return GO_CLEAROBJ;
}
-static int bigwords(long id)
+static int bigwords(vocab_t id)
/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
* Look up foo in special section of vocab to determine which word we've got.
* Last word zips the eggs back to the giant room (unless already there). */
}
static int brief(void)
-/* Brief. Intransitive only. Suppress long descriptions after first time. */
+/* Brief. Intransitive only. Suppress full descriptions after first time. */
{
game.abbnum = 10000;
game.detail = 3;
switch (game.prop[BEAR]) {
// LCOV_EXCL_START
case BEAR_DEAD:
- /* Can't be reached as long as the only way for the bear to die
- * is from a bridge collapse. Leave in in case this changes, but
+ /* Can't be reached until the bear can die in some way other
+ * than a bridge collapse. Leave in in case this changes, but
* exclude from coverage testing. */
game.fixed[BEAR] = IS_FIXED;
break;
static int listen(void)
/* Listen. Intransitive only. Print stuff based on object sound proprties. */
{
- long sound = locations[game.loc].sound;
+ vocab_t sound = locations[game.loc].sound;
if (sound != SILENT) {
rspeak(sound);
if (!locations[game.loc].loud)
return GO_CLEAROBJ;
}
-static int throw_support(long spk)
+static int throw_support(vocab_t spk)
{
rspeak(spk);
drop(AXE, game.loc);
if (randrange(NDWARVES + 1) < game.dflag) {
return throw_support(DWARF_DODGES);
} else {
- long i = atdwrf(game.loc);
+ int i = atdwrf(game.loc);
game.dseen[i] = false;
game.dloc[i] = LOC_NOWHERE;
return throw_support((++game.dkill == 1) ?
}
}
+static int seed(verb_t verb, const char *arg)
+/* Set seed */
+{
+ int seed = atoi(arg);
+ speak(actions[verb].message, seed);
+ set_seed(seed);
+ --game.turns;
+ return GO_TOP;
+}
+
+static int waste(verb_t verb, turn_t turns)
+/* Burn turns */
+{
+ game.limit -= turns;
+ speak(actions[verb].message, (int)game.limit);
+ return GO_TOP;
+}
+
static int wave(verb_t verb, obj_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
* unless verb is "say", which snarfs arbitrary second word.
*/
{
+ /* Previously, actions that result in a message, but don't do anything
+ * further were called "specials". Now they're handled here as normal
+ * actions. If noaction is true, then we spit out the message and return */
+ if (actions[command->verb].noaction) {
+ speak(actions[command->verb].message);
+ return GO_CLEAROBJ;
+ }
+
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
* location. */
if (HERE(command->obj))
/* FALL THROUGH */;
- else if (command->obj == GRATE) {
- if (game.loc == LOC_START ||
- game.loc == LOC_VALLEY ||
- game.loc == LOC_SLIT) {
- command->obj = DEPRESSION;
- }
- if (game.loc == LOC_COBBLE ||
- game.loc == LOC_DEBRIS ||
- game.loc == LOC_AWKWARD ||
- game.loc == LOC_BIRD ||
- game.loc == LOC_PITTOP) {
- command->obj = ENTRANCE;
- }
- } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
+ else if (command->obj == DWARF && atdwrf(game.loc) > 0)
/* FALL THROUGH */;
else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
command->obj == LIQLOC(game.loc))
return listen();
case PART:
return reservoir();
+ case SEED:
+ case WASTE:
+ rspeak(NUMERIC_REQUIRED);
+ return GO_TOP;
default: // LCOV_EXCL_LINE
BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
case PART:
return reservoir();
+ case SEED:
+ return seed(command->verb, command->raw2);
+ case WASTE:
+ return waste(command->verb, (turn_t)atol(command->raw2));
default: // LCOV_EXCL_LINE
BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}