X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=0abccbca11f31920a2723d778d0ffcdb43c77408;hp=2a223bc9a9e40b42626530ee93d8820937d1d0db;hb=67ed99b29cfe5c32b3db72091de3fb174195e032;hpb=a678b68b39f21f8b2853e45c6138d815a82a3423 diff --git a/actions.c b/actions.c index 2a223bc..0abccbc 100644 --- a/actions.c +++ b/actions.c @@ -4,17 +4,16 @@ #include "database.h" #include "newdb.h" -/* Limit visibility of ugly globals. Eventually these should go away. */ -extern token_t WD1, WD1X, WD2, WD2X; - static int fill(token_t, token_t); -static int attack(FILE *input, token_t verb, token_t obj) +static int attack(FILE *input, struct command_t *command) /* Attack. Assume target if unambiguous. "Throw" also links here. * Attackable objects fall into two categories: enemies (snake, * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2 * enemies, or no enemies but 2 others. */ { + vocab_t verb = command->verb; + vocab_t obj = command->obj; int spk = ACTSPK[verb]; if (obj == 0 || obj == INTRANSITIVE) { if (ATDWRF(game.loc) > 0) @@ -81,8 +80,8 @@ static int attack(FILE *input, token_t verb, token_t obj) * fixed), move rug there (not fixed), and move him there, * too. Then do a null motion to get new description. */ RSPEAK(BARE_HANDS_QUERY); - GETIN(input, &WD1, &WD1X, &WD2, &WD2X); - if (WD1 != MAKEWD(WORD_YINIT) && WD1 != MAKEWD(WORD_YES)) + 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); game.prop[DRAGON] = 1; @@ -107,7 +106,7 @@ static int attack(FILE *input, token_t verb, token_t obj) static int bigwords(token_t foo) /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. - * Look up WD1 in section 3 of vocab to determine which word we've got. Last + * Look up foo in section 3 of vocab to determine which word we've got. Last * word zips the eggs back to the giant room (unless already there). */ { int k = VOCAB(foo, 3); @@ -729,9 +728,7 @@ static int lock(token_t verb, token_t obj) if (!game.panic)game.clock2 = PANICTIME; game.panic = true; } else { - spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED; - game.prop[GRATE] = 1; - if (verb == LOCK)game.prop[GRATE] = 0; + game.prop[GRATE] = (verb == LOCK) ? 0 : 1; spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED; } } @@ -792,32 +789,28 @@ static int quit(void) return GO_CLEAROBJ; } -static int read(token_t verb, token_t obj) +static int read(struct command_t command) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { - if (obj == INTRANSITIVE) { - obj = 0; + if (command.obj == INTRANSITIVE) { + command.obj = 0; for (int i = 1; i <= NOBJECTS; i++) { if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0) - obj = obj * NOBJECTS + i; + command.obj = command.obj * NOBJECTS + i; } - if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN; + if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc)) + return GO_UNKNOWN; } if (DARK(game.loc)) { - SETPRM(1, WD1, WD1X); + SETPRM(1, command.wd1, command.wd1x); RSPEAK(NO_SEE); - return GO_CLEAROBJ; - } - if (OBJTXT[obj] == 0 || game.prop[obj] < 0) { - RSPEAK(ACTSPK[verb]); - return GO_CLEAROBJ; - } - if (obj == OYSTER && !game.clshnt) { + } else if (OBJTXT[command.obj] == 0 || game.prop[command.obj] < 0) { + RSPEAK(ACTSPK[command.verb]); + } else if (command.obj == OYSTER && !game.clshnt) { game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]); - return GO_CLEAROBJ; - } - PSPEAK(obj, OBJTXT[obj] + game.prop[obj]); + } else + PSPEAK(command.obj, OBJTXT[command.obj] + game.prop[command.obj]); return GO_CLEAROBJ; } @@ -859,19 +852,19 @@ static int rub(token_t verb, token_t obj) return GO_CLEAROBJ; } -static int say(void) +static int say(struct command_t *command) /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ { - /* FIXME: ugly use of globals */ - SETPRM(1, WD2, WD2X); - if (WD2 <= 0) - SETPRM(1, WD1, WD1X); - if (WD2 > 0) - WD1 = WD2; - int wd = VOCAB(WD1, -1); + SETPRM(1, command->wd2, command->wd2x); + if (command->wd2 <= 0) + SETPRM(1, command->wd1, command->wd1x); + if (command->wd2 > 0) + command->wd1 = command->wd2; + int wd = VOCAB(command->wd1, -1); /* FIXME: Magic numbers */ if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { - WD2 = 0; + /* FIXME: scribbles on the interpreter's command block */ + wordclear(&command->wd2); return GO_LOOKUP; } RSPEAK(OKEY_DOKEY); @@ -885,22 +878,22 @@ static int throw_support(long spk) return GO_MOVE; } -static int throw (FILE *cmdin, long verb, token_t obj) +static int throw (FILE *cmdin, struct command_t *command) /* Throw. Same as discard unless axe. Then same as attack except * ignore bird, and if dwarf is present then one might be killed. * (Only way to do so!) Axe also special for dragon, bear, and * troll. Treasures special for troll. */ { - int spk = ACTSPK[verb]; - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2; - if (!TOTING(obj)) { + 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 (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) { + if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) { spk = TROLL_SATISFIED; /* Snarf a treasure for the troll. */ - DROP(obj, 0); + DROP(command->obj, 0); MOVE(TROLL, 0); MOVE(TROLL + NOBJECTS, 0); DROP(TROLL2, PLAC[TROLL]); @@ -909,13 +902,13 @@ static int throw (FILE *cmdin, long verb, token_t obj) RSPEAK(spk); return GO_CLEAROBJ; } - if (obj == FOOD && HERE(BEAR)) { + if (command->obj == FOOD && HERE(BEAR)) { /* But throwing food is another story. */ - obj = BEAR; - return (feed(verb, obj)); + command->obj = BEAR; + return (feed(command->verb, command->obj)); } - if (obj != AXE) - return (discard(verb, obj, false)); + if (command->obj != AXE) + return (discard(command->verb, command->obj, false)); else { int i = ATDWRF(game.loc); if (i <= 0) { @@ -934,7 +927,8 @@ static int throw (FILE *cmdin, long verb, token_t obj) RSPEAK(AXE_LOST); return GO_CLEAROBJ; } - return (attack(cmdin, verb, 0)); + command->obj = 0; + return (attack(cmdin, command)); } if (randrange(NDWARVES + 1) < game.dflag) { @@ -995,14 +989,14 @@ static int wave(token_t verb, token_t obj) } } -int action(FILE *input, enum speechpart part, token_t verb, token_t obj) +int action(FILE *input, struct command_t *command) /* Analyse a verb. Remember what it was, go back for object if second word * unless verb is "say", which snarfs arbitrary second word. */ { - token_t spk = ACTSPK[verb]; + token_t spk = ACTSPK[command->verb]; - if (part == unknown) { + 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 * unless verb is "find" or "invent(ory)" (and no new verb @@ -1010,74 +1004,74 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) * they are never actually dropped at any location, but might * be here inside the bottle or urn or as a feature of the * location. */ - if (HERE(obj)) + if (HERE(command->obj)) /* FALL THROUGH */; - else if (obj == GRATE) { + else if (command->obj == GRATE) { if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT) - obj = DPRSSN; + command->obj = DPRSSN; if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD || game.loc == LOC_BIRD || game.loc == LOC_PITTOP) - obj = ENTRNC; - if (obj != GRATE) + command->obj = ENTRNC; + if (command->obj != GRATE) return GO_MOVE; - } else if (obj == DWARF && ATDWRF(game.loc) > 0) + } else if (command->obj == DWARF && ATDWRF(game.loc) > 0) /* FALL THROUGH */; - else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc)) + else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc)) /* FALL THROUGH */; - else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) { - obj = URN; + else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) { + command->obj = URN; /* FALL THROUGH */; - } else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { - obj = PLANT2; + } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { + command->obj = PLANT2; /* FALL THROUGH */; - } else if (obj == KNIFE && game.knfloc == game.loc) { + } else if (command->obj == KNIFE && game.knfloc == game.loc) { game.knfloc = -1; spk = KNIVES_VANISH; RSPEAK(spk); return GO_CLEAROBJ; - } else if (obj == ROD && HERE(ROD2)) { - obj = ROD2; + } else if (command->obj == ROD && HERE(ROD2)) { + command->obj = ROD2; /* FALL THROUGH */; - } else if ((verb == FIND || verb == INVENT) && WD2 <= 0) + } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0) /* FALL THROUGH */; else { - SETPRM(1, WD1, WD1X); + SETPRM(1, command->wd1, command->wd1x); RSPEAK(NO_SEE); return GO_CLEAROBJ; } - if (WD2 > 0) + if (command->wd2 > 0) return GO_WORD2; - if (verb != 0) - part = transitive; + if (command->verb != 0) + command->part = transitive; } - switch (part) { + switch (command->part) { case intransitive: - if (WD2 > 0 && verb != SAY) + if (command->wd2 > 0 && command->verb != SAY) return GO_WORD2; - if (verb == SAY)obj = WD2; - if (obj == 0 || obj == INTRANSITIVE) { + if (command->verb == SAY)command->obj = command->wd2; + if (command->obj == 0 || command->obj == INTRANSITIVE) { /* Analyse an intransitive verb (ie, no object given yet). */ - switch (verb - 1) { + switch (command->verb - 1) { case 0: /* CARRY */ - return carry(verb, INTRANSITIVE); + return carry(command->verb, INTRANSITIVE); case 1: /* DROP */ return GO_UNKNOWN; case 2: /* SAY */ return GO_UNKNOWN; case 3: /* UNLOC */ - return lock(verb, INTRANSITIVE); + return lock(command->verb, INTRANSITIVE); case 4: { /* NOTHI */ RSPEAK(OK_MAN); return (GO_CLEAROBJ); } case 5: /* LOCK */ - return lock(verb, INTRANSITIVE); + return lock(command->verb, INTRANSITIVE); case 6: /* LIGHT */ - return light(verb, INTRANSITIVE); + return light(command->verb, INTRANSITIVE); case 7: /* EXTIN */ - return extinguish(verb, INTRANSITIVE); + return extinguish(command->verb, INTRANSITIVE); case 8: /* WAVE */ return GO_UNKNOWN; case 9: /* CALM */ @@ -1087,13 +1081,13 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) return GO_CLEAROBJ; } case 11: /* ATTAC */ - return attack(input, verb, obj); + return attack(input, command); case 12: /* POUR */ - return pour(verb, obj); + return pour(command->verb, command->obj); case 13: /* EAT */ - return eat(verb, INTRANSITIVE); + return eat(command->verb, INTRANSITIVE); case 14: /* DRINK */ - return drink(verb, obj); + return drink(command->verb, command->obj); case 15: /* RUB */ return GO_UNKNOWN; case 16: /* TOSS */ @@ -1107,7 +1101,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) case 20: /* FEED */ return GO_UNKNOWN; case 21: /* FILL */ - return fill(verb, obj); + return fill(command->verb, command->obj); case 22: /* BLAST */ blast(); return GO_CLEAROBJ; @@ -1115,11 +1109,12 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) score(scoregame); return GO_CLEAROBJ; case 24: /* FOO */ - return bigwords(WD1); + return bigwords(command->wd1); case 25: /* BRIEF */ return brief(); case 26: /* READ */ - return read(verb, INTRANSITIVE); + command->obj = INTRANSITIVE; + return read(*command); case 27: /* BREAK */ return GO_UNKNOWN; case 28: /* WAKE */ @@ -1129,7 +1124,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) case 30: /* RESU */ return resume(); case 31: /* FLY */ - return fly(verb, INTRANSITIVE); + return fly(command->verb, INTRANSITIVE); case 32: /* LISTE */ return listen(); case 33: /* ZZZZ */ @@ -1140,27 +1135,27 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) /* FALLTHRU */ case transitive: /* Analyse a transitive verb. */ - switch (verb - 1) { + switch (command->verb - 1) { case 0: /* CARRY */ - return carry(verb, obj); + return carry(command->verb, command->obj); case 1: /* DROP */ - return discard(verb, obj, false); + return discard(command->verb, command->obj, false); case 2: /* SAY */ - return say(); + return say(command); case 3: /* UNLOC */ - return lock(verb, obj); + return lock(command->verb, command->obj); case 4: { /* NOTHI */ RSPEAK(OK_MAN); return (GO_CLEAROBJ); } case 5: /* LOCK */ - return lock(verb, obj); + return lock(command->verb, command->obj); case 6: /* LIGHT */ - return light(verb, obj); + return light(command->verb, command->obj); case 7: /* EXTI */ - return extinguish(verb, obj); + return extinguish(command->verb, command->obj); case 8: /* WAVE */ - return wave(verb, obj); + return wave(command->verb, command->obj); case 9: { /* CALM */ RSPEAK(spk); return GO_CLEAROBJ; @@ -1170,29 +1165,29 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) return GO_CLEAROBJ; } case 11: /* ATTAC */ - return attack(input, verb, obj); + return attack(input, command); case 12: /* POUR */ - return pour(verb, obj); + return pour(command->verb, command->obj); case 13: /* EAT */ - return eat(verb, obj); + return eat(command->verb, command->obj); case 14: /* DRINK */ - return drink(verb, obj); + return drink(command->verb, command->obj); case 15: /* RUB */ - return rub(verb, obj); + return rub(command->verb, command->obj); case 16: /* TOSS */ - return throw (input, verb, obj); + return throw(input, command); case 17: { /* QUIT */ RSPEAK(spk); return GO_CLEAROBJ; } case 18: /* FIND */ - return find(verb, obj); + return find(command->verb, command->obj); case 19: /* INVEN */ - return find(verb, obj); + return find(command->verb, command->obj); case 20: /* FEED */ - return feed(verb, obj); + return feed(command->verb, command->obj); case 21: /* FILL */ - return fill(verb, obj); + return fill(command->verb, command->obj); case 22: /* BLAST */ blast(); return GO_CLEAROBJ; @@ -1209,11 +1204,11 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) return GO_CLEAROBJ; } case 26: /* READ */ - return read(verb, obj); + return read(*command); case 27: /* BREAK */ - return vbreak(verb, obj); + return vbreak(command->verb, command->obj); case 28: /* WAKE */ - return wake(verb, obj); + return wake(command->verb, command->obj); case 29: { /* SUSP */ RSPEAK(spk); return GO_CLEAROBJ; @@ -1223,7 +1218,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) return GO_CLEAROBJ; } case 31: /* FLY */ - return fly(verb, obj); + return fly(command->verb, command->obj); case 32: { /* LISTE */ RSPEAK(spk); return GO_CLEAROBJ; @@ -1234,7 +1229,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); case unknown: /* Unknown verb, couldn't deduce object - might need hint */ - SETPRM(1, WD1, WD1X); + SETPRM(1, command->wd1, command->wd1x); RSPEAK(WHAT_DO); return GO_CHECKHINT; default: