X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=13fc8c5dfdf7bee165612b5c0e3b5af818b84231;hp=fbd97f6727ecf50da61aef61b1185fa50f4000fe;hb=481d198d392dded279274bd4152c8a2c8891fe41;hpb=29121a82f8d3eb0bbaf5be5cfe418ab8a6375808 diff --git a/actions.c b/actions.c index fbd97f6..13fc8c5 100644 --- a/actions.c +++ b/actions.c @@ -1,147 +1,207 @@ #include #include #include "advent.h" -#include "database.h" -#include "newdb.h" +#include "dungeon.h" -/* Limit visibility of ugly globals. Eventually these should go away. */ -extern long WD1, WD1X, WD2, WD2X; +static int fill(token_t, token_t); -/* - * Action handlers. Eventually we'll do lookup through a method table - * that calls these. - */ - -static int fill(token_t verb, token_t); +static void state_change(long obj, long state) +{ + game.prop[obj] = state; + pspeak(obj, change, state, true); +} -static int attack(FILE *input, long verb, token_t obj) +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 * enemies, or no enemies but 2 others. */ { - int spk = ACTSPK[verb]; - int d = ATDWRF(game.loc); - if (obj == 0) { - if (d > 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) { - /* 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; - /* 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; - } + vocab_t verb = command->verb; + vocab_t obj = command->obj; + + if (obj == INTRANSITIVE) { + return GO_UNKNOWN; } - if (obj == BIRD) { - spk=UNHAPPY_BIRD; - if (game.closed) - { - RSPEAK(spk); - return GO_CLEAROBJ; - } - DSTROY(BIRD); - game.prop[BIRD]=0; - spk=BIRD_DEAD; + long spk = actions[verb].message; + if (obj == NO_OBJECT || obj == INTRANSITIVE) { + int changes = 0; + if (atdwrf(game.loc) > 0) { + obj = DWARF; + ++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; + ++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 = CLAM; + ++changes; + } + } + if (changes >= 2) + return GO_UNKNOWN; + } - if (obj == VEND) { - PSPEAK(VEND,game.prop[VEND]+2); - game.prop[VEND]=3-game.prop[VEND]; - return GO_CLEAROBJ; + if (obj == BIRD) { + if (game.closed) { + rspeak(UNHAPPY_BIRD); + return GO_CLEAROBJ; + } + DESTROY(BIRD); + spk = BIRD_DEAD; + } else if (obj == VEND) { + 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_DOFGE; - if (obj == OGRE && d > 0) { - RSPEAK(spk); - RSPEAK(KNIFE_THROWN); - DSTROY(OGRE); - int k=0; - for (int i=1; i < PIRATE; i++) { - if (game.dloc[i] == game.loc) { - ++k; - game.dloc[i] = LOC_LONGWEST; - game.dseen[i]=false; - } - } - spk=spk+1+1/k; - RSPEAK(spk); - return GO_CLEAROBJ; - } - if (obj == BEAR)spk=BEAR_HANDS+(game.prop[BEAR]+1)/2; - if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(spk); return GO_CLEAROBJ;} - /* 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,&WD1,&WD1X,&WD2,&WD2X); - if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) - return GO_CHECKFOO; - PSPEAK(DRAGON,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); - for (obj=1; obj<=NOBJECTS; obj++) { - if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON]) - MOVE(obj,k); + 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); + int dwarves = 0; + for (int i = 1; i < PIRATE; i++) { + if (game.dloc[i] == game.loc) { + ++dwarves; + game.dloc[i] = LOC_LONGWEST; + game.dseen[i] = false; + } + } + spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2; + } 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); + 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; + } + 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] == objects[DRAGON].plac || game.place[obj] == objects[DRAGON].fixd) + move(obj, k); + } + game.loc = k; + return GO_MOVE; } - game.loc=k; - return GO_MOVE; + + rspeak(spk); + return GO_CLEAROBJ; } -static int bigwords(long foo) +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 - * 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); - int spk=NOTHING_HAPPENS; - if (game.foobar != 1-k) { - if (game.foobar != 0)spk=START_OVER; - RSPEAK(spk); - return GO_CLEAROBJ; + 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; + rspeak(spk); + return GO_CLEAROBJ; } else { - game.foobar=k; - if (k != 4) { - RSPEAK(OK_MAN); - return GO_CLEAROBJ; - } - game.foobar=0; - if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) { - RSPEAK(spk); - return GO_CLEAROBJ; - } else { - /* Bring back troll if we steal the eggs back from him before - * crossing. */ - if (game.place[EGGS]==0 && game.place[TROLL]==0 && 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,k); - return GO_CLEAROBJ; - } + game.foobar = k; + if (k != 4) { + rspeak(OK_MAN); + return GO_CLEAROBJ; + } + game.foobar = 0; + 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] == 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; + } } } @@ -150,141 +210,161 @@ 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(TRIDNT))spk= is_oyster ? OYSTER_OPENER : CLAM_OPENER; - if (verb == LOCK)spk=HUH_MAN; + 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 (spk == PEARL_FALLS) { - DSTROY(CLAM); - DROP(OYSTER,game.loc); - DROP(PEARL,LOC_CULDESAC); + DESTROY(CLAM); + drop(OYSTER, game.loc); + drop(PEARL, LOC_CULDESAC); } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } -static int blast(void) +static void blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { if (game.prop[ROD2] < 0 || !game.closed) - { - RSPEAK(REQUIRES_DYNAMITE); - return GO_CLEAROBJ; + rspeak(REQUIRES_DYNAMITE); + else { + game.bonus = VICTORY_MESSAGE; + if (game.loc == LOC_NE) + game.bonus = DEFEAT_MESSAGE; + if (HERE(ROD2)) + game.bonus = SPLATTER_MESSAGE; + rspeak(game.bonus); + terminate(endgame); } - game.bonus=133; - if (game.loc == LOC_NE) - game.bonus=134; - if (HERE(ROD2)) - game.bonus=135; - RSPEAK(game.bonus); - score(0); - return GO_CLEAROBJ; /* pacify compiler - we never get here */ } 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) { - RSPEAK(BREAK_MIRROR); - return GO_DWARFWAKE; - } + 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) /* Brief. Intransitive only. Suppress long descriptions after first time. */ { - game.abbnum=10000; - game.detail=3; - RSPEAK(BRIEF_CONFIRM); + game.abbnum = 10000; + game.detail = 3; + rspeak(BRIEF_CONFIRM); 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. */ { int spk; if (obj == INTRANSITIVE) { - /* 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) - return GO_UNKNOWN; - obj=game.atloc[game.loc]; + /* 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) + return GO_UNKNOWN; + obj = game.atloc[game.loc]; } - if (TOTING(obj)) {RSPEAK(ALREADY_CARRYING); 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 (TOTING(obj)) { + rspeak(ALREADY_CARRYING); + return GO_CLEAROBJ; + } + spk = YOU_JOKING; + 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); - DSTROY(MESSAG); - return GO_CLEAROBJ; + rspeak(REMOVE_MESSAGE); + DESTROY(MESSAG); + return GO_CLEAROBJ; } if (game.fixed[obj] != 0) { - RSPEAK(spk); - return GO_CLEAROBJ; + rspeak(spk); + return GO_CLEAROBJ; } if (obj == WATER || obj == OIL) { - if (!HERE(BOTTLE) || LIQUID() != obj) { - if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1) - return(fill(verb, BOTTLE)); - if (game.prop[BOTTLE] != 1)spk=BOTTLE_FULL; - if (!TOTING(BOTTLE))spk=NO_CONTAINER; - RSPEAK(spk); - return GO_CLEAROBJ; - } - obj = BOTTLE; + if (!HERE(BOTTLE) || LIQUID() != obj) { + if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE) + return (fill(verb, BOTTLE)); + else { + if (game.prop[BOTTLE] != EMPTY_BOTTLE) + spk = BOTTLE_FULL; + if (!TOTING(BOTTLE)) + spk = NO_CONTAINER; + rspeak(spk); + return GO_CLEAROBJ; + } + } + obj = BOTTLE; } - spk=CARRY_LIMIT; + spk = CARRY_LIMIT; if (game.holdng >= INVLIMIT) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) { - if (game.prop[BIRD] == 2) { - DSTROY(BIRD); - RSPEAK(BIRD_CRAP); - return GO_CLEAROBJ; - } - if (!TOTING(CAGE))spk=CANNOT_CARRY; - if (TOTING(ROD))spk=BIRD_EVADES; - if (spk == CANNOT_CARRY || spk == BIRD_EVADES) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - game.prop[BIRD]=1; + rspeak(spk); + return GO_CLEAROBJ; + } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) { + if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) { + DESTROY(BIRD); + rspeak(BIRD_CRAP); + return GO_CLEAROBJ; + } + if (!TOTING(CAGE)) + spk = CANNOT_CARRY; + if (TOTING(ROD)) + spk = BIRD_EVADES; + if (spk == CANNOT_CARRY || spk == BIRD_EVADES) { + rspeak(spk); + return GO_CLEAROBJ; + } + game.prop[BIRD] = BIRD_CAGED; } - if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1)) - CARRY(BIRD+CAGE-obj,game.loc); - CARRY(obj,game.loc); + 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); if (obj == BOTTLE && LIQUID() != 0) - game.place[LIQUID()] = -1; + 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); + rspeak(OK_MAN); return GO_CLEAROBJ; } @@ -293,24 +373,37 @@ 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 (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.fixed[BEAR]=2-game.prop[BEAR]; + spk = CHAIN_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] = 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 (spk != CHAIN_LOCKED) {RSPEAK(spk); return GO_CLEAROBJ;} - game.prop[CHAIN]=2; - if (TOTING(CHAIN))DROP(CHAIN,game.loc); - game.fixed[CHAIN]= -1; + spk = CHAIN_LOCKED; + 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] = CHAIN_FIXED; + if (TOTING(CHAIN)) + drop(CHAIN, game.loc); + game.fixed[CHAIN] = -1; } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -319,70 +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(obj)) {RSPEAK(spk); return GO_CLEAROBJ;} + 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; - DSTROY(SNAKE); + rspeak(BIRD_ATTACKS); + 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)) { - RSPEAK(GEM_FITS); - game.prop[obj]=1; - game.prop[CAVITY]=0; - if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY && - game.prop[RUG] == 2))) { - spk=RUG_RISES; - if (TOTING(RUG))spk=RUG_WIGGLES; - if (obj == RUBY)spk=RUG_SETTLES; - RSPEAK(spk); + } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) { + rspeak(GEM_FITS); + game.prop[obj] = 1; + 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; + rspeak(spk); if (spk != RUG_WIGGLES) { - int k = 2-game.prop[RUG]; + /* 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)) { - DSTROY(COINS); - DROP(BATTER,game.loc); - PSPEAK(BATTER,0); + DESTROY(COINS); + drop(BATTERY, game.loc); + pspeak(BATTERY, look, FRESH_BATTERIES, true); return GO_CLEAROBJ; - } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) { - RSPEAK(BIRD_BURNT); - DSTROY(BIRD); - game.prop[BIRD]=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]) { - RSPEAK(OK_MAN); + rspeak(TROLL_SCAMPERS); + 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,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]=0; - if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc); - DROP(obj,game.loc); - if (obj != BIRD) return GO_CLEAROBJ; - game.prop[BIRD]=0; - if (FOREST(game.loc))game.prop[BIRD]=2; + 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; + game.prop[BIRD] = BIRD_UNCAGED; + if (FOREST(game.loc)) + game.prop[BIRD] = BIRD_FOREST_UNCAGED; return GO_CLEAROBJ; } @@ -390,23 +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))) - return GO_UNKNOWN; + 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 != 110 && LIQUID() == WATER && HERE(BOTTLE)) { - game.prop[BOTTLE]=1; - game.place[WATER]=0; - spk=BOTTLE_EMPTY; - } + 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; + rspeak(BOTTLE_EMPTY); + } else { + rspeak(actions[verb].message); + } } else { - DSTROY(BLOOD); - game.prop[DRAGON]=2; - OBJSND[BIRD]=OBJSND[BIRD]+3; - spk=HEAD_BUZZES; + DESTROY(BLOOD); + state_change(DRAGON, DRAGON_BLOODLESS); + game.blooded = true; } - RSPEAK(spk); return GO_CLEAROBJ; } @@ -414,47 +521,56 @@ 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; - DSTROY(FOOD); - spk=THANKS_DELICIOUS; + if (!HERE(FOOD)) + return GO_UNKNOWN; + DESTROY(FOOD); + spk = THANKS_DELICIOUS; } else { - if (obj == FOOD) { - DSTROY(FOOD); - spk=THANKS_DELICIOUS; - } - if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == - DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == - OGRE)spk=LOST_APPETITE; + if (obj == FOOD) { + DESTROY(FOOD); + spk = THANKS_DELICIOUS; + } + if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == + DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == + OGRE) + spk = LOST_APPETITE; } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } 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] == 1)obj=LAMP; - if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN; - if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN; + if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) + 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; - } - else if (obj == LAMP) { - game.prop[LAMP]=0; - RSPEAK(LAMP_OFF); - spk = DARK(game.loc) ? PITCH_DARK : ARB_0; + if (game.prop[URN] != URN_EMPTY) { + state_change(URN, URN_DARK); + } else { + pspeak(URN, change, URN_DARK, true); + } + + } else if (obj == LAMP) { + 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); } - else if (obj == DRAGON || obj == VOLCAN) - spk=BEYOND_POWER; - RSPEAK(spk); return GO_CLEAROBJ; } @@ -462,45 +578,44 @@ 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 == SNAKE && !game.closed && HERE(BIRD)) { - DSTROY(BIRD); - game.prop[BIRD]=0; - spk = BIRD_DEVOURED; - } - } - else if (obj == DWARF) { - if (HERE(FOOD)) { - game.dflag += 2; - spk = REALLY_MAD; - } - } - else if (obj == BEAR) { - if (game.prop[BEAR] == 0)spk=NOTHING_EDIBLE; - if (game.prop[BEAR] == 3)spk=RIDICULOUS_ATTEMPT; - if (HERE(FOOD)) { - DSTROY(FOOD); - game.prop[BEAR]=1; - game.fixed[AXE]=0; - game.prop[AXE]=0; - spk=BEAR_TAMED; - } - } - else if (obj == OGRE) { - if (HERE(FOOD)) - spk=OGRE_FULL; + rspeak(BIRD_PINING); + return GO_CLEAROBJ; + } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) { + spk = NOTHING_EDIBLE; + 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; + } + } else if (obj == DWARF) { + if (HERE(FOOD)) { + game.dflag += 2; + spk = REALLY_MAD; + } + } else if (obj == BEAR) { + 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] = SITTING_BEAR; + game.fixed[AXE] = 0; + game.prop[AXE] = 0; + spk = BEAR_TAMED; + } + } else if (obj == OGRE) { + if (HERE(FOOD)) + spk = OGRE_FULL; } else { - spk=AM_GAME; + spk = AM_GAME; } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -509,224 +624,249 @@ 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 || !TOTING(VASE)) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - RSPEAK(SHATTER_VASE); - game.prop[VASE]=2; - game.fixed[VASE]= -1; - return(discard(verb, obj, true)); - } - else if (obj == URN) { - spk=FULL_URN; - if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;} - spk=FILL_INVALID; - k=LIQUID(); - if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;} - game.place[k]=0; - game.prop[BOTTLE]=1; - if (k == OIL)game.prop[URN]=1; - spk=WATER_URN+game.prop[URN]; - RSPEAK(spk); - return GO_CLEAROBJ; - } - else if (obj != 0 && obj != BOTTLE) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - else if (obj == 0 && !HERE(BOTTLE)) - return GO_UNKNOWN; - spk=BOTTLED_WATER; + spk = ARENT_CARRYING; + 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] = VASE_BROKEN; + game.fixed[VASE] = -1; + return (discard(verb, obj, true)); + } else if (obj == URN) { + spk = FULL_URN; + if (game.prop[URN] != URN_EMPTY) { + rspeak(spk); + return GO_CLEAROBJ; + } + spk = FILL_INVALID; + k = LIQUID(); + if (k == 0 || !HERE(BOTTLE)) { + rspeak(spk); + return GO_CLEAROBJ; + } + game.place[k] = LOC_NOWHERE; + game.prop[BOTTLE] = EMPTY_BOTTLE; + if (k == OIL) + game.prop[URN] = URN_DARK; + spk = WATER_URN + game.prop[URN]; + rspeak(spk); + return GO_CLEAROBJ; + } else if (obj != NO_OBJECT && obj != BOTTLE) { + rspeak(spk); + return GO_CLEAROBJ; + } 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) - spk=URN_NOPOUR; + spk = NO_LIQUID; + if (HERE(URN) && game.prop[URN] != URN_EMPTY) + spk = URN_NOPOUR; if (LIQUID() != 0) - spk=BOTTLE_FULL; - if (spk == 107) { - game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2; - k=LIQUID(); - if (TOTING(BOTTLE)) - game.place[k]= -1; - if (k == OIL) - spk=BOTTLED_OIL; + spk = BOTTLE_FULL; + 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) + spk = BOTTLED_OIL; } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } 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)) - spk=YOU_HAVEIT; - if (game.closed)spk=NEEDED_NEreplace; - if (TOTING(obj))spk=ALREADY_CARRYING; - RSPEAK(spk); + (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); return GO_CLEAROBJ; } 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 (spk == RUG_NOTHING2 || spk == FLAP_ARMS) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - obj=RUG; + 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; + } + obj = RUG; } if (obj != RUG) { - RSPEAK(spk); - return GO_CLEAROBJ; + rspeak(spk); + return GO_CLEAROBJ; + } + spk = RUG_NOTHING1; + if (game.prop[RUG] != RUG_HOVER) { + rspeak(spk); + return GO_CLEAROBJ; } - spk=RUG_NOTHING1; - if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;} - game.oldlc2=game.oldloc; - game.oldloc=game.loc; - game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc; - spk=RUG_GOES; - if (game.prop[SAPPH] >= 0)spk=RUG_RETURNS; - RSPEAK(spk); + 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) + spk = RUG_RETURNS; + rspeak(spk); return GO_TERMINATE; } -static int inven(token_t obj) +static int inven(void) /* Inventory. If object, treat same as find. Else report on current burden. */ { - int spk=NO_CARRY; - for (int i=1; i<=NOBJECTS; i++) { - if (i == BEAR || !TOTING(i)) - continue; - if (spk == NO_CARRY) - RSPEAK(NOW_HOLDING); - game.blklin=false; - PSPEAK(i,-1); - game.blklin=true; - spk=ARB_0; + int spk = NO_CARRY; + for (int i = 1; i <= NOBJECTS; i++) { + if (i == BEAR || !TOTING(i)) + continue; + if (spk == NO_CARRY) + rspeak(NOW_HOLDING); + pspeak(i, touch, -1, false); + spk = NO_MESSAGE; } if (TOTING(BEAR)) - spk=TAME_BEAR; - RSPEAK(spk); + spk = TAME_BEAR; + rspeak(spk); return GO_CLEAROBJ; } -int light(token_t verb, token_t obj) +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] == 0 && 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; + if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) + 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) { - spk=URN_EMPTY; - if (game.prop[URN] == 0) - {RSPEAK(spk); return GO_CLEAROBJ;} - spk=URN_LIT; - game.prop[URN]=2; - RSPEAK(spk); - return GO_CLEAROBJ; + state_change(URN, game.prop[URN] == URN_EMPTY ? URN_EMPTY : URN_LIT); + return GO_CLEAROBJ; } else { - if (obj != LAMP) - { - RSPEAK(spk); - return GO_CLEAROBJ; - } - spk=LAMP_OUT; - if (game.limit < 0) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - game.prop[LAMP]=1; - RSPEAK(LAMP_ON); - if (game.wzdark) - return GO_TOP; - else - return GO_CLEAROBJ; + if (obj != LAMP) { + rspeak(actions[verb].message); + return GO_CLEAROBJ; + } + if (game.limit < 0) { + rspeak(LAMP_OUT); + return GO_CLEAROBJ; + } + state_change(LAMP, LAMP_BRIGHT); + if (game.wzdark) + return GO_TOP; + else + return GO_CLEAROBJ; } } static int listen(void) /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ { - int k; - int spk=ALL_SILENT; - k=LOCSND[game.loc]; - if (k != 0) { - RSPEAK(labs(k)); - if (k < 0) return GO_CLEAROBJ; - spk=ARB_0; + long k; + int spk = ALL_SILENT; + k = locations[game.loc].sound; + if (k != SILENT) { + rspeak(k); + if (locations[game.loc].loud) + return GO_CLEAROBJ; + else + spk = NO_MESSAGE; } - SETPRM(1,game.zzword,0); - for (int i=1; i<=NOBJECTS; i++) { - if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0) - continue; - PSPEAK(i,OBJSND[i]+game.prop[i]); - spk=ARB_0; - if (i == BIRD && OBJSND[i]+game.prop[i] == 8) - DSTROY(BIRD); + for (int i = 1; i <= NOBJECTS; i++) { + 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; + 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) + DESTROY(BIRD); } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } 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) {RSPEAK(spk); return GO_CLEAROBJ;} + spk = NOTHING_LOCKED; + 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; + } } - + /* Lock, unlock object. Special stuff for opening clam/oyster * 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; + return bivalve(verb, obj); + 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)) { - if (obj == CHAIN) - return chain(verb); - if (game.closng) { - spk=EXIT_CLOSED; - if (!game.panic)game.clock2=15; - game.panic=true; - } else { - spk=game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED; - game.prop[GRATE]=1; - if (verb == LOCK)game.prop[GRATE]=0; - spk=game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED; - } - } + spk = NO_KEYS; + if (HERE(KEYS)) { + if (obj == CHAIN) + return chain(verb); + if (game.closng) { + spk = EXIT_CLOSED; + if (!game.panic) + game.clock2 = PANICTIME; + game.panic = true; + } else { + state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN); + return GO_CLEAROBJ; + } + } } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -734,409 +874,503 @@ 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; - if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;} - spk=CANT_POUR; - if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;} - if (HERE(URN) && game.prop[URN] == 0) - return fill(verb, URN); - game.prop[BOTTLE]=1; - game.place[obj]=0; - spk=GROUND_WET; - if (!(AT(PLANT) || AT(DOOR))) - {RSPEAK(spk); return GO_CLEAROBJ;} + 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; + } + spk = CANT_POUR; + if (obj != OIL && obj != WATER) { + rspeak(spk); + return GO_CLEAROBJ; + } + if (HERE(URN) && game.prop[URN] == URN_EMPTY) + return fill(verb, URN); + game.prop[BOTTLE] = EMPTY_BOTTLE; + game.place[obj] = LOC_NOWHERE; + spk = GROUND_WET; + if (!(AT(PLANT) || AT(DOOR))) { + rspeak(spk); + return GO_CLEAROBJ; + } if (!AT(DOOR)) { - spk=SHAKING_LEAVES; - if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;} - PSPEAK(PLANT,game.prop[PLANT]+3); - game.prop[PLANT]=MOD(game.prop[PLANT]+1,3); - game.prop[PLANT2]=game.prop[PLANT]; - return GO_MOVE; + spk = SHAKING_LEAVES; + if (obj != WATER) { + rspeak(spk); + return GO_CLEAROBJ; + } + 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); - return GO_CLEAROBJ; + state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED); + return GO_CLEAROBJ; } } -static int quit(FILE *input) +static int quit(void) /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ { - if (YES(input,REALLY_QUIT,OK_MAN,OK_MAN)) - score(1); + if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) + terminate(quitgame); return GO_CLEAROBJ; } -static int read(FILE *input, token_t verb, token_t obj) +static int read(struct command_t command) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { - int spk = ACTSPK[verb]; - if (obj == INTRANSITIVE) { - obj = 0; - for (int i=1; i<=NOBJECTS; i++) { - if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0) - obj = obj * NOBJECTS + i; - } - if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN; + if (command.obj == INTRANSITIVE) { + command.obj = 0; + for (int i = 1; i <= NOBJECTS; i++) { + 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)) + return GO_UNKNOWN; } - + if (DARK(game.loc)) { - SETPRM(1,WD1,WD1X); - RSPEAK(NO_SEE); - return GO_CLEAROBJ; - } - if (OBJTXT[obj] == 0 || game.prop[obj] < 0) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - if (obj == OYSTER && !game.clshnt) { - game.clshnt=YES(input,CLUE_QUERY,WAYOUT_CLUE,OK_MAN); - return GO_CLEAROBJ; - } - PSPEAK(obj,OBJTXT[obj]+game.prop[obj]); + 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 (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], true); return GO_CLEAROBJ; } static int reservoir(void) /* Z'ZZZ (word gets recomputed at startup; different each game). */ { - if (!AT(RESER) && game.loc != game.fixed[RESER]-1) { - RSPEAK(RUB_NOGO); - return GO_CLEAROBJ; + if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) { + rspeak(NOTHING_HAPPENS); + return GO_CLEAROBJ; } else { - PSPEAK(RESER,game.prop[RESER]+1); - game.prop[RESER]=1-game.prop[RESER]; - if (AT(RESER)) return GO_CLEAROBJ; - game.oldlc2=game.loc; - game.newloc=0; - RSPEAK(NOT_BRIGHT); - return GO_TERMINATE; + pspeak(RESER, look, game.prop[RESER] + 1, true); + game.prop[RESER] = 1 - game.prop[RESER]; + if (AT(RESER)) + return GO_CLEAROBJ; + else { + game.oldlc2 = game.loc; + game.newloc = 0; + rspeak(NOT_BRIGHT); + return GO_TERMINATE; + } } } 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) { - DSTROY(URN); - DROP(AMBER,game.loc); - game.prop[AMBER]=1; - --game.tally; - DROP(CAVITY,game.loc); - spk=URN_GENIES; + if (obj == URN && game.prop[URN] == URN_LIT) { + DESTROY(URN); + drop(AMBER, game.loc); + game.prop[AMBER] = AMBER_IN_ROCK; + --game.tally; + drop(CAVITY, game.loc); + rspeak(URN_GENIES); + } else if (obj != LAMP) { + rspeak(PECULIAR_NOTHING); + } else { + rspeak(actions[verb].message); } - RSPEAK(spk); 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); - if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { - WD2=0; - return GO_LOOKUP; + long a = command->wd1, b = command->wd1x; + if (command->wd2 > 0) { + a = command->wd2; + b = command->wd2x; + command->wd1 = command->wd2; + } + 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; } - RSPEAK(OKEY_DOKEY); + rspeak(OKEY_DOKEY, a, b); return GO_CLEAROBJ; - } static int throw_support(long spk) { - RSPEAK(spk); - DROP(AXE,game.loc); + rspeak(spk); + drop(AXE, game.loc); return GO_MOVE; } -static int throw(FILE *cmdin, long verb, token_t obj) +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[verb]; - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; - if (!TOTING(obj)) { - RSPEAK(spk); - return GO_CLEAROBJ; + if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD)) + command->obj = ROD2; + if (!TOTING(command->obj)) { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; } - if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) { - spk=TROLL_SATISFIED; + if (objects[command->obj].is_treasure && AT(TROLL)) { /* Snarf a treasure for the troll. */ - DROP(obj,0); - MOVE(TROLL,0); - MOVE(TROLL+NOBJECTS,0); - DROP(TROLL2,PLAC[TROLL]); - DROP(TROLL2+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - RSPEAK(spk); - return GO_CLEAROBJ; + 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 (obj == FOOD && HERE(BEAR)) { - /* But throwing food is another story. */ - obj=BEAR; - return(feed(verb, obj)); + if (command->obj == FOOD && HERE(BEAR)) { + /* But throwing food is another story. */ + command->obj = BEAR; + return (feed(command->verb, command->obj)); } - if (obj != AXE) - return(discard(verb, obj, false)); - int i=ATDWRF(game.loc); - if (i <= 0) { - if (AT(DRAGON) && game.prop[DRAGON] == 0) { - spk=DRAGON_SCALES; - return throw_support(spk); - } - if (AT(TROLL)) { - spk=TROLL_RETURNS; - return throw_support(spk); - } - if (AT(OGRE)) { - spk=OGRE_DOFGE; - return throw_support(spk); - } - if (HERE(BEAR) && game.prop[BEAR] == 0) { - /* This'll teach him to throw the axe at the bear! */ - spk=AXE_LOST; - DROP(AXE,game.loc); - game.fixed[AXE]= -1; - game.prop[AXE]=1; - JUGGLE(BEAR); - {RSPEAK(spk); return GO_CLEAROBJ;} + if (command->obj != AXE) + return (discard(command->verb, command->obj, false)); + else { + 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] == UNTAMED_BEAR) { + /* This'll teach him to throw the axe at the bear! */ + drop(AXE, game.loc); + game.fixed[AXE] = -1; + juggle(BEAR); + state_change(AXE, AXE_LOST); + return GO_CLEAROBJ; + } + command->obj = NO_OBJECT; + return (attack(command)); } - return(attack(cmdin, verb, 0)); - } - if (randrange(NDWARVES+1) < game.dflag) { - spk=DWARF_DODGES; - return throw_support(spk); + 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) + ? DWARF_SMOKE : KILLED_DWARF); + } } - game.dseen[i]=false; - game.dloc[i]=0; - spk=KILLED_DWARF; - ++game.dkill; - if (game.dkill == 1)spk=DWARF_SMOKE; - - return throw_support(spk); } -static int vscore(void) -/* Score. Call scoring routine but tell it to return. */ +static int wake(token_t verb, token_t obj) +/* Wake. Only use is to disturb the dwarves. */ { - score(-1); - return GO_CLEAROBJ; + if (obj != DWARF || !game.closed) { + rspeak(actions[verb].message); + return GO_CLEAROBJ; + } else { + rspeak(PROD_DWARF); + return GO_DWARFWAKE; + } } -static int wake(token_t verb, token_t obj) -/* Wake. Only use is to disturb the dwarves. */ +static token_t birdspeak(void) { - if (obj != DWARF || !game.closed) - { - RSPEAK(ACTSPK[verb]); - return GO_CLEAROBJ; + switch (game.prop[BIRD]) { + case BIRD_CAGED: + return CAGE_FLY; + default: + return FREE_FLY; } - RSPEAK(PROD_DWARF); - return GO_DWARFWAKE; } 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(FISSUR)))) { - RSPEAK(spk); - return GO_CLEAROBJ; + !TOTING(obj) || + (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) { + rspeak(((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2))) ? ARENT_CARRYING : actions[verb].message); + return GO_CLEAROBJ; } - if (HERE(BIRD))spk=FREE_FLY+MOD(game.prop[BIRD],2); - if (spk == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { - DROP(JADE,game.loc); - game.prop[JADE]=0; - --game.tally; - spk=NECKLACE_FLY; - RSPEAK(spk); - return GO_CLEAROBJ; + + 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; + rspeak(NECKLACE_FLY); + return GO_CLEAROBJ; } else { - if (game.closed) { - RSPEAK(spk); - return GO_DWARFWAKE; - } - if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;} - if (HERE(BIRD))RSPEAK(spk); - game.prop[FISSUR]=1-game.prop[FISSUR]; - PSPEAK(FISSUR,2-game.prop[FISSUR]); - return GO_CLEAROBJ; + if (game.closed) { + rspeak(birdspeak()); + return GO_DWARFWAKE; + } + if (game.closng || !AT(FISSURE)) { + rspeak(birdspeak()); + return GO_CLEAROBJ; + } + if (HERE(BIRD)) + rspeak(birdspeak()); + + /* FIXME: Arithemetic on property values */ + game.prop[FISSURE] = 1 - game.prop[FISSURE]; + pspeak(FISSURE, look, 2 - game.prop[FISSURE], true); + return GO_CLEAROBJ; } } -int action(FILE *input, enum speechpart part, long verb, token_t obj) +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[verb]; - - if (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 - * yet to be analysed). Water and oil are also funny, since - * 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)) - /* FALL THROUGH */; - else if (obj == GRATE) { - if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT) - obj=DPRSSN; - /* FIXME: Arithmetic on location numbers */ - if (game.loc > LOC_BELOWGRATE && game.loc < LOC_MISTHALL) - obj=ENTRNC; - if (obj != GRATE) - return GO_MOVE; - } - else if (obj == DWARF && ATDWRF(game.loc) > 0) - /* FALL THROUGH */; - else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc)) - /* FALL THROUGH */; - else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) { - obj=URN; - /* FALL THROUGH */; - } - else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { - obj=PLANT2; - /* FALL THROUGH */; - } - else if (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; - /* FALL THROUGH */; - } - else if ((verb == FIND || verb == INVENT) && WD2 <= 0) - /* FALL THROUGH */; - else { - SETPRM(1,WD1,WD1X); - RSPEAK(NO_SEE); - return GO_CLEAROBJ; - } + 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 + * yet to be analysed). Water and oil are also funny, since + * 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(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) + /* FALL THROUGH */; + else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc)) + /* FALL THROUGH */; + else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) { + command->obj = URN; + /* FALL THROUGH */; + } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { + command->obj = PLANT2; + /* FALL THROUGH */; + } else if (command->obj == KNIFE && game.knfloc == game.loc) { + game.knfloc = -1; + 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 == INVENTORY) && command->wd2 <= 0) + /* FALL THROUGH */; + else { + rspeak(NO_SEE, command->wd1, command->wd1x); + return GO_CLEAROBJ; + } - if (WD2 > 0) - return GO_WORD2; - if (verb != 0) - part = transitive; + if (command->wd2 > 0) + return GO_WORD2; + if (command->verb != 0) + command->part = transitive; } - switch(part) - { - case intransitive: - if (WD2 > 0 && verb != SAY) return(2800); - if (verb == SAY)obj=WD2; - if (obj == 0 || obj == INTRANSITIVE) { - /* Analyse an intransitive verb (ie, no object given yet). */ - switch (verb-1) { - case 0: /* CARRY */ return carry(verb, INTRANSITIVE); - case 1: /* DROP */ return GO_UNKNOWN; - case 2: /* SAY */ return GO_UNKNOWN; - case 3: /* UNLOC */ return lock(verb, INTRANSITIVE); - case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);} - case 5: /* LOCK */ return lock(verb, INTRANSITIVE); - case 6: /* LIGHT */ return light(verb, INTRANSITIVE); - case 7: /* EXTIN */ return extinguish(verb, INTRANSITIVE); - case 8: /* WAVE */ return GO_UNKNOWN; - case 9: /* CALM */ return GO_UNKNOWN; - case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 11: /* ATTAC */ return attack(input, verb, obj); - case 12: /* POUR */ return pour(verb, obj); - case 13: /* EAT */ return eat(verb, INTRANSITIVE); - case 14: /* DRINK */ return drink(verb, obj); - case 15: /* RUB */ return GO_UNKNOWN; - case 16: /* TOSS */ return GO_UNKNOWN; - case 17: /* QUIT */ return quit(input); - case 18: /* FIND */ return GO_UNKNOWN; - case 19: /* INVEN */ return inven(obj); - case 20: /* FEED */ return GO_UNKNOWN; - case 21: /* FILL */ return fill(verb, obj); - case 22: /* BLAST */ return blast(); - case 23: /* SCOR */ return vscore(); - case 24: /* FOO */ return bigwords(WD1); - case 25: /* BRIEF */ return brief(); - case 26: /* READ */ return read(input, verb, INTRANSITIVE); - case 27: /* BREAK */ return GO_UNKNOWN; - case 28: /* WAKE */ return GO_UNKNOWN; - case 29: /* SUSP */ return saveresume(input, false); - case 30: /* RESU */ return saveresume(input, true); - case 31: /* FLY */ return fly(verb, INTRANSITIVE); - case 32: /* LISTE */ return listen(); - case 33: /* ZZZZ */ return reservoir(); - } - BUG(23); - } - /* FALLTHRU */ - case transitive: - /* Analyse a transitive verb. */ - switch (verb-1) { - case 0: /* CARRY */ return carry(verb, obj); - case 1: /* DROP */ return discard(verb, obj, false); - case 2: /* SAY */ return say(); - case 3: /* UNLOC */ return lock(verb, obj); - case 4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);} - case 5: /* LOCK */ return lock(verb, obj); - case 6: /* LIGHT */ return light(verb, obj); - case 7: /* EXTI */ return extinguish(verb, obj); - case 8: /* WAVE */ return wave(verb, obj); - case 9: /* CALM */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 11: /* ATTAC */ return attack(input, verb, obj); - case 12: /* POUR */ return pour(verb, obj); - case 13: /* EAT */ return eat(verb, obj); - case 14: /* DRINK */ return drink(verb, obj); - case 15: /* RUB */ return rub(verb, obj); - case 16: /* TOSS */ return throw(input, verb, obj); - case 17: /* QUIT */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 18: /* FIND */ return find(verb, obj); - case 19: /* INVEN */ return find(verb, obj); - case 20: /* FEED */ return feed(verb, obj); - case 21: /* FILL */ return fill(verb, obj); - case 22: /* BLAST */ return blast(); - case 23: /* SCOR */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 24: /* FOO */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 26: /* READ */ return read(input, verb, obj); - case 27: /* BREAK */ return vbreak(verb, obj); - case 28: /* WAKE */ return wake(verb, obj); - case 29: /* SUSP */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 30: /* RESU */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 31: /* FLY */ return fly(verb, obj); - case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;} - case 33: /* ZZZZ */ return reservoir(); - } - BUG(24); - case unknown: - /* Unknown verb, couldn't deduce object - might need hint */ - SETPRM(1,WD1,WD1X); - RSPEAK(WHAT_DO); - return GO_CHECKHINT; + switch (command->part) { + case intransitive: + if (command->wd2 > 0 && command->verb != SAY) + 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) { + case CARRY: + return vcarry(command->verb, INTRANSITIVE); + case DROP: + return GO_UNKNOWN; + case SAY: + return GO_UNKNOWN; + case UNLOCK: + return lock(command->verb, INTRANSITIVE); + case NOTHING: { + rspeak(OK_MAN); + return (GO_CLEAROBJ); + } + case LOCK: + return lock(command->verb, INTRANSITIVE); + case LIGHT: + return light(command->verb, INTRANSITIVE); + case EXTINGUISH: + return extinguish(command->verb, INTRANSITIVE); + case WAVE: + return GO_UNKNOWN; + case TAME: + return GO_UNKNOWN; + case GO: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case ATTACK: + return attack(command); + case POUR: + return pour(command->verb, command->obj); + case EAT: + return eat(command->verb, INTRANSITIVE); + case DRINK: + return drink(command->verb, command->obj); + case RUB: + return GO_UNKNOWN; + case THROW: + return GO_UNKNOWN; + case QUIT: + return quit(); + case FIND: + return GO_UNKNOWN; + case INVENTORY: + return inven(); + case FEED: + return GO_UNKNOWN; + case FILL: + return fill(command->verb, command->obj); + case BLAST: + blast(); + return GO_CLEAROBJ; + case SCORE: + score(scoregame); + return GO_CLEAROBJ; + case GIANTWORDS: + return bigwords(command->wd1); + case BRIEF: + return brief(); + case READ: + command->obj = INTRANSITIVE; + return read(*command); + case BREAK: + return GO_UNKNOWN; + case WAKE: + return GO_UNKNOWN; + case SAVE: + return suspend(); + case RESUME: + return resume(); + case FLY: + return fly(command->verb, INTRANSITIVE); + case LISTEN: + return listen(); + case PART: + return reservoir(); + default: + BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE + } + } + /* FALLTHRU */ + case transitive: + /* Analyse a transitive verb. */ + switch (command->verb) { + case CARRY: + return vcarry(command->verb, command->obj); + case DROP: + return discard(command->verb, command->obj, false); + case SAY: + return say(command); + case UNLOCK: + return lock(command->verb, command->obj); + case NOTHING: { + rspeak(OK_MAN); + return (GO_CLEAROBJ); + } + case LOCK: + return lock(command->verb, command->obj); + case LIGHT: + return light(command->verb, command->obj); + case EXTINGUISH: + return extinguish(command->verb, command->obj); + case WAVE: + return wave(command->verb, command->obj); + case TAME: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case GO: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case ATTACK: + return attack(command); + case POUR: + return pour(command->verb, command->obj); + case EAT: + return eat(command->verb, command->obj); + case DRINK: + return drink(command->verb, command->obj); + case RUB: + return rub(command->verb, command->obj); + case THROW: + return throw (command); + case QUIT: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case FIND: + return find(command->verb, command->obj); + case INVENTORY: + return find(command->verb, command->obj); + case FEED: + return feed(command->verb, command->obj); + case FILL: + return fill(command->verb, command->obj); + case BLAST: + blast(); + return GO_CLEAROBJ; + case SCORE: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case GIANTWORDS: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case BRIEF: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case READ: + return read(*command); + case BREAK: + return vbreak(command->verb, command->obj); + case WAKE: + return wake(command->verb, command->obj); + case SAVE: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case RESUME: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case FLY: + return fly(command->verb, command->obj); + case LISTEN: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case PART: + return reservoir(); + default: + BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE + } + case unknown: + /* Unknown verb, couldn't deduce object - might need hint */ + rspeak(WHAT_DO, command->wd1, command->wd1x); + return GO_CHECKHINT; default: - BUG(99); + BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE } }