Abolish as many undifferentiated long variables as possible.
[open-adventure.git] / actions.c
index b7bdaa52289044cfb55bb73c1bba52cf44940006..eeec3eaf40ada6209676beec58a5f748b2275067 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -101,13 +101,9 @@ static int attack(struct command_t *command)
          *  fixed), move rug there (not fixed), and move him there,
          *  too.  Then do a null motion to get new description. */
         rspeak(BARE_HANDS_QUERY);
-        if (silent_yes()) {
-            // FIXME: setting wd1 is a workaround for broken logic
-            command->wd1 = token_to_packed("Y");
-        } else {
-            // FIXME: setting wd1 is a workaround for broken logic
-            command->wd1 = token_to_packed("N");
-            return GO_CHECKFOO;
+        if (!silent_yes()) {
+            speak(arbitrary_messages[NASTY_DRAGON]);
+            return GO_MOVE;
         }
         state_change(DRAGON, DRAGON_DEAD);
         game.prop[RUG] = RUG_FLOOR;
@@ -180,18 +176,18 @@ static int attack(struct command_t *command)
     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). */
 {
-    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;
         }
@@ -205,15 +201,14 @@ static int bigwords(long id)
              *  crossing. */
             if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
                 game.prop[TROLL] = TROLL_PAIDONCE;
-            int k;
             if (HERE(EGGS))
-                k = EGGS_VANISHED;
+                pspeak(EGGS, look, EGGS_VANISHED, true);
             else if (game.loc == objects[EGGS].plac)
-                k = EGGS_HERE;
+                pspeak(EGGS, look, EGGS_HERE, true);
             else
-                k = EGGS_DONE;
+                pspeak(EGGS, look, EGGS_DONE, true);
             move(EGGS, objects[EGGS].plac);
-            pspeak(EGGS, look, k, true);
+
             return GO_CLEAROBJ;
         }
     } else {
@@ -236,13 +231,16 @@ static void blast(void)
         !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);
     }
 }
@@ -253,7 +251,7 @@ static int vbreak(verb_t verb, obj_t obj)
     switch (obj) {
     case MIRROR:
         if (game.closed) {
-            rspeak(BREAK_MIRROR);
+            state_change(MIRROR, MIRROR_BROKEN);
             return GO_DWARFWAKE;
         } else {
             rspeak(TOO_FAR);
@@ -267,6 +265,7 @@ static int vbreak(verb_t verb, obj_t obj)
             game.fixed[VASE] = IS_FIXED;
             break;
         }
+       /* FALLTHRU */
     default:
         speak(actions[verb].message);
     }
@@ -308,40 +307,35 @@ static int vcarry(verb_t verb, obj_t obj)
     }
 
     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;
     }
 
@@ -349,14 +343,14 @@ static int vcarry(verb_t verb, obj_t obj)
         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;
@@ -386,12 +380,16 @@ static int vcarry(verb_t verb, obj_t obj)
     }
     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;
@@ -418,14 +416,14 @@ static int chain(verb_t verb)
             game.prop[BEAR] = CONTENTED_BEAR;
 
         switch (game.prop[BEAR]) {
+        // LCOV_EXCL_START
         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;
         }
@@ -457,35 +455,28 @@ static int discard(verb_t verb, obj_t obj)
  *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
  *  Drop coins at vending machine for extra batteries. */
 {
-    if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
+    if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
         obj = ROD2;
+    }
+
     if (!TOTING(obj)) {
         speak(actions[verb].message);
         return GO_CLEAROBJ;
     }
-    if (obj == BIRD && HERE(SNAKE)) {
-        rspeak(BIRD_ATTACKS);
-        if (game.closed)
-            return GO_DWARFWAKE;
-        DESTROY(SNAKE);
-        /* Set game.prop for use by travel options */
-        game.prop[SNAKE] = SNAKE_CHASED;
 
-    } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
+    if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
         rspeak(GEM_FITS);
         game.prop[obj] = STATE_IN_CAVITY;
         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)
@@ -493,45 +484,73 @@ static int discard(verb_t verb, obj_t obj)
                 move(RUG + NOBJECTS, k);
             }
         }
-    } else if (obj == COINS && HERE(VEND)) {
+        drop(obj, game.loc);
+        return GO_CLEAROBJ;
+    }
+
+    if (obj == COINS && HERE(VEND)) {
         DESTROY(COINS);
         drop(BATTERY, game.loc);
         pspeak(BATTERY, look, FRESH_BATTERIES, true);
         return GO_CLEAROBJ;
-    } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
-        rspeak(BIRD_BURNT);
-        DESTROY(BIRD);
-        return GO_CLEAROBJ;
-    } else if (obj == BEAR && AT(TROLL)) {
+    }
+
+    if (LIQUID() == obj)
+        obj = BOTTLE;
+    if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+        game.place[LIQUID()] = LOC_NOWHERE;
+    }
+
+    if (obj == BEAR && AT(TROLL)) {
         state_change(TROLL, TROLL_GONE);
         move(TROLL, LOC_NOWHERE);
         move(TROLL + NOBJECTS, IS_FREE);
         move(TROLL2, objects[TROLL].plac);
         move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
         juggle(CHASM);
-    } else if (obj != VASE ||
-               game.loc == objects[PILLOW].plac) {
-        rspeak(OK_MAN);
-    } else {
-        state_change(VASE, AT(PILLOW)
-                     ? VASE_WHOLE
-                     : VASE_DROPPED);
-        if (game.prop[VASE] != VASE_WHOLE)
-            game.fixed[VASE] = IS_FIXED;
+        drop(obj, game.loc);
+        return GO_CLEAROBJ;
     }
-    int k = LIQUID();
-    if (k == obj)
-        obj = BOTTLE;
-    if (obj == BOTTLE && k != NO_OBJECT)
-        game.place[k] = LOC_NOWHERE;
-    if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
+
+    if (obj == VASE) {
+        if (game.loc != objects[PILLOW].plac) {
+            state_change(VASE, AT(PILLOW)
+                         ? VASE_WHOLE
+                         : VASE_DROPPED);
+            if (game.prop[VASE] != VASE_WHOLE)
+                game.fixed[VASE] = IS_FIXED;
+            drop(obj, game.loc);
+            return GO_CLEAROBJ;
+        }
+    }
+
+    if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
         drop(BIRD, game.loc);
-    drop(obj, game.loc);
-    if (obj != BIRD)
+    }
+
+    if (obj == BIRD) {
+        if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+            rspeak(BIRD_BURNT);
+            DESTROY(BIRD);
+            return GO_CLEAROBJ;
+        }
+        if (HERE(SNAKE)) {
+            rspeak(BIRD_ATTACKS);
+            if (game.closed)
+                return GO_DWARFWAKE;
+            DESTROY(SNAKE);
+            /* Set game.prop for use by travel options */
+            game.prop[SNAKE] = SNAKE_CHASED;
+        } else
+            rspeak(OK_MAN);
+
+        game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
+        drop(obj, game.loc);
         return GO_CLEAROBJ;
-    game.prop[BIRD] = BIRD_UNCAGED;
-    if (FOREST(game.loc))
-        game.prop[BIRD] = BIRD_FOREST_UNCAGED;
+    }
+
+    rspeak(OK_MAN);
+    drop(obj, game.loc);
     return GO_CLEAROBJ;
 }
 
@@ -573,6 +592,7 @@ static int eat(verb_t verb, obj_t obj)
     case INTRANSITIVE:
         if (!HERE(FOOD))
             return GO_UNKNOWN;
+       /* FALLTHRU */
     case FOOD:
         DESTROY(FOOD);
         rspeak(THANKS_DELICIOUS);
@@ -890,7 +910,7 @@ static int light(verb_t verb, obj_t obj)
 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)
@@ -903,11 +923,14 @@ static int listen(void)
             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);
-        pspeak(i, hear, mi, true, packed_zzword);
+        pspeak(i, hear, mi, true, game.zzword);
         rspeak(NO_MESSAGE);
         if (i == BIRD && mi == BIRD_ENDSTATE)
             DESTROY(BIRD);
@@ -966,7 +989,7 @@ static int lock(verb_t verb, obj_t obj)
         if (verb == LOCK)
             rspeak(HUH_MAN);
         else if (!TOTING(TRIDENT))
-            rspeak(OYSTER_OPENER);
+            rspeak(CLAM_OPENER);
         else {
             DESTROY(CLAM);
             drop(OYSTER, game.loc);
@@ -977,8 +1000,12 @@ static int lock(verb_t verb, obj_t obj)
     case OYSTER:
         if (verb == LOCK)
             rspeak(HUH_MAN);
-        else
+        else if (TOTING(OYSTER))
+            rspeak(DROP_OYSTER);
+        else if (!TOTING(TRIDENT))
             rspeak(OYSTER_OPENER);
+        else
+            rspeak(OYSTER_OPENS);
         break;
     case DOOR:
         rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
@@ -1115,33 +1142,28 @@ static int rub(verb_t verb, obj_t obj)
 }
 
 static int say(struct command_t *command)
-/* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
+/* Say.  Echo WD2. Magic words override. */
 {
-    if (command->wd2 > 0) {
-        command->wd1 = command->wd2;
-        strncpy(command->raw1, command->raw2, LINESIZE - 1);
-    }
-    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)) {
-        /* FIXME: scribbles on the interpreter's command block */
-        wordclear(&command->wd2);
-        return GO_LOOKUP;
-    }
-    sspeak(OKEY_DOKEY, command->raw1);
+    if (command->type2 == MOTION &&
+       (command->id2 == XYZZY ||
+        command->id2 == PLUGH ||
+        command->id2 == PLOVER)) {
+       return GO_WORD2;
+    }
+    if (command->type2 == ACTION &&
+        (command->id2 == FEE ||
+        command->id2 == FIE ||
+        command->id2 == FOE ||
+        command->id2 == FOO ||
+        command->id2 == FUM ||
+        command->id2 == PART)) {
+        return GO_WORD2;
+    }
+    sspeak(OKEY_DOKEY, command->raw2);
     return GO_CLEAROBJ;
 }
 
-static int throw_support(long spk)
+static int throw_support(vocab_t spk)
 {
     rspeak(spk);
     drop(AXE, game.loc);
@@ -1199,7 +1221,7 @@ static int throw (struct command_t *command)
         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) ?
@@ -1283,20 +1305,7 @@ int action(struct command_t *command)
          *  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 = DPRSSN;
-            }
-            if (game.loc == LOC_COBBLE ||
-                game.loc == LOC_DEBRIS ||
-                game.loc == LOC_AWKWARD ||
-                game.loc == LOC_BIRD ||
-                game.loc == LOC_PITTOP) {
-                command->obj = ENTRNC;
-            }
-        } 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))
@@ -1315,14 +1324,14 @@ int action(struct command_t *command)
             command->obj = ROD2;
             /* FALL THROUGH */;
         } else if ((command->verb == FIND ||
-                    command->verb == INVENTORY) && command->wd2 <= 0)
+                    command->verb == INVENTORY) && (command->id2 == WORD_EMPTY || command->id2 == WORD_NOT_FOUND))
             /* FALL THROUGH */;
         else {
             sspeak(NO_SEE, command->raw1);
             return GO_CLEAROBJ;
         }
 
-        if (command->wd2 > 0)
+        if (command->id2 != WORD_EMPTY && command->id2 != WORD_NOT_FOUND)
             return GO_WORD2;
         if (command->verb != 0)
             command->part = transitive;
@@ -1330,10 +1339,13 @@ int action(struct command_t *command)
 
     switch (command->part) {
     case intransitive:
-        if (command->wd2 > 0 && command->verb != SAY)
+        if (command->raw2[0] != '\0' && command->verb != SAY)
             return GO_WORD2;
         if (command->verb == SAY)
-            command->obj = command->wd2;
+           /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
+            * will do here. We're preventing interpretation as an intransitive
+            * verb when the word is unknown. */
+            command->obj = command->raw2[0] != '\0' ? KEYS : NO_OBJECT;
         if (command->obj == NO_OBJECT ||
             command->obj == INTRANSITIVE) {
             /*  Analyse an intransitive verb (ie, no object given yet). */
@@ -1418,7 +1430,7 @@ int action(struct command_t *command)
                 return listen();
             case PART:
                 return reservoir();
-            default:
+            default: // LCOV_EXCL_LINE
                 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
             }
         }
@@ -1519,14 +1531,14 @@ int action(struct command_t *command)
         }
         case PART:
             return reservoir();
-        default:
+        default: // LCOV_EXCL_LINE
             BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
         }
     case unknown:
         /* Unknown verb, couldn't deduce object - might need hint */
         sspeak(WHAT_DO, command->raw1);
         return GO_CHECKHINT;
-    default:
+    default: // LCOV_EXCL_LINE
         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
     }
 }