X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=13fc8c5dfdf7bee165612b5c0e3b5af818b84231;hp=b059e8228622e506c9a36b51a013cb9c5aaafd63;hb=481d198d392dded279274bd4152c8a2c8891fe41;hpb=07207420a20cc92ccb03dcb9c032114fdc22c4f2 diff --git a/actions.c b/actions.c index b059e82..13fc8c5 100644 --- a/actions.c +++ b/actions.c @@ -1,12 +1,17 @@ #include #include #include "advent.h" -#include "database.h" -#include "newdb.h" +#include "dungeon.h" static int fill(token_t, token_t); -static int attack(FILE *input, struct command_t *command) +static void state_change(long obj, long state) +{ + game.prop[obj] = state; + pspeak(obj, change, state, true); +} + +static int attack(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 @@ -14,51 +19,89 @@ static int attack(FILE *input, struct command_t *command) { vocab_t verb = command->verb; vocab_t obj = command->obj; - int spk = ACTSPK[verb]; - if (obj == 0 || obj == INTRANSITIVE) { - if (ATDWRF(game.loc) > 0) + + if (obj == INTRANSITIVE) { + return GO_UNKNOWN; + } + long spk = actions[verb].message; + if (obj == NO_OBJECT || obj == INTRANSITIVE) { + int changes = 0; + if (atdwrf(game.loc) > 0) { obj = DWARF; - if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE; - if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON; - if (AT(TROLL))obj = obj * NOBJECTS + TROLL; - if (AT(OGRE))obj = obj * NOBJECTS + OGRE; - if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR; - if (obj > NOBJECTS) return GO_UNKNOWN; - if (obj == 0) { + ++changes; + } + if (HERE(SNAKE)) { + obj = SNAKE; + ++changes; + } + if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { + obj = DRAGON; + ++changes; + } + if (AT(TROLL)) { + obj = TROLL; + ++changes; + } + if (AT(OGRE)) { + obj = OGRE; + ++changes; + } + if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { + obj = BEAR; + ++changes; + } + /* check for low-priority targets */ + if (obj == NO_OBJECT) { /* Can't attack bird or machine by throwing axe. */ - if (HERE(BIRD) && verb != THROW)obj = BIRD; - if (HERE(VEND) && verb != THROW)obj = obj * NOBJECTS + VEND; + if (HERE(BIRD) && verb != THROW) { + obj = BIRD; + ++changes; + } + if (HERE(VEND) && verb != THROW) { + obj = VEND; + ++changes; + } /* Clam and oyster both treated as clam for intransitive case; * no harm done. */ - if (HERE(CLAM) || HERE(OYSTER))obj = NOBJECTS * obj + CLAM; - if (obj > NOBJECTS) - return GO_UNKNOWN; + if (HERE(CLAM) || HERE(OYSTER)) { + obj = CLAM; + ++changes; + } } + if (changes >= 2) + return GO_UNKNOWN; + } if (obj == BIRD) { - spk = UNHAPPY_BIRD; if (game.closed) { - rspeak(spk); + rspeak(UNHAPPY_BIRD); return GO_CLEAROBJ; } DESTROY(BIRD); spk = BIRD_DEAD; } else if (obj == VEND) { - bool blocking = (game.prop[VEND] == VEND_BLOCKS); - game.prop[VEND] = blocking ? VEND_UNBLOCKS : VEND_BLOCKS; - rspeak(blocking ? MACHINE_SWINGOUT : MACHINE_SWINGBACK); + state_change(VEND, + game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); return GO_CLEAROBJ; } - if (obj == 0)spk = NO_TARGET; - if (obj == CLAM || obj == OYSTER)spk = SHELL_IMPERVIOUS; - if (obj == SNAKE)spk = SNAKE_WARNING; - if (obj == DWARF)spk = BARE_HANDS_QUERY; - if (obj == DWARF && game.closed) return GO_DWARFWAKE; - if (obj == DRAGON)spk = ALREADY_DEAD; - if (obj == TROLL)spk = ROCKY_TROLL; - if (obj == OGRE)spk = OGRE_DODGE; - if (obj == OGRE && ATDWRF(game.loc) > 0) { + if (obj == NO_OBJECT) + spk = NO_TARGET; + if (obj == CLAM || obj == OYSTER) + spk = SHELL_IMPERVIOUS; + if (obj == SNAKE) + spk = SNAKE_WARNING; + if (obj == DWARF) + spk = BARE_HANDS_QUERY; + if (obj == DWARF && game.closed) + return GO_DWARFWAKE; + if (obj == DRAGON) + spk = ALREADY_DEAD; + if (obj == TROLL) + spk = ROCKY_TROLL; + if (obj == OGRE) + spk = OGRE_DODGE; + if (obj == OGRE && atdwrf(game.loc) > 0) { rspeak(spk); rspeak(KNIFE_THROWN); DESTROY(OGRE); @@ -71,30 +114,47 @@ static int attack(FILE *input, struct command_t *command) } } spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2; - } else if (obj == BEAR) - /* FIXME: Arithmetic on message numbers */ - spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2; - else if (obj == DRAGON && game.prop[DRAGON] == 0) { + } else if (obj == BEAR) { + switch (game.prop[BEAR]) { + case UNTAMED_BEAR: + spk = BEAR_HANDS; + break; + case SITTING_BEAR: + spk = BEAR_CONFUSED; + break; + case CONTENTED_BEAR: + spk = BEAR_CONFUSED; + break; + case BEAR_DEAD: + spk = ALREADY_DEAD; + break; + } + } else if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) { /* Fun stuff for dragon. If he insists on attacking it, win! * Set game.prop to dead, move dragon to central loc (still * 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, &command->wd1, &command->wd1x, &command->wd2, &command->wd2x); - if (command->wd1 != MAKEWD(WORD_YINIT) && command->wd1 != MAKEWD(WORD_YES)) + 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; - pspeak(DRAGON, look, 3); - game.prop[DRAGON] = 1; - game.prop[RUG] = 0; - int k = (PLAC[DRAGON] + FIXD[DRAGON]) / 2; - MOVE(DRAGON + NOBJECTS, -1); - MOVE(RUG + NOBJECTS, 0); - MOVE(DRAGON, k); - MOVE(RUG, k); - DROP(BLOOD, k); + } + state_change(DRAGON, DRAGON_DEAD); + game.prop[RUG] = RUG_FLOOR; + /* FIXME: Arithmetic on location values */ + int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2; + move(DRAGON + NOBJECTS, -1); + move(RUG + NOBJECTS, 0); + move(DRAGON, k); + move(RUG, k); + drop(BLOOD, k); for (obj = 1; obj <= NOBJECTS; obj++) { - if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON]) - MOVE(obj, k); + if (game.place[obj] == objects[DRAGON].plac || game.place[obj] == objects[DRAGON].fixd) + move(obj, k); } game.loc = k; return GO_MOVE; @@ -106,13 +166,16 @@ static int attack(FILE *input, struct command_t *command) static int bigwords(token_t foo) /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. - * 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). */ + * 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). */ { - int k = VOCAB(foo, 3); + char word[6]; + 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; + if (game.foobar != 0 && game.loc == LOC_GIANTROOM) + spk = START_OVER; rspeak(spk); return GO_CLEAROBJ; } else { @@ -122,19 +185,21 @@ static int bigwords(token_t foo) return GO_CLEAROBJ; } game.foobar = 0; - if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) { + if (game.place[EGGS] == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) { rspeak(spk); return GO_CLEAROBJ; } else { /* Bring back troll if we steal the eggs back from him before * crossing. */ - if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0) - game.prop[TROLL] = 1; - k = 2; - if (HERE(EGGS))k = 1; - if (game.loc == PLAC[EGGS])k = 0; - MOVE(EGGS, PLAC[EGGS]); - pspeak(EGGS, look, k); + if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID) + game.prop[TROLL] = TROLL_PAIDONCE; + k = EGGS_DONE; + if (HERE(EGGS)) + k = EGGS_VANISHED; + if (game.loc == objects[EGGS].plac) + k = EGGS_HERE; + move(EGGS, objects[EGGS].plac); + pspeak(EGGS, look, k, true); return GO_CLEAROBJ; } } @@ -146,13 +211,16 @@ static int bivalve(token_t verb, token_t obj) int spk; bool is_oyster = (obj == OYSTER); spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS; - if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM; - if (!TOTING(TRIDENT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER; - if (verb == LOCK)spk = HUH_MAN; + if (TOTING(obj)) + spk = is_oyster ? DROP_OYSTER : DROP_CLAM; + if (!TOTING(TRIDENT)) + spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER; + if (verb == LOCK) + spk = HUH_MAN; if (spk == PEARL_FALLS) { DESTROY(CLAM); - DROP(OYSTER, game.loc); - DROP(PEARL, LOC_CULDESAC); + drop(OYSTER, game.loc); + drop(PEARL, LOC_CULDESAC); } rspeak(spk); return GO_CLEAROBJ; @@ -177,21 +245,24 @@ static void blast(void) static int vbreak(token_t verb, token_t obj) /* Break. Only works for mirror in repository and, of course, the vase. */ { - int spk = ACTSPK[verb]; - if (obj == MIRROR)spk = TOO_FAR; - if (obj == VASE && game.prop[VASE] == 0) { - if (TOTING(VASE))DROP(VASE, game.loc); - game.prop[VASE] = 2; - game.fixed[VASE] = -1; - spk = BREAK_VASE; - } else { - if (obj == MIRROR && game.closed) { + if (obj == MIRROR) { + if (game.closed) { rspeak(BREAK_MIRROR); return GO_DWARFWAKE; + } else { + rspeak(TOO_FAR); + return GO_CLEAROBJ; } } - rspeak(spk); - return GO_CLEAROBJ; + if (obj == VASE && game.prop[VASE] == VASE_WHOLE) { + if (TOTING(VASE)) + drop(VASE, game.loc); + state_change(VASE, VASE_BROKEN); + game.fixed[VASE] = -1; + return GO_CLEAROBJ; + } + rspeak(actions[verb].message); + return (GO_CLEAROBJ); } static int brief(void) @@ -203,7 +274,7 @@ static int brief(void) return GO_CLEAROBJ; } -static int carry(token_t verb, token_t obj) +static int vcarry(token_t verb, token_t obj) /* Carry an object. Special cases for bird and cage (if bird in cage, can't * take one without the other). Liquids also special, since they depend on * status of bottle. Also various side effects, etc. */ @@ -213,7 +284,7 @@ static int carry(token_t verb, token_t obj) /* Carry, no object given yet. OK if only one object present. */ if (game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || - ATDWRF(game.loc) > 0) + atdwrf(game.loc) > 0) return GO_UNKNOWN; obj = game.atloc[game.loc]; } @@ -223,14 +294,22 @@ static int carry(token_t verb, token_t obj) return GO_CLEAROBJ; } spk = YOU_JOKING; - if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS; - if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED; - if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED; - if (obj == URN)spk = URN_NOBUDGE; - if (obj == CAVITY)spk = DOUGHNUT_HOLES; - if (obj == BLOOD)spk = FEW_DROPS; - if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS; - if (obj == SIGN)spk = HAND_PASSTHROUGH; + if (obj == PLANT && game.prop[PLANT] <= 0) + spk = DEEP_ROOTS; + if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) + spk = BEAR_CHAINED; + if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) + spk = STILL_LOCKED; + if (obj == URN) + spk = URN_NOBUDGE; + if (obj == CAVITY) + spk = DOUGHNUT_HOLES; + if (obj == BLOOD) + spk = FEW_DROPS; + if (obj == RUG && game.prop[RUG] == RUG_HOVER) + spk = RUG_HOVERS; + if (obj == SIGN) + spk = HAND_PASSTHROUGH; if (obj == MESSAG) { rspeak(REMOVE_MESSAGE); DESTROY(MESSAG); @@ -246,8 +325,9 @@ static int carry(token_t verb, token_t obj) return (fill(verb, BOTTLE)); else { if (game.prop[BOTTLE] != EMPTY_BOTTLE) - spk = BOTTLE_FULL; - if (!TOTING(BOTTLE))spk = NO_CONTAINER; + spk = BOTTLE_FULL; + if (!TOTING(BOTTLE)) + spk = NO_CONTAINER; rspeak(spk); return GO_CLEAROBJ; } @@ -265,8 +345,10 @@ static int carry(token_t verb, token_t obj) rspeak(BIRD_CRAP); return GO_CLEAROBJ; } - if (!TOTING(CAGE))spk = CANNOT_CARRY; - if (TOTING(ROD))spk = BIRD_EVADES; + if (!TOTING(CAGE)) + spk = CANNOT_CARRY; + if (TOTING(ROD)) + spk = BIRD_EVADES; if (spk == CANNOT_CARRY || spk == BIRD_EVADES) { rspeak(spk); return GO_CLEAROBJ; @@ -274,13 +356,13 @@ static int carry(token_t verb, token_t obj) game.prop[BIRD] = BIRD_CAGED; } if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1)) - CARRY(BIRD + CAGE - obj, game.loc); - CARRY(obj, game.loc); + carry(BIRD + CAGE - obj, game.loc); + carry(obj, game.loc); if (obj == BOTTLE && LIQUID() != 0) game.place[LIQUID()] = CARRIED; if (GSTONE(obj) && game.prop[obj] != 0) { - game.prop[obj] = 0; - game.prop[CAVITY] = 1; + game.prop[obj] = STATE_GROUND; + game.prop[CAVITY] = CAVITY_EMPTY; } rspeak(OK_MAN); return GO_CLEAROBJ; @@ -292,26 +374,33 @@ static int chain(token_t verb) int spk; if (verb != LOCK) { spk = CHAIN_UNLOCKED; - if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS; - if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED; + if (game.prop[BEAR] == UNTAMED_BEAR) + spk = BEAR_BLOCKS; + if (game.prop[CHAIN] == CHAIN_HEAP) + spk = ALREADY_UNLOCKED; if (spk != CHAIN_UNLOCKED) { rspeak(spk); return GO_CLEAROBJ; } - game.prop[CHAIN] = 0; - game.fixed[CHAIN] = 0; - if (game.prop[BEAR] != 3)game.prop[BEAR] = 2; + game.prop[CHAIN] = CHAIN_HEAP; + game.fixed[CHAIN] = CHAIN_HEAP; + if (game.prop[BEAR] != BEAR_DEAD) + game.prop[BEAR] = CONTENTED_BEAR; + /* FIXME: Arithmetic on state numbers */ game.fixed[BEAR] = 2 - game.prop[BEAR]; } else { spk = CHAIN_LOCKED; - if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED; - if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE; + if (game.prop[CHAIN] != CHAIN_HEAP) + spk = ALREADY_LOCKED; + if (game.loc != objects[CHAIN].plac) + spk = NO_LOCKSITE; if (spk != CHAIN_LOCKED) { rspeak(spk); return GO_CLEAROBJ; } - game.prop[CHAIN] = 2; - if (TOTING(CHAIN))DROP(CHAIN, game.loc); + game.prop[CHAIN] = CHAIN_FIXED; + if (TOTING(CHAIN)) + drop(CHAIN, game.loc); game.fixed[CHAIN] = -1; } rspeak(spk); @@ -323,74 +412,84 @@ static int discard(token_t verb, token_t obj, bool just_do_it) * bird (might attack snake or dragon) and cage (might contain bird) and vase. * Drop coins at vending machine for extra batteries. */ { - int spk = ACTSPK[verb]; + int spk = actions[verb].message; if (!just_do_it) { - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2; + if (TOTING(ROD2) && obj == ROD && !TOTING(ROD)) + obj = ROD2; if (!TOTING(obj)) { rspeak(spk); return GO_CLEAROBJ; } if (obj == BIRD && HERE(SNAKE)) { rspeak(BIRD_ATTACKS); - if (game.closed) return GO_DWARFWAKE; + if (game.closed) + return GO_DWARFWAKE; DESTROY(SNAKE); /* Set game.prop for use by travel options */ - game.prop[SNAKE] = 1; + game.prop[SNAKE] = SNAKE_CHASED; - } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) { + } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) { rspeak(GEM_FITS); game.prop[obj] = 1; - game.prop[CAVITY] = 0; - if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY && - game.prop[RUG] == 2))) { + game.prop[CAVITY] = CAVITY_FULL; + if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || (obj == RUBY && + game.prop[RUG] == RUG_HOVER))) { spk = RUG_RISES; - if (TOTING(RUG))spk = RUG_WIGGLES; - if (obj == RUBY)spk = RUG_SETTLES; + if (TOTING(RUG)) + spk = RUG_WIGGLES; + if (obj == RUBY) + spk = RUG_SETTLES; rspeak(spk); if (spk != RUG_WIGGLES) { + /* FIXME: Arithmetic on state numbers */ int k = 2 - game.prop[RUG]; game.prop[RUG] = k; - if (k == 2) k = PLAC[SAPPH]; - MOVE(RUG + NOBJECTS, k); + if (k == 2) + k = objects[SAPPH].plac; + move(RUG + NOBJECTS, k); } } } else if (obj == COINS && HERE(VEND)) { DESTROY(COINS); - DROP(BATTERY, game.loc); - pspeak(BATTERY, look, FRESH_BATTERIES); + drop(BATTERY, game.loc); + pspeak(BATTERY, look, FRESH_BATTERIES, true); return GO_CLEAROBJ; - } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) { + } 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)) { rspeak(TROLL_SCAMPERS); - MOVE(TROLL, 0); - MOVE(TROLL + NOBJECTS, 0); - MOVE(TROLL2, PLAC[TROLL]); - MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]); - JUGGLE(CHASM); - game.prop[TROLL] = 2; - } else if (obj != VASE || game.loc == PLAC[PILLOW]) { + 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); } else { - game.prop[VASE] = 2; - if (AT(PILLOW))game.prop[VASE] = 0; - pspeak(VASE, look, game.prop[VASE] + 1); - if (game.prop[VASE] != 0)game.fixed[VASE] = -1; + game.prop[VASE] = VASE_BROKEN; + if (AT(PILLOW)) + game.prop[VASE] = VASE_WHOLE; + pspeak(VASE, look, game.prop[VASE] + 1, true); + if (game.prop[VASE] != VASE_WHOLE) + game.fixed[VASE] = -1; } } int k = LIQUID(); - if (k == obj)obj = BOTTLE; + if (k == obj) + obj = BOTTLE; if (obj == BOTTLE && k != 0) game.place[k] = LOC_NOWHERE; if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) - DROP(BIRD, game.loc); - DROP(obj, game.loc); - if (obj != BIRD) return GO_CLEAROBJ; + drop(BIRD, game.loc); + drop(obj, game.loc); + if (obj != BIRD) + return GO_CLEAROBJ; game.prop[BIRD] = BIRD_UNCAGED; if (FOREST(game.loc)) - game.prop[BIRD] = BIRD_FOREST_UNCAGED; + game.prop[BIRD] = BIRD_FOREST_UNCAGED; return GO_CLEAROBJ; } @@ -398,23 +497,23 @@ static int drink(token_t verb, token_t obj) /* Drink. If no object, assume water and look for it here. If water is in * the bottle, drink that, else must be at a water loc, so drink stream. */ { - int spk = ACTSPK[verb]; - if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE))) + if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE))) return GO_UNKNOWN; if (obj != BLOOD) { - if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT; - if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) { + if (obj != NO_OBJECT && obj != WATER) { + rspeak(RIDICULOUS_ATTEMPT); + } else if (LIQUID() == WATER && HERE(BOTTLE)) { game.prop[BOTTLE] = EMPTY_BOTTLE; game.place[WATER] = LOC_NOWHERE; - spk = BOTTLE_EMPTY; + rspeak(BOTTLE_EMPTY); + } else { + rspeak(actions[verb].message); } } else { DESTROY(BLOOD); - game.prop[DRAGON] = 2; + state_change(DRAGON, DRAGON_BLOODLESS); game.blooded = true; - spk = HEAD_BUZZES; } - rspeak(spk); return GO_CLEAROBJ; } @@ -422,7 +521,7 @@ static int eat(token_t verb, token_t obj) /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ { - int spk = ACTSPK[verb]; + int spk = actions[verb].message; if (obj == INTRANSITIVE) { if (!HERE(FOOD)) return GO_UNKNOWN; @@ -435,7 +534,8 @@ static int eat(token_t verb, token_t obj) } if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == - OGRE)spk = LOST_APPETITE; + OGRE) + spk = LOST_APPETITE; } rspeak(spk); return GO_CLEAROBJ; @@ -444,24 +544,33 @@ static int eat(token_t verb, token_t obj) static int extinguish(token_t verb, int obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { - int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) - obj = LAMP; - if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN; - if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN; + obj = LAMP; + if (HERE(URN) && game.prop[URN] == URN_LIT) + obj = URN; + if (obj == INTRANSITIVE || + (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT && + HERE(URN) && game.prop[URN] == URN_LIT)) + return GO_UNKNOWN; } if (obj == URN) { - game.prop[URN] = game.prop[URN] / 2; - spk = URN_DARK; + if (game.prop[URN] != URN_EMPTY) { + state_change(URN, URN_DARK); + } else { + pspeak(URN, change, URN_DARK, true); + } + } else if (obj == LAMP) { - game.prop[LAMP] = LAMP_DARK; - rspeak(LAMP_OFF); - spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE; - } else if (obj == DRAGON || obj == VOLCANO) - spk = BEYOND_POWER; - rspeak(spk); + state_change(LAMP, LAMP_DARK); + rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE); + } else if (obj == DRAGON || obj == VOLCANO) { + rspeak(BEYOND_POWER); + + } else { + rspeak(actions[verb].message); + } return GO_CLEAROBJ; } @@ -469,14 +578,16 @@ static int feed(token_t verb, token_t obj) /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him * mad. Bear, special. */ { - int spk = ACTSPK[verb]; + int spk = actions[verb].message; if (obj == BIRD) { rspeak(BIRD_PINING); return GO_CLEAROBJ; } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) { spk = NOTHING_EDIBLE; - if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT; - if (obj == TROLL)spk = TROLL_VICES; + if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS) + spk = RIDICULOUS_ATTEMPT; + if (obj == TROLL) + spk = TROLL_VICES; if (obj == SNAKE && !game.closed && HERE(BIRD)) { DESTROY(BIRD); spk = BIRD_DEVOURED; @@ -487,11 +598,13 @@ static int feed(token_t verb, token_t obj) spk = REALLY_MAD; } } else if (obj == BEAR) { - if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE; - if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT; + if (game.prop[BEAR] == UNTAMED_BEAR) + spk = NOTHING_EDIBLE; + if (game.prop[BEAR] == BEAR_DEAD) + spk = RIDICULOUS_ATTEMPT; if (HERE(FOOD)) { DESTROY(FOOD); - game.prop[BEAR] = 1; + game.prop[BEAR] = SITTING_BEAR; game.fixed[AXE] = 0; game.prop[AXE] = 0; spk = BEAR_TAMED; @@ -511,21 +624,22 @@ int fill(token_t verb, token_t obj) * is nasty.) */ { int k; - int spk = ACTSPK[verb]; + int spk = actions[verb].message; if (obj == VASE) { spk = ARENT_CARRYING; - if (LIQLOC(game.loc) == 0)spk = FILL_INVALID; + if (LIQLOC(game.loc) == 0) + spk = FILL_INVALID; if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) { rspeak(spk); return GO_CLEAROBJ; } rspeak(SHATTER_VASE); - game.prop[VASE] = 2; + game.prop[VASE] = VASE_BROKEN; game.fixed[VASE] = -1; return (discard(verb, obj, true)); } else if (obj == URN) { spk = FULL_URN; - if (game.prop[URN] != 0) { + if (game.prop[URN] != URN_EMPTY) { rspeak(spk); return GO_CLEAROBJ; } @@ -537,24 +651,25 @@ int fill(token_t verb, token_t obj) } game.place[k] = LOC_NOWHERE; game.prop[BOTTLE] = EMPTY_BOTTLE; - if (k == OIL)game.prop[URN] = 1; + if (k == OIL) + game.prop[URN] = URN_DARK; spk = WATER_URN + game.prop[URN]; rspeak(spk); return GO_CLEAROBJ; - } else if (obj != 0 && obj != BOTTLE) { + } else if (obj != NO_OBJECT && obj != BOTTLE) { rspeak(spk); return GO_CLEAROBJ; - } else if (obj == 0 && !HERE(BOTTLE)) + } else if (obj == NO_OBJECT && !HERE(BOTTLE)) return GO_UNKNOWN; spk = BOTTLED_WATER; if (LIQLOC(game.loc) == 0) spk = NO_LIQUID; - if (HERE(URN) && game.prop[URN] != 0) + if (HERE(URN) && game.prop[URN] != URN_EMPTY) spk = URN_NOPOUR; if (LIQUID() != 0) spk = BOTTLE_FULL; if (spk == BOTTLED_WATER) { - /* FIXME: Arithmetic on property values */ + /* FIXME: Arithmetic on property values */ game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2; k = LIQUID(); if (TOTING(BOTTLE)) @@ -569,14 +684,16 @@ 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 = ACTSPK[verb]; + int spk = actions[verb].message; if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) || obj == LIQLOC(game.loc) || - (obj == DWARF && ATDWRF(game.loc) > 0)) + (obj == DWARF && atdwrf(game.loc) > 0)) spk = YOU_HAVEIT; - if (game.closed)spk = NEEDED_NEARBY; - if (TOTING(obj))spk = ALREADY_CARRYING; + if (game.closed) + spk = NEEDED_NEARBY; + if (TOTING(obj)) + spk = ALREADY_CARRYING; rspeak(spk); return GO_CLEAROBJ; } @@ -584,10 +701,12 @@ static int find(token_t verb, token_t obj) static int fly(token_t verb, token_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { - int spk = ACTSPK[verb]; + int spk = actions[verb].message; if (obj == INTRANSITIVE) { - if (game.prop[RUG] != 2)spk = RUG_NOTHING2; - if (!HERE(RUG))spk = FLAP_ARMS; + if (game.prop[RUG] != RUG_HOVER) + spk = RUG_NOTHING2; + if (!HERE(RUG)) + spk = FLAP_ARMS; if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) { rspeak(spk); return GO_CLEAROBJ; @@ -600,12 +719,13 @@ static int fly(token_t verb, token_t obj) return GO_CLEAROBJ; } spk = RUG_NOTHING1; - if (game.prop[RUG] != 2) { + if (game.prop[RUG] != RUG_HOVER) { rspeak(spk); return GO_CLEAROBJ; } game.oldlc2 = game.oldloc; game.oldloc = game.loc; + /* FIXME: Arithmetic on location values */ game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc; spk = RUG_GOES; if (game.prop[SAPPH] >= 0) @@ -623,9 +743,7 @@ static int inven(void) continue; if (spk == NO_CARRY) rspeak(NOW_HOLDING); - game.blklin = false; - pspeak(i, touch, -1); - game.blklin = true; + pspeak(i, touch, -1, false); spk = NO_MESSAGE; } if (TOTING(BEAR)) @@ -637,34 +755,30 @@ static int inven(void) static int light(token_t verb, token_t obj) /* Light. Applicable only to lamp and urn. */ { - int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) - obj = LAMP; - if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN; - if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN; + obj = LAMP; + if (HERE(URN) && game.prop[URN] == URN_DARK) + obj = URN; + if (obj == INTRANSITIVE || + (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 && + HERE(URN) && game.prop[URN] == URN_DARK)) + return GO_UNKNOWN; } if (obj == URN) { - if (game.prop[URN] == 0) { - rspeak(URN_EMPTY); - } else { - game.prop[URN] = 2; - rspeak(URN_LIT); - } + state_change(URN, game.prop[URN] == URN_EMPTY ? URN_EMPTY : URN_LIT); return GO_CLEAROBJ; } else { if (obj != LAMP) { - rspeak(spk); + rspeak(actions[verb].message); return GO_CLEAROBJ; } - spk = LAMP_OUT; if (game.limit < 0) { - rspeak(spk); + rspeak(LAMP_OUT); return GO_CLEAROBJ; } - game.prop[LAMP] = LAMP_BRIGHT; - rspeak(LAMP_ON); + state_change(LAMP, LAMP_BRIGHT); if (game.wzdark) return GO_TOP; else @@ -681,20 +795,21 @@ static int listen(void) if (k != SILENT) { rspeak(k); if (locations[game.loc].loud) - return GO_CLEAROBJ; - else - spk = NO_MESSAGE; + return GO_CLEAROBJ; + else + spk = NO_MESSAGE; } for (int i = 1; i <= NOBJECTS; i++) { - if (!HERE(i) || object_descriptions[i].sounds[0] == NULL || game.prop[i] < 0) + if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0) continue; - int mi = game.prop[i]; - if (i == BIRD) - mi += 3 * game.blooded; - pspeak(i, hear, mi, game.zzword); + int mi = game.prop[i]; + if (i == BIRD) + mi += 3 * game.blooded; + long packed_zzword = token_to_packed(game.zzword); + pspeak(i, hear, mi, true, packed_zzword); spk = NO_MESSAGE; - /* FIXME: Magic number, sensitive to bird state logic */ - if (i == BIRD && game.prop[i] == 5) + /* FIXME: Magic number, sensitive to bird state logic */ + if (i == BIRD && game.prop[i] == 5) DESTROY(BIRD); } rspeak(spk); @@ -704,16 +819,20 @@ static int listen(void) static int lock(token_t verb, token_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { - int spk = ACTSPK[verb]; + int spk = actions[verb].message; if (obj == INTRANSITIVE) { spk = NOTHING_LOCKED; - if (HERE(CLAM))obj = CLAM; - if (HERE(OYSTER))obj = OYSTER; - if (AT(DOOR))obj = DOOR; - if (AT(GRATE))obj = GRATE; - if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN; - if (HERE(CHAIN))obj = CHAIN; - if (obj == 0 || obj == INTRANSITIVE) { + if (HERE(CLAM)) + obj = CLAM; + if (HERE(OYSTER)) + obj = OYSTER; + if (AT(DOOR)) + obj = DOOR; + if (AT(GRATE)) + obj = GRATE; + if (HERE(CHAIN)) + obj = CHAIN; + if (obj == NO_OBJECT || obj == INTRANSITIVE) { rspeak(spk); return GO_CLEAROBJ; } @@ -723,10 +842,14 @@ static int lock(token_t verb, token_t obj) * and for chain. */ if (obj == CLAM || obj == OYSTER) return bivalve(verb, obj); - if (obj == DOOR)spk = RUSTY_DOOR; - if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN; - if (obj == CAGE)spk = NO_LOCK; - if (obj == KEYS)spk = CANNOT_UNLOCK; + if (obj == DOOR) + spk = RUSTY_DOOR; + if (obj == DOOR && game.prop[DOOR] == DOOR_UNRUSTED) + spk = OK_MAN; + if (obj == CAGE) + spk = NO_LOCK; + if (obj == KEYS) + spk = CANNOT_UNLOCK; if (obj == GRATE || obj == CHAIN) { spk = NO_KEYS; if (HERE(KEYS)) { @@ -734,11 +857,12 @@ static int lock(token_t verb, token_t obj) return chain(verb); if (game.closng) { spk = EXIT_CLOSED; - if (!game.panic)game.clock2 = PANICTIME; + if (!game.panic) + game.clock2 = PANICTIME; game.panic = true; } else { - game.prop[GRATE] = (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN; - spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED; + state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN); + return GO_CLEAROBJ; } } } @@ -750,9 +874,11 @@ static int pour(token_t verb, token_t obj) /* Pour. If no object, or object is bottle, assume contents of bottle. * special tests for pouring water or oil on plant or rusty door. */ { - int spk = ACTSPK[verb]; - if (obj == BOTTLE || obj == 0)obj = LIQUID(); - if (obj == 0) return GO_UNKNOWN; + int spk = actions[verb].message; + if (obj == BOTTLE || obj == NO_OBJECT) + obj = LIQUID(); + if (obj == NO_OBJECT) + return GO_UNKNOWN; if (!TOTING(obj)) { rspeak(spk); return GO_CLEAROBJ; @@ -762,7 +888,7 @@ static int pour(token_t verb, token_t obj) rspeak(spk); return GO_CLEAROBJ; } - if (HERE(URN) && game.prop[URN] == 0) + if (HERE(URN) && game.prop[URN] == URN_EMPTY) return fill(verb, URN); game.prop[BOTTLE] = EMPTY_BOTTLE; game.place[obj] = LOC_NOWHERE; @@ -777,15 +903,12 @@ static int pour(token_t verb, token_t obj) rspeak(spk); return GO_CLEAROBJ; } - pspeak(PLANT, look, game.prop[PLANT] + 3); + 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 { - game.prop[DOOR] = 0; - if (obj == OIL)game.prop[DOOR] = 1; - spk = RUSTED_HINGES + game.prop[DOOR]; - rspeak(spk); + state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED); return GO_CLEAROBJ; } } @@ -793,7 +916,7 @@ static int pour(token_t verb, token_t obj) static int quit(void) /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ { - if (YES(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) + if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) terminate(quitgame); return GO_CLEAROBJ; } @@ -804,7 +927,7 @@ static int read(struct command_t command) if (command.obj == INTRANSITIVE) { command.obj = 0; for (int i = 1; i <= NOBJECTS; i++) { - if (HERE(i) && object_descriptions[i].texts[0] != NULL && game.prop[i] >= 0) + if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0) command.obj = command.obj * NOBJECTS + i; } if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc)) @@ -814,11 +937,11 @@ static int read(struct command_t command) if (DARK(game.loc)) { rspeak(NO_SEE, command.wd1, command.wd1x); } 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 (object_descriptions[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) { - rspeak(ACTSPK[command.verb]); + game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]); + } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) { + rspeak(actions[command.verb].message); } else - pspeak(command.obj, study, game.prop[command.obj]); + pspeak(command.obj, study, game.prop[command.obj], true); return GO_CLEAROBJ; } @@ -829,7 +952,7 @@ static int reservoir(void) rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; } else { - pspeak(RESER, look, game.prop[RESER] + 1); + pspeak(RESER, look, game.prop[RESER] + 1, true); game.prop[RESER] = 1 - game.prop[RESER]; if (AT(RESER)) return GO_CLEAROBJ; @@ -845,18 +968,18 @@ static int reservoir(void) static int rub(token_t verb, token_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { - int spk = ACTSPK[verb]; - if (obj != LAMP) - spk = PECULIAR_NOTHING; - if (obj == URN && game.prop[URN] == 2) { + if (obj == URN && game.prop[URN] == URN_LIT) { DESTROY(URN); - DROP(AMBER, game.loc); - game.prop[AMBER] = 1; + drop(AMBER, game.loc); + game.prop[AMBER] = AMBER_IN_ROCK; --game.tally; - DROP(CAVITY, game.loc); - spk = URN_GENIES; + drop(CAVITY, game.loc); + rspeak(URN_GENIES); + } else if (obj != LAMP) { + rspeak(PECULIAR_NOTHING); + } else { + rspeak(actions[verb].message); } - rspeak(spk); return GO_CLEAROBJ; } @@ -869,9 +992,11 @@ static int say(struct command_t *command) b = command->wd2x; command->wd1 = command->wd2; } - int wd = VOCAB(command->wd1, -1); - /* FIXME: Magic numbers */ - if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { + char word1[6]; + packed_to_token(command->wd1, word1); + int wd = (int) get_vocab_id(word1); + /* FIXME: magic numbers */ + if (wd == MOTION_WORD(XYZZY) || wd == MOTION_WORD(PLUGH) || wd == MOTION_WORD(PLOVER) || wd == ACTION_WORD(GIANTWORDS) || wd == ACTION_WORD(PART)) { /* FIXME: scribbles on the interpreter's command block */ wordclear(&command->wd2); return GO_LOOKUP; @@ -883,32 +1008,31 @@ static int say(struct command_t *command) static int throw_support(long spk) { rspeak(spk); - DROP(AXE, game.loc); + drop(AXE, game.loc); return GO_MOVE; } -static int throw (FILE *cmdin, struct command_t *command) +static int throw (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[command->verb]; - if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2; + if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD)) + command->obj = ROD2; if (!TOTING(command->obj)) { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) { - spk = TROLL_SATISFIED; + if (objects[command->obj].is_treasure && AT(TROLL)) { /* Snarf a treasure for the troll. */ - DROP(command->obj, 0); - MOVE(TROLL, 0); - MOVE(TROLL + NOBJECTS, 0); - DROP(TROLL2, PLAC[TROLL]); - DROP(TROLL2 + NOBJECTS, FIXD[TROLL]); - JUGGLE(CHASM); - rspeak(spk); + drop(command->obj, LOC_NOWHERE); + move(TROLL, LOC_NOWHERE); + move(TROLL + NOBJECTS, LOC_NOWHERE); + drop(TROLL2, objects[TROLL].plac); + drop(TROLL2 + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); + rspeak(TROLL_SATISFIED); return GO_CLEAROBJ; } if (command->obj == FOOD && HERE(BEAR)) { @@ -919,30 +1043,29 @@ static int throw (FILE *cmdin, struct command_t *command) if (command->obj != AXE) return (discard(command->verb, command->obj, false)); else { - int i = ATDWRF(game.loc); - if (i <= 0) { - if (AT(DRAGON) && game.prop[DRAGON] == 0) + if (atdwrf(game.loc) <= 0) { + if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) return throw_support(DRAGON_SCALES); if (AT(TROLL)) return throw_support(TROLL_RETURNS); else if (AT(OGRE)) return throw_support(OGRE_DODGE); - else if (HERE(BEAR) && game.prop[BEAR] == 0) { + else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { /* This'll teach him to throw the axe at the bear! */ - DROP(AXE, game.loc); + drop(AXE, game.loc); game.fixed[AXE] = -1; - game.prop[AXE] = 1; - JUGGLE(BEAR); - rspeak(AXE_LOST); + juggle(BEAR); + state_change(AXE, AXE_LOST); return GO_CLEAROBJ; } - command->obj = 0; - return (attack(cmdin, command)); + command->obj = NO_OBJECT; + return (attack(command)); } if (randrange(NDWARVES + 1) < game.dflag) { return throw_support(DWARF_DODGES); } else { + long i = atdwrf(game.loc); game.dseen[i] = false; game.dloc[i] = 0; return throw_support((++game.dkill == 1) @@ -955,7 +1078,7 @@ static int wake(token_t verb, token_t obj) /* Wake. Only use is to disturb the dwarves. */ { if (obj != DWARF || !game.closed) { - rspeak(ACTSPK[verb]); + rspeak(actions[verb].message); return GO_CLEAROBJ; } else { rspeak(PROD_DWARF); @@ -963,50 +1086,56 @@ static int wake(token_t verb, token_t obj) } } +static token_t birdspeak(void) +{ + switch (game.prop[BIRD]) { + case BIRD_CAGED: + return CAGE_FLY; + default: + return FREE_FLY; + } +} + static int wave(token_t verb, token_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { - int spk = ACTSPK[verb]; - if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING; if (obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) { - rspeak(spk); + rspeak(((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2))) ? ARENT_CARRYING : actions[verb].message); return GO_CLEAROBJ; } - /* FIXME: Arithemetic on proprty values */ - if (HERE(BIRD)) - spk = FREE_FLY + MOD(game.prop[BIRD], 2); - if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { - DROP(JADE, game.loc); + + if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { + drop(JADE, game.loc); game.prop[JADE] = 0; --game.tally; - spk = NECKLACE_FLY; - rspeak(spk); + rspeak(NECKLACE_FLY); return GO_CLEAROBJ; } else { if (game.closed) { - rspeak(spk); + rspeak(birdspeak()); return GO_DWARFWAKE; } if (game.closng || !AT(FISSURE)) { - rspeak(spk); + rspeak(birdspeak()); return GO_CLEAROBJ; } - if (HERE(BIRD))rspeak(spk); + if (HERE(BIRD)) + rspeak(birdspeak()); + + /* FIXME: Arithemetic on property values */ game.prop[FISSURE] = 1 - game.prop[FISSURE]; - pspeak(FISSURE, look, 2 - game.prop[FISSURE]); + pspeak(FISSURE, look, 2 - game.prop[FISSURE], true); return GO_CLEAROBJ; } } -int action(FILE *input, struct command_t *command) +int action(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[command->verb]; - 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 @@ -1023,7 +1152,7 @@ int action(FILE *input, struct command_t *command) 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)) /* FALL THROUGH */; @@ -1035,13 +1164,12 @@ int action(FILE *input, struct command_t *command) /* FALL THROUGH */; } else if (command->obj == KNIFE && game.knfloc == game.loc) { game.knfloc = -1; - spk = KNIVES_VANISH; - rspeak(spk); + rspeak(KNIVES_VANISH); return GO_CLEAROBJ; } else if (command->obj == ROD && HERE(ROD2)) { command->obj = ROD2; /* FALL THROUGH */; - } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0) + } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0) /* FALL THROUGH */; else { rspeak(NO_SEE, command->wd1, command->wd1x); @@ -1057,189 +1185,192 @@ int action(FILE *input, struct command_t *command) switch (command->part) { case intransitive: if (command->wd2 > 0 && command->verb != SAY) - return GO_WORD2; - if (command->verb == SAY)command->obj = command->wd2; + return GO_WORD2; + 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 (command->verb - 1) { - case 0: /* CARRY */ - return carry(command->verb, INTRANSITIVE); - case 1: /* DROP */ + switch (command->verb) { + case CARRY: + return vcarry(command->verb, INTRANSITIVE); + case DROP: return GO_UNKNOWN; - case 2: /* SAY */ + case SAY: return GO_UNKNOWN; - case 3: /* UNLOC */ + case UNLOCK: return lock(command->verb, INTRANSITIVE); - case 4: { /* NOTHI */ + case NOTHING: { rspeak(OK_MAN); return (GO_CLEAROBJ); } - case 5: /* LOCK */ + case LOCK: return lock(command->verb, INTRANSITIVE); - case 6: /* LIGHT */ + case LIGHT: return light(command->verb, INTRANSITIVE); - case 7: /* EXTIN */ + case EXTINGUISH: return extinguish(command->verb, INTRANSITIVE); - case 8: /* WAVE */ + case WAVE: return GO_UNKNOWN; - case 9: /* CALM */ + case TAME: return GO_UNKNOWN; - case 10: { /* WALK */ - rspeak(spk); + case GO: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 11: /* ATTAC */ - return attack(input, command); - case 12: /* POUR */ + case ATTACK: + return attack(command); + case POUR: return pour(command->verb, command->obj); - case 13: /* EAT */ + case EAT: return eat(command->verb, INTRANSITIVE); - case 14: /* DRINK */ + case DRINK: return drink(command->verb, command->obj); - case 15: /* RUB */ + case RUB: return GO_UNKNOWN; - case 16: /* TOSS */ + case THROW: return GO_UNKNOWN; - case 17: /* QUIT */ + case QUIT: return quit(); - case 18: /* FIND */ + case FIND: return GO_UNKNOWN; - case 19: /* INVEN */ + case INVENTORY: return inven(); - case 20: /* FEED */ + case FEED: return GO_UNKNOWN; - case 21: /* FILL */ + case FILL: return fill(command->verb, command->obj); - case 22: /* BLAST */ + case BLAST: blast(); return GO_CLEAROBJ; - case 23: /* SCOR */ + case SCORE: score(scoregame); return GO_CLEAROBJ; - case 24: /* FOO */ + case GIANTWORDS: return bigwords(command->wd1); - case 25: /* BRIEF */ + case BRIEF: return brief(); - case 26: /* READ */ - command->obj = INTRANSITIVE; + case READ: + command->obj = INTRANSITIVE; return read(*command); - case 27: /* BREAK */ + case BREAK: return GO_UNKNOWN; - case 28: /* WAKE */ + case WAKE: return GO_UNKNOWN; - case 29: /* SUSP */ + case SAVE: return suspend(); - case 30: /* RESU */ + case RESUME: return resume(); - case 31: /* FLY */ + case FLY: return fly(command->verb, INTRANSITIVE); - case 32: /* LISTE */ + case LISTEN: return listen(); - case 33: /* ZZZZ */ + case PART: return reservoir(); + default: + BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } - BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); } /* FALLTHRU */ case transitive: /* Analyse a transitive verb. */ - switch (command->verb - 1) { - case 0: /* CARRY */ - return carry(command->verb, command->obj); - case 1: /* DROP */ + switch (command->verb) { + case CARRY: + return vcarry(command->verb, command->obj); + case DROP: return discard(command->verb, command->obj, false); - case 2: /* SAY */ + case SAY: return say(command); - case 3: /* UNLOC */ + case UNLOCK: return lock(command->verb, command->obj); - case 4: { /* NOTHI */ + case NOTHING: { rspeak(OK_MAN); return (GO_CLEAROBJ); } - case 5: /* LOCK */ + case LOCK: return lock(command->verb, command->obj); - case 6: /* LIGHT */ + case LIGHT: return light(command->verb, command->obj); - case 7: /* EXTI */ + case EXTINGUISH: return extinguish(command->verb, command->obj); - case 8: /* WAVE */ + case WAVE: return wave(command->verb, command->obj); - case 9: { /* CALM */ - rspeak(spk); + case TAME: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 10: { /* WALK */ - rspeak(spk); + case GO: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 11: /* ATTAC */ - return attack(input, command); - case 12: /* POUR */ + case ATTACK: + return attack(command); + case POUR: return pour(command->verb, command->obj); - case 13: /* EAT */ + case EAT: return eat(command->verb, command->obj); - case 14: /* DRINK */ + case DRINK: return drink(command->verb, command->obj); - case 15: /* RUB */ + case RUB: return rub(command->verb, command->obj); - case 16: /* TOSS */ - return throw(input, command); - case 17: { /* QUIT */ - rspeak(spk); + case THROW: + return throw (command); + case QUIT: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 18: /* FIND */ + case FIND: return find(command->verb, command->obj); - case 19: /* INVEN */ + case INVENTORY: return find(command->verb, command->obj); - case 20: /* FEED */ + case FEED: return feed(command->verb, command->obj); - case 21: /* FILL */ + case FILL: return fill(command->verb, command->obj); - case 22: /* BLAST */ + case BLAST: blast(); return GO_CLEAROBJ; - case 23: { /* SCOR */ - rspeak(spk); + case SCORE: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 24: { /* FOO */ - rspeak(spk); + case GIANTWORDS: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 25: { /* BRIEF */ - rspeak(spk); + case BRIEF: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 26: /* READ */ + case READ: return read(*command); - case 27: /* BREAK */ + case BREAK: return vbreak(command->verb, command->obj); - case 28: /* WAKE */ + case WAKE: return wake(command->verb, command->obj); - case 29: { /* SUSP */ - rspeak(spk); + case SAVE: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 30: { /* RESU */ - rspeak(spk); + case RESUME: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 31: /* FLY */ + case FLY: return fly(command->verb, command->obj); - case 32: { /* LISTE */ - rspeak(spk); + case LISTEN: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 33: /* ZZZZ */ + case PART: return reservoir(); + default: + BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } - BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); case unknown: /* Unknown verb, couldn't deduce object - might need hint */ rspeak(WHAT_DO, command->wd1, command->wd1x); return GO_CHECKHINT; default: - BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); + BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE } }