
game.blklin = true;
spk = NO_MESSAGE;
}
static int light(token_t verb, token_t obj)
/* Light. Applicable only to lamp and urn. */
{
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
obj = LAMP;
spk = NO_MESSAGE;
}
for (int i = 1; i <= NOBJECTS; i++) {
- if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
+ if (!HERE(i) || object_descriptions[i].sounds[0] == NULL || game.prop[i] < 0)
continue;
- int mi = OBJSND[i] + game.prop[i];
+ int mi = game.prop[i];
if (i == BIRD)
mi += 3 * game.blooded;
- pspeak(i, mi, game.zzword);
+ pspeak(i, hear, mi, game.zzword);
spk = NO_MESSAGE;
- if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
+ /* FIXME: Magic number, sensitive to bird state logic */
+ if (i == BIRD && game.prop[i] == 5)
DESTROY(BIRD);
}
rspeak(spk);
static int lock(token_t verb, token_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj == INTRANSITIVE) {
spk = NOTHING_LOCKED;
if (HERE(CLAM))obj = CLAM;
/* 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 = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj == BOTTLE || obj == 0)obj = LIQUID();
if (obj == 0) return GO_UNKNOWN;
if (!TOTING(obj)) {
rspeak(spk);
return GO_CLEAROBJ;
}
- pspeak(PLANT, game.prop[PLANT] + 3);
+ pspeak(PLANT, look, game.prop[PLANT] + 3);
game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
game.prop[PLANT2] = game.prop[PLANT];
return GO_MOVE;
if (command.obj == INTRANSITIVE) {
command.obj = 0;
for (int i = 1; i <= NOBJECTS; i++) {
- if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
+ if (HERE(i) && object_descriptions[i].texts[0] != NULL && game.prop[i] >= 0)
command.obj = command.obj * NOBJECTS + i;
}
if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
rspeak(NO_SEE, command.wd1, command.wd1x);
} else if (command.obj == OYSTER && !game.clshnt && game.closed) {
game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
- } else if (OBJTXT[command.obj] == 0 || game.prop[command.obj] < 0) {
- rspeak(ACTSPK[command.verb]);
+ } else if (object_descriptions[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
+ rspeak(actspk[command.verb]);
} else
- pspeak(command.obj, OBJTXT[command.obj] + game.prop[command.obj]);
+ pspeak(command.obj, study, game.prop[command.obj]);
return GO_CLEAROBJ;
}
rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
- pspeak(RESER, game.prop[RESER] + 1);
+ pspeak(RESER, look, game.prop[RESER] + 1);
game.prop[RESER] = 1 - game.prop[RESER];
if (AT(RESER))
return GO_CLEAROBJ;
static int rub(token_t verb, token_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if (obj != LAMP)
spk = PECULIAR_NOTHING;
if (obj == URN && game.prop[URN] == 2) {
* (Only way to do so!) Axe also special for dragon, bear, and
* troll. Treasures special for troll. */
{
- int spk = ACTSPK[command->verb];
+ int spk = actspk[command->verb];
if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
if (!TOTING(command->obj)) {
rspeak(spk);
return GO_CLEAROBJ;
}
- if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) {
+ if (object_descriptions[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(TROLL2, PLAC[TROLL]);
- DROP(TROLL2 + NOBJECTS, FIXD[TROLL]);
+ DROP(TROLL2, object_descriptions[TROLL].plac);
+ DROP(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd);
JUGGLE(CHASM);
rspeak(spk);
return GO_CLEAROBJ;
/* Wake. Only use is to disturb the dwarves. */
{
if (obj != DWARF || !game.closed) {
- rspeak(ACTSPK[verb]);
+ rspeak(actspk[verb]);
return GO_CLEAROBJ;
} else {
rspeak(PROD_DWARF);
static int wave(token_t verb, token_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
- int spk = ACTSPK[verb];
+ int spk = actspk[verb];
if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
if (obj != ROD ||
!TOTING(obj) ||
}
if (HERE(BIRD))rspeak(spk);
game.prop[FISSURE] = 1 - game.prop[FISSURE];
- pspeak(FISSURE, 2 - game.prop[FISSURE]);
+ pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
return GO_CLEAROBJ;
}
}
* unless verb is "say", which snarfs arbitrary second word.
*/
{
- token_t spk = ACTSPK[command->verb];
+ token_t spk = actspk[command->verb];
if (command->part == unknown) {
/* Analyse an object word. See if the thing is here, whether