Partial cleanup of fill
[open-adventure.git] / actions.c
index 5de7cb001e4a7b276ccc19c8f0e96bd05539e470..c02f2c1e966bbe5d51b5518f4f13234ceab49f05 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -1,5 +1,6 @@
 #include <stdlib.h>
 #include <stdbool.h>
+#include <string.h>
 #include "advent.h"
 #include "dungeon.h"
 
@@ -171,14 +172,15 @@ static int bigwords(token_t foo)
  *  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). */
 {
-    char word[6];
+    char word[TOKLEN + 1];
     packed_to_token(foo, word);
     int k = (int) get_special_vocab_id(word);
-    int spk = NOTHING_HAPPENS;
     if (game.foobar != 1 - k) {
-        if (game.foobar != 0 && game.loc == LOC_GIANTROOM)
-            spk = START_OVER;
-        rspeak(spk);
+        if (game.foobar != 0 && game.loc == LOC_GIANTROOM) {
+            rspeak( START_OVER);
+        } else {
+            rspeak(NOTHING_HAPPENS);
+        }
         return GO_CLEAROBJ;
     } else {
         game.foobar = k;
@@ -189,7 +191,7 @@ static int bigwords(token_t foo)
         game.foobar = 0;
         if (game.place[EGGS] == objects[EGGS].plac ||
             (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
-            rspeak(spk);
+            rspeak(NOTHING_HAPPENS);
             return GO_CLEAROBJ;
         } else {
             /*  Bring back troll if we steal the eggs back from him before
@@ -481,13 +483,12 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
             DESTROY(BIRD);
             return GO_CLEAROBJ;
         } else if (obj == BEAR && AT(TROLL)) {
-            rspeak(TROLL_SCAMPERS);
+            state_change(TROLL, TROLL_GONE);
             move(TROLL, LOC_NOWHERE);
             move(TROLL + NOBJECTS, LOC_NOWHERE);
             move(TROLL2, objects[TROLL].plac);
             move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
             juggle(CHASM);
-            game.prop[TROLL] = TROLL_GONE;
         } else if (obj != VASE ||
                    game.loc == objects[PILLOW].plac) {
             rspeak(OK_MAN);
@@ -661,47 +662,54 @@ int fill(token_t verb, token_t obj)
 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
  *  is nasty.) */
 {
-    int k;
-    int spk = actions[verb].message;
     if (obj == VASE) {
-        spk = ARENT_CARRYING;
-        if (LIQLOC(game.loc) == 0)
-            spk = FILL_INVALID;
-        if (LIQLOC(game.loc) == 0 ||
-            !TOTING(VASE)) {
-            rspeak(spk);
+        if (LIQLOC(game.loc) == NO_OBJECT) {
+            rspeak(FILL_INVALID);
+            return GO_CLEAROBJ;
+        }
+        if (!TOTING(VASE)) {
+            rspeak(ARENT_CARRYING);
             return GO_CLEAROBJ;
         }
         rspeak(SHATTER_VASE);
         game.prop[VASE] = VASE_BROKEN;
         game.fixed[VASE] = -1;
         return (discard(verb, obj, true));
-    } else if (obj == URN) {
-        spk = FULL_URN;
+    }
+
+    if (obj == URN) {
         if (game.prop[URN] != URN_EMPTY) {
-            rspeak(spk);
+            rspeak(FULL_URN);
             return GO_CLEAROBJ;
         }
-        spk = FILL_INVALID;
-        k = LIQUID();
-        if (k == 0 ||
-            !HERE(BOTTLE)) {
-            rspeak(spk);
+        if (!HERE(BOTTLE)) {
+            rspeak(FILL_INVALID);
             return GO_CLEAROBJ;
         }
-        game.place[k] = LOC_NOWHERE;
-        game.prop[BOTTLE] = EMPTY_BOTTLE;
-        if (k == OIL)
+        int k = LIQUID();
+        switch (k) {
+        case WATER:
+            game.prop[BOTTLE] = EMPTY_BOTTLE;
+            rspeak(WATER_URN);
+            break;
+        case OIL:
             game.prop[URN] = URN_DARK;
-        spk = WATER_URN + game.prop[URN];
-        rspeak(spk);
+            game.prop[BOTTLE] = EMPTY_BOTTLE;
+            rspeak(OIL_URN);
+            break;
+        case NO_OBJECT:
+        default:
+            rspeak(FILL_INVALID);
+            return GO_CLEAROBJ;
+        }
+        game.place[k] = LOC_NOWHERE;
         return GO_CLEAROBJ;
     } else if (obj != NO_OBJECT && obj != BOTTLE) {
-        rspeak(spk);
+        rspeak(actions[verb].message);
         return GO_CLEAROBJ;
     } else if (obj == NO_OBJECT && !HERE(BOTTLE))
         return GO_UNKNOWN;
-    spk = BOTTLED_WATER;
+    int spk = BOTTLED_WATER;
     if (LIQLOC(game.loc) == 0)
         spk = NO_LIQUID;
     if (HERE(URN) && game.prop[URN] != URN_EMPTY)
@@ -711,10 +719,9 @@ int fill(token_t verb, token_t obj)
     if (spk == BOTTLED_WATER) {
         /* FIXME: Arithmetic on property values */
         game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
-        k = LIQUID();
         if (TOTING(BOTTLE))
-            game.place[k] = CARRIED;
-        if (k == OIL)
+            game.place[LIQUID()] = CARRIED;
+        if (LIQUID() == OIL)
             spk = BOTTLED_OIL;
     }
     rspeak(spk);
@@ -724,17 +731,26 @@ int fill(token_t verb, token_t obj)
 static int find(token_t verb, token_t obj)
 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
 {
-    int spk = actions[verb].message;
+    if (TOTING(obj)) {
+        rspeak(ALREADY_CARRYING);
+        return GO_CLEAROBJ;
+    }
+
+    if (game.closed) {
+        rspeak(NEEDED_NEARBY);
+        return GO_CLEAROBJ;
+    }
+
     if (AT(obj) ||
         (LIQUID() == obj && AT(BOTTLE)) ||
         obj == LIQLOC(game.loc) ||
-        (obj == DWARF && atdwrf(game.loc) > 0))
-        spk = YOU_HAVEIT;
-    if (game.closed)
-        spk = NEEDED_NEARBY;
-    if (TOTING(obj))
-        spk = ALREADY_CARRYING;
-    rspeak(spk);
+        (obj == DWARF && atdwrf(game.loc) > 0)) {
+        rspeak(YOU_HAVEIT);
+        return GO_CLEAROBJ;
+    }
+
+
+    rspeak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
@@ -777,19 +793,21 @@ static int fly(token_t verb, token_t obj)
 static int inven(void)
 /* Inventory. If object, treat same as find.  Else report on current burden. */
 {
-    int spk = NO_CARRY;
+    bool empty = true;
     for (int i = 1; i <= NOBJECTS; i++) {
         if (i == BEAR ||
             !TOTING(i))
             continue;
-        if (spk == NO_CARRY)
+        if (empty) {
             rspeak(NOW_HOLDING);
+            empty = false;
+        }
         pspeak(i, touch, -1, false);
-        spk = NO_MESSAGE;
     }
     if (TOTING(BEAR))
-        spk = TAME_BEAR;
-    rspeak(spk);
+        rspeak(TAME_BEAR);
+    if (empty)
+        rspeak(NO_CARRY);
     return GO_CLEAROBJ;
 }
 
@@ -873,8 +891,7 @@ static int lock(token_t verb, token_t obj)
             obj = GRATE;
         if (HERE(CHAIN))
             obj = CHAIN;
-        if (obj == NO_OBJECT ||
-            obj == INTRANSITIVE) {
+        if (obj == INTRANSITIVE) {
             rspeak(NOTHING_LOCKED);
             return GO_CLEAROBJ;
         }
@@ -882,26 +899,17 @@ static int lock(token_t verb, token_t obj)
 
     /*  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 = (game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR;
-    if (obj == CAGE)
-        spk = NO_LOCK;
-    if (obj == KEYS)
-        spk = CANNOT_UNLOCK;
     if (obj == GRATE ||
         obj == CHAIN) {
-        spk = NO_KEYS;
         if (HERE(KEYS)) {
             if (obj == CHAIN)
                 return chain(verb);
             if (game.closng) {
-                spk = EXIT_CLOSED;
+                rspeak(EXIT_CLOSED);
                 if (!game.panic)
                     game.clock2 = PANICTIME;
                 game.panic = true;
+                return GO_CLEAROBJ ;
             } else {
                 state_change(GRATE, (verb == LOCK) ?
                              GRATE_CLOSED :
@@ -909,8 +917,27 @@ static int lock(token_t verb, token_t obj)
                 return GO_CLEAROBJ;
             }
         }
+        rspeak(NO_KEYS);
+        return GO_CLEAROBJ;
     }
-    rspeak(spk);
+
+    switch (obj) {
+    case CLAM:
+    case OYSTER:
+        return bivalve(verb, obj);
+    case DOOR:
+        rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
+        break;
+    case CAGE:
+        rspeak( NO_LOCK);
+        break;
+    case KEYS:
+        rspeak(CANNOT_UNLOCK);
+        break;
+    default:
+        rspeak(actions[verb].message);
+    }
+
     return GO_CLEAROBJ;
 }
 
@@ -942,15 +969,15 @@ static int pour(token_t verb, token_t obj)
         return GO_CLEAROBJ;
     }
     if (!AT(DOOR)) {
-        if (obj != WATER) {
+        if (obj == WATER) {
+           /* cycle through the three plant states */
+           state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
+           game.prop[PLANT2] = game.prop[PLANT];
+           return GO_MOVE;
+        } else {
             rspeak(SHAKING_LEAVES);
             return GO_CLEAROBJ;
-        }
-        /* FIXME: Arithmetic on state numbers */
-        pspeak(PLANT, look, game.prop[PLANT] + 3, true);
-        game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
-        game.prop[PLANT2] = game.prop[PLANT];
-        return GO_MOVE;
+       }
     } else {
         state_change(DOOR, (obj == OIL) ?
                      DOOR_UNRUSTED :
@@ -983,7 +1010,7 @@ static int read(struct command_t command)
     }
 
     if (DARK(game.loc)) {
-        rspeak(NO_SEE, command.wd1, command.wd1x);
+        sspeak(NO_SEE, command.raw1);
     } 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 (objects[command.obj].texts[0] == NULL ||
@@ -1037,13 +1064,11 @@ static int rub(token_t verb, token_t obj)
 static int say(struct command_t *command)
 /* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
 {
-    long a = command->wd1, b = command->wd1x;
     if (command->wd2 > 0) {
-        a = command->wd2;
-        b = command->wd2x;
         command->wd1 = command->wd2;
+        strcpy(command->raw1, command->raw2);
     }
-    char word1[6];
+    char word1[TOKLEN + 1];
     packed_to_token(command->wd1, word1);
     int wd = (int) get_vocab_id(word1);
     /* FIXME: magic numbers */
@@ -1056,7 +1081,7 @@ static int say(struct command_t *command)
         wordclear(&command->wd2);
         return GO_LOOKUP;
     }
-    rspeak(OKEY_DOKEY, a, b);
+    sspeak(OKEY_DOKEY, command->raw1);
     return GO_CLEAROBJ;
 }
 
@@ -1240,7 +1265,7 @@ int action(struct command_t *command)
                     command->verb == INVENTORY) && command->wd2 <= 0)
             /* FALL THROUGH */;
         else {
-            rspeak(NO_SEE, command->wd1, command->wd1x);
+            sspeak(NO_SEE, command->raw1);
             return GO_CLEAROBJ;
         }
 
@@ -1437,7 +1462,7 @@ int action(struct command_t *command)
         }
     case unknown:
         /* Unknown verb, couldn't deduce object - might need hint */
-        rspeak(WHAT_DO, command->wd1, command->wd1x);
+        sspeak(WHAT_DO, command->raw1);
         return GO_CHECKHINT;
     default:
         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE