X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=9b09183bc5e115cdb27e41e6d151c54e9a26c75e;hp=b4ce9ec0881b0647c7c27668efa9b73afe48e2fc;hb=de5696431d57e1ce7e18e753de035da1334b761a;hpb=652e4ed733e48d3cc4d361716af23ecb7c1becd1 diff --git a/actions.c b/actions.c index b4ce9ec..1c52d28 100644 --- a/actions.c +++ b/actions.c @@ -1,1106 +1,1464 @@ #include #include +#include #include "advent.h" -#include "database.h" +#include "dungeon.h" -/* - * Action handlers. Eventually we'll do lookup through a method table - * that calls these. Absolutely nothing like the original FORTRAN. - */ +static int fill(token_t, token_t); -static int fill(long); +static void state_change(long obj, long state) +{ + game.prop[obj] = state; + pspeak(obj, change, state, true); +} -static int attack(FILE *input, long verb, long obj) +static int attack(struct command_t *command) /* Attack. Assume target if unambiguous. "Throw" also links here. * Attackable objects fall into two categories: enemies (snake, * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2 * enemies, or no enemies but 2 others. */ { - int i =ATDWRF(game.loc); - if (obj == 0) { - if (i > 0) - obj=DWARF; - if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE; - if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON; - if (AT(TROLL))obj=obj*NOBJECTS+TROLL; - if (AT(OGRE))obj=obj*NOBJECTS+OGRE; - if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR; - if (obj > NOBJECTS) return(8000); - if (obj == 0) { - /* Can't attack bird or machine by throwing axe. */ - if (HERE(BIRD) && verb != THROW)obj=BIRD; - if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND; - /* Clam and oyster both treated as clam for intransitive case; - * no harm done. */ - if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM; - if (obj > NOBJECTS) return(8000); - } + vocab_t verb = command->verb; + vocab_t obj = command->obj; + + long spk = actions[verb].message; + if (obj == NO_OBJECT || + obj == INTRANSITIVE) { + int changes = 0; + if (atdwrf(game.loc) > 0) { + obj = DWARF; + ++changes; + } + if (HERE(SNAKE)) { + obj = SNAKE; + ++changes; + } + if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { + obj = DRAGON; + ++changes; + } + if (AT(TROLL)) { + obj = TROLL; + ++changes; + } + if (AT(OGRE)) { + obj = OGRE; + ++changes; + } + if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { + obj = BEAR; + ++changes; + } + /* check for low-priority targets */ + if (obj == NO_OBJECT) { + /* Can't attack bird or machine by throwing axe. */ + if (HERE(BIRD) && verb != THROW) { + obj = BIRD; + ++changes; + } + if (HERE(VEND) && verb != THROW) { + obj = VEND; + ++changes; + } + /* Clam and oyster both treated as clam for intransitive case; + * no harm done. */ + if (HERE(CLAM) || HERE(OYSTER)) { + obj = CLAM; + ++changes; + } + } + if (changes >= 2) + return GO_UNKNOWN; + } if (obj == BIRD) { - SPK=137; - if (game.closed) return(2011); - DSTROY(BIRD); - game.prop[BIRD]=0; - SPK=45; - } - if (obj == VEND) { - PSPEAK(VEND,game.prop[VEND]+2); - game.prop[VEND]=3-game.prop[VEND]; - return(2012); + if (game.closed) { + rspeak(UNHAPPY_BIRD); + return GO_CLEAROBJ; + } + DESTROY(BIRD); + spk = BIRD_DEAD; + } else if (obj == VEND) { + state_change(VEND, + game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); + return GO_CLEAROBJ; } - if (obj == 0)SPK=44; - if (obj == CLAM || obj == OYSTER)SPK=150; - if (obj == SNAKE)SPK=46; - if (obj == DWARF)SPK=49; - if (obj == DWARF && game.closed) return(19000); - if (obj == DRAGON)SPK=167; - if (obj == TROLL)SPK=157; - if (obj == OGRE)SPK=203; - if (obj == OGRE && i > 0) { - RSPEAK(SPK); - RSPEAK(6); - DSTROY(OGRE); - int k=0; - for (i=1; i < PIRATE; i++) { - if (game.dloc[i] == game.loc) { - ++k; - game.dloc[i]=61; - game.dseen[i]=false; - } - } - SPK=SPK+1+1/k; - return(2011); + if (obj == NO_OBJECT) + spk = NO_TARGET; + if (obj == CLAM || + obj == OYSTER) + spk = SHELL_IMPERVIOUS; + if (obj == SNAKE) + spk = SNAKE_WARNING; + if (obj == DWARF) + spk = BARE_HANDS_QUERY; + if (obj == DWARF && game.closed) + return GO_DWARFWAKE; + if (obj == DRAGON) + spk = ALREADY_DEAD; + if (obj == TROLL) + spk = ROCKY_TROLL; + if (obj == OGRE) + spk = OGRE_DODGE; + if (obj == OGRE && atdwrf(game.loc) > 0) { + rspeak(spk); + rspeak(KNIFE_THROWN); + DESTROY(OGRE); + int dwarves = 0; + for (int i = 1; i < PIRATE; i++) { + if (game.dloc[i] == game.loc) { + ++dwarves; + game.dloc[i] = LOC_LONGWEST; + game.dseen[i] = false; + } + } + spk = (dwarves > 1) ? + OGRE_PANIC1 : + OGRE_PANIC2; + } else if (obj == BEAR) { + switch (game.prop[BEAR]) { + case UNTAMED_BEAR: + spk = BEAR_HANDS; + break; + case SITTING_BEAR: + spk = BEAR_CONFUSED; + break; + case CONTENTED_BEAR: + spk = BEAR_CONFUSED; + break; + case BEAR_DEAD: + spk = ALREADY_DEAD; + break; + } + } else if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) { + /* Fun stuff for dragon. If he insists on attacking it, win! + * Set game.prop to dead, move dragon to central loc (still + * fixed), move rug there (not fixed), and move him there, + * too. Then do a null motion to get new description. */ + rspeak(BARE_HANDS_QUERY); + if (silent_yes()) { + // FIXME: setting wd1 is a workaround for broken logic + command->wd1 = token_to_packed("Y"); + } else { + // FIXME: setting wd1 is a workaround for broken logic + command->wd1 = token_to_packed("N"); + return GO_CHECKFOO; + } + state_change(DRAGON, DRAGON_DEAD); + game.prop[RUG] = RUG_FLOOR; + /* FIXME: Arithmetic on location values */ + int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2; + move(DRAGON + NOBJECTS, -1); + move(RUG + NOBJECTS, 0); + move(DRAGON, k); + move(RUG, k); + drop(BLOOD, k); + for (obj = 1; obj <= NOBJECTS; obj++) { + if (game.place[obj] == objects[DRAGON].plac || + game.place[obj] == objects[DRAGON].fixd) + move(obj, k); + } + game.loc = k; + return GO_MOVE; } - if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2; - if (obj != DRAGON || game.prop[DRAGON] != 0) return(2011); - /* 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(49); - GETIN(input,WD1,WD1X,WD2,WD2X); - if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607); - PSPEAK(DRAGON,3); - game.prop[DRAGON]=1; - game.prop[RUG]=0; - K=(PLAC[DRAGON]+FIXD[DRAGON])/2; - MOVE(DRAGON+NOBJECTS,-1); - MOVE(RUG+NOBJECTS,0); - MOVE(DRAGON,K); - MOVE(RUG,K); - DROP(BLOOD,K); - for (obj=1; obj<=NOBJECTS; obj++) { - if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K); - /*etc*/ ; - } /* end loop */ - game.loc=K; - K=NUL; - return(8); + + rspeak(spk); + return GO_CLEAROBJ; } -static int bigwords(long foo) +static int bigwords(token_t foo) /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. - * Look up WD1 in section 3 of vocab to determine which word we've got. Last - * word zips the eggs back to the giant room (unless already there). */ + * Look up foo in special section of vocab to determine which word we've got. + * Last word zips the eggs back to the giant room (unless already there). */ { - int k=VOCAB(foo,3); - SPK=42; - if (game.foobar != 1-k) { - if (game.foobar != 0)SPK=151; - return(2011); + char word[TOKLEN + 1]; + packed_to_token(foo, word); + int k = (int) get_special_vocab_id(word); + if (game.foobar != 1 - k) { + if (game.foobar != 0 && game.loc == LOC_GIANTROOM) { + rspeak( START_OVER); + } else { + rspeak(NOTHING_HAPPENS); + } + return GO_CLEAROBJ; } else { - - game.foobar=k; - if (k != 4) return(2009); - game.foobar=0; - if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) - return(2011); - /* Bring back troll if we steal the eggs back from him before - * crossing. */ - if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0) - game.prop[TROLL]=1; - k=2; - if (HERE(EGGS))k=1; - if (game.loc == PLAC[EGGS])k=0; - MOVE(EGGS,PLAC[EGGS]); - PSPEAK(EGGS,k); - return(2012); + game.foobar = k; + if (k != 4) { + rspeak(OK_MAN); + return GO_CLEAROBJ; + } + game.foobar = 0; + if (game.place[EGGS] == objects[EGGS].plac || + (TOTING(EGGS) && game.loc == objects[EGGS].plac)) { + rspeak(NOTHING_HAPPENS); + return GO_CLEAROBJ; + } else { + /* Bring back troll if we steal the eggs back from him before + * crossing. */ + if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID) + game.prop[TROLL] = TROLL_PAIDONCE; + k = EGGS_DONE; + if (HERE(EGGS)) + k = EGGS_VANISHED; + if (game.loc == objects[EGGS].plac) + k = EGGS_HERE; + move(EGGS, objects[EGGS].plac); + pspeak(EGGS, look, k, true); + return GO_CLEAROBJ; + } } } static int bivalve(token_t verb, token_t obj) /* Clam/oyster actions */ { - int k=0; - if (obj == OYSTER)k=1; - SPK=124+k; - if (TOTING(obj))SPK=120+k; - if (!TOTING(TRIDNT))SPK=122+k; - if (verb == LOCK)SPK=61; - if (SPK != 124) - return(2011); - DSTROY(CLAM); - DROP(OYSTER,game.loc); - DROP(PEARL,105); - return(2011); + bool is_oyster = (obj == OYSTER); + if (verb == LOCK) { + rspeak(HUH_MAN); + return GO_CLEAROBJ; + } + if (!TOTING(TRIDENT)) { + rspeak(is_oyster ? + OYSTER_OPENER : + CLAM_OPENER); + return GO_CLEAROBJ; + } + if (TOTING(obj)) { + rspeak( is_oyster ? + DROP_OYSTER : + DROP_CLAM); + return GO_CLEAROBJ; + } + + if (!is_oyster) { + DESTROY(CLAM); + drop(OYSTER, game.loc); + drop(PEARL, LOC_CULDESAC); + } + rspeak(is_oyster ? + OYSTER_OPENS : + PEARL_FALLS); + return GO_CLEAROBJ; } -static int blast(void) +static void blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { - if (game.prop[ROD2] < 0 || !game.closed) return(2011); - game.bonus=133; - if (game.loc == 115)game.bonus=134; - if (HERE(ROD2))game.bonus=135; - RSPEAK(game.bonus); - score(0); + if (game.prop[ROD2] < 0 || + !game.closed) + rspeak(REQUIRES_DYNAMITE); + else { + game.bonus = VICTORY_MESSAGE; + if (game.loc == LOC_NE) + game.bonus = DEFEAT_MESSAGE; + if (HERE(ROD2)) + game.bonus = SPLATTER_MESSAGE; + rspeak(game.bonus); + terminate(endgame); + } } -static int vbreak(token_t obj) +static int vbreak(token_t verb, token_t obj) /* Break. Only works for mirror in repository and, of course, the vase. */ { - if (obj == MIRROR)SPK=148; - if (obj == VASE && game.prop[VASE] == 0) { - SPK=198; - if (TOTING(VASE))DROP(VASE,game.loc); - game.prop[VASE]=2; - game.fixed[VASE]= -1; - return(2011); - } else { - if (obj != MIRROR || !game.closed) return(2011); - SPK=197; - return(18999); + if (obj == MIRROR) { + if (game.closed) { + rspeak(BREAK_MIRROR); + return GO_DWARFWAKE; + } else { + rspeak(TOO_FAR); + return GO_CLEAROBJ; + } + } + if (obj == VASE && game.prop[VASE] == VASE_WHOLE) { + if (TOTING(VASE)) + drop(VASE, game.loc); + state_change(VASE, VASE_BROKEN); + game.fixed[VASE] = -1; + return GO_CLEAROBJ; } + rspeak(actions[verb].message); + return (GO_CLEAROBJ); } - static int brief(void) /* Brief. Intransitive only. Suppress long descriptions after first time. */ { - SPK=156; - game.abbnum=10000; - game.detail=3; - return(2011); + game.abbnum = 10000; + game.detail = 3; + rspeak(BRIEF_CONFIRM); + return GO_CLEAROBJ; } -static int carry(long obj) +static int vcarry(token_t verb, token_t obj) /* Carry an object. Special cases for bird and cage (if bird in cage, can't * take one without the other). Liquids also special, since they depend on * status of bottle. Also various side effects, etc. */ { + int spk; if (obj == INTRANSITIVE) { - /* Carry, no object given yet. OK if only one object present. */ - if(game.atloc[game.loc] == 0 || - game.link[game.atloc[game.loc]] != 0 || - ATDWRF(game.loc) > 0) - return(8000); - obj=game.atloc[game.loc]; + /* Carry, no object given yet. OK if only one object present. */ + if (game.atloc[game.loc] == 0 || + game.link[game.atloc[game.loc]] != 0 || + atdwrf(game.loc) > 0) + return GO_UNKNOWN; + obj = game.atloc[game.loc]; } - if (TOTING(obj)) return(2011); - SPK=25; - if (obj == PLANT && game.prop[PLANT] <= 0)SPK=115; - if (obj == BEAR && game.prop[BEAR] == 1)SPK=169; - if (obj == CHAIN && game.prop[BEAR] != 0)SPK=170; - if (obj == URN)SPK=215; - if (obj == CAVITY)SPK=217; - if (obj == BLOOD)SPK=239; - if (obj == RUG && game.prop[RUG] == 2)SPK=222; - if (obj == SIGN)SPK=196; + if (TOTING(obj)) { + rspeak(ALREADY_CARRYING); + return GO_CLEAROBJ; + } + spk = YOU_JOKING; + if (obj == PLANT && game.prop[PLANT] <= 0) + spk = DEEP_ROOTS; + if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) + spk = BEAR_CHAINED; + if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) + spk = STILL_LOCKED; + if (obj == URN) + spk = URN_NOBUDGE; + if (obj == CAVITY) + spk = DOUGHNUT_HOLES; + if (obj == BLOOD) + spk = FEW_DROPS; + if (obj == RUG && game.prop[RUG] == RUG_HOVER) + spk = RUG_HOVERS; + if (obj == SIGN) + spk = HAND_PASSTHROUGH; if (obj == MESSAG) { - SPK=190; - DSTROY(MESSAG); + rspeak(REMOVE_MESSAGE); + DESTROY(MESSAG); + return GO_CLEAROBJ; } - if (game.fixed[obj] != 0) - return(2011); - if (obj == WATER || obj == OIL) { - if (!HERE(BOTTLE) || LIQ(0) != obj) { - if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1) - return(fill(BOTTLE)); - if (game.prop[BOTTLE] != 1)SPK=105; - if (!TOTING(BOTTLE))SPK=104; - return(2011); - } - obj = BOTTLE; + if (game.fixed[obj] != 0) { + rspeak(spk); + return GO_CLEAROBJ; + } + if (obj == WATER || + obj == OIL) { + if (!HERE(BOTTLE) || + LIQUID() != obj) { + if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE) + return (fill(verb, BOTTLE)); + else { + if (game.prop[BOTTLE] != EMPTY_BOTTLE) + spk = BOTTLE_FULL; + if (!TOTING(BOTTLE)) + spk = NO_CONTAINER; + rspeak(spk); + return GO_CLEAROBJ; + } + } + obj = BOTTLE; } - SPK=92; - if (game.holdng >= INVLIMIT) - return(2011); - if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) { - if (game.prop[BIRD] == 2) { - SPK=238; - DSTROY(BIRD); - return(2011); - } - if (!TOTING(CAGE))SPK=27; - if (TOTING(ROD))SPK=26; - if (SPK/2 == 13) return(2011); - game.prop[BIRD]=1; + spk = CARRY_LIMIT; + if (game.holdng >= INVLIMIT) { + rspeak(spk); + return GO_CLEAROBJ; + } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) { + if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) { + DESTROY(BIRD); + rspeak(BIRD_CRAP); + return GO_CLEAROBJ; + } + if (!TOTING(CAGE)) + spk = CANNOT_CARRY; + if (TOTING(ROD)) + spk = BIRD_EVADES; + if (spk == CANNOT_CARRY || + spk == BIRD_EVADES) { + rspeak(spk); + return GO_CLEAROBJ; + } + game.prop[BIRD] = BIRD_CAGED; } - if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1)) - CARRY(BIRD+CAGE-obj,game.loc); - CARRY(obj,game.loc); - if (obj == BOTTLE && LIQ(0) != 0) - game.place[LIQ(0)] = -1; - if (!GSTONE(obj) || game.prop[obj] == 0) - return(2009); - game.prop[obj]=0; - game.prop[CAVITY]=1; - return(2009); + /* FIXME: Arithmetic on state numbers */ + if ((obj == BIRD || + obj == CAGE) && + (game.prop[BIRD] == BIRD_CAGED || + -1 - game.prop[BIRD] == 1)) + carry(BIRD + CAGE - obj, game.loc); + carry(obj, game.loc); + if (obj == BOTTLE && LIQUID() != 0) + game.place[LIQUID()] = CARRIED; + if (GSTONE(obj) && game.prop[obj] != 0) { + game.prop[obj] = STATE_GROUND; + game.prop[CAVITY] = CAVITY_EMPTY; + } + rspeak(OK_MAN); + return GO_CLEAROBJ; } static int chain(token_t verb) /* Do something to the bear's chain */ { + int spk; if (verb != LOCK) { - SPK=171; - if (game.prop[BEAR] == 0)SPK=41; - if (game.prop[CHAIN] == 0)SPK=37; - if (SPK != 171) return(2011); - game.prop[CHAIN]=0; - game.fixed[CHAIN]=0; - if (game.prop[BEAR] != 3)game.prop[BEAR]=2; - game.fixed[BEAR]=2-game.prop[BEAR]; - return(2011); + spk = CHAIN_UNLOCKED; + if (game.prop[BEAR] == UNTAMED_BEAR) + spk = BEAR_BLOCKS; + if (game.prop[CHAIN] == CHAIN_HEAP) + spk = ALREADY_UNLOCKED; + if (spk != CHAIN_UNLOCKED) { + rspeak(spk); + return GO_CLEAROBJ; + } + game.prop[CHAIN] = CHAIN_HEAP; + game.fixed[CHAIN] = CHAIN_HEAP; + if (game.prop[BEAR] != BEAR_DEAD) + game.prop[BEAR] = CONTENTED_BEAR; + /* FIXME: Arithmetic on state numbers */ + game.fixed[BEAR] = 2 - game.prop[BEAR]; } else { - SPK=172; - if (game.prop[CHAIN] != 0)SPK=34; - if (game.loc != PLAC[CHAIN])SPK=173; - if (SPK != 172) return(2011); - game.prop[CHAIN]=2; - if (TOTING(CHAIN))DROP(CHAIN,game.loc); - game.fixed[CHAIN]= -1; - return(2011); + spk = CHAIN_LOCKED; + if (game.prop[CHAIN] != CHAIN_HEAP) + spk = ALREADY_LOCKED; + if (game.loc != objects[CHAIN].plac) + spk = NO_LOCKSITE; + if (spk != CHAIN_LOCKED) { + rspeak(spk); + return GO_CLEAROBJ; + } + game.prop[CHAIN] = CHAIN_FIXED; + if (TOTING(CHAIN)) + drop(CHAIN, game.loc); + game.fixed[CHAIN] = -1; } + rspeak(spk); + return GO_CLEAROBJ; } -static int discard(long obj, bool just_do_it) +static int discard(token_t verb, token_t obj, bool just_do_it) /* 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. */ { + int spk = actions[verb].message; if (!just_do_it) { - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; - if (!TOTING(obj)) return(2011); + if (TOTING(ROD2) && obj == ROD && !TOTING(ROD)) + obj = ROD2; + if (!TOTING(obj)) { + rspeak(spk); + return GO_CLEAROBJ; + } if (obj == BIRD && HERE(SNAKE)) { - RSPEAK(30); - if (game.closed) return(19000); - DSTROY(SNAKE); + rspeak(BIRD_ATTACKS); + if (game.closed) + return GO_DWARFWAKE; + DESTROY(SNAKE); /* Set game.prop for use by travel options */ - game.prop[SNAKE]=1; - - } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) { - RSPEAK(218); - game.prop[obj]=1; - game.prop[CAVITY]=0; - if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY && - game.prop[RUG] == 2))) { - SPK=219; - if (TOTING(RUG))SPK=220; - if (obj == RUBY)SPK=221; - RSPEAK(SPK); - if (SPK != 220) { - K=2-game.prop[RUG]; - game.prop[RUG]=K; - if (K == 2)K=PLAC[SAPPH]; - MOVE(RUG+NOBJECTS,K); + game.prop[SNAKE] = SNAKE_CHASED; + + } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) { + rspeak(GEM_FITS); + game.prop[obj] = 1; + game.prop[CAVITY] = CAVITY_FULL; + if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || + (obj == RUBY && game.prop[RUG] == RUG_HOVER))) { + spk = RUG_RISES; + if (TOTING(RUG)) + spk = RUG_WIGGLES; + if (obj == RUBY) + spk = RUG_SETTLES; + rspeak(spk); + if (spk != RUG_WIGGLES) { + /* FIXME: Arithmetic on state numbers */ + int k = 2 - game.prop[RUG]; + game.prop[RUG] = k; + if (k == 2) + k = objects[SAPPH].plac; + move(RUG + NOBJECTS, k); } } } else if (obj == COINS && HERE(VEND)) { - DSTROY(COINS); - DROP(BATTER,game.loc); - PSPEAK(BATTER,0); - return(2012); - } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) { - RSPEAK(154); - DSTROY(BIRD); - game.prop[BIRD]=0; - return(2012); + 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)) { - RSPEAK(163); - MOVE(TROLL,0); - MOVE(TROLL+NOBJECTS,0); - MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - game.prop[TROLL]=2; - } else if (obj != VASE || game.loc == PLAC[PILLOW]) { - RSPEAK(54); + state_change(TROLL, TROLL_GONE); + move(TROLL, LOC_NOWHERE); + move(TROLL + NOBJECTS, LOC_NOWHERE); + move(TROLL2, objects[TROLL].plac); + move(TROLL2 + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); + } else if (obj != VASE || + game.loc == objects[PILLOW].plac) { + rspeak(OK_MAN); } else { - game.prop[VASE]=2; - if (AT(PILLOW))game.prop[VASE]=0; - PSPEAK(VASE,game.prop[VASE]+1); - if (game.prop[VASE] != 0)game.fixed[VASE]= -1; + game.prop[VASE] = VASE_BROKEN; + if (AT(PILLOW)) + game.prop[VASE] = VASE_WHOLE; + pspeak(VASE, look, game.prop[VASE] + 1, true); + if (game.prop[VASE] != VASE_WHOLE) + game.fixed[VASE] = -1; } } - K=LIQ(0); - if (K == obj)obj=BOTTLE; - if (obj == BOTTLE && K != 0)game.place[K]=0; - if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc); - DROP(obj,game.loc); - if (obj != BIRD) return(2012); - game.prop[BIRD]=0; - if (FOREST(game.loc))game.prop[BIRD]=2; - return(2012); + int k = LIQUID(); + if (k == obj) + obj = BOTTLE; + if (obj == BOTTLE && k != 0) + game.place[k] = LOC_NOWHERE; + if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) + drop(BIRD, game.loc); + drop(obj, game.loc); + if (obj != BIRD) + return GO_CLEAROBJ; + game.prop[BIRD] = BIRD_UNCAGED; + if (FOREST(game.loc)) + game.prop[BIRD] = BIRD_FOREST_UNCAGED; + return GO_CLEAROBJ; } -static int drink(token_t obj) +static int drink(token_t verb, token_t obj) /* Drink. If no object, assume water and look for it here. If water is in * the bottle, drink that, else must be at a water loc, so drink stream. */ { - if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) - return(8000); + if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || + !HERE(BOTTLE))) + return GO_UNKNOWN; if (obj != BLOOD) { - if (obj != 0 && obj != WATER)SPK=110; - if (SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011); - game.prop[BOTTLE]=1; - game.place[WATER]=0; - SPK=74; - return(2011); + if (obj != NO_OBJECT && obj != WATER) { + rspeak(RIDICULOUS_ATTEMPT); + } else if (LIQUID() == WATER && HERE(BOTTLE)) { + game.prop[BOTTLE] = EMPTY_BOTTLE; + game.place[WATER] = LOC_NOWHERE; + rspeak(BOTTLE_EMPTY); + } else { + rspeak(actions[verb].message); + } } else { - DSTROY(BLOOD); - game.prop[DRAGON]=2; - OBJSND[BIRD]=OBJSND[BIRD]+3; - SPK=240; - return(2011); + DESTROY(BLOOD); + state_change(DRAGON, DRAGON_BLOODLESS); + game.blooded = true; } + return GO_CLEAROBJ; } -static int eat(token_t obj) +static int eat(token_t verb, token_t obj) /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ { if (obj == INTRANSITIVE) { - if (!HERE(FOOD)) - return(8000); - DSTROY(FOOD); - SPK=72; - return(2011); - } else { - if (obj == FOOD) { - DSTROY(FOOD); - SPK=72; - return(2011); - } - if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == - DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == - OGRE)SPK=71; - return(2011); + if (!HERE(FOOD)) + return GO_UNKNOWN; + DESTROY(FOOD); + rspeak(THANKS_DELICIOUS); + return GO_CLEAROBJ; + } + if (obj == FOOD) { + DESTROY(FOOD); + rspeak(THANKS_DELICIOUS); + return GO_CLEAROBJ; + } + if (obj == BIRD || + obj == SNAKE || + obj == CLAM || + obj == OYSTER || + obj == DWARF || + obj == DRAGON || + obj == TROLL || + obj == BEAR || + obj == OGRE) { + rspeak(LOST_APPETITE); + return GO_CLEAROBJ; } + rspeak(actions[verb].message); + return GO_CLEAROBJ; } -static int extinguish(int obj) +static int extinguish(token_t verb, int obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { if (obj == INTRANSITIVE) { - if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP; - if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN; - if (obj == 0 || obj > NOBJECTS) return(8000); + if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) + obj = LAMP; + if (HERE(URN) && game.prop[URN] == URN_LIT) + obj = URN; + if (obj == INTRANSITIVE || + (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT && + HERE(URN) && game.prop[URN] == URN_LIT)) + return GO_UNKNOWN; } if (obj == URN) { - game.prop[URN]=game.prop[URN]/2; - SPK=210; - return(2011); - } - if (obj == LAMP) { - game.prop[LAMP]=0; - RSPEAK(40); - if (DARK(0)) - RSPEAK(16); - return(2012); + if (game.prop[URN] != URN_EMPTY) { + state_change(URN, URN_DARK); + } else { + pspeak(URN, change, URN_DARK, true); + } + + } else if (obj == LAMP) { + state_change(LAMP, LAMP_DARK); + rspeak(DARK(game.loc) ? + PITCH_DARK : + NO_MESSAGE); + + } else if (obj == DRAGON || + obj == VOLCANO) { + rspeak(BEYOND_POWER); + + } else { + rspeak(actions[verb].message); } - if (obj == DRAGON || obj == VOLCAN) - SPK=146; - return(2011); + return GO_CLEAROBJ; } -static int feed(long obj) +static int feed(token_t verb, token_t obj) /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him * mad. Bear, special. */ { + int spk = actions[verb].message; if (obj == BIRD) { - SPK=100; - return(2011); - } - - if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) { - SPK=102; - if (obj == DRAGON && game.prop[DRAGON] != 0)SPK=110; - if (obj == TROLL)SPK=182; - if (obj != SNAKE || game.closed || !HERE(BIRD)) - return(2011); - SPK=101; - DSTROY(BIRD); - game.prop[BIRD]=0; - return(2011); - } - - if (obj == DWARF) { - if (!HERE(FOOD)) - return(2011); - SPK=103; - game.dflag=game.dflag+2; - return(2011); - } - - if (obj == BEAR) { - if (game.prop[BEAR] == 0)SPK=102; - if (game.prop[BEAR] == 3)SPK=110; - if (!HERE(FOOD)) - return(2011); - DSTROY(FOOD); - game.prop[BEAR]=1; - game.fixed[AXE]=0; - game.prop[AXE]=0; - SPK=168; - return(2011); - } - - if (obj == OGRE) { - if (HERE(FOOD)) - SPK=202; - return(2011); + rspeak(BIRD_PINING); + return GO_CLEAROBJ; + } else if (obj == SNAKE || + obj == DRAGON || + obj == TROLL) { + spk = NOTHING_EDIBLE; + if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS) + spk = RIDICULOUS_ATTEMPT; + if (obj == TROLL) + spk = TROLL_VICES; + if (obj == SNAKE && !game.closed && HERE(BIRD)) { + DESTROY(BIRD); + spk = BIRD_DEVOURED; + } + } else if (obj == DWARF) { + if (HERE(FOOD)) { + game.dflag += 2; + spk = REALLY_MAD; + } + } else if (obj == BEAR) { + if (game.prop[BEAR] == UNTAMED_BEAR) + spk = NOTHING_EDIBLE; + if (game.prop[BEAR] == BEAR_DEAD) + spk = RIDICULOUS_ATTEMPT; + if (HERE(FOOD)) { + DESTROY(FOOD); + game.prop[BEAR] = SITTING_BEAR; + game.fixed[AXE] = 0; + game.prop[AXE] = 0; + spk = BEAR_TAMED; + } + } else if (obj == OGRE) { + if (HERE(FOOD)) + spk = OGRE_FULL; + } else { + spk = AM_GAME; } - - SPK=14; - return(2011); + rspeak(spk); + return GO_CLEAROBJ; } -int fill(long obj) +int fill(token_t verb, token_t obj) /* Fill. Bottle or urn must be empty, and liquid available. (Vase * is nasty.) */ { int k; + int spk = actions[verb].message; if (obj == VASE) { - SPK=29; - if (LIQLOC(game.loc) == 0)SPK=144; - if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) - return(2011); - RSPEAK(145); - game.prop[VASE]=2; - game.fixed[VASE]= -1; - return(discard(obj, true)); - } - - if (obj == URN){ - SPK=213; - if (game.prop[URN] != 0) return(2011); - SPK=144; - k=LIQ(0); - if (k == 0 || !HERE(BOTTLE)) return(2011); - game.place[k]=0; - game.prop[BOTTLE]=1; - if (k == OIL)game.prop[URN]=1; - SPK=211+game.prop[URN]; - return(2011); - } - - if (obj != 0 && obj != BOTTLE) - return(2011); - if (obj == 0 && !HERE(BOTTLE)) - return(8000); - SPK=107; + spk = ARENT_CARRYING; + if (LIQLOC(game.loc) == 0) + spk = FILL_INVALID; + if (LIQLOC(game.loc) == 0 || + !TOTING(VASE)) { + rspeak(spk); + return GO_CLEAROBJ; + } + rspeak(SHATTER_VASE); + game.prop[VASE] = VASE_BROKEN; + game.fixed[VASE] = -1; + return (discard(verb, obj, true)); + } else if (obj == URN) { + spk = FULL_URN; + if (game.prop[URN] != URN_EMPTY) { + rspeak(spk); + return GO_CLEAROBJ; + } + spk = FILL_INVALID; + k = LIQUID(); + if (k == 0 || + !HERE(BOTTLE)) { + rspeak(spk); + return GO_CLEAROBJ; + } + game.place[k] = LOC_NOWHERE; + game.prop[BOTTLE] = EMPTY_BOTTLE; + if (k == OIL) + game.prop[URN] = URN_DARK; + spk = WATER_URN + game.prop[URN]; + rspeak(spk); + return GO_CLEAROBJ; + } else if (obj != NO_OBJECT && obj != BOTTLE) { + rspeak(spk); + return GO_CLEAROBJ; + } else if (obj == NO_OBJECT && !HERE(BOTTLE)) + return GO_UNKNOWN; + spk = BOTTLED_WATER; if (LIQLOC(game.loc) == 0) - SPK=106; - if (HERE(URN) && game.prop[URN] != 0) - SPK=214; - if (LIQ(0) != 0) - SPK=105; - if (SPK != 107) - return(2011); - game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2; - k=LIQ(0); - if (TOTING(BOTTLE)) - game.place[k]= -1; - if (k == OIL) - SPK=108; - return(2011); + spk = NO_LIQUID; + if (HERE(URN) && game.prop[URN] != URN_EMPTY) + spk = URN_NOPOUR; + if (LIQUID() != 0) + spk = BOTTLE_FULL; + if (spk == BOTTLED_WATER) { + /* FIXME: Arithmetic on property values */ + game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2; + k = LIQUID(); + if (TOTING(BOTTLE)) + game.place[k] = CARRIED; + if (k == OIL) + spk = BOTTLED_OIL; + } + rspeak(spk); + return GO_CLEAROBJ; } -static int find(token_t obj) +static int find(token_t verb, token_t obj) /* Find. Might be carrying it, or it might be here. Else give caveat. */ { + if (TOTING(obj)) { + rspeak(ALREADY_CARRYING); + return GO_CLEAROBJ; + } + + if (game.closed) { + rspeak(NEEDED_NEARBY); + return GO_CLEAROBJ; + } + if (AT(obj) || - (LIQ(0) == obj && AT(BOTTLE)) || - K == LIQLOC(game.loc) || - (obj == DWARF && ATDWRF(game.loc) > 0)) - SPK=94; - if (game.closed)SPK=138; - if (TOTING(obj))SPK=24; - return(2011); + (LIQUID() == obj && AT(BOTTLE)) || + obj == LIQLOC(game.loc) || + (obj == DWARF && atdwrf(game.loc) > 0)) { + rspeak(YOU_HAVEIT); + return GO_CLEAROBJ; + } + + + rspeak(actions[verb].message); + return GO_CLEAROBJ; } -static int fly(token_t obj) +static int fly(token_t verb, token_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { if (obj == INTRANSITIVE) { - if (game.prop[RUG] != 2)SPK=224; - if (!HERE(RUG))SPK=225; - if (SPK/2 == 112) return(2011); - obj=RUG; + if (!HERE(RUG)) { + rspeak(FLAP_ARMS); + return GO_CLEAROBJ; + } + if (game.prop[RUG] != RUG_HOVER) { + rspeak(RUG_NOTHING2); + return GO_CLEAROBJ; + } + obj = RUG; + } + + if (obj != RUG) { + rspeak(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; + /* FIXME: Arithmetic on location values */ + game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc; - if (obj != RUG) return(2011); - SPK=223; - if (game.prop[RUG] != 2) return(2011); - game.oldlc2=game.oldloc; - game.oldloc=game.loc; - game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc; - SPK=226; - if (game.prop[SAPPH] >= 0)SPK=227; - RSPEAK(SPK); - return(2); + if (game.prop[SAPPH] >= 0) { + rspeak(RUG_RETURNS); + } else { + rspeak(RUG_GOES); + } + return GO_TERMINATE; } - -static int inven(token_t obj) + +static int inven(void) /* Inventory. If object, treat same as find. Else report on current burden. */ { - int i; - SPK=98; - for (i=1; i<=NOBJECTS; i++) { - if (i == BEAR || !TOTING(i)) - continue; - if (SPK == 98)RSPEAK(99); - game.blklin=false; - PSPEAK(i,-1); - game.blklin=true; - SPK=0; + bool empty = true; + for (int 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)) - SPK=141; - return(2011); + rspeak(TAME_BEAR); + if (empty) + rspeak(NO_CARRY); + return GO_CLEAROBJ; } -int light(token_t obj) +static int light(token_t verb, token_t obj) /* Light. Applicable only to lamp and urn. */ { if (obj == INTRANSITIVE) { - if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP; - if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN; - if (obj == 0 || obj > NOBJECTS) return(8000); + if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) + obj = LAMP; + if (HERE(URN) && game.prop[URN] == URN_DARK) + obj = URN; + if (obj == INTRANSITIVE || + (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 && + HERE(URN) && game.prop[URN] == URN_DARK)) + return GO_UNKNOWN; } if (obj == URN) { - SPK=38; - if (game.prop[URN] == 0) - return(2011); - SPK=209; - game.prop[URN]=2; - return(2011); + state_change(URN, game.prop[URN] == URN_EMPTY ? + URN_EMPTY : + URN_LIT); + return GO_CLEAROBJ; } else { - if (obj != LAMP) return(2011); - SPK=184; - if (game.limit < 0) return(2011); - game.prop[LAMP]=1; - RSPEAK(39); - if (game.wzdark) return(2000); - return(2012); - } + if (obj != LAMP) { + rspeak(actions[verb].message); + return GO_CLEAROBJ; + } + if (game.limit < 0) { + rspeak(LAMP_OUT); + return GO_CLEAROBJ; + } + state_change(LAMP, LAMP_BRIGHT); + if (game.wzdark) + return GO_TOP; + else + return GO_CLEAROBJ; + } } static int listen(void) /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ { - int i, k; - SPK=228; - k=LOCSND[game.loc]; - if (k != 0) { - RSPEAK(labs(k)); - if (k < 0) return(2012); - SPK=0; + long sound = locations[game.loc].sound; + if (sound != SILENT) { + rspeak(sound); + if (!locations[game.loc].loud) + rspeak(NO_MESSAGE); + return GO_CLEAROBJ; } - SETPRM(1,game.zzword,0); - for (i=1; i<=NOBJECTS; i++) { - if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0) - continue; - PSPEAK(i,OBJSND[i]+game.prop[i]); - SPK=0; - if (i == BIRD && OBJSND[i]+game.prop[i] == 8) - DSTROY(BIRD); + for (int i = 1; i <= NOBJECTS; i++) { + if (!HERE(i) || + objects[i].sounds[0] == NULL || + game.prop[i] < 0) + continue; + int mi = game.prop[i]; + if (i == BIRD) + mi += 3 * game.blooded; + long packed_zzword = token_to_packed(game.zzword); + pspeak(i, hear, mi, true, packed_zzword); + rspeak(NO_MESSAGE); + /* FIXME: Magic number, sensitive to bird state logic */ + if (i == BIRD && game.prop[i] == 5) + DESTROY(BIRD); + return GO_CLEAROBJ; } - return(2011); + rspeak(ALL_SILENT); + return GO_CLEAROBJ; } static int lock(token_t verb, token_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { - int k; if (obj == INTRANSITIVE) { - SPK=28; - if (HERE(CLAM))obj=CLAM; - if (HERE(OYSTER))obj=OYSTER; - if (AT(DOOR))obj=DOOR; - if (AT(GRATE))obj=GRATE; - if (obj != 0 && HERE(CHAIN)) return(8000); - if (HERE(CHAIN))obj=CHAIN; - if (obj == 0) return(2011); + 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. */ - if (obj == CLAM || obj == OYSTER) - return bivalve(verb, obj); - if (obj == DOOR)SPK=111; - if (obj == DOOR && game.prop[DOOR] == 1)SPK=54; - if (obj == CAGE)SPK=32; - if (obj == KEYS)SPK=55; - if (obj == GRATE || obj == CHAIN)SPK=31; - if (SPK != 31 || !HERE(KEYS)) return(2011); - if (obj == CHAIN) - return chain(verb); - if (game.closng) { - SPK=130; - if (!game.panic)game.clock2=15; - game.panic=true; - return(2011); + if (obj == GRATE || + obj == CHAIN) { + if (HERE(KEYS)) { + if (obj == CHAIN) + return chain(verb); + if (game.closng) { + rspeak(EXIT_CLOSED); + if (!game.panic) + game.clock2 = PANICTIME; + game.panic = true; + return GO_CLEAROBJ ; + } else { + state_change(GRATE, (verb == LOCK) ? + GRATE_CLOSED : + GRATE_OPEN); + return GO_CLEAROBJ; + } + } + rspeak(NO_KEYS); + return GO_CLEAROBJ; } - SPK=34+game.prop[GRATE]; - game.prop[GRATE]=1; - if (verb == LOCK)game.prop[GRATE]=0; - SPK=SPK+2*game.prop[GRATE]; - return(2011); + + switch (obj) { + case CLAM: + case OYSTER: + return bivalve(verb, obj); + case DOOR: + rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); + break; + case CAGE: + rspeak( NO_LOCK); + break; + case KEYS: + rspeak(CANNOT_UNLOCK); + break; + default: + rspeak(actions[verb].message); + } + + return GO_CLEAROBJ; } -static int pour(token_t obj) +static int pour(token_t verb, token_t obj) /* Pour. If no object, or object is bottle, assume contents of bottle. * special tests for pouring water or oil on plant or rusty door. */ { - if (obj == BOTTLE || obj == 0)obj=LIQ(0); - if (obj == 0) return(8000); - if (!TOTING(obj)) return(2011); - SPK=78; - if (obj != OIL && obj != WATER) return(2011); - if (HERE(URN) && game.prop[URN] == 0) - return fill(URN); - game.prop[BOTTLE]=1; - game.place[obj]=0; - SPK=77; - if (!(AT(PLANT) || AT(DOOR))) - return(2011); + if (obj == BOTTLE || + obj == NO_OBJECT) + obj = LIQUID(); + if (obj == NO_OBJECT) + return GO_UNKNOWN; + if (!TOTING(obj)) { + rspeak(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)) { - SPK=112; - if (obj != WATER) return(2011); - PSPEAK(PLANT,game.prop[PLANT]+3); - game.prop[PLANT]=MOD(game.prop[PLANT]+1,3); - game.prop[PLANT2]=game.prop[PLANT]; - K=NUL; - return(8); + 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 { - game.prop[DOOR]=0; - if (obj == OIL)game.prop[DOOR]=1; - SPK=113+game.prop[DOOR]; - return(2011); + state_change(DOOR, (obj == OIL) ? + DOOR_UNRUSTED : + DOOR_RUSTED); + return GO_CLEAROBJ; } } -static int quit(FILE *input) +static int quit(void) /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ { - if (YES(input,22,54,54)) - score(1); - return(2012); + if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) + terminate(quitgame); + return GO_CLEAROBJ; } -static int read(FILE *input, token_t obj) +static int read(struct command_t command) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { - int i; - if (obj == INTRANSITIVE) { - obj = 0; - for (i=1; i<=NOBJECTS; i++) { - if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0) - obj = obj * NOBJECTS + i; - } - if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000); - } - - if (DARK(0)) { - SETPRM(1,WD1,WD1X); - RSPEAK(256); - return(2012); - } - if (OBJTXT[obj] == 0 || game.prop[obj] < 0) - return(2011); - if (obj == OYSTER && !game.clshnt) { - game.clshnt=YES(input,192,193,54); - return(2012); + if (command.obj == INTRANSITIVE) { + command.obj = 0; + for (int i = 1; i <= NOBJECTS; i++) { + if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0) + command.obj = command.obj * NOBJECTS + i; + } + if (command.obj > NOBJECTS || + command.obj == 0 || + DARK(game.loc)) + return GO_UNKNOWN; } - PSPEAK(obj,OBJTXT[obj]+game.prop[obj]); - return(2012); + + if (DARK(game.loc)) { + sspeak(NO_SEE, command.raw1); + } else if (command.obj == OYSTER && !game.clshnt && game.closed) { + game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]); + } else if (objects[command.obj].texts[0] == NULL || + game.prop[command.obj] < 0) { + rspeak(actions[command.verb].message); + } else + pspeak(command.obj, study, game.prop[command.obj], true); + return GO_CLEAROBJ; } static int reservoir(void) /* Z'ZZZ (word gets recomputed at startup; different each game). */ { - if (!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011); - PSPEAK(RESER,game.prop[RESER]+1); - game.prop[RESER]=1-game.prop[RESER]; - if (AT(RESER)) return(2012); - game.oldlc2=game.loc; - game.newloc=0; - RSPEAK(241); - return(2); + /* FIXME: Arithmetic on state numbers */ + if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) { + rspeak(NOTHING_HAPPENS); + return GO_CLEAROBJ; + } else { + /* FIXME: Arithmetic on state numbers */ + pspeak(RESER, look, game.prop[RESER] + 1, true); + game.prop[RESER] = 1 - game.prop[RESER]; + if (AT(RESER)) + return GO_CLEAROBJ; + else { + game.oldlc2 = game.loc; + game.newloc = LOC_NOWHERE; + rspeak(NOT_BRIGHT); + return GO_TERMINATE; + } + } } -static int rub(token_t obj) +static int rub(token_t verb, token_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { - if (obj != LAMP)SPK=76; - if (obj != URN || game.prop[URN] != 2) return(2011); - DSTROY(URN); - DROP(AMBER,game.loc); - game.prop[AMBER]=1; - game.tally=game.tally-1; - DROP(CAVITY,game.loc); - SPK=216; - return(2011); + if (obj == URN && game.prop[URN] == URN_LIT) { + DESTROY(URN); + drop(AMBER, game.loc); + game.prop[AMBER] = AMBER_IN_ROCK; + --game.tally; + drop(CAVITY, game.loc); + rspeak(URN_GENIES); + } else if (obj != LAMP) { + rspeak(PECULIAR_NOTHING); + } else { + rspeak(actions[verb].message); + } + return GO_CLEAROBJ; } -static int say(void) -/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ +static int say(struct command_t *command) +/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ { - /* FIXME: ugly use of globals */ - SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X); - if (WD2 > 0)WD1=WD2; - int wd=VOCAB(WD1,-1); - if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { - WD2=0; - return(2630); + if (command->wd2 > 0) { + command->wd1 = command->wd2; + strcpy(command->raw1, command->raw2); } - RSPEAK(258); - return(2012); - + char word1[TOKLEN + 1]; + packed_to_token(command->wd1, word1); + int wd = (int) get_vocab_id(word1); + /* FIXME: magic numbers */ + if (wd == MOTION_WORD(XYZZY) || + wd == MOTION_WORD(PLUGH) || + wd == MOTION_WORD(PLOVER) || + wd == ACTION_WORD(GIANTWORDS) || + wd == ACTION_WORD(PART)) { + /* FIXME: scribbles on the interpreter's command block */ + wordclear(&command->wd2); + return GO_LOOKUP; + } + sspeak(OKEY_DOKEY, command->raw1); + return GO_CLEAROBJ; } static int throw_support(long spk) { - RSPEAK(spk); - DROP(AXE,game.loc); - K=NUL; - return(8); + rspeak(spk); + drop(AXE, game.loc); + return GO_MOVE; } -static int throw(FILE *cmdin, long verb, long obj) +static int throw (struct command_t *command) /* Throw. Same as discard unless axe. Then same as attack except * ignore bird, and if dwarf is present then one might be killed. * (Only way to do so!) Axe also special for dragon, bear, and * troll. Treasures special for troll. */ { - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2; - if (!TOTING(obj)) - return(2011); - if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) { - SPK=159; + if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD)) + command->obj = ROD2; + if (!TOTING(command->obj)) { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + if (objects[command->obj].is_treasure && AT(TROLL)) { /* Snarf a treasure for the troll. */ - DROP(obj,0); - MOVE(TROLL,0); - MOVE(TROLL+NOBJECTS,0); - DROP(TROLL2,PLAC[TROLL]); - DROP(TROLL2+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - return(2011); + drop(command->obj, LOC_NOWHERE); + move(TROLL, LOC_NOWHERE); + move(TROLL + NOBJECTS, LOC_NOWHERE); + drop(TROLL2, objects[TROLL].plac); + drop(TROLL2 + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); + rspeak(TROLL_SATISFIED); + return GO_CLEAROBJ; } - if (obj == FOOD && HERE(BEAR)) { - /* But throwing food is another story. */ - obj=BEAR; - return(feed(obj)); + if (command->obj == FOOD && HERE(BEAR)) { + /* But throwing food is another story. */ + command->obj = BEAR; + return (feed(command->verb, command->obj)); } - if (obj != AXE) - return(discard(obj, false)); - I=ATDWRF(game.loc); - if (I <= 0) { - if (AT(DRAGON) && game.prop[DRAGON] == 0) { - SPK=152; - return throw_support(SPK); - } - if (AT(TROLL)) { - SPK=158; - return throw_support(SPK); - } - if (AT(OGRE)) { - SPK=203; - return throw_support(SPK); - } - if (HERE(BEAR) && game.prop[BEAR] == 0) { - /* This'll teach him to throw the axe at the bear! */ - SPK=164; - DROP(AXE,game.loc); - game.fixed[AXE]= -1; - game.prop[AXE]=1; - JUGGLE(BEAR); - return(2011); + if (command->obj != AXE) + return (discard(command->verb, command->obj, false)); + else { + if (atdwrf(game.loc) <= 0) { + if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) + return throw_support(DRAGON_SCALES); + if (AT(TROLL)) + return throw_support(TROLL_RETURNS); + else if (AT(OGRE)) + return throw_support(OGRE_DODGE); + else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { + /* This'll teach him to throw the axe at the bear! */ + drop(AXE, game.loc); + game.fixed[AXE] = -1; + juggle(BEAR); + state_change(AXE, AXE_LOST); + return GO_CLEAROBJ; + } + command->obj = NO_OBJECT; + return (attack(command)); } - return(attack(cmdin, verb, 0)); - } - if (randrange(NDWARVES+1) < game.dflag) { - SPK=48; - return throw_support(SPK); + if (randrange(NDWARVES + 1) < game.dflag) { + return throw_support(DWARF_DODGES); + } else { + long i = atdwrf(game.loc); + game.dseen[i] = false; + game.dloc[i] = LOC_NOWHERE; + return throw_support((++game.dkill == 1) ? + DWARF_SMOKE : + KILLED_DWARF); + } } - game.dseen[I]=false; - game.dloc[I]=0; - SPK=47; - game.dkill=game.dkill+1; - if (game.dkill == 1)SPK=149; - - return throw_support(SPK); } -static int vscore(void) -/* Score. Call scoring routine but tell it to return. */ -{ - score(-1); - return(2012); -} - -static int wake(token_t obj) +static int wake(token_t verb, token_t obj) /* Wake. Only use is to disturb the dwarves. */ { - if (obj != DWARF || !game.closed) return(2011); - SPK=199; - return(18999); + if (obj != DWARF || + !game.closed) { + rspeak(actions[verb].message); + return GO_CLEAROBJ; + } else { + rspeak(PROD_DWARF); + return GO_DWARFWAKE; + } } -static int wave(token_t obj) +static int wave(token_t verb, token_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { - if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29; if (obj != ROD || - !TOTING(obj) || - (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) - return(2011); - if (HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2); - if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { - DROP(JADE,game.loc); - game.prop[JADE]=0; - game.tally=game.tally-1; - SPK=208; - return(2011); + !TOTING(obj) || + (!HERE(BIRD) && + (game.closng || + !AT(FISSURE)))) { + rspeak(((!TOTING(obj)) && (obj != ROD || + !TOTING(ROD2))) ? + ARENT_CARRYING : + actions[verb].message); + return GO_CLEAROBJ; + } + + if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { + drop(JADE, game.loc); + game.prop[JADE] = 0; + --game.tally; + rspeak(NECKLACE_FLY); + return GO_CLEAROBJ; } else { - if (game.closed) return(18999); - if (game.closng || !AT(FISSUR)) return(2011); - if (HERE(BIRD))RSPEAK(SPK); - game.prop[FISSUR]=1-game.prop[FISSUR]; - PSPEAK(FISSUR,2-game.prop[FISSUR]); - return(2012); + 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); + + /* FIXME: Arithemetic on property values */ + game.prop[FISSURE] = 1 - game.prop[FISSURE]; + pspeak(FISSURE, look, 2 - game.prop[FISSURE], true); + return GO_CLEAROBJ; } } -/* This stuff was broken off as part of an effort to get the main program - * to compile without running out of memory. We're called with a number - * that says what label the caller wanted to "goto", and we return a - * similar label number for the caller to "goto". - */ - -int action(FILE *input, long STARTAT, long verb, long obj) +int action(struct command_t *command) /* Analyse a verb. Remember what it was, go back for object if second word * unless verb is "say", which snarfs arbitrary second word. */ { - int kk; - switch(STARTAT) { - case 4000: goto L4000; - case 4090: goto L4090; - case 5000: goto L5000; - } - BUG(99); - -L4000: - SPK=ACTSPK[verb]; - if (WD2 > 0 && verb != SAY) return(2800); - if (verb == SAY)obj=WD2; - if (obj > 0) goto L4090; - -/* Analyse an intransitive verb (ie, no object given yet). */ - - switch (verb-1) { - case 0: /* CARRY */ return carry(INTRANSITIVE); - case 1: /* DROP */ return(8000); - case 2: /* SAY */ return(8000); - case 3: /* UNLOC */ return lock(verb, INTRANSITIVE); - case 4: /* NOTHI */ return(2009); - case 5: /* LOCK */ return lock(verb, INTRANSITIVE); - case 6: /* LIGHT */ return light(INTRANSITIVE); - case 7: /* EXTIN */ return extinguish(INTRANSITIVE); - case 8: /* WAVE */ return(8000); - case 9: /* CALM */ return(8000); - case 10: /* WALK */ return(2011); - case 11: /* ATTAC */ return attack(input, verb, obj); - case 12: /* POUR */ return pour(obj); - case 13: /* EAT */ return eat(INTRANSITIVE); - case 14: /* DRINK */ return drink(obj); - case 15: /* RUB */ return(8000); - case 16: /* TOSS */ return(8000); - case 17: /* QUIT */ return quit(input); - case 18: /* FIND */ return(8000); - case 19: /* INVEN */ return inven(obj); - case 20: /* FEED */ return(8000); - case 21: /* FILL */ return fill(obj); - case 22: /* BLAST */ return blast(); - case 23: /* SCOR */ return vscore(); - case 24: /* FOO */ return bigwords(WD1); - case 25: /* BRIEF */ return brief(); - case 26: /* READ */ return read(input, INTRANSITIVE); - case 27: /* BREAK */ return(8000); - case 28: /* WAKE */ return(8000); - case 29: /* SUSP */ goto L8300; - case 30: /* RESU */ goto L8310; - case 31: /* FLY */ return fly(INTRANSITIVE); - case 32: /* LISTE */ return listen(); - case 33: /* ZZZZ */ return reservoir(); - } - BUG(23); - -/* Analyse a transitive verb. */ - -L4090: switch (verb-1) { - case 0: /* CARRY */ return carry(obj); - case 1: /* DROP */ return discard(obj, false); - case 2: /* SAY */ return say(); - case 3: /* UNLOC */ return lock(verb, obj); - case 4: /* NOTHI */ return(2009); - case 5: /* LOCK */ return lock(verb, obj); - case 6: /* LIGHT */ return light(obj); - case 7: /* EXTI */ return extinguish(obj); - case 8: /* WAVE */ return wave(obj); - case 9: /* CALM */ return(2011); - case 10: /* WALK */ return(2011); - case 11: /* ATTAC */ return attack(input, verb, obj); - case 12: /* POUR */ return pour(obj); - case 13: /* EAT */ return eat(obj); - case 14: /* DRINK */ return drink(obj); - case 15: /* RUB */ return rub(obj); - case 16: /* TOSS */ return throw(input, verb, obj); - case 17: /* QUIT */ return(2011); - case 18: /* FIND */ return find(obj); - case 19: /* INVEN */ return find(obj); - case 20: /* FEED */ return feed(obj); - case 21: /* FILL */ return fill(obj); - case 22: /* BLAST */ return blast(); - case 23: /* SCOR */ return(2011); - case 24: /* FOO */ return(2011); - case 25: /* BRIEF */ return(2011); - case 26: /* READ */ return read(input, obj); - case 27: /* BREAK */ return vbreak(obj); - case 28: /* WAKE */ return wake(obj); - case 29: /* SUSP */ return(2011); - case 30: /* RESU */ return(2011); - case 31: /* FLY */ return fly(obj); - case 32: /* LISTE */ return(2011); - case 33: /* ZZZZ */ return reservoir(); - } - BUG(24); - -/* 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. */ - -L5000: obj=K; - if (!HERE(K)) goto L5100; -L5010: if (WD2 > 0) return(2800); - if (verb != 0) goto L4090; - SETPRM(1,WD1,WD1X); - RSPEAK(255); - return(2600); - -L5100: if (K != GRATE) goto L5110; - if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN; - if (game.loc > 9 && game.loc < 15)K=ENTRNC; - if (K != GRATE) return(8); -L5110: if (K == DWARF && ATDWRF(game.loc) > 0) goto L5010; - if ((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010; - if (obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120; - obj=URN; - goto L5010; -L5120: if (obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130; - obj=PLANT2; - goto L5010; -L5130: if (obj != KNIFE || game.knfloc != game.loc) goto L5140; - game.knfloc= -1; - SPK=116; - return(2011); -L5140: if (obj != ROD || !HERE(ROD2)) goto L5190; - obj=ROD2; - goto L5010; -L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010; - SETPRM(1,WD1,WD1X); - RSPEAK(256); - return(2012); - - -/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for - * transitive, plus ten times the verb number. Many intransitive verbs use the - * transitive code, and some verbs use code for other verbs, as noted below. */ - -/* Suspend. Offer to save things in a file, but charging some points (so - * can't win by using saved games to retry battles or to start over after - * learning zzword). */ - -L8300: SPK=201; - RSPEAK(260); - if (!YES(input,200,54,54)) return(2012); - game.saved=game.saved+5; - kk= -1; - -/* This next part is shared with the "resume" code. The two cases are - * distinguished by the value of kk (-1 for suspend, +1 for resume). */ - -L8305: DATIME(&I,&K); - K=I+650*K; - SAVWRD(kk,K); - K=VRSION; - SAVWRD(0,K); - if (K != VRSION) goto L8312; -/* Herewith are all the variables whose values can change during a game, - * omitting a few (such as I, J, ATTACK) whose values between turns are - * irrelevant and some whose values when a game is - * suspended or resumed are guaranteed to match. If unsure whether a value - * needs to be saved, include it. Overkill can't hurt. Pad the last savwds - * with junk variables to bring it up to 7 values. */ - SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng); - SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest); - SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie); - SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup); - SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]); - SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]); - SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K); - SAVARR(game.abbrev,LOCSIZ); - SAVARR(game.atloc,LOCSIZ); - SAVARR(game.dloc,NDWARVES); - SAVARR(game.dseen,NDWARVES); - SAVARR(game.fixed,NOBJECTS); - SAVARR(game.hinted,HNTSIZ); - SAVARR(game.hintlc,HNTSIZ); - SAVARR(game.link,NOBJECTS*2); - SAVARR(game.odloc,NDWARVES); - SAVARR(game.place,NOBJECTS); - SAVARR(game.prop,NOBJECTS); - SAVWRD(kk,K); - if (K != 0) goto L8318; - K=NUL; - game.zzword=RNDVOC(3,game.zzword); - if (kk > 0) return(8); - RSPEAK(266); - exit(0); - -/* Resume. Read a suspended game back from a file. */ - -L8310: kk=1; - if (game.loc == 1 && game.abbrev[1] == 1) goto L8305; - RSPEAK(268); - if (!YES(input,200,54,54)) return(2012); - goto L8305; + if (command->part == unknown) { + /* Analyse an object word. See if the thing is here, whether + * we've got a verb yet, and so on. Object must be here + * unless verb is "find" or "invent(ory)" (and no new verb + * yet to be analysed). Water and oil are also funny, since + * they are never actually dropped at any location, but might + * be here inside the bottle or urn or as a feature of the + * location. */ + if (HERE(command->obj)) + /* FALL THROUGH */; + else if (command->obj == GRATE) { + if (game.loc == LOC_START || + game.loc == LOC_VALLEY || + game.loc == LOC_SLIT) { + command->obj = DPRSSN; + } + if (game.loc == LOC_COBBLE || + game.loc == LOC_DEBRIS || + game.loc == LOC_AWKWARD || + game.loc == LOC_BIRD || + game.loc == LOC_PITTOP) { + command->obj = ENTRNC; + } + } else if (command->obj == DWARF && atdwrf(game.loc) > 0) + /* FALL THROUGH */; + else if ((LIQUID() == command->obj && HERE(BOTTLE)) || + command->obj == LIQLOC(game.loc)) + /* FALL THROUGH */; + else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) { + command->obj = URN; + /* FALL THROUGH */; + } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { + command->obj = PLANT2; + /* FALL THROUGH */; + } else if (command->obj == KNIFE && game.knfloc == game.loc) { + game.knfloc = -1; + rspeak(KNIVES_VANISH); + return GO_CLEAROBJ; + } else if (command->obj == ROD && HERE(ROD2)) { + command->obj = ROD2; + /* FALL THROUGH */; + } else if ((command->verb == FIND || + command->verb == INVENTORY) && command->wd2 <= 0) + /* FALL THROUGH */; + else { + sspeak(NO_SEE, command->raw1); + return GO_CLEAROBJ; + } -L8312: SETPRM(1,K/10,MOD(K,10)); - SETPRM(3,VRSION/10,MOD(VRSION,10)); - RSPEAK(269); - return(2000); + if (command->wd2 > 0) + return GO_WORD2; + if (command->verb != 0) + command->part = transitive; + } -L8318: RSPEAK(270); - exit(0); + switch (command->part) { + case intransitive: + if (command->wd2 > 0 && command->verb != SAY) + return GO_WORD2; + if (command->verb == SAY) + command->obj = command->wd2; + if (command->obj == 0 || + command->obj == INTRANSITIVE) { + /* Analyse an intransitive verb (ie, no object given yet). */ + switch (command->verb) { + case CARRY: + return vcarry(command->verb, INTRANSITIVE); + case DROP: + return GO_UNKNOWN; + case SAY: + return GO_UNKNOWN; + case UNLOCK: + return lock(command->verb, INTRANSITIVE); + case NOTHING: { + rspeak(OK_MAN); + return (GO_CLEAROBJ); + } + case LOCK: + return lock(command->verb, INTRANSITIVE); + case LIGHT: + return light(command->verb, INTRANSITIVE); + case EXTINGUISH: + return extinguish(command->verb, INTRANSITIVE); + case WAVE: + return GO_UNKNOWN; + case TAME: + return GO_UNKNOWN; + case GO: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case ATTACK: + return attack(command); + case POUR: + return pour(command->verb, command->obj); + case EAT: + return eat(command->verb, INTRANSITIVE); + case DRINK: + return drink(command->verb, command->obj); + case RUB: + return GO_UNKNOWN; + case THROW: + return GO_UNKNOWN; + case QUIT: + return quit(); + case FIND: + return GO_UNKNOWN; + case INVENTORY: + return inven(); + case FEED: + return GO_UNKNOWN; + case FILL: + return fill(command->verb, command->obj); + case BLAST: + blast(); + return GO_CLEAROBJ; + case SCORE: + score(scoregame); + return GO_CLEAROBJ; + case GIANTWORDS: + return bigwords(command->wd1); + case BRIEF: + return brief(); + case READ: + command->obj = INTRANSITIVE; + return read(*command); + case BREAK: + return GO_UNKNOWN; + case WAKE: + return GO_UNKNOWN; + case SAVE: + return suspend(); + case RESUME: + return resume(); + case FLY: + return fly(command->verb, INTRANSITIVE); + case LISTEN: + return listen(); + case PART: + return reservoir(); + default: + BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE + } + } + /* FALLTHRU */ + case transitive: + /* Analyse a transitive verb. */ + switch (command->verb) { + case CARRY: + return vcarry(command->verb, command->obj); + case DROP: + return discard(command->verb, command->obj, false); + case SAY: + return say(command); + case UNLOCK: + return lock(command->verb, command->obj); + case NOTHING: { + rspeak(OK_MAN); + return (GO_CLEAROBJ); + } + case LOCK: + return lock(command->verb, command->obj); + case LIGHT: + return light(command->verb, command->obj); + case EXTINGUISH: + return extinguish(command->verb, command->obj); + case WAVE: + return wave(command->verb, command->obj); + case TAME: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case GO: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case ATTACK: + return attack(command); + case POUR: + return pour(command->verb, command->obj); + case EAT: + return eat(command->verb, command->obj); + case DRINK: + return drink(command->verb, command->obj); + case RUB: + return rub(command->verb, command->obj); + case THROW: + return throw (command); + case QUIT: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case FIND: + return find(command->verb, command->obj); + case INVENTORY: + return find(command->verb, command->obj); + case FEED: + return feed(command->verb, command->obj); + case FILL: + return fill(command->verb, command->obj); + case BLAST: + blast(); + return GO_CLEAROBJ; + case SCORE: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case GIANTWORDS: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case BRIEF: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case READ: + return read(*command); + case BREAK: + return vbreak(command->verb, command->obj); + case WAKE: + return wake(command->verb, command->obj); + case SAVE: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case RESUME: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case FLY: + return fly(command->verb, command->obj); + case LISTEN: { + rspeak(actions[command->verb].message); + return GO_CLEAROBJ; + } + case PART: + return reservoir(); + default: + BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE + } + case unknown: + /* Unknown verb, couldn't deduce object - might need hint */ + sspeak(WHAT_DO, command->raw1); + return GO_CHECKHINT; + default: + BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE + } }