X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=5460848f95a93d7c10fa3f80fe82d8032eae251c;hp=e41c7bf5913b3918c84787af649e55ae6103e8fc;hb=e7dc3eab5d7eb798199e59081e846582af7205a7;hpb=9e2cb3c19196a26af8e20803314f42b69dc0e014 diff --git a/actions.c b/actions.c index e41c7bf..5460848 100644 --- a/actions.c +++ b/actions.c @@ -1,12 +1,21 @@ +/* + * Actions for the duneon-running code. + * + * Copyright (c) 1977, 2005 by Will Crowther and Don Woods + * Copyright (c) 2017 by Eric S. Raymond + * SPDX-License-Identifier: BSD-2-clause + */ + #include #include #include #include "advent.h" #include "dungeon.h" +#include -static int fill(verb_t, obj_t); +static phase_codes_t fill(verb_t, obj_t); -static int attack(command_t command) +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 @@ -75,6 +84,7 @@ static int attack(command_t command) if (obj == VEND) { state_change(VEND, game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); + return GO_CLEAROBJ; } @@ -176,7 +186,7 @@ static int attack(command_t command) return GO_CLEAROBJ; } -static int bigwords(vocab_t id) +static phase_codes_t 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). */ @@ -202,11 +212,11 @@ static int bigwords(vocab_t id) 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); + pspeak(EGGS, look, true, EGGS_VANISHED); else if (game.loc == objects[EGGS].plac) - pspeak(EGGS, look, EGGS_HERE, true); + pspeak(EGGS, look, true, EGGS_HERE); else - pspeak(EGGS, look, EGGS_DONE, true); + pspeak(EGGS, look, true, EGGS_DONE); move(EGGS, objects[EGGS].plac); return GO_CLEAROBJ; @@ -245,7 +255,7 @@ static void blast(void) } } -static int vbreak(verb_t verb, obj_t obj) +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) { @@ -272,7 +282,7 @@ static int vbreak(verb_t verb, obj_t obj) return (GO_CLEAROBJ); } -static int brief(void) +static phase_codes_t brief(void) /* Brief. Intransitive only. Suppress full descriptions after first time. */ { game.abbnum = 10000; @@ -281,7 +291,7 @@ static int brief(void) return GO_CLEAROBJ; } -static int vcarry(verb_t verb, obj_t obj) +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. */ @@ -450,7 +460,7 @@ static int chain(verb_t verb) return GO_CLEAROBJ; } -static int discard(verb_t verb, obj_t obj) +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. */ @@ -491,7 +501,7 @@ static int discard(verb_t verb, obj_t obj) if (obj == COINS && HERE(VEND)) { DESTROY(COINS); drop(BATTERY, game.loc); - pspeak(BATTERY, look, FRESH_BATTERIES, true); + pspeak(BATTERY, look, true, FRESH_BATTERIES); return GO_CLEAROBJ; } @@ -554,7 +564,7 @@ static int discard(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int drink(verb_t verb, obj_t obj) +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. */ { @@ -584,7 +594,7 @@ static int drink(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int eat(verb_t verb, obj_t obj) +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. */ { @@ -614,7 +624,7 @@ static int eat(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int extinguish(verb_t verb, obj_t obj) +static phase_codes_t extinguish(verb_t verb, obj_t obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { if (obj == INTRANSITIVE) { @@ -631,7 +641,7 @@ static int extinguish(verb_t verb, obj_t obj) if (game.prop[URN] != URN_EMPTY) { state_change(URN, URN_DARK); } else { - pspeak(URN, change, URN_DARK, true); + pspeak(URN, change, true, URN_DARK); } break; case LAMP: @@ -650,7 +660,7 @@ static int extinguish(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int feed(verb_t verb, obj_t obj) +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. */ { @@ -710,7 +720,7 @@ static int feed(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -int fill(verb_t verb, obj_t obj) +phase_codes_t fill(verb_t verb, obj_t obj) /* Fill. Bottle or urn must be empty, and liquid available. (Vase * is nasty.) */ { @@ -786,7 +796,7 @@ int fill(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int find(verb_t verb, obj_t obj) +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)) { @@ -812,7 +822,7 @@ static int find(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int fly(verb_t verb, obj_t obj) +static phase_codes_t fly(verb_t verb, obj_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { if (obj == INTRANSITIVE) { @@ -848,7 +858,7 @@ static int fly(verb_t verb, obj_t obj) return GO_TERMINATE; } -static int inven(void) +static phase_codes_t inven(void) /* Inventory. If object, treat same as find. Else report on current burden. */ { bool empty = true; @@ -860,7 +870,7 @@ static int inven(void) rspeak(NOW_HOLDING); empty = false; } - pspeak(i, touch, -1, false); + pspeak(i, touch, false, -1); } if (TOTING(BEAR)) rspeak(TAME_BEAR); @@ -869,7 +879,7 @@ static int inven(void) return GO_CLEAROBJ; } -static int light(verb_t verb, obj_t obj) +static phase_codes_t light(verb_t verb, obj_t obj) /* Light. Applicable only to lamp and urn. */ { if (obj == INTRANSITIVE) { @@ -907,7 +917,7 @@ static int light(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int listen(void) +static phase_codes_t listen(void) /* Listen. Intransitive only. Print stuff based on object sound proprties. */ { vocab_t sound = locations[game.loc].sound; @@ -930,7 +940,7 @@ static int listen(void) * depending on whether player has drunk dragon's blood. */ if (i == BIRD) mi += 3 * game.blooded; - pspeak(i, hear, mi, true, game.zzword); + pspeak(i, hear, true, mi, game.zzword); rspeak(NO_MESSAGE); if (i == BIRD && mi == BIRD_ENDSTATE) DESTROY(BIRD); @@ -940,7 +950,7 @@ static int listen(void) return GO_CLEAROBJ; } -static int lock(verb_t verb, obj_t obj) +static phase_codes_t lock(verb_t verb, obj_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { if (obj == INTRANSITIVE) { @@ -1023,7 +1033,7 @@ static int lock(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int pour(verb_t verb, obj_t obj) +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. */ { @@ -1068,7 +1078,7 @@ static int pour(verb_t verb, obj_t obj) } } -static int quit(void) +static phase_codes_t 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])) @@ -1076,7 +1086,7 @@ static int quit(void) 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) { @@ -1099,11 +1109,11 @@ static int read(command_t command) game.prop[command.obj] == STATE_NOTFOUND) { speak(actions[command.verb].message); } else - pspeak(command.obj, study, game.prop[command.obj], true); + pspeak(command.obj, study, true, game.prop[command.obj]); return GO_CLEAROBJ; } -static int reservoir(void) +static phase_codes_t reservoir(void) /* Z'ZZZ (word gets recomputed at startup; different each game). */ { if (!AT(RESER) && game.loc != LOC_RESBOTTOM) { @@ -1123,7 +1133,7 @@ static int reservoir(void) } } -static int rub(verb_t verb, obj_t obj) +static phase_codes_t rub(verb_t verb, obj_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { if (obj == URN && game.prop[URN] == URN_LIT) { @@ -1141,7 +1151,7 @@ static int rub(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int say(command_t command) +static phase_codes_t say(command_t command) /* Say. Echo WD2. Magic words override. */ { if (command.word[1].type == MOTION && @@ -1166,14 +1176,14 @@ static int say(command_t command) return GO_CLEAROBJ; } -static int throw_support(vocab_t spk) +static phase_codes_t throw_support(vocab_t spk) { rspeak(spk); drop(AXE, game.loc); return GO_MOVE; } -static int throw (command_t command) +static phase_codes_t 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 @@ -1234,7 +1244,7 @@ static int throw (command_t command) } } -static int wake(verb_t verb, obj_t obj) +static phase_codes_t wake(verb_t verb, obj_t obj) /* Wake. Only use is to disturb the dwarves. */ { if (obj != DWARF || @@ -1247,7 +1257,7 @@ static int wake(verb_t verb, obj_t obj) } } -static int seed(verb_t verb, const char *arg) +static phase_codes_t seed(verb_t verb, const char *arg) /* Set seed */ { int32_t seed = strtol(arg, NULL, 10); @@ -1257,7 +1267,7 @@ static int seed(verb_t verb, const char *arg) return GO_TOP; } -static int waste(verb_t verb, turn_t turns) +static phase_codes_t waste(verb_t verb, turn_t turns) /* Burn turns */ { game.limit -= turns; @@ -1265,7 +1275,7 @@ static int waste(verb_t verb, turn_t turns) return GO_TOP; } -static int wave(verb_t verb, obj_t obj) +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 || @@ -1311,7 +1321,7 @@ static int wave(verb_t verb, obj_t obj) } } -int action(command_t command) +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. */ @@ -1575,7 +1585,7 @@ int action(command_t command) case unknown: /* Unknown verb, couldn't deduce object - might need hint */ sspeak(WHAT_DO, command.word[0].raw); - return GO_CLEAROBJ; + return GO_CHECKHINT; default: // LCOV_EXCL_LINE BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE }