X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=5460848f95a93d7c10fa3f80fe82d8032eae251c;hp=3808f9b119b8ea836eafac3308a7774c73d5106e;hb=HEAD;hpb=0fbd79b608bf8b481e079b98130c392a5c594776 diff --git a/actions.c b/actions.c index 3808f9b..31a09c8 100644 --- a/actions.c +++ b/actions.c @@ -1,1582 +1,1660 @@ -#include +/* + * Actions for the dungeon-running code. + * + * SPDX-FileCopyrightText: (C) 1977, 2005 Will Crowther and Don Woods + * SPDX-License-Identifier: BSD-2-Clause + */ + +#include #include +#include #include -#include "advent.h" -#include "dungeon.h" -static int fill(verb_t, obj_t); +#include "advent.h" -static int attack(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. */ -{ - verb_t verb = command.verb; - obj_t obj = command.obj; - - if (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 == INTRANSITIVE) { - /* 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 == BIRD) { - if (game.closed) { - rspeak(UNHAPPY_BIRD); - } else { - DESTROY(BIRD); - rspeak(BIRD_DEAD); - } - return GO_CLEAROBJ; - } - if (obj == VEND) { - state_change(VEND, - game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); - return GO_CLEAROBJ; - } - - if (obj == BEAR) { - switch (game.prop[BEAR]) { - case UNTAMED_BEAR: - rspeak(BEAR_HANDS); - break; - case SITTING_BEAR: - rspeak(BEAR_CONFUSED); - break; - case CONTENTED_BEAR: - rspeak(BEAR_CONFUSED); - break; - case BEAR_DEAD: - rspeak(ALREADY_DEAD); - break; - } - return GO_CLEAROBJ; - } - 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()) { - speak(arbitrary_messages[NASTY_DRAGON]); - return GO_MOVE; - } - state_change(DRAGON, DRAGON_DEAD); - game.prop[RUG] = RUG_FLOOR; - /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly. - * The way it was computed before was worse; it depended on the - * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and - * LOC_SECRET5 being right between them. - */ - move(DRAGON + NOBJECTS, IS_FIXED); - move(RUG + NOBJECTS, IS_FREE); - move(DRAGON, LOC_SECRET5); - move(RUG, LOC_SECRET5); - drop(BLOOD, LOC_SECRET5); - for (obj_t i = 1; i <= NOBJECTS; i++) { - if (game.place[i] == objects[DRAGON].plac || - game.place[i] == objects[DRAGON].fixd) - move(i, LOC_SECRET5); - } - game.loc = LOC_SECRET5; - return GO_MOVE; - } - - if (obj == OGRE) { - rspeak(OGRE_DODGE); - if (atdwrf(game.loc) == 0) - return GO_CLEAROBJ; - - 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; - } - } - rspeak((dwarves > 1) ? - OGRE_PANIC1 : - OGRE_PANIC2); - return GO_CLEAROBJ; - } - - switch (obj) { - case INTRANSITIVE: - rspeak(NO_TARGET); - break; - case CLAM: - case OYSTER: - rspeak(SHELL_IMPERVIOUS); - break; - case SNAKE: - rspeak(SNAKE_WARNING); - break; - case DWARF: - if (game.closed) { - return GO_DWARFWAKE; - } - rspeak(BARE_HANDS_QUERY); - break; - case DRAGON: - rspeak(ALREADY_DEAD); - break; - case TROLL: - rspeak(ROCKY_TROLL); - break; - default: - speak(actions[verb].message); - } - return GO_CLEAROBJ; +static phase_codes_t fill(verb_t, obj_t); + +static phase_codes_t attack(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. */ + verb_t verb = command.verb; + obj_t obj = command.obj; + + if (obj == INTRANSITIVE) { + int changes = 0; + if (atdwrf(game.loc) > 0) { + obj = DWARF; + ++changes; + } + if (HERE(SNAKE)) { + obj = SNAKE; + ++changes; + } + if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) { + obj = DRAGON; + ++changes; + } + if (AT(TROLL)) { + obj = TROLL; + ++changes; + } + if (AT(OGRE)) { + obj = OGRE; + ++changes; + } + if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) { + obj = BEAR; + ++changes; + } + /* check for low-priority targets */ + if (obj == INTRANSITIVE) { + /* 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 == BIRD) { + if (game.closed) { + rspeak(UNHAPPY_BIRD); + } else { + DESTROY(BIRD); + rspeak(BIRD_DEAD); + } + return GO_CLEAROBJ; + } + if (obj == VEND) { + state_change(VEND, game.objects[VEND].prop == VEND_BLOCKS + ? VEND_UNBLOCKS + : VEND_BLOCKS); + + return GO_CLEAROBJ; + } + + if (obj == BEAR) { + switch (game.objects[BEAR].prop) { + case UNTAMED_BEAR: + rspeak(BEAR_HANDS); + break; + case SITTING_BEAR: + rspeak(BEAR_CONFUSED); + break; + case CONTENTED_BEAR: + rspeak(BEAR_CONFUSED); + break; + case BEAR_DEAD: + rspeak(ALREADY_DEAD); + break; + } + return GO_CLEAROBJ; + } + if (obj == DRAGON && game.objects[DRAGON].prop == 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_or_no()) { + speak(arbitrary_messages[NASTY_DRAGON]); + return GO_MOVE; + } + state_change(DRAGON, DRAGON_DEAD); + game.objects[RUG].prop = RUG_FLOOR; + /* Hardcoding LOC_SECRET5 as the dragon's death location is + * ugly. The way it was computed before was worse; it depended + * on the two dragon locations being LOC_SECRET4 and LOC_SECRET6 + * and LOC_SECRET5 being right between them. + */ + move(DRAGON + NOBJECTS, IS_FIXED); + move(RUG + NOBJECTS, IS_FREE); + move(DRAGON, LOC_SECRET5); + move(RUG, LOC_SECRET5); + drop(BLOOD, LOC_SECRET5); + for (obj_t i = 1; i <= NOBJECTS; i++) { + if (game.objects[i].place == objects[DRAGON].plac || + game.objects[i].place == objects[DRAGON].fixd) { + move(i, LOC_SECRET5); + } + } + game.loc = LOC_SECRET5; + return GO_MOVE; + } + + if (obj == OGRE) { + rspeak(OGRE_DODGE); + if (atdwrf(game.loc) == 0) { + return GO_CLEAROBJ; + } + rspeak(KNIFE_THROWN); + DESTROY(OGRE); + int dwarves = 0; + for (int i = 1; i < PIRATE; i++) { + if (game.dwarves[i].loc == game.loc) { + ++dwarves; + game.dwarves[i].loc = LOC_LONGWEST; + game.dwarves[i].seen = false; + } + } + rspeak((dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2); + return GO_CLEAROBJ; + } + + switch (obj) { + case INTRANSITIVE: + rspeak(NO_TARGET); + break; + case CLAM: + case OYSTER: + rspeak(SHELL_IMPERVIOUS); + break; + case SNAKE: + rspeak(SNAKE_WARNING); + break; + case DWARF: + if (game.closed) { + return GO_DWARFWAKE; + } + rspeak(BARE_HANDS_QUERY); + break; + case DRAGON: + rspeak(ALREADY_DEAD); + break; + case TROLL: + rspeak(ROCKY_TROLL); + break; + default: + speak(actions[verb].message); + } + return GO_CLEAROBJ; } -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 == 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 != FOO) && (id != FUM)) { - rspeak(OK_MAN); - return GO_CLEAROBJ; - } - game.foobar = WORD_EMPTY; - 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; - if (HERE(EGGS)) - pspeak(EGGS, look, EGGS_VANISHED, true); - else if (game.loc == objects[EGGS].plac) - pspeak(EGGS, look, EGGS_HERE, true); - else - pspeak(EGGS, look, EGGS_DONE, true); - move(EGGS, objects[EGGS].plac); - - return GO_CLEAROBJ; - } - } else { - if (game.loc == LOC_GIANTROOM) { - rspeak(START_OVER); - } else { - /* This is new begavior in Open Adventure - sounds better when - * player isn't in the Giant Room. */ - rspeak(WELL_POINTLESS); - } - game.foobar = WORD_EMPTY; - return GO_CLEAROBJ; - } +static phase_codes_t bigwords(vocab_t id) { + /* Only called on 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). */ + int foobar = abs(game.foobar); + + /* Only FEE can start a magic-word sequence. */ + if ((foobar == WORD_EMPTY) && + (id == FIE || id == FOE || id == FOO || id == FUM)) { + rspeak(NOTHING_HAPPENS); + return GO_CLEAROBJ; + } + + if ((foobar == WORD_EMPTY && id == FEE) || + (foobar == FEE && id == FIE) || (foobar == FIE && id == FOE) || + (foobar == FOE && id == FOO)) { + game.foobar = id; + if (id != FOO) { + rspeak(OK_MAN); + return GO_CLEAROBJ; + } + game.foobar = WORD_EMPTY; + if (game.objects[EGGS].place == 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.objects[EGGS].place == LOC_NOWHERE && + game.objects[TROLL].place == LOC_NOWHERE && + game.objects[TROLL].prop == TROLL_UNPAID) { + game.objects[TROLL].prop = TROLL_PAIDONCE; + } + if (HERE(EGGS)) { + pspeak(EGGS, look, true, EGGS_VANISHED); + } else if (game.loc == objects[EGGS].plac) { + pspeak(EGGS, look, true, EGGS_HERE); + } else { + pspeak(EGGS, look, true, EGGS_DONE); + } + move(EGGS, objects[EGGS].plac); + + return GO_CLEAROBJ; + } + } else { + /* Magic-word sequence was started but is incorrect */ + if (settings.oldstyle || game.seenbigwords) { + rspeak(START_OVER); + } else { + rspeak(WELL_POINTLESS); + } + game.foobar = WORD_EMPTY; + return GO_CLEAROBJ; + } } -static void blast(void) -/* Blast. No effect unless you've got dynamite, which is a neat trick! */ -{ - if (game.prop[ROD2] == STATE_NOTFOUND || - !game.closed) - rspeak(REQUIRES_DYNAMITE); - else { - 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); - } +static void blast(void) { + /* Blast. No effect unless you've got dynamite, which is a neat trick! + */ + if (PROP_IS_NOTFOUND(ROD2) || !game.closed) { + rspeak(REQUIRES_DYNAMITE); + } else { + 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); + } } -static int vbreak(verb_t verb, obj_t obj) -/* Break. Only works for mirror in repository and, of course, the vase. */ -{ - switch (obj) { - case MIRROR: - if (game.closed) { - state_change(MIRROR, MIRROR_BROKEN); - return GO_DWARFWAKE; - } else { - rspeak(TOO_FAR); - break; - } - case VASE: - if (game.prop[VASE] == VASE_WHOLE) { - if (TOTING(VASE)) - drop(VASE, game.loc); - state_change(VASE, VASE_BROKEN); - game.fixed[VASE] = IS_FIXED; - break; - } - /* FALLTHRU */ - default: - speak(actions[verb].message); - } - return (GO_CLEAROBJ); +static phase_codes_t vbreak(verb_t verb, obj_t obj) { + /* Break. Only works for mirror in repository and, of course, the + * vase. */ + switch (obj) { + case MIRROR: + if (game.closed) { + state_change(MIRROR, MIRROR_BROKEN); + return GO_DWARFWAKE; + } else { + rspeak(TOO_FAR); + break; + } + case VASE: + if (game.objects[VASE].prop == VASE_WHOLE) { + if (TOTING(VASE)) { + drop(VASE, game.loc); + } + state_change(VASE, VASE_BROKEN); + game.objects[VASE].fixed = IS_FIXED; + break; + } + /* FALLTHRU */ + default: + speak(actions[verb].message); + } + return (GO_CLEAROBJ); } -static int brief(void) -/* Brief. Intransitive only. Suppress full descriptions after first time. */ -{ - game.abbnum = 10000; - game.detail = 3; - rspeak(BRIEF_CONFIRM); - return GO_CLEAROBJ; +static phase_codes_t brief(void) { + /* Brief. Intransitive only. Suppress full descriptions after first + * time. */ + game.abbnum = 10000; + game.detail = 3; + rspeak(BRIEF_CONFIRM); + return GO_CLEAROBJ; } -static int vcarry(verb_t verb, obj_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. */ -{ - if (obj == INTRANSITIVE) { - /* Carry, no object given yet. OK if only one object present. */ - if (game.atloc[game.loc] == NO_OBJECT || - game.link[game.atloc[game.loc]] != 0 || - atdwrf(game.loc) > 0) - return GO_UNKNOWN; - obj = game.atloc[game.loc]; - } - - if (TOTING(obj)) { - speak(actions[verb].message); - return GO_CLEAROBJ; - } - - if (obj == MESSAG) { - rspeak(REMOVE_MESSAGE); - DESTROY(MESSAG); - return GO_CLEAROBJ; - } - - if (game.fixed[obj] != IS_FREE) { - 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); - break; - case CAVITY: - rspeak(DOUGHNUT_HOLES); - break; - case BLOOD: - rspeak(FEW_DROPS); - break; - case SIGN: - rspeak(HAND_PASSTHROUGH); - break; - default: - rspeak(YOU_JOKING); - } - return GO_CLEAROBJ; - } - - if (obj == WATER || - obj == OIL) { - if (!HERE(BOTTLE) || - LIQUID() != obj) { - if (!TOTING(BOTTLE)) { - rspeak(NO_CONTAINER); - return GO_CLEAROBJ; - } - if (game.prop[BOTTLE] == EMPTY_BOTTLE) { - return (fill(verb, BOTTLE)); - } else - rspeak(BOTTLE_FULL); - return GO_CLEAROBJ; - } - obj = BOTTLE; - } - - if (game.holdng >= INVLIMIT) { - rspeak(CARRY_LIMIT); - return GO_CLEAROBJ; - - } - - if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) { - if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) { - DESTROY(BIRD); - rspeak(BIRD_CRAP); - return GO_CLEAROBJ; - } - if (!TOTING(CAGE)) { - rspeak(CANNOT_CARRY); - return GO_CLEAROBJ; - } - if (TOTING(ROD)) { - rspeak(BIRD_EVADES); - return GO_CLEAROBJ; - } - game.prop[BIRD] = BIRD_CAGED; - } - if ((obj == BIRD || - obj == CAGE) && - (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; - } - rspeak(OK_MAN); - return GO_CLEAROBJ; +static phase_codes_t vcarry(verb_t verb, obj_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. */ + if (obj == INTRANSITIVE) { + /* Carry, no object given yet. OK if only one object present. + */ + if (game.locs[game.loc].atloc == NO_OBJECT || + game.link[game.locs[game.loc].atloc] != 0 || + atdwrf(game.loc) > 0) { + return GO_UNKNOWN; + } + obj = game.locs[game.loc].atloc; + } + + if (TOTING(obj)) { + speak(actions[verb].message); + return GO_CLEAROBJ; + } + + if (obj == MESSAG) { + rspeak(REMOVE_MESSAGE); + DESTROY(MESSAG); + return GO_CLEAROBJ; + } + + if (game.objects[obj].fixed != IS_FREE) { + switch (obj) { + case PLANT: + /* Next guard tests whether plant is tiny or stashed */ + rspeak(game.objects[PLANT].prop <= PLANT_THIRSTY + ? DEEP_ROOTS + : YOU_JOKING); + break; + case BEAR: + rspeak(game.objects[BEAR].prop == SITTING_BEAR + ? BEAR_CHAINED + : YOU_JOKING); + break; + case CHAIN: + rspeak(game.objects[BEAR].prop != UNTAMED_BEAR + ? STILL_LOCKED + : YOU_JOKING); + break; + case RUG: + rspeak(game.objects[RUG].prop == RUG_HOVER + ? RUG_HOVERS + : YOU_JOKING); + break; + case URN: + rspeak(URN_NOBUDGE); + break; + case CAVITY: + rspeak(DOUGHNUT_HOLES); + break; + case BLOOD: + rspeak(FEW_DROPS); + break; + case SIGN: + rspeak(HAND_PASSTHROUGH); + break; + default: + rspeak(YOU_JOKING); + } + return GO_CLEAROBJ; + } + + if (obj == WATER || obj == OIL) { + if (!HERE(BOTTLE) || LIQUID() != obj) { + if (!TOTING(BOTTLE)) { + rspeak(NO_CONTAINER); + return GO_CLEAROBJ; + } + if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) { + return (fill(verb, BOTTLE)); + } else { + rspeak(BOTTLE_FULL); + } + return GO_CLEAROBJ; + } + obj = BOTTLE; + } + + if (game.holdng >= INVLIMIT) { + rspeak(CARRY_LIMIT); + return GO_CLEAROBJ; + } + + if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED && + !PROP_IS_STASHED(BIRD)) { + if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) { + DESTROY(BIRD); + rspeak(BIRD_CRAP); + return GO_CLEAROBJ; + } + if (!TOTING(CAGE)) { + rspeak(CANNOT_CARRY); + return GO_CLEAROBJ; + } + if (TOTING(ROD)) { + rspeak(BIRD_EVADES); + return GO_CLEAROBJ; + } + game.objects[BIRD].prop = BIRD_CAGED; + } + if ((obj == BIRD || obj == CAGE) && + (game.objects[BIRD].prop == BIRD_CAGED || + PROP_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.objects[LIQUID()].place = CARRIED; + } + + if (GSTONE(obj) && !PROP_IS_FOUND(obj)) { + PROP_SET_FOUND(obj); + game.objects[CAVITY].prop = CAVITY_EMPTY; + } + rspeak(OK_MAN); + return GO_CLEAROBJ; } -static int chain(verb_t verb) -/* Do something to the bear's chain */ -{ - if (verb != LOCK) { - if (game.prop[BEAR] == UNTAMED_BEAR) { - rspeak(BEAR_BLOCKS); - return GO_CLEAROBJ; - } - if (game.prop[CHAIN] == CHAIN_HEAP) { - rspeak(ALREADY_UNLOCKED); - return GO_CLEAROBJ; - } - game.prop[CHAIN] = CHAIN_HEAP; - game.fixed[CHAIN] = IS_FREE; - if (game.prop[BEAR] != BEAR_DEAD) - game.prop[BEAR] = CONTENTED_BEAR; - - switch (game.prop[BEAR]) { - // LCOV_EXCL_START - case BEAR_DEAD: - /* 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; - } - rspeak(CHAIN_UNLOCKED); - return GO_CLEAROBJ; - } - - if (game.prop[CHAIN] != CHAIN_HEAP) { - rspeak(ALREADY_LOCKED); - return GO_CLEAROBJ; - } - if (game.loc != objects[CHAIN].plac) { - rspeak(NO_LOCKSITE); - return GO_CLEAROBJ; - } - - game.prop[CHAIN] = CHAIN_FIXED; - - if (TOTING(CHAIN)) - drop(CHAIN, game.loc); - game.fixed[CHAIN] = IS_FIXED; - - rspeak(CHAIN_LOCKED); - return GO_CLEAROBJ; +static int chain(verb_t verb) { + /* Do something to the bear's chain */ + if (verb != LOCK) { + if (game.objects[BEAR].prop == UNTAMED_BEAR) { + rspeak(BEAR_BLOCKS); + return GO_CLEAROBJ; + } + if (game.objects[CHAIN].prop == CHAIN_HEAP) { + rspeak(ALREADY_UNLOCKED); + return GO_CLEAROBJ; + } + game.objects[CHAIN].prop = CHAIN_HEAP; + game.objects[CHAIN].fixed = IS_FREE; + if (game.objects[BEAR].prop != BEAR_DEAD) { + game.objects[BEAR].prop = CONTENTED_BEAR; + } + + switch (game.objects[BEAR].prop) { + // LCOV_EXCL_START + case BEAR_DEAD: + /* 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.objects[BEAR].fixed = IS_FIXED; + break; + // LCOV_EXCL_STOP + default: + game.objects[BEAR].fixed = IS_FREE; + } + rspeak(CHAIN_UNLOCKED); + return GO_CLEAROBJ; + } + + if (game.objects[CHAIN].prop != CHAIN_HEAP) { + rspeak(ALREADY_LOCKED); + return GO_CLEAROBJ; + } + if (game.loc != objects[CHAIN].plac) { + rspeak(NO_LOCKSITE); + return GO_CLEAROBJ; + } + + game.objects[CHAIN].prop = CHAIN_FIXED; + + if (TOTING(CHAIN)) { + drop(CHAIN, game.loc); + } + game.objects[CHAIN].fixed = IS_FIXED; + + rspeak(CHAIN_LOCKED); + return GO_CLEAROBJ; } -static int discard(verb_t verb, obj_t obj) -/* Discard object. "Throw" also comes here for most objects. Special cases for - * bird (might attack snake or dragon) and cage (might contain bird) and vase. - * Drop coins at vending machine for extra batteries. */ -{ - if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) { - obj = ROD2; - } - - if (!TOTING(obj)) { - speak(actions[verb].message); - return GO_CLEAROBJ; - } - - 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))) { - if (obj == RUBY) - rspeak(RUG_SETTLES); - else if (TOTING(RUG)) - rspeak(RUG_WIGGLES); - else - 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) - k = objects[SAPPH].plac; - move(RUG + NOBJECTS, k); - } - } - 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; - } - - 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); - drop(obj, game.loc); - return GO_CLEAROBJ; - } - - 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); - } - - 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; - } - - rspeak(OK_MAN); - drop(obj, game.loc); - return GO_CLEAROBJ; +static phase_codes_t discard(verb_t verb, obj_t obj) { + /* Discard object. "Throw" also comes here for most objects. Special + * cases for bird (might attack snake or dragon) and cage (might contain + * bird) and vase. Drop coins at vending machine for extra batteries. */ + if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) { + obj = ROD2; + } + + if (!TOTING(obj)) { + speak(actions[verb].message); + return GO_CLEAROBJ; + } + + if (GSTONE(obj) && AT(CAVITY) && + game.objects[CAVITY].prop != CAVITY_FULL) { + rspeak(GEM_FITS); + game.objects[obj].prop = STATE_IN_CAVITY; + game.objects[CAVITY].prop = CAVITY_FULL; + if (HERE(RUG) && + ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) || + (obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) { + if (obj == RUBY) { + rspeak(RUG_SETTLES); + } else if (TOTING(RUG)) { + rspeak(RUG_WIGGLES); + } else { + rspeak(RUG_RISES); + } + if (!TOTING(RUG) || obj == RUBY) { + int k = (game.objects[RUG].prop == RUG_HOVER) + ? RUG_FLOOR + : RUG_HOVER; + game.objects[RUG].prop = k; + if (k == RUG_HOVER) { + k = objects[SAPPH].plac; + } + move(RUG + NOBJECTS, k); + } + } + drop(obj, game.loc); + return GO_CLEAROBJ; + } + + if (obj == COINS && HERE(VEND)) { + DESTROY(COINS); + drop(BATTERY, game.loc); + pspeak(BATTERY, look, true, FRESH_BATTERIES); + return GO_CLEAROBJ; + } + + if (LIQUID() == obj) { + obj = BOTTLE; + } + if (obj == BOTTLE && LIQUID() != NO_OBJECT) { + game.objects[LIQUID()].place = 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); + drop(obj, game.loc); + return GO_CLEAROBJ; + } + + if (obj == VASE) { + if (game.loc != objects[PILLOW].plac) { + state_change(VASE, + AT(PILLOW) ? VASE_WHOLE : VASE_DROPPED); + if (game.objects[VASE].prop != VASE_WHOLE) { + game.objects[VASE].fixed = IS_FIXED; + } + drop(obj, game.loc); + return GO_CLEAROBJ; + } + } + + if (obj == CAGE && game.objects[BIRD].prop == BIRD_CAGED) { + drop(BIRD, game.loc); + } + + if (obj == BIRD) { + if (AT(DRAGON) && game.objects[DRAGON].prop == 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.objects[SNAKE].prop = SNAKE_CHASED; + } else { + rspeak(OK_MAN); + } + + game.objects[BIRD].prop = + FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED; + drop(obj, game.loc); + return GO_CLEAROBJ; + } + + rspeak(OK_MAN); + drop(obj, game.loc); + return GO_CLEAROBJ; } -static int drink(verb_t verb, obj_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. */ -{ - if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER && - (LIQUID() != WATER || !HERE(BOTTLE))) { - return GO_UNKNOWN; - } - - if (obj == BLOOD) { - DESTROY(BLOOD); - state_change(DRAGON, DRAGON_BLOODLESS); - game.blooded = true; - return GO_CLEAROBJ; - } - - if (obj != INTRANSITIVE && obj != WATER) { - rspeak(RIDICULOUS_ATTEMPT); - return GO_CLEAROBJ; - } - if (LIQUID() == WATER && HERE(BOTTLE)) { - game.place[WATER] = LOC_NOWHERE; - state_change(BOTTLE, EMPTY_BOTTLE); - return GO_CLEAROBJ; - } - - speak(actions[verb].message); - return GO_CLEAROBJ; +static phase_codes_t drink(verb_t verb, obj_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. */ + if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER && + (LIQUID() != WATER || !HERE(BOTTLE))) { + return GO_UNKNOWN; + } + + if (obj == BLOOD) { + DESTROY(BLOOD); + state_change(DRAGON, DRAGON_BLOODLESS); + game.blooded = true; + return GO_CLEAROBJ; + } + + if (obj != INTRANSITIVE && obj != WATER) { + rspeak(RIDICULOUS_ATTEMPT); + return GO_CLEAROBJ; + } + if (LIQUID() == WATER && HERE(BOTTLE)) { + game.objects[WATER].place = LOC_NOWHERE; + state_change(BOTTLE, EMPTY_BOTTLE); + return GO_CLEAROBJ; + } + + speak(actions[verb].message); + return GO_CLEAROBJ; } -static int eat(verb_t verb, obj_t obj) -/* Eat. Intransitive: assume food if present, else ask what. Transitive: food - * ok, some things lose appetite, rest are ridiculous. */ -{ - switch (obj) { - case INTRANSITIVE: - if (!HERE(FOOD)) - return GO_UNKNOWN; - /* FALLTHRU */ - case FOOD: - DESTROY(FOOD); - rspeak(THANKS_DELICIOUS); - break; - case BIRD: - case SNAKE: - case CLAM: - case OYSTER: - case DWARF: - case DRAGON: - case TROLL: - case BEAR: - case OGRE: - rspeak(LOST_APPETITE); - break; - default: - speak(actions[verb].message); - } - return GO_CLEAROBJ; +static phase_codes_t eat(verb_t verb, obj_t obj) { + /* Eat. Intransitive: assume food if present, else ask what. + * Transitive: food ok, some things lose appetite, rest are ridiculous. + */ + switch (obj) { + case INTRANSITIVE: + if (!HERE(FOOD)) { + return GO_UNKNOWN; + } + /* FALLTHRU */ + case FOOD: + DESTROY(FOOD); + rspeak(THANKS_DELICIOUS); + break; + case BIRD: + case SNAKE: + case CLAM: + case OYSTER: + case DWARF: + case DRAGON: + case TROLL: + case BEAR: + case OGRE: + rspeak(LOST_APPETITE); + break; + default: + speak(actions[verb].message); + } + return GO_CLEAROBJ; } -static int extinguish(verb_t verb, obj_t obj) -/* Extinguish. Lamp, urn, dragon/volcano (nice try). */ -{ - if (obj == INTRANSITIVE) { - if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) - obj = LAMP; - if (HERE(URN) && game.prop[URN] == URN_LIT) - obj = URN; - if (obj == INTRANSITIVE) - return GO_UNKNOWN; - } - - switch (obj) { - case URN: - if (game.prop[URN] != URN_EMPTY) { - state_change(URN, URN_DARK); - } else { - pspeak(URN, change, URN_DARK, true); - } - break; - case LAMP: - state_change(LAMP, LAMP_DARK); - rspeak(DARK(game.loc) ? - PITCH_DARK : - NO_MESSAGE); - break; - case DRAGON: - case VOLCANO: - rspeak(BEYOND_POWER); - break; - default: - speak(actions[verb].message); - } - return GO_CLEAROBJ; +static phase_codes_t extinguish(verb_t verb, obj_t obj) { + /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ + if (obj == INTRANSITIVE) { + if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) { + obj = LAMP; + } + if (HERE(URN) && game.objects[URN].prop == URN_LIT) { + obj = URN; + } + if (obj == INTRANSITIVE) { + return GO_UNKNOWN; + } + } + + switch (obj) { + case URN: + if (game.objects[URN].prop != URN_EMPTY) { + state_change(URN, URN_DARK); + } else { + pspeak(URN, change, true, URN_DARK); + } + break; + case LAMP: + state_change(LAMP, LAMP_DARK); + rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE); + break; + case DRAGON: + case VOLCANO: + rspeak(BEYOND_POWER); + break; + default: + speak(actions[verb].message); + } + return GO_CLEAROBJ; } -static int feed(verb_t verb, obj_t obj) -/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him - * mad. Bear, special. */ -{ - switch (obj) { - case BIRD: - rspeak(BIRD_PINING); - break; - case DRAGON: - if (game.prop[DRAGON] != DRAGON_BARS) - rspeak(RIDICULOUS_ATTEMPT); - else - rspeak(NOTHING_EDIBLE); - break; - case SNAKE: - if (!game.closed && HERE(BIRD)) { - DESTROY(BIRD); - rspeak(BIRD_DEVOURED); - } else - rspeak(NOTHING_EDIBLE); - break; - case TROLL: - rspeak(TROLL_VICES); - break; - case DWARF: - if (HERE(FOOD)) { - game.dflag += 2; - rspeak(REALLY_MAD); - } else - speak(actions[verb].message); - break; - case BEAR: - if (game.prop[BEAR] == BEAR_DEAD) { - rspeak(RIDICULOUS_ATTEMPT); - break; - } - if (game.prop[BEAR] == UNTAMED_BEAR) { - if (HERE(FOOD)) { - DESTROY(FOOD); - game.fixed[AXE] = IS_FREE; - game.prop[AXE] = AXE_HERE; - state_change(BEAR, SITTING_BEAR); - } else - rspeak(NOTHING_EDIBLE); - break; - } - speak(actions[verb].message); - break; - case OGRE: - if (HERE(FOOD)) - rspeak(OGRE_FULL); - else - speak(actions[verb].message); - break; - default: - rspeak(AM_GAME); - } - return GO_CLEAROBJ; +static phase_codes_t feed(verb_t verb, obj_t obj) { + /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, + * make him mad. Bear, special. */ + switch (obj) { + case BIRD: + rspeak(BIRD_PINING); + break; + case DRAGON: + if (game.objects[DRAGON].prop != DRAGON_BARS) { + rspeak(RIDICULOUS_ATTEMPT); + } else { + rspeak(NOTHING_EDIBLE); + } + break; + case SNAKE: + if (!game.closed && HERE(BIRD)) { + DESTROY(BIRD); + rspeak(BIRD_DEVOURED); + } else { + rspeak(NOTHING_EDIBLE); + } + break; + case TROLL: + rspeak(TROLL_VICES); + break; + case DWARF: + if (HERE(FOOD)) { + game.dflag += 2; + rspeak(REALLY_MAD); + } else { + speak(actions[verb].message); + } + break; + case BEAR: + if (game.objects[BEAR].prop == BEAR_DEAD) { + rspeak(RIDICULOUS_ATTEMPT); + break; + } + if (game.objects[BEAR].prop == UNTAMED_BEAR) { + if (HERE(FOOD)) { + DESTROY(FOOD); + game.objects[AXE].fixed = IS_FREE; + game.objects[AXE].prop = AXE_HERE; + state_change(BEAR, SITTING_BEAR); + } else { + rspeak(NOTHING_EDIBLE); + } + break; + } + speak(actions[verb].message); + break; + case OGRE: + if (HERE(FOOD)) { + rspeak(OGRE_FULL); + } else { + speak(actions[verb].message); + } + break; + default: + rspeak(AM_GAME); + } + return GO_CLEAROBJ; } -int fill(verb_t verb, obj_t obj) -/* Fill. Bottle or urn must be empty, and liquid available. (Vase - * is nasty.) */ -{ - if (obj == VASE) { - if (LIQLOC(game.loc) == NO_OBJECT) { - rspeak(FILL_INVALID); - return GO_CLEAROBJ; - } - if (!TOTING(VASE)) { - rspeak(ARENT_CARRYING); - return GO_CLEAROBJ; - } - rspeak(SHATTER_VASE); - game.prop[VASE] = VASE_BROKEN; - game.fixed[VASE] = IS_FIXED; - drop(VASE, game.loc); - return GO_CLEAROBJ; - } - - if (obj == URN) { - if (game.prop[URN] != URN_EMPTY) { - rspeak(FULL_URN); - return GO_CLEAROBJ; - } - if (!HERE(BOTTLE)) { - rspeak(FILL_INVALID); - return GO_CLEAROBJ; - } - int k = LIQUID(); - switch (k) { - case WATER: - game.prop[BOTTLE] = EMPTY_BOTTLE; - rspeak(WATER_URN); - break; - case OIL: - game.prop[URN] = URN_DARK; - game.prop[BOTTLE] = EMPTY_BOTTLE; - rspeak(OIL_URN); - break; - case NO_OBJECT: - default: - rspeak(FILL_INVALID); - return GO_CLEAROBJ; - } - game.place[k] = LOC_NOWHERE; - return GO_CLEAROBJ; - } - if (obj != INTRANSITIVE && obj != BOTTLE) { - speak(actions[verb].message); - return GO_CLEAROBJ; - } - if (obj == INTRANSITIVE && !HERE(BOTTLE)) - return GO_UNKNOWN; - - if (HERE(URN) && game.prop[URN] != URN_EMPTY) { - rspeak(URN_NOPOUR); - return GO_CLEAROBJ; - } - if (LIQUID() != NO_OBJECT) { - rspeak(BOTTLE_FULL); - return GO_CLEAROBJ; - } - if (LIQLOC(game.loc) == NO_OBJECT) { - rspeak(NO_LIQUID); - return GO_CLEAROBJ; - } - - state_change(BOTTLE, (LIQLOC(game.loc) == OIL) - ? OIL_BOTTLE - : WATER_BOTTLE); - if (TOTING(BOTTLE)) - game.place[LIQUID()] = CARRIED; - return GO_CLEAROBJ; +phase_codes_t fill(verb_t verb, obj_t obj) { + /* Fill. Bottle or urn must be empty, and liquid available. (Vase + * is nasty.) */ + if (obj == VASE) { + if (LIQLOC(game.loc) == NO_OBJECT) { + rspeak(FILL_INVALID); + return GO_CLEAROBJ; + } + if (!TOTING(VASE)) { + rspeak(ARENT_CARRYING); + return GO_CLEAROBJ; + } + rspeak(SHATTER_VASE); + game.objects[VASE].prop = VASE_BROKEN; + game.objects[VASE].fixed = IS_FIXED; + drop(VASE, game.loc); + return GO_CLEAROBJ; + } + + if (obj == URN) { + if (game.objects[URN].prop != URN_EMPTY) { + rspeak(FULL_URN); + return GO_CLEAROBJ; + } + if (!HERE(BOTTLE)) { + rspeak(FILL_INVALID); + return GO_CLEAROBJ; + } + int k = LIQUID(); + switch (k) { + case WATER: + game.objects[BOTTLE].prop = EMPTY_BOTTLE; + rspeak(WATER_URN); + break; + case OIL: + game.objects[URN].prop = URN_DARK; + game.objects[BOTTLE].prop = EMPTY_BOTTLE; + rspeak(OIL_URN); + break; + case NO_OBJECT: + default: + rspeak(FILL_INVALID); + return GO_CLEAROBJ; + } + game.objects[k].place = LOC_NOWHERE; + return GO_CLEAROBJ; + } + if (obj != INTRANSITIVE && obj != BOTTLE) { + speak(actions[verb].message); + return GO_CLEAROBJ; + } + if (obj == INTRANSITIVE && !HERE(BOTTLE)) { + return GO_UNKNOWN; + } + + if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) { + rspeak(URN_NOPOUR); + return GO_CLEAROBJ; + } + if (LIQUID() != NO_OBJECT) { + rspeak(BOTTLE_FULL); + return GO_CLEAROBJ; + } + if (LIQLOC(game.loc) == NO_OBJECT) { + rspeak(NO_LIQUID); + return GO_CLEAROBJ; + } + + state_change(BOTTLE, + (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE); + if (TOTING(BOTTLE)) { + game.objects[LIQUID()].place = CARRIED; + } + return GO_CLEAROBJ; } -static int find(verb_t verb, obj_t obj) -/* Find. Might be carrying it, or it might be here. Else give caveat. */ -{ - 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)) { - rspeak(YOU_HAVEIT); - return GO_CLEAROBJ; - } - - - speak(actions[verb].message); - return GO_CLEAROBJ; +static phase_codes_t find(verb_t verb, obj_t obj) { + /* Find. Might be carrying it, or it might be here. Else give caveat. + */ + 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)) { + rspeak(YOU_HAVEIT); + return GO_CLEAROBJ; + } + + speak(actions[verb].message); + return GO_CLEAROBJ; } -static int fly(verb_t verb, obj_t obj) -/* Fly. Snide remarks unless hovering rug is here. */ -{ - if (obj == INTRANSITIVE) { - 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) { - speak(actions[verb].message); - return GO_CLEAROBJ; - } - if (game.prop[RUG] != RUG_HOVER) { - rspeak(RUG_NOTHING1); - return GO_CLEAROBJ; - } - game.oldlc2 = game.oldloc; - game.oldloc = game.loc; - - if (game.prop[SAPPH] == STATE_NOTFOUND) { - game.newloc = game.place[SAPPH]; - rspeak(RUG_GOES); - } else { - game.newloc = LOC_CLIFF; - rspeak(RUG_RETURNS); - } - return GO_TERMINATE; +static phase_codes_t fly(verb_t verb, obj_t obj) { + /* Fly. Snide remarks unless hovering rug is here. */ + if (obj == INTRANSITIVE) { + if (!HERE(RUG)) { + rspeak(FLAP_ARMS); + return GO_CLEAROBJ; + } + if (game.objects[RUG].prop != RUG_HOVER) { + rspeak(RUG_NOTHING2); + return GO_CLEAROBJ; + } + obj = RUG; + } + + if (obj != RUG) { + speak(actions[verb].message); + return GO_CLEAROBJ; + } + if (game.objects[RUG].prop != RUG_HOVER) { + rspeak(RUG_NOTHING1); + return GO_CLEAROBJ; + } + + if (game.loc == LOC_CLIFF) { + game.oldlc2 = game.oldloc; + game.oldloc = game.loc; + game.newloc = LOC_LEDGE; + rspeak(RUG_GOES); + } else if (game.loc == LOC_LEDGE) { + game.oldlc2 = game.oldloc; + game.oldloc = game.loc; + game.newloc = LOC_CLIFF; + rspeak(RUG_RETURNS); + } else { + // LCOV_EXCL_START + /* should never happen */ + rspeak(NOTHING_HAPPENS); + // LCOV_EXCL_STOP + } + return GO_TERMINATE; } -static int inven(void) -/* Inventory. If object, treat same as find. Else report on current burden. */ -{ - bool empty = true; - for (obj_t i = 1; i <= NOBJECTS; i++) { - if (i == BEAR || - !TOTING(i)) - continue; - if (empty) { - rspeak(NOW_HOLDING); - empty = false; - } - pspeak(i, touch, -1, false); - } - if (TOTING(BEAR)) - rspeak(TAME_BEAR); - if (empty) - rspeak(NO_CARRY); - return GO_CLEAROBJ; +static phase_codes_t inven(void) { + /* Inventory. If object, treat same as find. Else report on current + * burden. */ + bool empty = true; + for (obj_t i = 1; i <= NOBJECTS; i++) { + if (i == BEAR || !TOTING(i)) { + continue; + } + if (empty) { + rspeak(NOW_HOLDING); + empty = false; + } + pspeak(i, touch, false, -1); + } + if (TOTING(BEAR)) { + rspeak(TAME_BEAR); + } + if (empty) { + rspeak(NO_CARRY); + } + return GO_CLEAROBJ; } -static int light(verb_t verb, obj_t obj) -/* Light. Applicable only to lamp and urn. */ -{ - if (obj == INTRANSITIVE) { - int selects = 0; - if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) { - obj = LAMP; - selects++; - } - if (HERE(URN) && game.prop[URN] == URN_DARK) { - obj = URN; - selects++; - } - if (selects != 1) - return GO_UNKNOWN; - } - - switch (obj) { - case URN: - state_change(URN, game.prop[URN] == URN_EMPTY ? - URN_EMPTY : - URN_LIT); - break; - case LAMP: - if (game.limit < 0) { - rspeak(LAMP_OUT); - break; - } - state_change(LAMP, LAMP_BRIGHT); - if (game.wzdark) - return GO_TOP; - break; - default: - speak(actions[verb].message); - } - return GO_CLEAROBJ; +static phase_codes_t light(verb_t verb, obj_t obj) { + /* Light. Applicable only to lamp and urn. */ + if (obj == INTRANSITIVE) { + int selects = 0; + if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK && + game.limit >= 0) { + obj = LAMP; + selects++; + } + if (HERE(URN) && game.objects[URN].prop == URN_DARK) { + obj = URN; + selects++; + } + if (selects != 1) { + return GO_UNKNOWN; + } + } + + switch (obj) { + case URN: + state_change(URN, game.objects[URN].prop == URN_EMPTY + ? URN_EMPTY + : URN_LIT); + break; + case LAMP: + if (game.limit < 0) { + rspeak(LAMP_OUT); + break; + } + state_change(LAMP, LAMP_BRIGHT); + if (game.wzdark) { + return GO_TOP; + } + break; + default: + speak(actions[verb].message); + } + return GO_CLEAROBJ; } -static int listen(void) -/* Listen. Intransitive only. Print stuff based on object sound proprties. */ -{ - vocab_t sound = locations[game.loc].sound; - if (sound != SILENT) { - rspeak(sound); - if (!locations[game.loc].loud) - rspeak(NO_MESSAGE); - return GO_CLEAROBJ; - } - for (obj_t i = 1; i <= NOBJECTS; i++) { - if (!HERE(i) || - objects[i].sounds[0] == NULL || - game.prop[i] < 0) - continue; - int mi = game.prop[i]; - /* (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; - pspeak(i, hear, mi, true, game.zzword); - rspeak(NO_MESSAGE); - if (i == BIRD && mi == BIRD_ENDSTATE) - DESTROY(BIRD); - return GO_CLEAROBJ; - } - rspeak(ALL_SILENT); - return GO_CLEAROBJ; +static phase_codes_t listen(void) { + /* Listen. Intransitive only. Print stuff based on object sound + * properties. */ + bool soundlatch = false; + vocab_t sound = locations[game.loc].sound; + if (sound != SILENT) { + rspeak(sound); + if (!locations[game.loc].loud) { + rspeak(NO_MESSAGE); + } + soundlatch = true; + } + for (obj_t i = 1; i <= NOBJECTS; i++) { + if (!HERE(i) || objects[i].sounds[0] == NULL || + PROP_IS_STASHED_OR_UNSEEN(i)) { + continue; + } + int mi = game.objects[i].prop; + /* (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; + } + pspeak(i, hear, true, mi, game.zzword); + rspeak(NO_MESSAGE); + if (i == BIRD && mi == BIRD_ENDSTATE) { + DESTROY(BIRD); + } + soundlatch = true; + } + if (!soundlatch) { + rspeak(ALL_SILENT); + } + return GO_CLEAROBJ; } -static int lock(verb_t verb, obj_t obj) -/* Lock, unlock, no object given. Assume various things if present. */ -{ - if (obj == INTRANSITIVE) { - if (HERE(CLAM)) - obj = CLAM; - if (HERE(OYSTER)) - obj = OYSTER; - if (AT(DOOR)) - obj = DOOR; - if (AT(GRATE)) - obj = GRATE; - if (HERE(CHAIN)) - obj = CHAIN; - if (obj == INTRANSITIVE) { - rspeak(NOTHING_LOCKED); - return GO_CLEAROBJ; - } - } - - /* Lock, unlock object. Special stuff for opening clam/oyster - * and for chain. */ - - switch (obj) { - case CHAIN: - if (HERE(KEYS)) { - return chain(verb); - } else - rspeak(NO_KEYS); - break; - case GRATE: - if (HERE(KEYS)) { - if (game.closng) { - rspeak(EXIT_CLOSED); - if (!game.panic) - game.clock2 = PANICTIME; - game.panic = true; - } else { - state_change(GRATE, (verb == LOCK) ? - GRATE_CLOSED : - GRATE_OPEN); - } - } else - rspeak(NO_KEYS); - break; - case CLAM: - if (verb == LOCK) - rspeak(HUH_MAN); - else if (!TOTING(TRIDENT)) - rspeak(CLAM_OPENER); - else { - DESTROY(CLAM); - drop(OYSTER, game.loc); - drop(PEARL, LOC_CULDESAC); - rspeak(PEARL_FALLS); - } - break; - case OYSTER: - if (verb == LOCK) - rspeak(HUH_MAN); - 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); - break; - case CAGE: - rspeak( NO_LOCK); - break; - case KEYS: - rspeak(CANNOT_UNLOCK); - break; - default: - speak(actions[verb].message); - } - - return GO_CLEAROBJ; +static phase_codes_t lock(verb_t verb, obj_t obj) { + /* Lock, unlock, no object given. Assume various things if present. */ + if (obj == INTRANSITIVE) { + if (HERE(CLAM)) { + obj = CLAM; + } + if (HERE(OYSTER)) { + obj = OYSTER; + } + if (AT(DOOR)) { + obj = DOOR; + } + if (AT(GRATE)) { + obj = GRATE; + } + if (HERE(CHAIN)) { + obj = CHAIN; + } + if (obj == INTRANSITIVE) { + rspeak(NOTHING_LOCKED); + return GO_CLEAROBJ; + } + } + + /* Lock, unlock object. Special stuff for opening clam/oyster + * and for chain. */ + + switch (obj) { + case CHAIN: + if (HERE(KEYS)) { + return chain(verb); + } else { + rspeak(NO_KEYS); + } + break; + case GRATE: + if (HERE(KEYS)) { + if (game.closng) { + rspeak(EXIT_CLOSED); + if (!game.panic) { + game.clock2 = PANICTIME; + } + game.panic = true; + } else { + state_change(GRATE, (verb == LOCK) + ? GRATE_CLOSED + : GRATE_OPEN); + } + } else { + rspeak(NO_KEYS); + } + break; + case CLAM: + if (verb == LOCK) { + rspeak(HUH_MAN); + } else if (TOTING(CLAM)) { + rspeak(DROP_CLAM); + } else if (!TOTING(TRIDENT)) { + rspeak(CLAM_OPENER); + } else { + DESTROY(CLAM); + drop(OYSTER, game.loc); + drop(PEARL, LOC_CULDESAC); + rspeak(PEARL_FALLS); + } + break; + case OYSTER: + if (verb == LOCK) { + rspeak(HUH_MAN); + } else if (TOTING(OYSTER)) { + rspeak(DROP_OYSTER); + } else if (!TOTING(TRIDENT)) { + rspeak(OYSTER_OPENER); + } else { + rspeak(OYSTER_OPENS); + } + break; + case DOOR: + rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN + : RUSTY_DOOR); + break; + case CAGE: + rspeak(NO_LOCK); + break; + case KEYS: + rspeak(CANNOT_UNLOCK); + break; + default: + speak(actions[verb].message); + } + + return GO_CLEAROBJ; } -static int pour(verb_t verb, obj_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. */ -{ - if (obj == BOTTLE || - obj == INTRANSITIVE) - obj = LIQUID(); - if (obj == NO_OBJECT) - return GO_UNKNOWN; - if (!TOTING(obj)) { - speak(actions[verb].message); - return GO_CLEAROBJ; - } - - if (obj != OIL && obj != WATER) { - rspeak(CANT_POUR); - 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; - if (!(AT(PLANT) || - AT(DOOR))) { - rspeak(GROUND_WET); - return GO_CLEAROBJ; - } - if (!AT(DOOR)) { - 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; - } - } else { - state_change(DOOR, (obj == OIL) ? - DOOR_UNRUSTED : - DOOR_RUSTED); - return GO_CLEAROBJ; - } +static phase_codes_t pour(verb_t verb, obj_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. */ + if (obj == BOTTLE || obj == INTRANSITIVE) { + obj = LIQUID(); + } + if (obj == NO_OBJECT) { + return GO_UNKNOWN; + } + if (!TOTING(obj)) { + speak(actions[verb].message); + return GO_CLEAROBJ; + } + + if (obj != OIL && obj != WATER) { + rspeak(CANT_POUR); + return GO_CLEAROBJ; + } + if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) { + return fill(verb, URN); + } + game.objects[BOTTLE].prop = EMPTY_BOTTLE; + game.objects[obj].place = LOC_NOWHERE; + if (!(AT(PLANT) || AT(DOOR))) { + rspeak(GROUND_WET); + return GO_CLEAROBJ; + } + if (!AT(DOOR)) { + if (obj == WATER) { + /* cycle through the three plant states */ + state_change(PLANT, + MOD(game.objects[PLANT].prop + 1, 3)); + game.objects[PLANT2].prop = game.objects[PLANT].prop; + return GO_MOVE; + } else { + rspeak(SHAKING_LEAVES); + return GO_CLEAROBJ; + } + } else { + state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED); + return GO_CLEAROBJ; + } } -static int quit(void) -/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ -{ - if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) - terminate(quitgame); - return GO_CLEAROBJ; +static phase_codes_t quit(void) { + /* Quit. Intransitive only. Verify intent and exit if that's what he + * wants. */ + if (yes_or_no(arbitrary_messages[REALLY_QUIT], + arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) { + terminate(quitgame); + } + return GO_CLEAROBJ; } -static int read(command_t command) +static phase_codes_t read(command_t command) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { - if (command.obj == INTRANSITIVE) { - command.obj = NO_OBJECT; - 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 == NO_OBJECT || - DARK(game.loc)) - return GO_UNKNOWN; - } - - if (DARK(game.loc)) { - sspeak(NO_SEE, command.word[0].raw); - } 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] == STATE_NOTFOUND) { - speak(actions[command.verb].message); - } else - pspeak(command.obj, study, game.prop[command.obj], true); - return GO_CLEAROBJ; + if (command.obj == INTRANSITIVE) { + command.obj = NO_OBJECT; + for (int i = 1; i <= NOBJECTS; i++) { + if (HERE(i) && objects[i].texts[0] != NULL && + !PROP_IS_STASHED(i)) { + command.obj = command.obj * NOBJECTS + i; + } + } + if (command.obj > NOBJECTS || command.obj == NO_OBJECT || + DARK(game.loc)) { + return GO_UNKNOWN; + } + } + + if (DARK(game.loc)) { + sspeak(NO_SEE, command.word[0].raw); + } else if (command.obj == OYSTER) { + if (!TOTING(OYSTER) || !game.closed) { + rspeak(DONT_UNDERSTAND); + } else if (!game.clshnt) { + game.clshnt = yes_or_no(arbitrary_messages[CLUE_QUERY], + arbitrary_messages[WAYOUT_CLUE], + arbitrary_messages[OK_MAN]); + } else { + pspeak(OYSTER, hear, true, + 1); // Not really a sound, but oh well. + } + } else if (objects[command.obj].texts[0] == NULL || + PROP_IS_NOTFOUND(command.obj)) { + speak(actions[command.verb].message); + } else { + pspeak(command.obj, study, true, + game.objects[command.obj].prop); + } + return GO_CLEAROBJ; } -static int reservoir(void) -/* Z'ZZZ (word gets recomputed at startup; different each game). */ -{ - if (!AT(RESER) && game.loc != LOC_RESBOTTOM) { - rspeak(NOTHING_HAPPENS); - return GO_CLEAROBJ; - } else { - state_change(RESER, - game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED); - if (AT(RESER)) - return GO_CLEAROBJ; - else { - game.oldlc2 = game.loc; - game.newloc = LOC_NOWHERE; - rspeak(NOT_BRIGHT); - return GO_TERMINATE; - } - } +static phase_codes_t reservoir(void) { + /* Z'ZZZ (word gets recomputed at startup; different each game). */ + if (!AT(RESER) && game.loc != LOC_RESBOTTOM) { + rspeak(NOTHING_HAPPENS); + return GO_CLEAROBJ; + } else { + state_change(RESER, game.objects[RESER].prop == WATERS_PARTED + ? WATERS_UNPARTED + : WATERS_PARTED); + if (AT(RESER)) { + return GO_CLEAROBJ; + } else { + game.oldlc2 = game.loc; + game.newloc = LOC_NOWHERE; + rspeak(NOT_BRIGHT); + return GO_TERMINATE; + } + } } -static int rub(verb_t verb, obj_t obj) -/* Rub. Yields various snide remarks except for lit urn. */ -{ - 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 { - speak(actions[verb].message); - } - return GO_CLEAROBJ; +static phase_codes_t rub(verb_t verb, obj_t obj) { + /* Rub. Yields various snide remarks except for lit urn. */ + if (obj == URN && game.objects[URN].prop == URN_LIT) { + DESTROY(URN); + drop(AMBER, game.loc); + game.objects[AMBER].prop = AMBER_IN_ROCK; + --game.tally; + drop(CAVITY, game.loc); + rspeak(URN_GENIES); + } else if (obj != LAMP) { + rspeak(PECULIAR_NOTHING); + } else { + speak(actions[verb].message); + } + return GO_CLEAROBJ; } -static int say(command_t command) -/* Say. Echo WD2. Magic words override. */ -{ - if (command.word[1].type == MOTION && - (command.word[1].id == XYZZY || - command.word[1].id == PLUGH || - command.word[1].id == PLOVER)) { - return GO_WORD2; - } - if (command.word[1].type == ACTION && command.word[1].id == PART) - return reservoir(); - - if (command.word[1].type == ACTION && - (command.word[1].id == FEE || - command.word[1].id == FIE || - command.word[1].id == FOE || - command.word[1].id == FOO || - command.word[1].id == FUM || - command.word[1].id == PART)) { - return bigwords(command.word[1].id); - } - sspeak(OKEY_DOKEY, command.word[1].raw); - return GO_CLEAROBJ; +static phase_codes_t say(command_t command) { + /* Say. Echo WD2. Magic words override. */ + if (command.word[1].type == MOTION && + (command.word[1].id == XYZZY || command.word[1].id == PLUGH || + command.word[1].id == PLOVER)) { + return GO_WORD2; + } + if (command.word[1].type == ACTION && command.word[1].id == PART) { + return reservoir(); + } + + if (command.word[1].type == ACTION && + (command.word[1].id == FEE || command.word[1].id == FIE || + command.word[1].id == FOE || command.word[1].id == FOO || + command.word[1].id == FUM || command.word[1].id == PART)) { + return bigwords(command.word[1].id); + } + sspeak(OKEY_DOKEY, command.word[1].raw); + return GO_CLEAROBJ; } -static int throw_support(vocab_t spk) -{ - rspeak(spk); - drop(AXE, game.loc); - return GO_MOVE; +static phase_codes_t throw_support(vocab_t spk) { + rspeak(spk); + drop(AXE, game.loc); + return GO_MOVE; } -static int throw (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. */ -{ - if (!TOTING(command.obj)) { - speak(actions[command.verb].message); - return GO_CLEAROBJ; - } - if (objects[command.obj].is_treasure && AT(TROLL)) { - /* Snarf a treasure for the troll. */ - drop(command.obj, LOC_NOWHERE); - move(TROLL, LOC_NOWHERE); - move(TROLL + NOBJECTS, IS_FREE); - drop(TROLL2, objects[TROLL].plac); - drop(TROLL2 + NOBJECTS, objects[TROLL].fixd); - juggle(CHASM); - rspeak(TROLL_SATISFIED); - return GO_CLEAROBJ; - } - if (command.obj == FOOD && HERE(BEAR)) { - /* But throwing food is another story. */ - command.obj = BEAR; - return (feed(command.verb, command.obj)); - } - if (command.obj != AXE) - return (discard(command.verb, command.obj)); - 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); - if (AT(OGRE)) - return throw_support(OGRE_DODGE); - 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] = IS_FIXED; - juggle(BEAR); - state_change(AXE, AXE_LOST); - return GO_CLEAROBJ; - } - command.obj = INTRANSITIVE; - return (attack(command)); - } - - if (randrange(NDWARVES + 1) < game.dflag) { - return throw_support(DWARF_DODGES); - } else { - int i = atdwrf(game.loc); - game.dseen[i] = false; - game.dloc[i] = LOC_NOWHERE; - return throw_support((++game.dkill == 1) ? - DWARF_SMOKE : - KILLED_DWARF); - } - } +static phase_codes_t throwit(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. */ + if (!TOTING(command.obj)) { + speak(actions[command.verb].message); + return GO_CLEAROBJ; + } + if (objects[command.obj].is_treasure && AT(TROLL)) { + /* Snarf a treasure for the troll. */ + drop(command.obj, LOC_NOWHERE); + move(TROLL, LOC_NOWHERE); + move(TROLL + NOBJECTS, IS_FREE); + drop(TROLL2, objects[TROLL].plac); + drop(TROLL2 + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); + rspeak(TROLL_SATISFIED); + return GO_CLEAROBJ; + } + if (command.obj == FOOD && HERE(BEAR)) { + /* But throwing food is another story. */ + command.obj = BEAR; + return (feed(command.verb, command.obj)); + } + if (command.obj != AXE) { + return (discard(command.verb, command.obj)); + } else { + if (atdwrf(game.loc) <= 0) { + if (AT(DRAGON) && + game.objects[DRAGON].prop == DRAGON_BARS) { + return throw_support(DRAGON_SCALES); + } + if (AT(TROLL)) { + return throw_support(TROLL_RETURNS); + } + if (AT(OGRE)) { + return throw_support(OGRE_DODGE); + } + if (HERE(BEAR) && + game.objects[BEAR].prop == UNTAMED_BEAR) { + /* This'll teach him to throw the axe at the + * bear! */ + drop(AXE, game.loc); + game.objects[AXE].fixed = IS_FIXED; + juggle(BEAR); + state_change(AXE, AXE_LOST); + return GO_CLEAROBJ; + } + command.obj = INTRANSITIVE; + return (attack(command)); + } + + if (randrange(NDWARVES + 1) < game.dflag) { + return throw_support(DWARF_DODGES); + } else { + int i = atdwrf(game.loc); + game.dwarves[i].seen = false; + game.dwarves[i].loc = LOC_NOWHERE; + return throw_support( + (++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF); + } + } } -static int wake(verb_t verb, obj_t obj) -/* Wake. Only use is to disturb the dwarves. */ -{ - if (obj != DWARF || - !game.closed) { - speak(actions[verb].message); - return GO_CLEAROBJ; - } else { - rspeak(PROD_DWARF); - return GO_DWARFWAKE; - } +static phase_codes_t wake(verb_t verb, obj_t obj) { + /* Wake. Only use is to disturb the dwarves. */ + if (obj != DWARF || !game.closed) { + speak(actions[verb].message); + return GO_CLEAROBJ; + } else { + rspeak(PROD_DWARF); + return GO_DWARFWAKE; + } } -static int seed(verb_t verb, const char *arg) -/* Set seed */ -{ - int seed = atoi(arg); - speak(actions[verb].message, seed); - set_seed(seed); - --game.turns; - return GO_TOP; +static phase_codes_t seed(verb_t verb, const char *arg) { + /* Set seed */ + int32_t seed = strtol(arg, NULL, 10); + speak(actions[verb].message, seed); + set_seed(seed); + --game.turns; + return GO_TOP; } -static int waste(verb_t verb, turn_t turns) -/* Burn turns */ -{ - game.limit -= turns; - speak(actions[verb].message, (int)game.limit); - return GO_TOP; +static phase_codes_t waste(verb_t verb, turn_t turns) { + /* Burn turns */ + game.limit -= turns; + speak(actions[verb].message, (int)game.limit); + return GO_TOP; } -static int wave(verb_t verb, obj_t obj) -/* Wave. No effect unless waving rod at fissure or at bird. */ -{ - if (obj != ROD || - !TOTING(obj) || - (!HERE(BIRD) && - (game.closng || - !AT(FISSURE)))) { - speak(((!TOTING(obj)) && (obj != ROD || - !TOTING(ROD2))) ? - arbitrary_messages[ARENT_CARRYING] : - actions[verb].message); - return GO_CLEAROBJ; - } - - if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) { - drop(JADE, game.loc); - game.prop[JADE] = STATE_FOUND; - --game.tally; - rspeak(NECKLACE_FLY); - return GO_CLEAROBJ; - } else { - if (game.closed) { - rspeak((game.prop[BIRD] == BIRD_CAGED) ? - CAGE_FLY : - FREE_FLY); - return GO_DWARFWAKE; - } - if (game.closng || - !AT(FISSURE)) { - rspeak((game.prop[BIRD] == BIRD_CAGED) ? - CAGE_FLY : - FREE_FLY); - return GO_CLEAROBJ; - } - if (HERE(BIRD)) - rspeak((game.prop[BIRD] == BIRD_CAGED) ? - CAGE_FLY : - FREE_FLY); - - state_change(FISSURE, - game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED); - return GO_CLEAROBJ; - } +static phase_codes_t wave(verb_t verb, obj_t obj) { + /* Wave. No effect unless waving rod at fissure or at bird. */ + if (obj != ROD || !TOTING(obj) || + (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) { + speak(((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2))) + ? arbitrary_messages[ARENT_CARRYING] + : actions[verb].message); + return GO_CLEAROBJ; + } + + if (game.objects[BIRD].prop == BIRD_UNCAGED && + game.loc == game.objects[STEPS].place && PROP_IS_NOTFOUND(JADE)) { + drop(JADE, game.loc); + PROP_SET_FOUND(JADE); + --game.tally; + rspeak(NECKLACE_FLY); + return GO_CLEAROBJ; + } else { + if (game.closed) { + rspeak((game.objects[BIRD].prop == BIRD_CAGED) + ? CAGE_FLY + : FREE_FLY); + return GO_DWARFWAKE; + } + if (game.closng || !AT(FISSURE)) { + rspeak((game.objects[BIRD].prop == BIRD_CAGED) + ? CAGE_FLY + : FREE_FLY); + return GO_CLEAROBJ; + } + if (HERE(BIRD)) { + rspeak((game.objects[BIRD].prop == BIRD_CAGED) + ? CAGE_FLY + : FREE_FLY); + } + + state_change(FISSURE, game.objects[FISSURE].prop == BRIDGED + ? UNBRIDGED + : BRIDGED); + return GO_CLEAROBJ; + } } -int action(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. - */ -{ - /* Previously, actions that result in a message, but don't do anything - * further were called "specials". Now they're handled here as normal - * actions. If noaction is true, then we spit out the message and return */ - if (actions[command.verb].noaction) { - speak(actions[command.verb].message); - 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 == 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] != URN_EMPTY) { - command.obj = URN; - /* FALL THROUGH */; - } else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) { - 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.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND)) - /* FALL THROUGH */; - else { - sspeak(NO_SEE, command.word[0].raw); - return GO_CLEAROBJ; - } - - if (command.verb != 0) - command.part = transitive; - } - - switch (command.part) { - case intransitive: - if (command.word[1].raw[0] != '\0' && command.verb != SAY) - return GO_WORD2; - if (command.verb == SAY) - /* 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.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT; - if (command.obj == NO_OBJECT || - 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: { - speak(actions[command.verb].message); - return GO_CLEAROBJ; - } - case ATTACK: - command.obj = INTRANSITIVE; - return attack(command); - case POUR: - return pour(command.verb, INTRANSITIVE); - case EAT: - return eat(command.verb, INTRANSITIVE); - case DRINK: - return drink(command.verb, INTRANSITIVE); - 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, INTRANSITIVE); - case BLAST: - blast(); - return GO_CLEAROBJ; - case SCORE: - score(scoregame); - return GO_CLEAROBJ; - case FEE: - case FIE: - case FOE: - case FOO: - case FUM: - return bigwords(command.word[0].id); - 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(); - case SEED: - case WASTE: - rspeak(NUMERIC_REQUIRED); - return GO_TOP; - default: // LCOV_EXCL_LINE - 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); - 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: { - speak(actions[command.verb].message); - return GO_CLEAROBJ; - } - case GO: { - speak(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: { - speak(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: { - speak(actions[command.verb].message); - return GO_CLEAROBJ; - } - case FEE: - case FIE: - case FOE: - case FOO: - case FUM: { - speak(actions[command.verb].message); - return GO_CLEAROBJ; - } - case BRIEF: { - speak(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: { - speak(actions[command.verb].message); - return GO_CLEAROBJ; - } - case RESUME: { - speak(actions[command.verb].message); - return GO_CLEAROBJ; - } - case FLY: - return fly(command.verb, command.obj); - case LISTEN: { - speak(actions[command.verb].message); - return GO_CLEAROBJ; - } - // LCOV_EXCL_START - // This case should never happen - here only as placeholder - case PART: - return reservoir(); - // LCOV_EXCL_STOP - case SEED: - return seed(command.verb, command.word[1].raw); - case WASTE: - return waste(command.verb, (turn_t)atol(command.word[1].raw)); - 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.word[0].raw); - return GO_CLEAROBJ; - default: // LCOV_EXCL_LINE - BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE - } +phase_codes_t action(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. + */ + /* Previously, actions that result in a message, but don't do anything + * further were called "specials". Now they're handled here as normal + * actions. If noaction is true, then we spit out the message and return + */ + if (actions[command.verb].noaction) { + speak(actions[command.verb].message); + 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 == DWARF && atdwrf(game.loc) > 0) { + /* FALL THROUGH */; + } else if (!game.closed && + ((LIQUID() == command.obj && HERE(BOTTLE)) || + command.obj == LIQLOC(game.loc))) { + /* FALL THROUGH */; + } else if (command.obj == OIL && HERE(URN) && + game.objects[URN].prop != URN_EMPTY) { + command.obj = URN; + /* FALL THROUGH */; + } else if (command.obj == PLANT && AT(PLANT2) && + game.objects[PLANT2].prop != PLANT_THIRSTY) { + 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.word[1].id == WORD_EMPTY || + command.word[1].id == WORD_NOT_FOUND)) { + /* FALL THROUGH */; + } else { + sspeak(NO_SEE, command.word[0].raw); + return GO_CLEAROBJ; + } + + if (command.verb != 0) { + command.part = transitive; + } + } + + switch (command.part) { + case intransitive: + if (command.word[1].raw[0] != '\0' && command.verb != SAY) { + return GO_WORD2; + } + if (command.verb == SAY) { + /* 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.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT; + } + if (command.obj == NO_OBJECT || 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: { + speak(actions[command.verb].message); + return GO_CLEAROBJ; + } + case ATTACK: + command.obj = INTRANSITIVE; + return attack(command); + case POUR: + return pour(command.verb, INTRANSITIVE); + case EAT: + return eat(command.verb, INTRANSITIVE); + case DRINK: + return drink(command.verb, INTRANSITIVE); + 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, INTRANSITIVE); + case BLAST: + blast(); + return GO_CLEAROBJ; + case SCORE: + score(scoregame); + return GO_CLEAROBJ; + case FEE: + case FIE: + case FOE: + case FOO: + case FUM: + return bigwords(command.word[0].id); + 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(); + case SEED: + case WASTE: + rspeak(NUMERIC_REQUIRED); + return GO_TOP; + default: // LCOV_EXCL_LINE + 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); + 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: { + speak(actions[command.verb].message); + return GO_CLEAROBJ; + } + case GO: { + speak(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 throwit(command); + case QUIT: + speak(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: + speak(actions[command.verb].message); + return GO_CLEAROBJ; + case FEE: + case FIE: + case FOE: + case FOO: + case FUM: + speak(actions[command.verb].message); + return GO_CLEAROBJ; + case BRIEF: + speak(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: + speak(actions[command.verb].message); + return GO_CLEAROBJ; + case RESUME: + speak(actions[command.verb].message); + return GO_CLEAROBJ; + case FLY: + return fly(command.verb, command.obj); + case LISTEN: + speak(actions[command.verb].message); + return GO_CLEAROBJ; + // LCOV_EXCL_START + // This case should never happen - here only as placeholder + case PART: + return reservoir(); + // LCOV_EXCL_STOP + case SEED: + return seed(command.verb, command.word[1].raw); + case WASTE: + return waste(command.verb, + (turn_t)atol(command.word[1].raw)); + 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.word[0].raw); + return GO_CHECKHINT; + default: // LCOV_EXCL_LINE + BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE + } } + +// end