X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=1c52d28f9c2bfeb741960290162ef5d17fa27701;hp=33c445cc0c13f7cfd92d33c717257b68bb60ee0f;hb=de5696431d57e1ce7e18e753de035da1334b761a;hpb=3c8482a6136167677bd46d647e90d649035ebe97 diff --git a/actions.c b/actions.c index 33c445c..1c52d28 100644 --- a/actions.c +++ b/actions.c @@ -1,5 +1,6 @@ #include #include +#include #include "advent.h" #include "dungeon.h" @@ -8,7 +9,7 @@ static int fill(token_t, token_t); static void state_change(long obj, long state) { game.prop[obj] = state; - pspeak(obj, change, state); + pspeak(obj, change, state, true); } static int attack(struct command_t *command) @@ -19,40 +20,60 @@ static int attack(struct command_t *command) { vocab_t verb = command->verb; vocab_t obj = command->obj; + long spk = actions[verb].message; - if (obj == 0 || obj == INTRANSITIVE) { - if (atdwrf(game.loc) > 0) + 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] == DRAGON_BARS) - obj = obj * NOBJECTS + DRAGON; - if (AT(TROLL)) - obj = obj * NOBJECTS + TROLL; - if (AT(OGRE)) - obj = obj * NOBJECTS + OGRE; - if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) - 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) + if (HERE(BIRD) && verb != THROW) { obj = BIRD; - if (HERE(VEND) && verb != THROW) - obj = obj * NOBJECTS + VEND; + ++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); @@ -63,9 +84,10 @@ static int attack(struct command_t *command) return GO_CLEAROBJ; } - if (obj == 0) + if (obj == NO_OBJECT) spk = NO_TARGET; - if (obj == CLAM || obj == OYSTER) + if (obj == CLAM || + obj == OYSTER) spk = SHELL_IMPERVIOUS; if (obj == SNAKE) spk = SNAKE_WARNING; @@ -91,7 +113,9 @@ static int attack(struct command_t *command) game.dseen[i] = false; } } - spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2; + spk = (dwarves > 1) ? + OGRE_PANIC1 : + OGRE_PANIC2; } else if (obj == BEAR) { switch (game.prop[BEAR]) { case UNTAMED_BEAR: @@ -123,7 +147,7 @@ static int attack(struct command_t *command) } state_change(DRAGON, DRAGON_DEAD); game.prop[RUG] = RUG_FLOOR; - /* FIXME: Arithmentic on location values */ + /* FIXME: Arithmetic on location values */ int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2; move(DRAGON + NOBJECTS, -1); move(RUG + NOBJECTS, 0); @@ -131,7 +155,8 @@ static int attack(struct command_t *command) 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) + if (game.place[obj] == objects[DRAGON].plac || + game.place[obj] == objects[DRAGON].fixd) move(obj, k); } game.loc = k; @@ -144,18 +169,18 @@ static int attack(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]; + char word[TOKLEN + 1]; packed_to_token(foo, word); int k = (int) get_special_vocab_id(word); - int spk = NOTHING_HAPPENS; if (game.foobar != 1 - k) { - if (game.foobar != 0 && game.loc == LOC_GIANTROOM) - spk = START_OVER; - rspeak(spk); + if (game.foobar != 0 && game.loc == LOC_GIANTROOM) { + rspeak( START_OVER); + } else { + rspeak(NOTHING_HAPPENS); + } return GO_CLEAROBJ; } else { game.foobar = k; @@ -164,21 +189,22 @@ static int bigwords(token_t foo) return GO_CLEAROBJ; } game.foobar = 0; - if (game.place[EGGS] == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) { - rspeak(spk); + if (game.place[EGGS] == objects[EGGS].plac || + (TOTING(EGGS) && game.loc == objects[EGGS].plac)) { + rspeak(NOTHING_HAPPENS); 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 = 2; + k = EGGS_DONE; if (HERE(EGGS)) - k = 1; + k = EGGS_VANISHED; if (game.loc == objects[EGGS].plac) - k = 0; + k = EGGS_HERE; move(EGGS, objects[EGGS].plac); - pspeak(EGGS, look, k); + pspeak(EGGS, look, k, true); return GO_CLEAROBJ; } } @@ -187,28 +213,40 @@ static int bigwords(token_t foo) static int bivalve(token_t verb, token_t obj) /* Clam/oyster actions */ { - 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 (spk == PEARL_FALLS) { + if (verb == LOCK) { + rspeak(HUH_MAN); + return GO_CLEAROBJ; + } + if (!TOTING(TRIDENT)) { + rspeak(is_oyster ? + OYSTER_OPENER : + CLAM_OPENER); + return GO_CLEAROBJ; + } + if (TOTING(obj)) { + rspeak( is_oyster ? + DROP_OYSTER : + DROP_CLAM); + return GO_CLEAROBJ; + } + + if (!is_oyster) { DESTROY(CLAM); drop(OYSTER, game.loc); drop(PEARL, LOC_CULDESAC); } - rspeak(spk); + rspeak(is_oyster ? + OYSTER_OPENS : + PEARL_FALLS); return GO_CLEAROBJ; } static void blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { - if (game.prop[ROD2] < 0 || !game.closed) + if (game.prop[ROD2] < 0 || + !game.closed) rspeak(REQUIRES_DYNAMITE); else { game.bonus = VICTORY_MESSAGE; @@ -298,8 +336,10 @@ static int vcarry(token_t verb, token_t obj) rspeak(spk); return GO_CLEAROBJ; } - if (obj == WATER || obj == OIL) { - if (!HERE(BOTTLE) || LIQUID() != obj) { + if (obj == WATER || + obj == OIL) { + if (!HERE(BOTTLE) || + LIQUID() != obj) { if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE) return (fill(verb, BOTTLE)); else { @@ -328,19 +368,24 @@ static int vcarry(token_t verb, token_t obj) spk = CANNOT_CARRY; if (TOTING(ROD)) spk = BIRD_EVADES; - if (spk == CANNOT_CARRY || 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] == BIRD_CAGED || -1 - game.prop[BIRD] == 1)) + /* FIXME: Arithmetic on state numbers */ + 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()] = CARRIED; if (GSTONE(obj) && game.prop[obj] != 0) { - game.prop[obj] = 0; + game.prop[obj] = STATE_GROUND; game.prop[CAVITY] = CAVITY_EMPTY; } rspeak(OK_MAN); @@ -411,8 +456,8 @@ static int discard(token_t verb, token_t obj, bool just_do_it) 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))) { + 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; @@ -431,28 +476,28 @@ static int discard(token_t verb, token_t obj, bool just_do_it) } else if (obj == COINS && HERE(VEND)) { DESTROY(COINS); drop(BATTERY, game.loc); - pspeak(BATTERY, look, FRESH_BATTERIES); + pspeak(BATTERY, look, FRESH_BATTERIES, true); return GO_CLEAROBJ; } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { rspeak(BIRD_BURNT); DESTROY(BIRD); return GO_CLEAROBJ; } else if (obj == BEAR && AT(TROLL)) { - rspeak(TROLL_SCAMPERS); - move(TROLL, 0); - move(TROLL + NOBJECTS, 0); + state_change(TROLL, TROLL_GONE); + move(TROLL, LOC_NOWHERE); + move(TROLL + NOBJECTS, LOC_NOWHERE); move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); - game.prop[TROLL] = 2; - } else if (obj != VASE || game.loc == objects[PILLOW].plac) { + } else if (obj != VASE || + game.loc == objects[PILLOW].plac) { rspeak(OK_MAN); } else { - game.prop[VASE] = 2; + game.prop[VASE] = VASE_BROKEN; if (AT(PILLOW)) - game.prop[VASE] = 0; - pspeak(VASE, look, game.prop[VASE] + 1); - if (game.prop[VASE] != 0) + game.prop[VASE] = VASE_WHOLE; + pspeak(VASE, look, game.prop[VASE] + 1, true); + if (game.prop[VASE] != VASE_WHOLE) game.fixed[VASE] = -1; } } @@ -476,18 +521,19 @@ 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 = actions[verb].message; - 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); } - rspeak(spk); } else { DESTROY(BLOOD); state_change(DRAGON, DRAGON_BLOODLESS); @@ -500,48 +546,68 @@ 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 = actions[verb].message; if (obj == INTRANSITIVE) { if (!HERE(FOOD)) return GO_UNKNOWN; DESTROY(FOOD); - spk = THANKS_DELICIOUS; - } else { - 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(THANKS_DELICIOUS); + return GO_CLEAROBJ; } - rspeak(spk); + if (obj == FOOD) { + DESTROY(FOOD); + rspeak(THANKS_DELICIOUS); + return GO_CLEAROBJ; + } + if (obj == BIRD || + obj == SNAKE || + obj == CLAM || + obj == OYSTER || + obj == DWARF || + obj == DRAGON || + obj == TROLL || + obj == BEAR || + obj == OGRE) { + rspeak(LOST_APPETITE); + return GO_CLEAROBJ; + } + rspeak(actions[verb].message); return GO_CLEAROBJ; } static int extinguish(token_t verb, int obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { - int spk = actions[verb].message; 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) + 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) { state_change(LAMP, LAMP_DARK); - spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE; - } else if (obj == DRAGON || obj == VOLCANO) - spk = BEYOND_POWER; - rspeak(spk); + 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; } @@ -553,7 +619,9 @@ static int feed(token_t verb, token_t obj) if (obj == BIRD) { rspeak(BIRD_PINING); return GO_CLEAROBJ; - } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) { + } else if (obj == SNAKE || + obj == DRAGON || + obj == TROLL) { spk = NOTHING_EDIBLE; if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS) spk = RIDICULOUS_ATTEMPT; @@ -600,42 +668,44 @@ int fill(token_t verb, token_t obj) spk = ARENT_CARRYING; if (LIQLOC(game.loc) == 0) spk = FILL_INVALID; - if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) { + 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; } spk = FILL_INVALID; k = LIQUID(); - if (k == 0 || !HERE(BOTTLE)) { + 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] = 1; + 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; @@ -655,105 +725,112 @@ int fill(token_t verb, token_t obj) static int find(token_t verb, token_t obj) /* Find. Might be carrying it, or it might be here. Else give caveat. */ { - int spk = actions[verb].message; + if (TOTING(obj)) { + rspeak(ALREADY_CARRYING); + return GO_CLEAROBJ; + } + + if (game.closed) { + rspeak(NEEDED_NEARBY); + return GO_CLEAROBJ; + } + if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) || obj == LIQLOC(game.loc) || - (obj == DWARF && atdwrf(game.loc) > 0)) - spk = YOU_HAVEIT; - if (game.closed) - spk = NEEDED_NEARBY; - if (TOTING(obj)) - spk = ALREADY_CARRYING; - rspeak(spk); + (obj == DWARF && atdwrf(game.loc) > 0)) { + rspeak(YOU_HAVEIT); + return GO_CLEAROBJ; + } + + + rspeak(actions[verb].message); return GO_CLEAROBJ; } static int fly(token_t verb, token_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { - int spk = actions[verb].message; if (obj == INTRANSITIVE) { - if (game.prop[RUG] != RUG_HOVER) - spk = RUG_NOTHING2; - if (!HERE(RUG)) - spk = FLAP_ARMS; - if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) { - rspeak(spk); + if (!HERE(RUG)) { + rspeak(FLAP_ARMS); + return GO_CLEAROBJ; + } + if (game.prop[RUG] != RUG_HOVER) { + rspeak(RUG_NOTHING2); return GO_CLEAROBJ; } obj = RUG; } if (obj != RUG) { - rspeak(spk); + rspeak(actions[verb].message); return GO_CLEAROBJ; } - spk = RUG_NOTHING1; if (game.prop[RUG] != RUG_HOVER) { - rspeak(spk); + rspeak(RUG_NOTHING1); 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) - spk = RUG_RETURNS; - rspeak(spk); + + if (game.prop[SAPPH] >= 0) { + rspeak(RUG_RETURNS); + } else { + rspeak(RUG_GOES); + } return GO_TERMINATE; } static int inven(void) /* Inventory. If object, treat same as find. Else report on current burden. */ { - int spk = NO_CARRY; + bool empty = true; for (int i = 1; i <= NOBJECTS; i++) { - if (i == BEAR || !TOTING(i)) + if (i == BEAR || + !TOTING(i)) continue; - if (spk == NO_CARRY) + if (empty) { rspeak(NOW_HOLDING); - game.blklin = false; - pspeak(i, touch, -1); - game.blklin = true; - spk = NO_MESSAGE; + empty = false; + } + pspeak(i, touch, -1, false); } if (TOTING(BEAR)) - spk = TAME_BEAR; - rspeak(spk); + rspeak(TAME_BEAR); + if (empty) + rspeak(NO_CARRY); return GO_CLEAROBJ; } static int light(token_t verb, token_t obj) /* Light. Applicable only to lamp and urn. */ { - int spk = actions[verb].message; 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) + 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; } state_change(LAMP, LAMP_BRIGHT); @@ -767,39 +844,37 @@ static int light(token_t verb, token_t obj) static int listen(void) /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ { - 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; + long sound = locations[game.loc].sound; + if (sound != SILENT) { + rspeak(sound); + if (!locations[game.loc].loud) + rspeak(NO_MESSAGE); + return GO_CLEAROBJ; } for (int i = 1; i <= NOBJECTS; i++) { - if (!HERE(i) || objects[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; long packed_zzword = token_to_packed(game.zzword); - pspeak(i, hear, mi, packed_zzword); - spk = NO_MESSAGE; + pspeak(i, hear, mi, true, packed_zzword); + rspeak(NO_MESSAGE); /* FIXME: Magic number, sensitive to bird state logic */ if (i == BIRD && game.prop[i] == 5) DESTROY(BIRD); + return GO_CLEAROBJ; } - rspeak(spk); + rspeak(ALL_SILENT); return GO_CLEAROBJ; } static int lock(token_t verb, token_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { - int spk = actions[verb].message; if (obj == INTRANSITIVE) { - spk = NOTHING_LOCKED; if (HERE(CLAM)) obj = CLAM; if (HERE(OYSTER)) @@ -808,45 +883,55 @@ static int lock(token_t verb, token_t obj) 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) { - rspeak(spk); + if (obj == INTRANSITIVE) { + rspeak(NOTHING_LOCKED); 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; - if (obj == GRATE || obj == CHAIN) { - spk = NO_KEYS; + if (obj == GRATE || + obj == CHAIN) { if (HERE(KEYS)) { if (obj == CHAIN) return chain(verb); if (game.closng) { - spk = EXIT_CLOSED; + rspeak(EXIT_CLOSED); if (!game.panic) game.clock2 = PANICTIME; game.panic = true; + return GO_CLEAROBJ ; } else { - state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN); + state_change(GRATE, (verb == LOCK) ? + GRATE_CLOSED : + GRATE_OPEN); return GO_CLEAROBJ; } } + rspeak(NO_KEYS); + return GO_CLEAROBJ; } - rspeak(spk); + + switch (obj) { + case CLAM: + case OYSTER: + return bivalve(verb, obj); + case DOOR: + rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); + break; + case CAGE: + rspeak( NO_LOCK); + break; + case KEYS: + rspeak(CANNOT_UNLOCK); + break; + default: + rspeak(actions[verb].message); + } + return GO_CLEAROBJ; } @@ -854,45 +939,43 @@ 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 = actions[verb].message; - if (obj == BOTTLE || obj == 0) + if (obj == BOTTLE || + obj == NO_OBJECT) obj = LIQUID(); - if (obj == 0) + if (obj == NO_OBJECT) return GO_UNKNOWN; if (!TOTING(obj)) { - rspeak(spk); + rspeak(actions[verb].message); return GO_CLEAROBJ; } - spk = CANT_POUR; + if (obj != OIL && obj != WATER) { - rspeak(spk); + rspeak(CANT_POUR); 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; - spk = GROUND_WET; - if (!(AT(PLANT) || AT(DOOR))) { - rspeak(spk); + if (!(AT(PLANT) || + AT(DOOR))) { + rspeak(GROUND_WET); return GO_CLEAROBJ; } if (!AT(DOOR)) { - spk = SHAKING_LEAVES; - if (obj != WATER) { - rspeak(spk); + if (obj == WATER) { + /* cycle through the three plant states */ + state_change(PLANT, MOD(game.prop[PLANT] + 1, 3)); + game.prop[PLANT2] = game.prop[PLANT]; + return GO_MOVE; + } else { + rspeak(SHAKING_LEAVES); return GO_CLEAROBJ; - } - pspeak(PLANT, look, game.prop[PLANT] + 3); - 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; } } @@ -914,35 +997,40 @@ static int read(struct command_t command) 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)) + if (command.obj > NOBJECTS || + command.obj == 0 || + DARK(game.loc)) return GO_UNKNOWN; } if (DARK(game.loc)) { - rspeak(NO_SEE, command.wd1, command.wd1x); + sspeak(NO_SEE, command.raw1); } else if (command.obj == OYSTER && !game.clshnt && game.closed) { game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]); - } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) { + } 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; } static int reservoir(void) /* Z'ZZZ (word gets recomputed at startup; different each game). */ { + /* FIXME: Arithmetic on state numbers */ if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) { rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; } else { - pspeak(RESER, look, game.prop[RESER] + 1); + /* FIXME: Arithmetic on state numbers */ + 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; + game.newloc = LOC_NOWHERE; rspeak(NOT_BRIGHT); return GO_TERMINATE; } @@ -952,41 +1040,42 @@ static int reservoir(void) static int rub(token_t verb, token_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { - int spk = actions[verb].message; - 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; + game.prop[AMBER] = AMBER_IN_ROCK; --game.tally; drop(CAVITY, game.loc); - spk = URN_GENIES; + rspeak(URN_GENIES); + } else if (obj != LAMP) { + rspeak(PECULIAR_NOTHING); + } else { + rspeak(actions[verb].message); } - rspeak(spk); return GO_CLEAROBJ; } static int say(struct command_t *command) /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ { - long a = command->wd1, b = command->wd1x; if (command->wd2 > 0) { - a = command->wd2; - b = command->wd2x; command->wd1 = command->wd2; + strcpy(command->raw1, command->raw2); } - //int wd = vocab(command->wd1, -1); - char word1[6]; + char word1[TOKLEN + 1]; packed_to_token(command->wd1, word1); int wd = (int) get_vocab_id(word1); /* FIXME: magic numbers */ - if (wd == XYZZY || wd == PLUGH || wd == PLOVER || wd == ACTION_WORD(GIANTWORDS) || wd == ACTION_WORD(PART)) { + 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, a, b); + sspeak(OKEY_DOKEY, command->raw1); return GO_CLEAROBJ; } @@ -1003,23 +1092,21 @@ static int throw (struct command_t *command) * (Only way to do so!) Axe also special for dragon, bear, and * troll. Treasures special for troll. */ { - int spk = actions[command->verb].message; 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 (objects[command->obj].is_treasure && AT(TROLL)) { - spk = TROLL_SATISFIED; /* Snarf a treasure for the troll. */ - drop(command->obj, 0); - move(TROLL, 0); - move(TROLL + NOBJECTS, 0); + 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(spk); + rspeak(TROLL_SATISFIED); return GO_CLEAROBJ; } if (command->obj == FOOD && HERE(BEAR)) { @@ -1030,8 +1117,7 @@ static int throw (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 (atdwrf(game.loc) <= 0) { if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) return throw_support(DRAGON_SCALES); if (AT(TROLL)) @@ -1042,22 +1128,23 @@ static int throw (struct command_t *command) /* This'll teach him to throw the axe at the bear! */ drop(AXE, game.loc); game.fixed[AXE] = -1; - game.prop[AXE] = 1; juggle(BEAR); - rspeak(AXE_LOST); + state_change(AXE, AXE_LOST); return GO_CLEAROBJ; } - command->obj = 0; + 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) - ? DWARF_SMOKE : KILLED_DWARF); + game.dloc[i] = LOC_NOWHERE; + return throw_support((++game.dkill == 1) ? + DWARF_SMOKE : + KILLED_DWARF); } } } @@ -1065,7 +1152,8 @@ static int throw (struct command_t *command) static int wake(token_t verb, token_t obj) /* Wake. Only use is to disturb the dwarves. */ { - if (obj != DWARF || !game.closed) { + if (obj != DWARF || + !game.closed) { rspeak(actions[verb].message); return GO_CLEAROBJ; } else { @@ -1077,38 +1165,46 @@ static int wake(token_t verb, token_t obj) static int wave(token_t verb, token_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { - int spk = actions[verb].message; - if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2))) - spk = ARENT_CARRYING; if (obj != ROD || !TOTING(obj) || - (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) { - rspeak(spk); + (!HERE(BIRD) && + (game.closng || + !AT(FISSURE)))) { + 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) { + + 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((game.prop[BIRD] == BIRD_CAGED) ? + CAGE_FLY : + FREE_FLY); return GO_DWARFWAKE; } - if (game.closng || !AT(FISSURE)) { - rspeak(spk); + if (game.closng || + !AT(FISSURE)) { + rspeak((game.prop[BIRD] == BIRD_CAGED) ? + CAGE_FLY : + FREE_FLY); return GO_CLEAROBJ; } if (HERE(BIRD)) - rspeak(spk); + rspeak((game.prop[BIRD] == BIRD_CAGED) ? + CAGE_FLY : + FREE_FLY); + + /* 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; } } @@ -1118,8 +1214,6 @@ int action(struct command_t *command) * unless verb is "say", which snarfs arbitrary second word. */ { - token_t spk = actions[command->verb].message; - 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 @@ -1131,14 +1225,22 @@ int action(struct command_t *command) if (HERE(command->obj)) /* FALL THROUGH */; else if (command->obj == GRATE) { - if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT) + 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) + } + 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)) + 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; @@ -1148,16 +1250,16 @@ int action(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 == INVENTORY) && command->wd2 <= 0) + } else if ((command->verb == FIND || + command->verb == INVENTORY) && command->wd2 <= 0) /* FALL THROUGH */; else { - rspeak(NO_SEE, command->wd1, command->wd1x); + sspeak(NO_SEE, command->raw1); return GO_CLEAROBJ; } @@ -1173,7 +1275,8 @@ int action(struct command_t *command) return GO_WORD2; if (command->verb == SAY) command->obj = command->wd2; - if (command->obj == 0 || command->obj == INTRANSITIVE) { + if (command->obj == 0 || + command->obj == INTRANSITIVE) { /* Analyse an intransitive verb (ie, no object given yet). */ switch (command->verb) { case CARRY: @@ -1199,7 +1302,7 @@ int action(struct command_t *command) case TAME: return GO_UNKNOWN; case GO: { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } case ATTACK: @@ -1280,11 +1383,11 @@ int action(struct command_t *command) case WAVE: return wave(command->verb, command->obj); case TAME: { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } case GO: { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } case ATTACK: @@ -1300,7 +1403,7 @@ int action(struct command_t *command) case THROW: return throw (command); case QUIT: { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } case FIND: @@ -1315,15 +1418,15 @@ int action(struct command_t *command) blast(); return GO_CLEAROBJ; case SCORE: { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } case GIANTWORDS: { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } case BRIEF: { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } case READ: @@ -1333,17 +1436,17 @@ int action(struct command_t *command) case WAKE: return wake(command->verb, command->obj); case SAVE: { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } case RESUME: { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } case FLY: return fly(command->verb, command->obj); case LISTEN: { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } case PART: @@ -1353,7 +1456,7 @@ int action(struct command_t *command) } case unknown: /* Unknown verb, couldn't deduce object - might need hint */ - rspeak(WHAT_DO, command->wd1, command->wd1x); + sspeak(WHAT_DO, command->raw1); return GO_CHECKHINT; default: BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE