X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=c05cfb0ffd3fd2710776dd6b9ea5b464caa516a5;hp=5a82a5b225b70a91c3b473984230e53f0b6902bf;hb=16a175bbabffe66a68eeab1ca4ac0703553fdf56;hpb=f47dc9f44798e3d03e4760c8b53b44c7de4c92f9 diff --git a/actions.c b/actions.c index 5a82a5b..c05cfb0 100644 --- a/actions.c +++ b/actions.c @@ -1,12 +1,18 @@ #include #include +#include #include "advent.h" -#include "database.h" -#include "newdb.h" +#include "dungeon.h" static int fill(token_t, token_t); -static int attack(FILE *input, struct command_t *command) +static void state_change(long obj, long state) +{ + game.prop[obj] = state; + pspeak(obj, change, state, true); +} + +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 @@ -14,51 +20,88 @@ static int attack(FILE *input, struct command_t *command) { vocab_t verb = command->verb; vocab_t obj = command->obj; - int spk = ACTSPK[verb]; - if (obj == 0 || obj == INTRANSITIVE) { - if (ATDWRF(game.loc) > 0) + + long spk = actions[verb].message; + if (obj == NO_OBJECT || + obj == INTRANSITIVE) { + int changes = 0; + if (atdwrf(game.loc) > 0) { obj = DWARF; - if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE; - if (AT(DRAGON) && game.prop[DRAGON] == 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 GO_UNKNOWN; - if (obj == 0) { + ++changes; + } + if (HERE(SNAKE)) { + obj = SNAKE; + ++changes; + } + if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { + obj = DRAGON; + ++changes; + } + if (AT(TROLL)) { + obj = TROLL; + ++changes; + } + if (AT(OGRE)) { + obj = OGRE; + ++changes; + } + if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { + obj = BEAR; + ++changes; + } + /* check for low-priority targets */ + if (obj == NO_OBJECT) { /* Can't attack bird or machine by throwing axe. */ - if (HERE(BIRD) && verb != THROW)obj = BIRD; - if (HERE(VEND) && verb != THROW)obj = obj * NOBJECTS + VEND; + 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 = NOBJECTS * obj + CLAM; - if (obj > NOBJECTS) - return GO_UNKNOWN; + if (HERE(CLAM) || HERE(OYSTER)) { + obj = CLAM; + ++changes; + } } + if (changes >= 2) + return GO_UNKNOWN; + } if (obj == BIRD) { - spk = UNHAPPY_BIRD; if (game.closed) { - rspeak(spk); + rspeak(UNHAPPY_BIRD); return GO_CLEAROBJ; } DESTROY(BIRD); - game.prop[BIRD] = 0; spk = BIRD_DEAD; } else if (obj == VEND) { - pspeak(VEND, game.prop[VEND] + 2); - game.prop[VEND] = 3 - game.prop[VEND]; + state_change(VEND, + game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); return GO_CLEAROBJ; } - if (obj == 0)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) { + 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); @@ -70,31 +113,51 @@ static int attack(FILE *input, struct command_t *command) game.dseen[i] = false; } } - spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2; - } else if (obj == BEAR) - /* FIXME: Arithmetic on message numbers */ - spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2; - else if (obj == DRAGON && game.prop[DRAGON] == 0) { + 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); - GETIN(input, &command->wd1, &command->wd1x, &command->wd2, &command->wd2x); - if (command->wd1 != MAKEWD(WORD_YINIT) && command->wd1 != MAKEWD(WORD_YES)) + 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; - pspeak(DRAGON, 3); - game.prop[DRAGON] = 1; - game.prop[RUG] = 0; - int k = (PLAC[DRAGON] + FIXD[DRAGON]) / 2; - MOVE(DRAGON + NOBJECTS, -1); - MOVE(RUG + NOBJECTS, 0); - MOVE(DRAGON, k); - MOVE(RUG, k); - DROP(BLOOD, k); + } + 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] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON]) - MOVE(obj, k); + if (game.place[obj] == objects[DRAGON].plac || + game.place[obj] == objects[DRAGON].fixd) + move(obj, k); } game.loc = k; return GO_MOVE; @@ -106,14 +169,18 @@ static int attack(FILE *input, struct command_t *command) static int bigwords(token_t foo) /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. - * Look up foo in section 3 of vocab to determine which word we've got. Last - * word zips the eggs back to the giant room (unless already there). */ + * Look up foo in special section of vocab to determine which word we've got. + * Last word zips the eggs back to the giant room (unless already there). */ { - int k = VOCAB(foo, 3); - int spk = NOTHING_HAPPENS; + 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)spk = START_OVER; - rspeak(spk); + if (game.foobar != 0 && game.loc == LOC_GIANTROOM) { + rspeak( START_OVER); + } else { + rspeak(NOTHING_HAPPENS); + } return GO_CLEAROBJ; } else { game.foobar = k; @@ -122,46 +189,32 @@ static int bigwords(token_t foo) return GO_CLEAROBJ; } game.foobar = 0; - if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) { - rspeak(spk); + if (game.place[EGGS] == objects[EGGS].plac || + (TOTING(EGGS) && game.loc == objects[EGGS].plac)) { + rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; } else { /* Bring back troll if we steal the eggs back from him before * crossing. */ - if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 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); + 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 spk; - bool is_oyster = (obj == OYSTER); - spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS; - if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM; - if (!TOTING(TRIDENT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER; - if (verb == LOCK)spk = HUH_MAN; - if (spk == PEARL_FALLS) { - DESTROY(CLAM); - DROP(OYSTER, game.loc); - DROP(PEARL, LOC_CULDESAC); - } - rspeak(spk); - return GO_CLEAROBJ; -} - static void blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { - if (game.prop[ROD2] < 0 || !game.closed) + if (game.prop[ROD2] < 0 || + !game.closed) rspeak(REQUIRES_DYNAMITE); else { game.bonus = VICTORY_MESSAGE; @@ -177,21 +230,24 @@ static void blast(void) static int vbreak(token_t verb, token_t obj) /* Break. Only works for mirror in repository and, of course, the vase. */ { - int spk = ACTSPK[verb]; - if (obj == MIRROR)spk = TOO_FAR; - if (obj == VASE && game.prop[VASE] == 0) { - if (TOTING(VASE))DROP(VASE, game.loc); - game.prop[VASE] = 2; - game.fixed[VASE] = -1; - spk = BREAK_VASE; - } else { - if (obj == MIRROR && game.closed) { + if (obj == MIRROR) { + if (game.closed) { rspeak(BREAK_MIRROR); return GO_DWARFWAKE; + } else { + rspeak(TOO_FAR); + return GO_CLEAROBJ; } } - rspeak(spk); - 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) @@ -203,7 +259,7 @@ static int brief(void) return GO_CLEAROBJ; } -static int carry(token_t verb, token_t 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. */ @@ -213,7 +269,7 @@ static int carry(token_t verb, token_t obj) /* 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) + atdwrf(game.loc) > 0) return GO_UNKNOWN; obj = game.atloc[game.loc]; } @@ -223,14 +279,22 @@ static int carry(token_t verb, token_t obj) return GO_CLEAROBJ; } spk = YOU_JOKING; - if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS; - if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED; - if (obj == CHAIN && game.prop[BEAR] != 0)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] == 2)spk = RUG_HOVERS; - if (obj == SIGN)spk = HAND_PASSTHROUGH; + 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) { rspeak(REMOVE_MESSAGE); DESTROY(MESSAG); @@ -240,13 +304,17 @@ static int carry(token_t verb, token_t obj) rspeak(spk); return GO_CLEAROBJ; } - if (obj == WATER || obj == OIL) { - if (!HERE(BOTTLE) || LIQUID() != obj) { - if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1) + 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] != 1)spk = BOTTLE_FULL; - if (!TOTING(BOTTLE))spk = NO_CONTAINER; + if (game.prop[BOTTLE] != EMPTY_BOTTLE) + spk = BOTTLE_FULL; + if (!TOTING(BOTTLE)) + spk = NO_CONTAINER; rspeak(spk); return GO_CLEAROBJ; } @@ -258,28 +326,35 @@ static int carry(token_t verb, token_t obj) if (game.holdng >= INVLIMIT) { rspeak(spk); return GO_CLEAROBJ; - } else if (obj == BIRD && game.prop[BIRD] != 1 && -1 - game.prop[BIRD] != 1) { - if (game.prop[BIRD] == 2) { + } 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) { + 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] = 1; + 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); + /* FIXME: Arithmetic on state numbers */ + if ((obj == BIRD || + obj == CAGE) && + (game.prop[BIRD] == BIRD_CAGED || + -1 - game.prop[BIRD] == 1)) + carry(BIRD + CAGE - obj, game.loc); + carry(obj, game.loc); if (obj == BOTTLE && LIQUID() != 0) game.place[LIQUID()] = CARRIED; if (GSTONE(obj) && game.prop[obj] != 0) { - game.prop[obj] = 0; - game.prop[CAVITY] = 1; + game.prop[obj] = STATE_GROUND; + game.prop[CAVITY] = CAVITY_EMPTY; } rspeak(OK_MAN); return GO_CLEAROBJ; @@ -288,32 +363,47 @@ static int carry(token_t verb, token_t obj) static int chain(token_t verb) /* Do something to the bear's chain */ { - int spk; if (verb != LOCK) { - spk = CHAIN_UNLOCKED; - if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS; - if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED; - if (spk != CHAIN_UNLOCKED) { - rspeak(spk); + if (game.prop[BEAR] == UNTAMED_BEAR) { + rspeak(BEAR_BLOCKS); return GO_CLEAROBJ; } - game.prop[CHAIN] = 0; - game.fixed[CHAIN] = 0; - if (game.prop[BEAR] != 3)game.prop[BEAR] = 2; - game.fixed[BEAR] = 2 - game.prop[BEAR]; - } else { - spk = CHAIN_LOCKED; - if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED; - if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE; - if (spk != CHAIN_LOCKED) { - rspeak(spk); + if (game.prop[CHAIN] == CHAIN_HEAP) { + rspeak(ALREADY_UNLOCKED); return GO_CLEAROBJ; } - game.prop[CHAIN] = 2; - if (TOTING(CHAIN))DROP(CHAIN, game.loc); - game.fixed[CHAIN] = -1; + game.prop[CHAIN] = CHAIN_HEAP; + game.fixed[CHAIN] = CHAIN_HEAP; + if (game.prop[BEAR] != BEAR_DEAD) + game.prop[BEAR] = CONTENTED_BEAR; + + switch (game.prop[BEAR]) { + case BEAR_DEAD: + game.fixed[BEAR] = -1; + break; + default: + game.fixed[BEAR] = 0; + } + rspeak(CHAIN_UNLOCKED); + return GO_CLEAROBJ; } - rspeak(spk); + + 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] = -1; + + rspeak(CHAIN_LOCKED); return GO_CLEAROBJ; } @@ -322,73 +412,84 @@ static int discard(token_t verb, token_t obj, bool just_do_it) * bird (might attack snake or dragon) and cage (might contain bird) and vase. * Drop coins at vending machine for extra batteries. */ { - int spk = ACTSPK[verb]; + int spk = actions[verb].message; if (!just_do_it) { - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2; + if (TOTING(ROD2) && obj == ROD && !TOTING(ROD)) + obj = ROD2; if (!TOTING(obj)) { rspeak(spk); return GO_CLEAROBJ; } if (obj == BIRD && HERE(SNAKE)) { rspeak(BIRD_ATTACKS); - if (game.closed) return GO_DWARFWAKE; + if (game.closed) + return GO_DWARFWAKE; DESTROY(SNAKE); /* Set game.prop for use by travel options */ - game.prop[SNAKE] = 1; + game.prop[SNAKE] = SNAKE_CHASED; - } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) { + } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) { rspeak(GEM_FITS); game.prop[obj] = 1; - game.prop[CAVITY] = 0; - if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY && - game.prop[RUG] == 2))) { + 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; + 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 = PLAC[SAPPH]; - MOVE(RUG + NOBJECTS, k); + if (k == 2) + k = objects[SAPPH].plac; + move(RUG + NOBJECTS, k); } } } else if (obj == COINS && HERE(VEND)) { DESTROY(COINS); - DROP(BATTERY, game.loc); - pspeak(BATTERY, 0); + drop(BATTERY, game.loc); + pspeak(BATTERY, look, FRESH_BATTERIES, true); return GO_CLEAROBJ; - } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) { + } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { rspeak(BIRD_BURNT); DESTROY(BIRD); - game.prop[BIRD] = 0; return GO_CLEAROBJ; } else if (obj == BEAR && AT(TROLL)) { - rspeak(TROLL_SCAMPERS); - 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]) { + 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; } } int k = LIQUID(); - if (k == obj)obj = BOTTLE; + if (k == obj) + obj = BOTTLE; if (obj == BOTTLE && k != 0) game.place[k] = LOC_NOWHERE; - if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD, game.loc); - DROP(obj, game.loc); - if (obj != BIRD) return GO_CLEAROBJ; - game.prop[BIRD] = 0; - if (FOREST(game.loc))game.prop[BIRD] = 2; + 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; } @@ -396,23 +497,30 @@ static int drink(token_t verb, token_t obj) /* Drink. If no object, assume water and look for it here. If water is in * the bottle, drink that, else must be at a water loc, so drink stream. */ { - int spk = ACTSPK[verb]; - if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE))) + if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && + (LIQUID() != WATER || !HERE(BOTTLE))) { return GO_UNKNOWN; - if (obj != BLOOD) { - if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT; - if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) { - game.prop[BOTTLE] = 1; - game.place[WATER] = LOC_NOWHERE; - spk = BOTTLE_EMPTY; - } - } else { + } + + if (obj == BLOOD) { DESTROY(BLOOD); - game.prop[DRAGON] = 2; - OBJSND[BIRD] = OBJSND[BIRD] + 3; - spk = HEAD_BUZZES; + state_change(DRAGON, DRAGON_BLOODLESS); + game.blooded = true; + return GO_CLEAROBJ; } - rspeak(spk); + + if (obj != NO_OBJECT && obj != WATER) { + rspeak(RIDICULOUS_ATTEMPT); + return GO_CLEAROBJ; + } + if (LIQUID() == WATER && HERE(BOTTLE)) { + game.prop[BOTTLE] = EMPTY_BOTTLE; + game.place[WATER] = LOC_NOWHERE; + rspeak(BOTTLE_EMPTY); + return GO_CLEAROBJ; + } + + rspeak(actions[verb].message); return GO_CLEAROBJ; } @@ -420,45 +528,70 @@ static int eat(token_t verb, token_t obj) /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ { - int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { if (!HERE(FOOD)) return GO_UNKNOWN; DESTROY(FOOD); - spk = THANKS_DELICIOUS; - } else { - if (obj == FOOD) { - DESTROY(FOOD); - spk = THANKS_DELICIOUS; - } - if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == - DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == - OGRE)spk = LOST_APPETITE; + rspeak(THANKS_DELICIOUS); + return GO_CLEAROBJ; } - rspeak(spk); + if (obj == FOOD) { + DESTROY(FOOD); + rspeak(THANKS_DELICIOUS); + return GO_CLEAROBJ; + } + if (obj == BIRD || + obj == SNAKE || + obj == CLAM || + obj == OYSTER || + obj == DWARF || + obj == DRAGON || + obj == TROLL || + obj == BEAR || + obj == OGRE) { + rspeak(LOST_APPETITE); + return GO_CLEAROBJ; + } + rspeak(actions[verb].message); return GO_CLEAROBJ; } static int extinguish(token_t verb, int obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { - int spk = ACTSPK[verb]; 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 == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN; + 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; } if (obj == URN) { - game.prop[URN] = game.prop[URN] / 2; - spk = URN_DARK; - } else if (obj == LAMP) { - game.prop[LAMP] = 0; - rspeak(LAMP_OFF); - spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE; - } else if (obj == DRAGON || obj == VOLCANO) - spk = BEYOND_POWER; - rspeak(spk); + if (game.prop[URN] != URN_EMPTY) { + state_change(URN, URN_DARK); + } else { + pspeak(URN, change, URN_DARK, true); + } + return GO_CLEAROBJ; + } + + if (obj == LAMP) { + state_change(LAMP, LAMP_DARK); + rspeak(DARK(game.loc) ? + PITCH_DARK : + NO_MESSAGE); + return GO_CLEAROBJ; + } + + if (obj == DRAGON || + obj == VOLCANO) { + rspeak(BEYOND_POWER); + return GO_CLEAROBJ; + } + + rspeak(actions[verb].message); return GO_CLEAROBJ; } @@ -466,17 +599,20 @@ 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 = ACTSPK[verb]; + int spk = actions[verb].message; if (obj == BIRD) { rspeak(BIRD_PINING); return GO_CLEAROBJ; - } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) { + } else if (obj == SNAKE || + obj == DRAGON || + obj == TROLL) { spk = NOTHING_EDIBLE; - if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT; - if (obj == TROLL)spk = TROLL_VICES; + 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); - game.prop[BIRD] = 0; spk = BIRD_DEVOURED; } } else if (obj == DWARF) { @@ -485,11 +621,13 @@ static int feed(token_t verb, token_t obj) spk = REALLY_MAD; } } else if (obj == BEAR) { - if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE; - if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT; + 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] = 1; + game.prop[BEAR] = SITTING_BEAR; game.fixed[AXE] = 0; game.prop[AXE] = 0; spk = BEAR_TAMED; @@ -508,159 +646,191 @@ 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 = ACTSPK[verb]; if (obj == VASE) { - spk = ARENT_CARRYING; - if (LIQLOC(game.loc) == 0)spk = FILL_INVALID; - if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) { - rspeak(spk); + 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] = 2; + game.prop[VASE] = VASE_BROKEN; game.fixed[VASE] = -1; return (discard(verb, obj, true)); - } else if (obj == URN) { - spk = FULL_URN; - if (game.prop[URN] != 0) { - rspeak(spk); + } + + if (obj == URN) { + if (game.prop[URN] != URN_EMPTY) { + rspeak(FULL_URN); return GO_CLEAROBJ; } - spk = FILL_INVALID; - k = LIQUID(); - if (k == 0 || !HERE(BOTTLE)) { - rspeak(spk); + 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; - game.prop[BOTTLE] = 1; - if (k == OIL)game.prop[URN] = 1; - spk = WATER_URN + game.prop[URN]; - rspeak(spk); return GO_CLEAROBJ; - } else if (obj != 0 && obj != BOTTLE) { - rspeak(spk); + } + if (obj != NO_OBJECT && obj != BOTTLE) { + rspeak(actions[verb].message); return GO_CLEAROBJ; - } else if (obj == 0 && !HERE(BOTTLE)) + } + if (obj == NO_OBJECT && !HERE(BOTTLE)) return GO_UNKNOWN; - spk = BOTTLED_WATER; - if (LIQLOC(game.loc) == 0) - spk = NO_LIQUID; - if (HERE(URN) && game.prop[URN] != 0) - spk = URN_NOPOUR; - if (LIQUID() != 0) - spk = BOTTLE_FULL; - if (spk == BOTTLED_WATER) { - 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; + + if (HERE(URN) && game.prop[URN] != URN_EMPTY) { + rspeak(URN_NOPOUR); + return GO_CLEAROBJ; } - rspeak(spk); + if (LIQUID() != NO_OBJECT) { + rspeak(BOTTLE_FULL); + return GO_CLEAROBJ; + } + if (LIQLOC(game.loc) == NO_OBJECT) { + rspeak(NO_LIQUID); + return GO_CLEAROBJ; + } + + game.prop[BOTTLE] = (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE; + if (TOTING(BOTTLE)) + game.place[LIQUID()] = CARRIED; + if (LIQUID() == OIL) + rspeak(BOTTLED_OIL); + else + rspeak(BOTTLED_WATER); return GO_CLEAROBJ; } static int find(token_t verb, token_t obj) /* Find. Might be carrying it, or it might be here. Else give caveat. */ { - int spk = ACTSPK[verb]; + if (TOTING(obj)) { + rspeak(ALREADY_CARRYING); + return GO_CLEAROBJ; + } + + if (game.closed) { + rspeak(NEEDED_NEARBY); + return GO_CLEAROBJ; + } + if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) || obj == LIQLOC(game.loc) || - (obj == DWARF && ATDWRF(game.loc) > 0)) - spk = YOU_HAVEIT; - if (game.closed)spk = NEEDED_NEARBY; - if (TOTING(obj))spk = ALREADY_CARRYING; - rspeak(spk); + (obj == DWARF && atdwrf(game.loc) > 0)) { + rspeak(YOU_HAVEIT); + return GO_CLEAROBJ; + } + + + rspeak(actions[verb].message); return GO_CLEAROBJ; } static int fly(token_t verb, token_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { - int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { - if (game.prop[RUG] != 2)spk = RUG_NOTHING2; - if (!HERE(RUG))spk = FLAP_ARMS; - if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) { - rspeak(spk); + if (!HERE(RUG)) { + rspeak(FLAP_ARMS); + return GO_CLEAROBJ; + } + if (game.prop[RUG] != RUG_HOVER) { + rspeak(RUG_NOTHING2); return GO_CLEAROBJ; } obj = RUG; } if (obj != RUG) { - rspeak(spk); + rspeak(actions[verb].message); return GO_CLEAROBJ; } - spk = RUG_NOTHING1; - if (game.prop[RUG] != 2) { - rspeak(spk); + 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; - spk = RUG_GOES; - if (game.prop[SAPPH] >= 0) - spk = RUG_RETURNS; - rspeak(spk); + + if (game.prop[SAPPH] >= 0) { + rspeak(RUG_RETURNS); + } else { + rspeak(RUG_GOES); + } return GO_TERMINATE; } static int inven(void) /* Inventory. If object, treat same as find. Else report on current burden. */ { - int spk = NO_CARRY; + bool empty = true; for (int i = 1; i <= NOBJECTS; i++) { - if (i == BEAR || !TOTING(i)) + if (i == BEAR || + !TOTING(i)) continue; - if (spk == NO_CARRY) + if (empty) { rspeak(NOW_HOLDING); - game.blklin = false; - pspeak(i, -1); - game.blklin = true; - spk = NO_MESSAGE; + empty = false; + } + pspeak(i, touch, -1, false); } if (TOTING(BEAR)) - spk = TAME_BEAR; - rspeak(spk); + rspeak(TAME_BEAR); + if (empty) + rspeak(NO_CARRY); return GO_CLEAROBJ; } static int light(token_t verb, token_t obj) /* Light. Applicable only to lamp and urn. */ { - int spk = ACTSPK[verb]; 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 == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN; + 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) { - if (game.prop[URN] == 0) { - rspeak(URN_EMPTY); - } else { - game.prop[URN] = 2; - rspeak(URN_LIT); - } + state_change(URN, game.prop[URN] == URN_EMPTY ? + URN_EMPTY : + URN_LIT); return GO_CLEAROBJ; } else { if (obj != LAMP) { - rspeak(spk); + rspeak(actions[verb].message); return GO_CLEAROBJ; } - spk = LAMP_OUT; if (game.limit < 0) { - rspeak(spk); + rspeak(LAMP_OUT); return GO_CLEAROBJ; } - game.prop[LAMP] = 1; - rspeak(LAMP_ON); + state_change(LAMP, LAMP_BRIGHT); if (game.wzdark) return GO_TOP; else @@ -671,68 +841,110 @@ static int light(token_t verb, token_t obj) static int listen(void) /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ { - long k; - int spk = ALL_SILENT; - k = locations[game.loc].sound; - if (k != SILENT) { - rspeak(labs(k)); - if (k < 0) return GO_CLEAROBJ; - spk = NO_MESSAGE; + long sound = locations[game.loc].sound; + if (sound != SILENT) { + rspeak(sound); + if (!locations[game.loc].loud) + rspeak(NO_MESSAGE); + return GO_CLEAROBJ; } for (int i = 1; i <= NOBJECTS; i++) { - if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0) + if (!HERE(i) || + objects[i].sounds[0] == NULL || + game.prop[i] < 0) continue; - pspeak(i, OBJSND[i] + game.prop[i], game.zzword); - spk = NO_MESSAGE; - if (i == BIRD && OBJSND[i] + game.prop[i] == 8) + 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; } - rspeak(spk); + rspeak(ALL_SILENT); return GO_CLEAROBJ; } static int lock(token_t verb, token_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { - int spk = ACTSPK[verb]; if (obj == INTRANSITIVE) { - spk = NOTHING_LOCKED; - 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 GO_UNKNOWN; - if (HERE(CHAIN))obj = CHAIN; - if (obj == 0 || obj == INTRANSITIVE) { - rspeak(spk); + 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 = RUSTY_DOOR; - if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN; - if (obj == CAGE)spk = NO_LOCK; - if (obj == KEYS)spk = CANNOT_UNLOCK; - if (obj == GRATE || obj == CHAIN) { - spk = NO_KEYS; + if (obj == GRATE || + obj == CHAIN) { if (HERE(KEYS)) { if (obj == CHAIN) return chain(verb); if (game.closng) { - spk = EXIT_CLOSED; - if (!game.panic)game.clock2 = PANICTIME; + rspeak(EXIT_CLOSED); + if (!game.panic) + game.clock2 = PANICTIME; game.panic = true; + return GO_CLEAROBJ ; } else { - game.prop[GRATE] = (verb == LOCK) ? 0 : 1; - spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED; + state_change(GRATE, (verb == LOCK) ? + GRATE_CLOSED : + GRATE_OPEN); + return GO_CLEAROBJ; } } + rspeak(NO_KEYS); + return GO_CLEAROBJ; } - rspeak(spk); + + switch (obj) { + case CLAM: + if (verb == LOCK) + rspeak(HUH_MAN); + else if (!TOTING(TRIDENT)) + rspeak(OYSTER_OPENER); + else { + DESTROY(CLAM); + drop(OYSTER, game.loc); + drop(PEARL, LOC_CULDESAC); + rspeak(PEARL_FALLS); + } + return GO_CLEAROBJ; + case OYSTER: + if (verb == LOCK) + rspeak(HUH_MAN); + else + rspeak(OYSTER_OPENER); + + return GO_CLEAROBJ; + 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; } @@ -740,42 +952,43 @@ static int pour(token_t verb, token_t obj) /* Pour. If no object, or object is bottle, assume contents of bottle. * special tests for pouring water or oil on plant or rusty door. */ { - int spk = ACTSPK[verb]; - if (obj == BOTTLE || obj == 0)obj = LIQUID(); - if (obj == 0) return GO_UNKNOWN; + if (obj == BOTTLE || + obj == NO_OBJECT) + obj = LIQUID(); + if (obj == NO_OBJECT) + return GO_UNKNOWN; if (!TOTING(obj)) { - rspeak(spk); + rspeak(actions[verb].message); return GO_CLEAROBJ; } - spk = CANT_POUR; + if (obj != OIL && obj != WATER) { - rspeak(spk); + rspeak(CANT_POUR); return GO_CLEAROBJ; } - if (HERE(URN) && game.prop[URN] == 0) + if (HERE(URN) && game.prop[URN] == URN_EMPTY) return fill(verb, URN); - game.prop[BOTTLE] = 1; + game.prop[BOTTLE] = EMPTY_BOTTLE; game.place[obj] = LOC_NOWHERE; - spk = GROUND_WET; - if (!(AT(PLANT) || AT(DOOR))) { - rspeak(spk); + if (!(AT(PLANT) || + AT(DOOR))) { + rspeak(GROUND_WET); return GO_CLEAROBJ; } if (!AT(DOOR)) { - spk = SHAKING_LEAVES; - if (obj != WATER) { - rspeak(spk); + if (obj == WATER) { + /* cycle through the three plant states */ + state_change(PLANT, MOD(game.prop[PLANT] + 1, 3)); + game.prop[PLANT2] = game.prop[PLANT]; + return GO_MOVE; + } else { + rspeak(SHAKING_LEAVES); return GO_CLEAROBJ; - } - pspeak(PLANT, game.prop[PLANT] + 3); - game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3); - game.prop[PLANT2] = game.prop[PLANT]; - return GO_MOVE; + } } else { - game.prop[DOOR] = 0; - if (obj == OIL)game.prop[DOOR] = 1; - spk = RUSTED_HINGES + game.prop[DOOR]; - rspeak(spk); + state_change(DOOR, (obj == OIL) ? + DOOR_UNRUSTED : + DOOR_RUSTED); return GO_CLEAROBJ; } } @@ -783,7 +996,7 @@ static int pour(token_t verb, token_t obj) 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])) + if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) terminate(quitgame); return GO_CLEAROBJ; } @@ -794,38 +1007,42 @@ static int read(struct command_t command) if (command.obj == INTRANSITIVE) { command.obj = 0; for (int i = 1; i <= NOBJECTS; i++) { - if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0) + if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0) command.obj = command.obj * NOBJECTS + i; } - if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc)) + if (command.obj > NOBJECTS || + command.obj == 0 || + DARK(game.loc)) return GO_UNKNOWN; } if (DARK(game.loc)) { - rspeak(NO_SEE, command.wd1, command.wd1x); - } else if (OBJTXT[command.obj] == 0 || game.prop[command.obj] < 0) { - rspeak(ACTSPK[command.verb]); - } else if (command.obj == OYSTER && !game.clshnt) { - game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]); + 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, OBJTXT[command.obj] + game.prop[command.obj]); + pspeak(command.obj, study, game.prop[command.obj], true); return GO_CLEAROBJ; } static int reservoir(void) /* Z'ZZZ (word gets recomputed at startup; different each game). */ { + /* FIXME: Arithmetic on state numbers */ if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) { rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; } else { - pspeak(RESER, game.prop[RESER] + 1); - game.prop[RESER] = 1 - game.prop[RESER]; + 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 = 0; + game.newloc = LOC_NOWHERE; rspeak(NOT_BRIGHT); return GO_TERMINATE; } @@ -835,70 +1052,73 @@ static int reservoir(void) static int rub(token_t verb, token_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { - int spk = ACTSPK[verb]; - if (obj != LAMP) - spk = PECULIAR_NOTHING; - if (obj == URN && game.prop[URN] == 2) { + if (obj == URN && game.prop[URN] == URN_LIT) { DESTROY(URN); - DROP(AMBER, game.loc); - game.prop[AMBER] = 1; + drop(AMBER, game.loc); + game.prop[AMBER] = AMBER_IN_ROCK; --game.tally; - DROP(CAVITY, game.loc); - spk = URN_GENIES; + drop(CAVITY, game.loc); + rspeak(URN_GENIES); + } else if (obj != LAMP) { + rspeak(PECULIAR_NOTHING); + } else { + rspeak(actions[verb].message); } - rspeak(spk); return GO_CLEAROBJ; } static int say(struct command_t *command) /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ { - long a = command->wd1, b = command->wd1x; if (command->wd2 > 0) { - a = command->wd2; - b = command->wd2x; command->wd1 = command->wd2; + strcpy(command->raw1, command->raw2); } - int wd = VOCAB(command->wd1, -1); - /* FIXME: Magic numbers */ - if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { + 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; } - rspeak(OKEY_DOKEY, a, b); + sspeak(OKEY_DOKEY, command->raw1); return GO_CLEAROBJ; } static int throw_support(long spk) { rspeak(spk); - DROP(AXE, game.loc); + drop(AXE, game.loc); return GO_MOVE; } -static int throw (FILE *cmdin, struct command_t *command) +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. */ { - int spk = ACTSPK[command->verb]; - if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2; + if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD)) + command->obj = ROD2; if (!TOTING(command->obj)) { - rspeak(spk); + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) { - spk = TROLL_SATISFIED; + if (objects[command->obj].is_treasure && AT(TROLL)) { /* Snarf a treasure for the troll. */ - DROP(command->obj, 0); - MOVE(TROLL, 0); - MOVE(TROLL + NOBJECTS, 0); - DROP(TROLL2, PLAC[TROLL]); - DROP(TROLL2 + NOBJECTS, FIXD[TROLL]); - JUGGLE(CHASM); - rspeak(spk); + 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 (command->obj == FOOD && HERE(BEAR)) { @@ -909,34 +1129,34 @@ static int throw (FILE *cmdin, struct command_t *command) if (command->obj != AXE) return (discard(command->verb, command->obj, false)); else { - int i = ATDWRF(game.loc); - if (i <= 0) { - if (AT(DRAGON) && game.prop[DRAGON] == 0) + 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] == 0) { + else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { /* This'll teach him to throw the axe at the bear! */ - DROP(AXE, game.loc); + drop(AXE, game.loc); game.fixed[AXE] = -1; - game.prop[AXE] = 1; - JUGGLE(BEAR); - rspeak(AXE_LOST); + juggle(BEAR); + state_change(AXE, AXE_LOST); return GO_CLEAROBJ; } - command->obj = 0; - return (attack(cmdin, command)); + command->obj = NO_OBJECT; + return (attack(command)); } if (randrange(NDWARVES + 1) < game.dflag) { return throw_support(DWARF_DODGES); } else { + long i = atdwrf(game.loc); game.dseen[i] = false; - game.dloc[i] = 0; - return throw_support((++game.dkill == 1) - ? DWARF_SMOKE : KILLED_DWARF); + game.dloc[i] = LOC_NOWHERE; + return throw_support((++game.dkill == 1) ? + DWARF_SMOKE : + KILLED_DWARF); } } } @@ -944,8 +1164,9 @@ static int throw (FILE *cmdin, struct command_t *command) static int wake(token_t verb, token_t obj) /* Wake. Only use is to disturb the dwarves. */ { - if (obj != DWARF || !game.closed) { - rspeak(ACTSPK[verb]); + if (obj != DWARF || + !game.closed) { + rspeak(actions[verb].message); return GO_CLEAROBJ; } else { rspeak(PROD_DWARF); @@ -956,45 +1177,54 @@ static int wake(token_t verb, token_t obj) static int wave(token_t verb, token_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { - int spk = ACTSPK[verb]; - if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING; if (obj != ROD || !TOTING(obj) || - (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) { - rspeak(spk); + (!HERE(BIRD) && + (game.closng || + !AT(FISSURE)))) { + rspeak(((!TOTING(obj)) && (obj != ROD || + !TOTING(ROD2))) ? + ARENT_CARRYING : + actions[verb].message); return GO_CLEAROBJ; } - if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2); - if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { - DROP(JADE, game.loc); + + if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { + drop(JADE, game.loc); game.prop[JADE] = 0; --game.tally; - spk = NECKLACE_FLY; - rspeak(spk); + rspeak(NECKLACE_FLY); return GO_CLEAROBJ; } else { if (game.closed) { - rspeak(spk); + rspeak((game.prop[BIRD] == BIRD_CAGED) ? + CAGE_FLY : + FREE_FLY); return GO_DWARFWAKE; } - if (game.closng || !AT(FISSURE)) { - rspeak(spk); + if (game.closng || + !AT(FISSURE)) { + rspeak((game.prop[BIRD] == BIRD_CAGED) ? + CAGE_FLY : + FREE_FLY); return GO_CLEAROBJ; } - if (HERE(BIRD))rspeak(spk); - game.prop[FISSURE] = 1 - game.prop[FISSURE]; - pspeak(FISSURE, 2 - game.prop[FISSURE]); + 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; } } -int action(FILE *input, struct command_t *command) +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. */ { - token_t spk = ACTSPK[command->verb]; - 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 @@ -1006,14 +1236,22 @@ int action(FILE *input, struct command_t *command) if (HERE(command->obj)) /* FALL THROUGH */; else if (command->obj == GRATE) { - if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT) + if (game.loc == LOC_START || + game.loc == LOC_VALLEY || + game.loc == LOC_SLIT) { command->obj = DPRSSN; - if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD || - game.loc == LOC_BIRD || game.loc == LOC_PITTOP) + } + if (game.loc == LOC_COBBLE || + game.loc == LOC_DEBRIS || + game.loc == LOC_AWKWARD || + game.loc == LOC_BIRD || + game.loc == LOC_PITTOP) { command->obj = ENTRNC; - } else if (command->obj == DWARF && ATDWRF(game.loc) > 0) + } + } else if (command->obj == DWARF && atdwrf(game.loc) > 0) /* FALL THROUGH */; - else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc)) + else if ((LIQUID() == command->obj && HERE(BOTTLE)) || + command->obj == LIQLOC(game.loc)) /* FALL THROUGH */; else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) { command->obj = URN; @@ -1023,16 +1261,16 @@ int action(FILE *input, struct command_t *command) /* FALL THROUGH */; } else if (command->obj == KNIFE && game.knfloc == game.loc) { game.knfloc = -1; - spk = KNIVES_VANISH; - rspeak(spk); + rspeak(KNIVES_VANISH); return GO_CLEAROBJ; } else if (command->obj == ROD && HERE(ROD2)) { command->obj = ROD2; /* FALL THROUGH */; - } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0) + } else if ((command->verb == FIND || + command->verb == INVENTORY) && command->wd2 <= 0) /* FALL THROUGH */; else { - rspeak(NO_SEE, command->wd1, command->wd1x); + sspeak(NO_SEE, command->raw1); return GO_CLEAROBJ; } @@ -1045,189 +1283,193 @@ int action(FILE *input, struct command_t *command) 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) { + 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 - 1) { - case 0: /* CARRY */ - return carry(command->verb, INTRANSITIVE); - case 1: /* DROP */ + switch (command->verb) { + case CARRY: + return vcarry(command->verb, INTRANSITIVE); + case DROP: return GO_UNKNOWN; - case 2: /* SAY */ + case SAY: return GO_UNKNOWN; - case 3: /* UNLOC */ + case UNLOCK: return lock(command->verb, INTRANSITIVE); - case 4: { /* NOTHI */ + case NOTHING: { rspeak(OK_MAN); return (GO_CLEAROBJ); } - case 5: /* LOCK */ + case LOCK: return lock(command->verb, INTRANSITIVE); - case 6: /* LIGHT */ + case LIGHT: return light(command->verb, INTRANSITIVE); - case 7: /* EXTIN */ + case EXTINGUISH: return extinguish(command->verb, INTRANSITIVE); - case 8: /* WAVE */ + case WAVE: return GO_UNKNOWN; - case 9: /* CALM */ + case TAME: return GO_UNKNOWN; - case 10: { /* WALK */ - rspeak(spk); + case GO: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 11: /* ATTAC */ - return attack(input, command); - case 12: /* POUR */ + case ATTACK: + return attack(command); + case POUR: return pour(command->verb, command->obj); - case 13: /* EAT */ + case EAT: return eat(command->verb, INTRANSITIVE); - case 14: /* DRINK */ + case DRINK: return drink(command->verb, command->obj); - case 15: /* RUB */ + case RUB: return GO_UNKNOWN; - case 16: /* TOSS */ + case THROW: return GO_UNKNOWN; - case 17: /* QUIT */ + case QUIT: return quit(); - case 18: /* FIND */ + case FIND: return GO_UNKNOWN; - case 19: /* INVEN */ + case INVENTORY: return inven(); - case 20: /* FEED */ + case FEED: return GO_UNKNOWN; - case 21: /* FILL */ + case FILL: return fill(command->verb, command->obj); - case 22: /* BLAST */ + case BLAST: blast(); return GO_CLEAROBJ; - case 23: /* SCOR */ + case SCORE: score(scoregame); return GO_CLEAROBJ; - case 24: /* FOO */ + case GIANTWORDS: return bigwords(command->wd1); - case 25: /* BRIEF */ + case BRIEF: return brief(); - case 26: /* READ */ - command->obj = INTRANSITIVE; + case READ: + command->obj = INTRANSITIVE; return read(*command); - case 27: /* BREAK */ + case BREAK: return GO_UNKNOWN; - case 28: /* WAKE */ + case WAKE: return GO_UNKNOWN; - case 29: /* SUSP */ + case SAVE: return suspend(); - case 30: /* RESU */ + case RESUME: return resume(); - case 31: /* FLY */ + case FLY: return fly(command->verb, INTRANSITIVE); - case 32: /* LISTE */ + case LISTEN: return listen(); - case 33: /* ZZZZ */ + case PART: return reservoir(); + default: + BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } - BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); } /* FALLTHRU */ case transitive: /* Analyse a transitive verb. */ - switch (command->verb - 1) { - case 0: /* CARRY */ - return carry(command->verb, command->obj); - case 1: /* DROP */ + switch (command->verb) { + case CARRY: + return vcarry(command->verb, command->obj); + case DROP: return discard(command->verb, command->obj, false); - case 2: /* SAY */ + case SAY: return say(command); - case 3: /* UNLOC */ + case UNLOCK: return lock(command->verb, command->obj); - case 4: { /* NOTHI */ + case NOTHING: { rspeak(OK_MAN); return (GO_CLEAROBJ); } - case 5: /* LOCK */ + case LOCK: return lock(command->verb, command->obj); - case 6: /* LIGHT */ + case LIGHT: return light(command->verb, command->obj); - case 7: /* EXTI */ + case EXTINGUISH: return extinguish(command->verb, command->obj); - case 8: /* WAVE */ + case WAVE: return wave(command->verb, command->obj); - case 9: { /* CALM */ - rspeak(spk); + case TAME: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 10: { /* WALK */ - rspeak(spk); + case GO: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 11: /* ATTAC */ - return attack(input, command); - case 12: /* POUR */ + case ATTACK: + return attack(command); + case POUR: return pour(command->verb, command->obj); - case 13: /* EAT */ + case EAT: return eat(command->verb, command->obj); - case 14: /* DRINK */ + case DRINK: return drink(command->verb, command->obj); - case 15: /* RUB */ + case RUB: return rub(command->verb, command->obj); - case 16: /* TOSS */ - return throw(input, command); - case 17: { /* QUIT */ - rspeak(spk); + case THROW: + return throw (command); + case QUIT: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 18: /* FIND */ + case FIND: return find(command->verb, command->obj); - case 19: /* INVEN */ + case INVENTORY: return find(command->verb, command->obj); - case 20: /* FEED */ + case FEED: return feed(command->verb, command->obj); - case 21: /* FILL */ + case FILL: return fill(command->verb, command->obj); - case 22: /* BLAST */ + case BLAST: blast(); return GO_CLEAROBJ; - case 23: { /* SCOR */ - rspeak(spk); + case SCORE: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 24: { /* FOO */ - rspeak(spk); + case GIANTWORDS: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 25: { /* BRIEF */ - rspeak(spk); + case BRIEF: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 26: /* READ */ + case READ: return read(*command); - case 27: /* BREAK */ + case BREAK: return vbreak(command->verb, command->obj); - case 28: /* WAKE */ + case WAKE: return wake(command->verb, command->obj); - case 29: { /* SUSP */ - rspeak(spk); + case SAVE: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 30: { /* RESU */ - rspeak(spk); + case RESUME: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 31: /* FLY */ + case FLY: return fly(command->verb, command->obj); - case 32: { /* LISTE */ - rspeak(spk); + case LISTEN: { + rspeak(actions[command->verb].message); return GO_CLEAROBJ; } - case 33: /* ZZZZ */ + case PART: return reservoir(); + default: + BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } - BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); case unknown: /* Unknown verb, couldn't deduce object - might need hint */ - rspeak(WHAT_DO, command->wd1, command->wd1x); + sspeak(WHAT_DO, command->raw1); return GO_CHECKHINT; default: - BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); + BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE } }