X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=3990f8c839fe60f5028620848c849fd3bb2f62a2;hp=6000f41e01980eb91a9ecf82296e5358a515809d;hb=a3c159660bb03f220b7de52ba0ac4977098f389e;hpb=9a16382b121422b094539463e57710baaaf817dc diff --git a/actions.c b/actions.c index 6000f41..3990f8c 100644 --- a/actions.c +++ b/actions.c @@ -101,13 +101,9 @@ static int attack(struct command_t *command) * fixed), move rug there (not fixed), and move him there, * too. Then do a null motion to get new description. */ rspeak(BARE_HANDS_QUERY); - if (silent_yes()) { - // FIXME: setting wd1 is a workaround for broken logic - command->wd1 = token_to_packed("Y"); - } else { - // FIXME: setting wd1 is a workaround for broken logic - command->wd1 = token_to_packed("N"); - return GO_CHECKFOO; + if (!silent_yes()) { + speak(arbitrary_messages[NASTY_DRAGON]); + return GO_MOVE; } state_change(DRAGON, DRAGON_DEAD); game.prop[RUG] = RUG_FLOOR; @@ -180,18 +176,18 @@ static int attack(struct command_t *command) return GO_CLEAROBJ; } -static int bigwords(long id) +static int bigwords(vocab_t id) /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. * Look up foo in special section of vocab to determine which word we've got. * Last word zips the eggs back to the giant room (unless already there). */ { - if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) || - (game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) || - (game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) || - (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) || - (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM))) { + if ((game.foobar == WORD_EMPTY && id == FEE) || + (game.foobar == FEE && id == FIE) || + (game.foobar == FIE && id == FOE) || + (game.foobar == FOE && id == FOO) || + (game.foobar == FOE && id == FUM)) { game.foobar = id; - if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) { + if ((id != FOO) && (id != FUM)) { rspeak(OK_MAN); return GO_CLEAROBJ; } @@ -205,15 +201,14 @@ static int bigwords(long id) * crossing. */ if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID) game.prop[TROLL] = TROLL_PAIDONCE; - int k; if (HERE(EGGS)) - k = EGGS_VANISHED; + pspeak(EGGS, look, EGGS_VANISHED, true); else if (game.loc == objects[EGGS].plac) - k = EGGS_HERE; + pspeak(EGGS, look, EGGS_HERE, true); else - k = EGGS_DONE; + pspeak(EGGS, look, EGGS_DONE, true); move(EGGS, objects[EGGS].plac); - pspeak(EGGS, look, k, true); + return GO_CLEAROBJ; } } else { @@ -236,13 +231,16 @@ static void blast(void) !game.closed) rspeak(REQUIRES_DYNAMITE); else { - if (HERE(ROD2)) - game.bonus = SPLATTER_MESSAGE; - else if (game.loc == LOC_NE) - game.bonus = DEFEAT_MESSAGE; - else - game.bonus = VICTORY_MESSAGE; - rspeak(game.bonus); + if (HERE(ROD2)) { + game.bonus = splatter; + rspeak(SPLATTER_MESSAGE); + } else if (game.loc == LOC_NE) { + game.bonus = defeat; + rspeak(DEFEAT_MESSAGE); + } else { + game.bonus = victory; + rspeak(VICTORY_MESSAGE); + } terminate(endgame); } } @@ -253,7 +251,7 @@ static int vbreak(verb_t verb, obj_t obj) switch (obj) { case MIRROR: if (game.closed) { - rspeak(BREAK_MIRROR); + state_change(MIRROR, MIRROR_BROKEN); return GO_DWARFWAKE; } else { rspeak(TOO_FAR); @@ -267,6 +265,7 @@ static int vbreak(verb_t verb, obj_t obj) game.fixed[VASE] = IS_FIXED; break; } + /* FALLTHRU */ default: speak(actions[verb].message); } @@ -274,7 +273,7 @@ static int vbreak(verb_t verb, obj_t obj) } static int brief(void) -/* Brief. Intransitive only. Suppress long descriptions after first time. */ +/* Brief. Intransitive only. Suppress full descriptions after first time. */ { game.abbnum = 10000; game.detail = 3; @@ -308,40 +307,35 @@ static int vcarry(verb_t verb, obj_t obj) } if (game.fixed[obj] != IS_FREE) { - /* Next guard tests whether plant is tiny or stashed */ - if (obj == PLANT && game.prop[PLANT] <= PLANT_THIRSTY) { - rspeak(DEEP_ROOTS); - return GO_CLEAROBJ; - } - if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) { - rspeak(BEAR_CHAINED); - return GO_CLEAROBJ; - } - if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) { - rspeak(STILL_LOCKED); - return GO_CLEAROBJ; - } - if (obj == URN) { + switch (obj) { + case PLANT: + /* Next guard tests whether plant is tiny or stashed */ + rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING); + break; + case BEAR: + rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING); + break; + case CHAIN: + rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING); + break; + case RUG: + rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING); + break; + case URN: rspeak(URN_NOBUDGE); - return GO_CLEAROBJ; - } - if (obj == CAVITY) { + break; + case CAVITY: rspeak(DOUGHNUT_HOLES); - return GO_CLEAROBJ; - } - if (obj == BLOOD) { + break; + case BLOOD: rspeak(FEW_DROPS); - return GO_CLEAROBJ; - } - if (obj == RUG && game.prop[RUG] == RUG_HOVER) { - rspeak(RUG_HOVERS); - return GO_CLEAROBJ; - } - if (obj == SIGN) { + break; + case SIGN: rspeak(HAND_PASSTHROUGH); - return GO_CLEAROBJ; + break; + default: + rspeak(YOU_JOKING); } - rspeak(YOU_JOKING); return GO_CLEAROBJ; } @@ -349,14 +343,14 @@ static int vcarry(verb_t verb, obj_t obj) obj == OIL) { if (!HERE(BOTTLE) || LIQUID() != obj) { - if (TOTING(BOTTLE)) { - if (game.prop[BOTTLE] == EMPTY_BOTTLE) { - return (fill(verb, BOTTLE)); - } else if (game.prop[BOTTLE] != EMPTY_BOTTLE) - rspeak(BOTTLE_FULL); + if (!TOTING(BOTTLE)) { + rspeak(NO_CONTAINER); return GO_CLEAROBJ; } - rspeak(NO_CONTAINER); + if (game.prop[BOTTLE] == EMPTY_BOTTLE) { + return (fill(verb, BOTTLE)); + } else + rspeak(BOTTLE_FULL); return GO_CLEAROBJ; } obj = BOTTLE; @@ -386,12 +380,16 @@ static int vcarry(verb_t verb, obj_t obj) } if ((obj == BIRD || obj == CAGE) && - (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) + (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) { /* expression maps BIRD to CAGE and CAGE to BIRD */ carry(BIRD + CAGE - obj, game.loc); + } + carry(obj, game.loc); + if (obj == BOTTLE && LIQUID() != NO_OBJECT) game.place[LIQUID()] = CARRIED; + if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) { game.prop[obj] = STATE_FOUND; game.prop[CAVITY] = CAVITY_EMPTY; @@ -418,12 +416,14 @@ static int chain(verb_t verb) game.prop[BEAR] = CONTENTED_BEAR; switch (game.prop[BEAR]) { + // LCOV_EXCL_START case BEAR_DEAD: - /* Can't be reached as long as the only way for the bear to die - * is from a bridge collapse. Leave in in case this changes, but - * exclude from coverage testing. */ - game.fixed[BEAR] = IS_FIXED; // LCOV_EXCL_LINE + /* Can't be reached until the bear can die in some way other + * than a bridge collapse. Leave in in case this changes, but + * exclude from coverage testing. */ + game.fixed[BEAR] = IS_FIXED; break; + // LCOV_EXCL_STOP default: game.fixed[BEAR] = IS_FREE; } @@ -455,35 +455,28 @@ static int discard(verb_t verb, obj_t obj) * bird (might attack snake or dragon) and cage (might contain bird) and vase. * Drop coins at vending machine for extra batteries. */ { - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD)) + if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) { obj = ROD2; + } + if (!TOTING(obj)) { speak(actions[verb].message); return GO_CLEAROBJ; } - if (obj == BIRD && HERE(SNAKE)) { - rspeak(BIRD_ATTACKS); - if (game.closed) - return GO_DWARFWAKE; - DESTROY(SNAKE); - /* Set game.prop for use by travel options */ - game.prop[SNAKE] = SNAKE_CHASED; - } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) { + if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) { rspeak(GEM_FITS); game.prop[obj] = STATE_IN_CAVITY; game.prop[CAVITY] = CAVITY_FULL; if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || (obj == RUBY && game.prop[RUG] == RUG_HOVER))) { - int spk; if (obj == RUBY) - spk = RUG_SETTLES; + rspeak(RUG_SETTLES); else if (TOTING(RUG)) - spk = RUG_WIGGLES; + rspeak(RUG_WIGGLES); else - spk = RUG_RISES; - rspeak(spk); - if (spk != RUG_WIGGLES) { + rspeak(RUG_RISES); + if (!TOTING(RUG) || obj == RUBY) { int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER; game.prop[RUG] = k; if (k == RUG_HOVER) @@ -491,45 +484,73 @@ static int discard(verb_t verb, obj_t obj) move(RUG + NOBJECTS, k); } } - } else if (obj == COINS && HERE(VEND)) { + drop(obj, game.loc); + return GO_CLEAROBJ; + } + + if (obj == COINS && HERE(VEND)) { DESTROY(COINS); drop(BATTERY, game.loc); pspeak(BATTERY, look, FRESH_BATTERIES, true); return GO_CLEAROBJ; - } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { - rspeak(BIRD_BURNT); - DESTROY(BIRD); - return GO_CLEAROBJ; - } else if (obj == BEAR && AT(TROLL)) { + } + + if (LIQUID() == obj) + obj = BOTTLE; + if (obj == BOTTLE && LIQUID() != NO_OBJECT) { + game.place[LIQUID()] = LOC_NOWHERE; + } + + if (obj == BEAR && AT(TROLL)) { state_change(TROLL, TROLL_GONE); move(TROLL, LOC_NOWHERE); move(TROLL + NOBJECTS, IS_FREE); move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); - } else if (obj != VASE || - game.loc == objects[PILLOW].plac) { - rspeak(OK_MAN); - } else { - state_change(VASE, AT(PILLOW) - ? VASE_WHOLE - : VASE_DROPPED); - if (game.prop[VASE] != VASE_WHOLE) - game.fixed[VASE] = IS_FIXED; + drop(obj, game.loc); + return GO_CLEAROBJ; } - int k = LIQUID(); - if (k == obj) - obj = BOTTLE; - if (obj == BOTTLE && k != NO_OBJECT) - game.place[k] = LOC_NOWHERE; - if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) + + if (obj == VASE) { + if (game.loc != objects[PILLOW].plac) { + state_change(VASE, AT(PILLOW) + ? VASE_WHOLE + : VASE_DROPPED); + if (game.prop[VASE] != VASE_WHOLE) + game.fixed[VASE] = IS_FIXED; + drop(obj, game.loc); + return GO_CLEAROBJ; + } + } + + if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) { drop(BIRD, game.loc); - drop(obj, game.loc); - if (obj != BIRD) + } + + if (obj == BIRD) { + if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { + rspeak(BIRD_BURNT); + DESTROY(BIRD); + return GO_CLEAROBJ; + } + if (HERE(SNAKE)) { + rspeak(BIRD_ATTACKS); + if (game.closed) + return GO_DWARFWAKE; + DESTROY(SNAKE); + /* Set game.prop for use by travel options */ + game.prop[SNAKE] = SNAKE_CHASED; + } else + rspeak(OK_MAN); + + game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED; + drop(obj, game.loc); return GO_CLEAROBJ; - game.prop[BIRD] = BIRD_UNCAGED; - if (FOREST(game.loc)) - game.prop[BIRD] = BIRD_FOREST_UNCAGED; + } + + rspeak(OK_MAN); + drop(obj, game.loc); return GO_CLEAROBJ; } @@ -571,6 +592,7 @@ static int eat(verb_t verb, obj_t obj) case INTRANSITIVE: if (!HERE(FOOD)) return GO_UNKNOWN; + /* FALLTHRU */ case FOOD: DESTROY(FOOD); rspeak(THANKS_DELICIOUS); @@ -888,7 +910,7 @@ static int light(verb_t verb, obj_t obj) static int listen(void) /* Listen. Intransitive only. Print stuff based on object sound proprties. */ { - long sound = locations[game.loc].sound; + vocab_t sound = locations[game.loc].sound; if (sound != SILENT) { rspeak(sound); if (!locations[game.loc].loud) @@ -901,11 +923,14 @@ static int listen(void) game.prop[i] < 0) continue; int mi = game.prop[i]; - /* FIXME: Weird magic on object states */ + /* (ESR) Some unpleasant magic on object states here. Ideally + * we'd have liked the bird to be a normal object that we can + * use state_change() on; can't do it, because there are + * actually two different series of per-state birdsounds + * depending on whether player has drunk dragon's blood. */ if (i == BIRD) mi += 3 * game.blooded; - long packed_zzword = token_to_packed(game.zzword); - pspeak(i, hear, mi, true, packed_zzword); + pspeak(i, hear, mi, true, game.zzword); rspeak(NO_MESSAGE); if (i == BIRD && mi == BIRD_ENDSTATE) DESTROY(BIRD); @@ -964,7 +989,7 @@ static int lock(verb_t verb, obj_t obj) if (verb == LOCK) rspeak(HUH_MAN); else if (!TOTING(TRIDENT)) - rspeak(OYSTER_OPENER); + rspeak(CLAM_OPENER); else { DESTROY(CLAM); drop(OYSTER, game.loc); @@ -975,8 +1000,12 @@ static int lock(verb_t verb, obj_t obj) case OYSTER: if (verb == LOCK) rspeak(HUH_MAN); - else + else if (TOTING(OYSTER)) + rspeak(DROP_OYSTER); + else if (!TOTING(TRIDENT)) rspeak(OYSTER_OPENER); + else + rspeak(OYSTER_OPENS); break; case DOOR: rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); @@ -1113,33 +1142,28 @@ static int rub(verb_t verb, obj_t obj) } static int say(struct command_t *command) -/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ +/* Say. Echo WD2. Magic words override. */ { - if (command->wd2 > 0) { - command->wd1 = command->wd2; - strncpy(command->raw1, command->raw2, LINESIZE - 1); - } - char word1[TOKLEN + 1]; - packed_to_token(command->wd1, word1); - int wd = (int) get_vocab_id(word1); - if (wd == MOTION_WORD(XYZZY) || - wd == MOTION_WORD(PLUGH) || - wd == MOTION_WORD(PLOVER) || - wd == ACTION_WORD(FEE) || - wd == ACTION_WORD(FIE) || - wd == ACTION_WORD(FOE) || - wd == ACTION_WORD(FOO) || - wd == ACTION_WORD(FUM) || - wd == ACTION_WORD(PART)) { - /* FIXME: scribbles on the interpreter's command block */ - wordclear(&command->wd2); - return GO_LOOKUP; - } - sspeak(OKEY_DOKEY, command->raw1); + if (command->type2 == MOTION && + (command->id2 == XYZZY || + command->id2 == PLUGH || + command->id2 == PLOVER)) { + return GO_WORD2; + } + if (command->type2 == ACTION && + (command->id2 == FEE || + command->id2 == FIE || + command->id2 == FOE || + command->id2 == FOO || + command->id2 == FUM || + command->id2 == PART)) { + return GO_WORD2; + } + sspeak(OKEY_DOKEY, command->raw2); return GO_CLEAROBJ; } -static int throw_support(long spk) +static int throw_support(vocab_t spk) { rspeak(spk); drop(AXE, game.loc); @@ -1197,7 +1221,7 @@ static int throw (struct command_t *command) if (randrange(NDWARVES + 1) < game.dflag) { return throw_support(DWARF_DODGES); } else { - long i = atdwrf(game.loc); + int i = atdwrf(game.loc); game.dseen[i] = false; game.dloc[i] = LOC_NOWHERE; return throw_support((++game.dkill == 1) ? @@ -1281,20 +1305,7 @@ int action(struct command_t *command) * location. */ if (HERE(command->obj)) /* FALL THROUGH */; - else if (command->obj == GRATE) { - if (game.loc == LOC_START || - game.loc == LOC_VALLEY || - game.loc == LOC_SLIT) { - command->obj = DPRSSN; - } - if (game.loc == LOC_COBBLE || - game.loc == LOC_DEBRIS || - game.loc == LOC_AWKWARD || - game.loc == LOC_BIRD || - game.loc == LOC_PITTOP) { - command->obj = ENTRNC; - } - } else if (command->obj == DWARF && atdwrf(game.loc) > 0) + else if (command->obj == DWARF && atdwrf(game.loc) > 0) /* FALL THROUGH */; else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc)) @@ -1313,14 +1324,14 @@ int action(struct command_t *command) command->obj = ROD2; /* FALL THROUGH */; } else if ((command->verb == FIND || - command->verb == INVENTORY) && command->wd2 <= 0) + command->verb == INVENTORY) && (command->id2 == WORD_EMPTY || command->id2 == WORD_NOT_FOUND)) /* FALL THROUGH */; else { sspeak(NO_SEE, command->raw1); return GO_CLEAROBJ; } - if (command->wd2 > 0) + if (command->id2 != WORD_EMPTY && command->id2 != WORD_NOT_FOUND) return GO_WORD2; if (command->verb != 0) command->part = transitive; @@ -1328,10 +1339,13 @@ int action(struct command_t *command) switch (command->part) { case intransitive: - if (command->wd2 > 0 && command->verb != SAY) + if (command->raw2[0] != '\0' && command->verb != SAY) return GO_WORD2; if (command->verb == SAY) - command->obj = command->wd2; + /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE + * will do here. We're preventing interpretation as an intransitive + * verb when the word is unknown. */ + command->obj = command->raw2[0] != '\0' ? KEYS : NO_OBJECT; if (command->obj == NO_OBJECT || command->obj == INTRANSITIVE) { /* Analyse an intransitive verb (ie, no object given yet). */ @@ -1416,7 +1430,7 @@ int action(struct command_t *command) return listen(); case PART: return reservoir(); - default: + default: // LCOV_EXCL_LINE BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } } @@ -1517,14 +1531,14 @@ int action(struct command_t *command) } case PART: return reservoir(); - default: + default: // LCOV_EXCL_LINE BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } case unknown: /* Unknown verb, couldn't deduce object - might need hint */ sspeak(WHAT_DO, command->raw1); return GO_CHECKHINT; - default: + default: // LCOV_EXCL_LINE BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE } }