* 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). */
{
- if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
- (game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
- (game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
- (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
- (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM))) {
+ if ((game.foobar == WORD_EMPTY && id == FEE) ||
+ (game.foobar == FEE && id == FIE) ||
+ (game.foobar == FIE && id == FOE) ||
+ (game.foobar == FOE && id == FOO) ||
+ (game.foobar == FOE && id == FUM)) {
game.foobar = id;
- if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
+ if ((id != FOO) && (id != FUM)) {
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
!game.closed)
rspeak(REQUIRES_DYNAMITE);
else {
- if (HERE(ROD2))
- game.bonus = SPLATTER_MESSAGE;
- else if (game.loc == LOC_NE)
- game.bonus = DEFEAT_MESSAGE;
- else
- game.bonus = VICTORY_MESSAGE;
- rspeak(game.bonus);
+ if (HERE(ROD2)) {
+ game.bonus = splatter;
+ rspeak(SPLATTER_MESSAGE);
+ } else if (game.loc == LOC_NE) {
+ game.bonus = defeat;
+ rspeak(DEFEAT_MESSAGE);
+ } else {
+ game.bonus = victory;
+ rspeak(VICTORY_MESSAGE);
+ }
terminate(endgame);
}
}
}
if (game.fixed[obj] != IS_FREE) {
- /* Next guard tests whether plant is tiny or stashed */
- if (obj == PLANT && game.prop[PLANT] <= PLANT_THIRSTY) {
- rspeak(DEEP_ROOTS);
- return GO_CLEAROBJ;
- }
- if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) {
- rspeak(BEAR_CHAINED);
- return GO_CLEAROBJ;
- }
- if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) {
- rspeak(STILL_LOCKED);
- return GO_CLEAROBJ;
- }
- if (obj == URN) {
+ switch (obj) {
+ case PLANT:
+ /* Next guard tests whether plant is tiny or stashed */
+ rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
+ break;
+ case BEAR:
+ rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
+ break;
+ case CHAIN:
+ rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
+ break;
+ case RUG:
+ rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
+ break;
+ case URN:
rspeak(URN_NOBUDGE);
- return GO_CLEAROBJ;
- }
- if (obj == CAVITY) {
+ break;
+ case CAVITY:
rspeak(DOUGHNUT_HOLES);
- return GO_CLEAROBJ;
- }
- if (obj == BLOOD) {
+ break;
+ case BLOOD:
rspeak(FEW_DROPS);
- return GO_CLEAROBJ;
- }
- if (obj == RUG && game.prop[RUG] == RUG_HOVER) {
- rspeak(RUG_HOVERS);
- return GO_CLEAROBJ;
- }
- if (obj == SIGN) {
+ break;
+ case SIGN:
rspeak(HAND_PASSTHROUGH);
- return GO_CLEAROBJ;
+ break;
+ default:
+ rspeak(YOU_JOKING);
}
- rspeak(YOU_JOKING);
return GO_CLEAROBJ;
}
obj == OIL) {
if (!HERE(BOTTLE) ||
LIQUID() != obj) {
- if (TOTING(BOTTLE)) {
- if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
- return (fill(verb, BOTTLE));
- } else if (game.prop[BOTTLE] != EMPTY_BOTTLE)
- rspeak(BOTTLE_FULL);
+ if (!TOTING(BOTTLE)) {
+ rspeak(NO_CONTAINER);
return GO_CLEAROBJ;
}
- rspeak(NO_CONTAINER);
+ if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
+ return (fill(verb, BOTTLE));
+ } else
+ rspeak(BOTTLE_FULL);
return GO_CLEAROBJ;
}
obj = BOTTLE;
}
if ((obj == BIRD ||
obj == CAGE) &&
- (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
+ (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
/* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
+ }
+
carry(obj, game.loc);
+
if (obj == BOTTLE && LIQUID() != NO_OBJECT)
game.place[LIQUID()] = CARRIED;
+
if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
game.prop[obj] = STATE_FOUND;
game.prop[CAVITY] = CAVITY_EMPTY;
switch (game.prop[BEAR]) {
case BEAR_DEAD:
// LCOV_EXCL_START
- /* 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
- * exclude from coverage testing. */
+ /* 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
+ * exclude from coverage testing. */
game.fixed[BEAR] = IS_FIXED;
break;
- // LCOV_EXCL_STOP
+ // LCOV_EXCL_STOP
default:
game.fixed[BEAR] = IS_FREE;
}
game.prop[CAVITY] = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
(obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
- int spk;
if (obj == RUBY)
- spk = RUG_SETTLES;
+ rspeak(RUG_SETTLES);
else if (TOTING(RUG))
- spk = RUG_WIGGLES;
+ rspeak(RUG_WIGGLES);
else
- spk = RUG_RISES;
- rspeak(spk);
- if (spk != RUG_WIGGLES) {
+ rspeak(RUG_RISES);
+ if (!TOTING(RUG) || obj == RUBY) {
int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
game.prop[RUG] = k;
if (k == RUG_HOVER)
game.prop[i] < 0)
continue;
int mi = game.prop[i];
- /* FIXME: Weird magic on object states */
+ /* (ESR) Some unpleasant magic on object states here. Ideally
+ * we'd have liked the bird to be a normal object that we can
+ * use state_change() on; can't do it, because there are
+ * actually two different series of per-state birdsounds
+ * depending on whether player has drunk dragon's blood. */
if (i == BIRD)
mi += 3 * game.blooded;
long packed_zzword = token_to_packed(game.zzword);
}
char word1[TOKLEN + 1];
packed_to_token(command->wd1, word1);
- int wd = (int) get_vocab_id(word1);
- if (wd == MOTION_WORD(XYZZY) ||
- wd == MOTION_WORD(PLUGH) ||
- wd == MOTION_WORD(PLOVER) ||
- wd == ACTION_WORD(FEE) ||
- wd == ACTION_WORD(FIE) ||
- wd == ACTION_WORD(FOE) ||
- wd == ACTION_WORD(FOO) ||
- wd == ACTION_WORD(FUM) ||
- wd == ACTION_WORD(PART)) {
+ long wd;
+ enum wordtype type;
+ get_vocab_metadata(word1, &wd, &type);
+ if (wd == XYZZY ||
+ wd == PLUGH ||
+ wd == PLOVER ||
+ wd == FEE ||
+ wd == FIE ||
+ wd == FOE ||
+ wd == FOO ||
+ wd == FUM ||
+ wd == PART) {
/* FIXME: scribbles on the interpreter's command block */
wordclear(&command->wd2);
return GO_LOOKUP;