X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=caf20eee0e084a138907f260538581bb47f992f0;hp=e90cf195feb89efb3d5bf0620169b41263b5f95f;hb=deb61e3dcd060dac685feb71aa21e52165fd8691;hpb=98b02eeeb1021b24ad477a2180e323984c36c588 diff --git a/actions.c b/actions.c index e90cf19..caf20ee 100644 --- a/actions.c +++ b/actions.c @@ -4,22 +4,16 @@ #include "database.h" #include "newdb.h" -/* Limit visibility of ugly globals. Eventually these should go away. */ -extern long WD1, WD1X, WD2, WD2X; +static int fill(token_t, token_t); -/* - * Action handlers. Eventually we'll do lookup through a method table - * that calls these. - */ - -static int fill(token_t verb, token_t); - -static int attack(FILE *input, long verb, token_t obj) +static int attack(FILE *input, 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. */ { + vocab_t verb = command->verb; + vocab_t obj = command->obj; int spk = ACTSPK[verb]; if (obj == 0 || obj == INTRANSITIVE) { if (ATDWRF(game.loc) > 0) @@ -44,14 +38,14 @@ static int attack(FILE *input, long verb, token_t obj) if (obj == BIRD) { spk = UNHAPPY_BIRD; if (game.closed) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } DESTROY(BIRD); game.prop[BIRD] = 0; spk = BIRD_DEAD; } else if (obj == VEND) { - PSPEAK(VEND, game.prop[VEND] + 2); + pspeak(VEND, game.prop[VEND] + 2); game.prop[VEND] = 3 - game.prop[VEND]; return GO_CLEAROBJ; } @@ -65,8 +59,8 @@ static int attack(FILE *input, long verb, token_t obj) if (obj == TROLL)spk = ROCKY_TROLL; if (obj == OGRE)spk = OGRE_DODGE; if (obj == OGRE && ATDWRF(game.loc) > 0) { - RSPEAK(spk); - RSPEAK(KNIFE_THROWN); + rspeak(spk); + rspeak(KNIFE_THROWN); DESTROY(OGRE); int dwarves = 0; for (int i = 1; i < PIRATE; i++) { @@ -85,11 +79,11 @@ static int attack(FILE *input, long verb, token_t obj) * 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, &WD1, &WD1X, &WD2, &WD2X); - if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) + 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)) return GO_CHECKFOO; - PSPEAK(DRAGON, 3); + pspeak(DRAGON, 3); game.prop[DRAGON] = 1; game.prop[RUG] = 0; int k = (PLAC[DRAGON] + FIXD[DRAGON]) / 2; @@ -106,41 +100,41 @@ static int attack(FILE *input, long verb, token_t obj) return GO_MOVE; } - RSPEAK(spk); + 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 + * 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). */ { int k = VOCAB(foo, 3); int spk = NOTHING_HAPPENS; if (game.foobar != 1 - k) { if (game.foobar != 0)spk = START_OVER; - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } else { game.foobar = k; if (k != 4) { - RSPEAK(OK_MAN); + rspeak(OK_MAN); return GO_CLEAROBJ; } game.foobar = 0; if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } else { /* 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) + 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); + pspeak(EGGS, k); return GO_CLEAROBJ; } } @@ -160,7 +154,7 @@ static int bivalve(token_t verb, token_t obj) DROP(OYSTER, game.loc); DROP(PEARL, LOC_CULDESAC); } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -168,14 +162,14 @@ static void blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { if (game.prop[ROD2] < 0 || !game.closed) - RSPEAK(REQUIRES_DYNAMITE); + 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); + rspeak(game.bonus); terminate(endgame); } } @@ -192,11 +186,11 @@ static int vbreak(token_t verb, token_t obj) spk = BREAK_VASE; } else { if (obj == MIRROR && game.closed) { - RSPEAK(BREAK_MIRROR); + rspeak(BREAK_MIRROR); return GO_DWARFWAKE; } } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -205,7 +199,7 @@ static int brief(void) { game.abbnum = 10000; game.detail = 3; - RSPEAK(BRIEF_CONFIRM); + rspeak(BRIEF_CONFIRM); return GO_CLEAROBJ; } @@ -225,7 +219,7 @@ static int carry(token_t verb, token_t obj) } if (TOTING(obj)) { - RSPEAK(ALREADY_CARRYING); + rspeak(ALREADY_CARRYING); return GO_CLEAROBJ; } spk = YOU_JOKING; @@ -238,12 +232,12 @@ static int carry(token_t verb, token_t obj) if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS; if (obj == SIGN)spk = HAND_PASSTHROUGH; if (obj == MESSAG) { - RSPEAK(REMOVE_MESSAGE); + rspeak(REMOVE_MESSAGE); DESTROY(MESSAG); return GO_CLEAROBJ; } if (game.fixed[obj] != 0) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } if (obj == WATER || obj == OIL) { @@ -253,7 +247,7 @@ static int carry(token_t verb, token_t obj) else { if (game.prop[BOTTLE] != 1)spk = BOTTLE_FULL; if (!TOTING(BOTTLE))spk = NO_CONTAINER; - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } } @@ -262,18 +256,18 @@ static int carry(token_t verb, token_t obj) spk = CARRY_LIMIT; if (game.holdng >= INVLIMIT) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } else if (obj == BIRD && game.prop[BIRD] != 1 && -1 - game.prop[BIRD] != 1) { if (game.prop[BIRD] == 2) { DESTROY(BIRD); - RSPEAK(BIRD_CRAP); + 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); + rspeak(spk); return GO_CLEAROBJ; } game.prop[BIRD] = 1; @@ -287,7 +281,7 @@ static int carry(token_t verb, token_t obj) game.prop[obj] = 0; game.prop[CAVITY] = 1; } - RSPEAK(OK_MAN); + rspeak(OK_MAN); return GO_CLEAROBJ; } @@ -300,7 +294,7 @@ static int chain(token_t verb) if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS; if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED; if (spk != CHAIN_UNLOCKED) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } game.prop[CHAIN] = 0; @@ -312,14 +306,14 @@ static int chain(token_t verb) if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED; if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE; if (spk != CHAIN_LOCKED) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } game.prop[CHAIN] = 2; if (TOTING(CHAIN))DROP(CHAIN, game.loc); game.fixed[CHAIN] = -1; } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -332,18 +326,18 @@ static int discard(token_t verb, token_t obj, bool just_do_it) if (!just_do_it) { if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2; if (!TOTING(obj)) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } if (obj == BIRD && HERE(SNAKE)) { - RSPEAK(BIRD_ATTACKS); + 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(GEM_FITS); + rspeak(GEM_FITS); game.prop[obj] = 1; game.prop[CAVITY] = 0; if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY && @@ -351,7 +345,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it) spk = RUG_RISES; if (TOTING(RUG))spk = RUG_WIGGLES; if (obj == RUBY)spk = RUG_SETTLES; - RSPEAK(spk); + rspeak(spk); if (spk != RUG_WIGGLES) { int k = 2 - game.prop[RUG]; game.prop[RUG] = k; @@ -362,15 +356,15 @@ static int discard(token_t verb, token_t obj, bool just_do_it) } else if (obj == COINS && HERE(VEND)) { DESTROY(COINS); DROP(BATTERY, game.loc); - PSPEAK(BATTERY, 0); + pspeak(BATTERY, 0); return GO_CLEAROBJ; } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) { - RSPEAK(BIRD_BURNT); + rspeak(BIRD_BURNT); DESTROY(BIRD); game.prop[BIRD] = 0; return GO_CLEAROBJ; } else if (obj == BEAR && AT(TROLL)) { - RSPEAK(TROLL_SCAMPERS); + rspeak(TROLL_SCAMPERS); MOVE(TROLL, 0); MOVE(TROLL + NOBJECTS, 0); MOVE(TROLL2, PLAC[TROLL]); @@ -378,18 +372,18 @@ static int discard(token_t verb, token_t obj, bool just_do_it) JUGGLE(CHASM); game.prop[TROLL] = 2; } else if (obj != VASE || game.loc == PLAC[PILLOW]) { - RSPEAK(OK_MAN); + rspeak(OK_MAN); } else { game.prop[VASE] = 2; if (AT(PILLOW))game.prop[VASE] = 0; - PSPEAK(VASE, game.prop[VASE] + 1); + pspeak(VASE, game.prop[VASE] + 1); if (game.prop[VASE] != 0)game.fixed[VASE] = -1; } } int k = LIQUID(); if (k == obj)obj = BOTTLE; if (obj == BOTTLE && k != 0) - game.place[k] = NOWHERE; + 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; @@ -409,7 +403,7 @@ static int drink(token_t verb, token_t obj) if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT; if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) { game.prop[BOTTLE] = 1; - game.place[WATER] = NOWHERE; + game.place[WATER] = LOC_NOWHERE; spk = BOTTLE_EMPTY; } } else { @@ -418,7 +412,7 @@ static int drink(token_t verb, token_t obj) OBJSND[BIRD] = OBJSND[BIRD] + 3; spk = HEAD_BUZZES; } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -441,7 +435,7 @@ static int eat(token_t verb, token_t obj) DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == OGRE)spk = LOST_APPETITE; } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -460,11 +454,11 @@ static int extinguish(token_t verb, int obj) spk = URN_DARK; } else if (obj == LAMP) { game.prop[LAMP] = 0; - RSPEAK(LAMP_OFF); + rspeak(LAMP_OFF); spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE; } else if (obj == DRAGON || obj == VOLCANO) spk = BEYOND_POWER; - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -474,7 +468,7 @@ static int feed(token_t verb, token_t obj) { int spk = ACTSPK[verb]; if (obj == BIRD) { - RSPEAK(BIRD_PINING); + rspeak(BIRD_PINING); return GO_CLEAROBJ; } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) { spk = NOTHING_EDIBLE; @@ -506,7 +500,7 @@ static int feed(token_t verb, token_t obj) } else { spk = AM_GAME; } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -520,33 +514,33 @@ int fill(token_t verb, token_t obj) spk = ARENT_CARRYING; if (LIQLOC(game.loc) == 0)spk = FILL_INVALID; if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } - RSPEAK(SHATTER_VASE); + rspeak(SHATTER_VASE); game.prop[VASE] = 2; game.fixed[VASE] = -1; return (discard(verb, obj, true)); } else if (obj == URN) { spk = FULL_URN; if (game.prop[URN] != 0) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } spk = FILL_INVALID; k = LIQUID(); if (k == 0 || !HERE(BOTTLE)) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } - game.place[k] = NOWHERE; + game.place[k] = LOC_NOWHERE; game.prop[BOTTLE] = 1; if (k == OIL)game.prop[URN] = 1; spk = WATER_URN + game.prop[URN]; - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } else if (obj != 0 && obj != BOTTLE) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } else if (obj == 0 && !HERE(BOTTLE)) return GO_UNKNOWN; @@ -565,7 +559,7 @@ int fill(token_t verb, token_t obj) if (k == OIL) spk = BOTTLED_OIL; } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -580,7 +574,7 @@ static int find(token_t verb, token_t obj) spk = YOU_HAVEIT; if (game.closed)spk = NEEDED_NEARBY; if (TOTING(obj))spk = ALREADY_CARRYING; - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -592,19 +586,19 @@ static int fly(token_t verb, token_t obj) if (game.prop[RUG] != 2)spk = RUG_NOTHING2; if (!HERE(RUG))spk = FLAP_ARMS; if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } obj = RUG; } if (obj != RUG) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } spk = RUG_NOTHING1; if (game.prop[RUG] != 2) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } game.oldlc2 = game.oldloc; @@ -613,7 +607,7 @@ static int fly(token_t verb, token_t obj) spk = RUG_GOES; if (game.prop[SAPPH] >= 0) spk = RUG_RETURNS; - RSPEAK(spk); + rspeak(spk); return GO_TERMINATE; } @@ -625,15 +619,15 @@ static int inven(void) if (i == BEAR || !TOTING(i)) continue; if (spk == NO_CARRY) - RSPEAK(NOW_HOLDING); + rspeak(NOW_HOLDING); game.blklin = false; - PSPEAK(i, -1); + pspeak(i, -1); game.blklin = true; spk = NO_MESSAGE; } if (TOTING(BEAR)) spk = TAME_BEAR; - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -649,24 +643,24 @@ static int light(token_t verb, token_t obj) if (obj == URN) { if (game.prop[URN] == 0) { - RSPEAK(URN_EMPTY); + rspeak(URN_EMPTY); } else { game.prop[URN] = 2; - RSPEAK(URN_LIT); + rspeak(URN_LIT); } return GO_CLEAROBJ; } else { if (obj != LAMP) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } spk = LAMP_OUT; if (game.limit < 0) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } game.prop[LAMP] = 1; - RSPEAK(LAMP_ON); + rspeak(LAMP_ON); if (game.wzdark) return GO_TOP; else @@ -681,20 +675,19 @@ static int listen(void) int spk = ALL_SILENT; k = LOCSND[game.loc]; if (k != 0) { - RSPEAK(labs(k)); + rspeak(labs(k)); if (k < 0) return GO_CLEAROBJ; spk = NO_MESSAGE; } - SETPRM(1, game.zzword, 0); for (int i = 1; i <= NOBJECTS; i++) { if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0) continue; - PSPEAK(i, OBJSND[i] + game.prop[i]); + pspeak(i, OBJSND[i] + game.prop[i], game.zzword); spk = NO_MESSAGE; if (i == BIRD && OBJSND[i] + game.prop[i] == 8) DESTROY(BIRD); } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -711,7 +704,7 @@ static int lock(token_t verb, token_t obj) if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN; if (HERE(CHAIN))obj = CHAIN; if (obj == 0 || obj == INTRANSITIVE) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } } @@ -734,14 +727,12 @@ static int lock(token_t verb, token_t obj) if (!game.panic)game.clock2 = PANICTIME; game.panic = true; } else { - spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED; - game.prop[GRATE] = 1; - if (verb == LOCK)game.prop[GRATE] = 0; + game.prop[GRATE] = (verb == LOCK) ? 0 : 1; spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED; } } } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } @@ -753,30 +744,30 @@ static int pour(token_t verb, token_t obj) if (obj == BOTTLE || obj == 0)obj = LIQUID(); if (obj == 0) return GO_UNKNOWN; if (!TOTING(obj)) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } spk = CANT_POUR; if (obj != OIL && obj != WATER) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } if (HERE(URN) && game.prop[URN] == 0) return fill(verb, URN); game.prop[BOTTLE] = 1; - game.place[obj] = NOWHERE; + game.place[obj] = LOC_NOWHERE; spk = GROUND_WET; if (!(AT(PLANT) || AT(DOOR))) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } if (!AT(DOOR)) { spk = SHAKING_LEAVES; if (obj != WATER) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } - PSPEAK(PLANT, game.prop[PLANT] + 3); + pspeak(PLANT, game.prop[PLANT] + 3); game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3); game.prop[PLANT2] = game.prop[PLANT]; return GO_MOVE; @@ -784,7 +775,7 @@ static int pour(token_t verb, token_t obj) game.prop[DOOR] = 0; if (obj == OIL)game.prop[DOOR] = 1; spk = RUSTED_HINGES + game.prop[DOOR]; - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } } @@ -797,33 +788,27 @@ static int quit(void) return GO_CLEAROBJ; } -static int read(token_t verb, token_t obj) +static int read(struct command_t command) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { - int spk = ACTSPK[verb]; - if (obj == INTRANSITIVE) { - obj = 0; + if (command.obj == INTRANSITIVE) { + command.obj = 0; for (int i = 1; i <= NOBJECTS; i++) { if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0) - obj = obj * NOBJECTS + i; + command.obj = command.obj * NOBJECTS + i; } - if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN; + if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc)) + return GO_UNKNOWN; } if (DARK(game.loc)) { - SETPRM(1, WD1, WD1X); - RSPEAK(NO_SEE); - return GO_CLEAROBJ; - } - if (OBJTXT[obj] == 0 || game.prop[obj] < 0) { - RSPEAK(spk); - return GO_CLEAROBJ; - } - if (obj == OYSTER && !game.clshnt) { + 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]); - return GO_CLEAROBJ; - } - PSPEAK(obj, OBJTXT[obj] + game.prop[obj]); + } else + pspeak(command.obj, OBJTXT[command.obj] + game.prop[command.obj]); return GO_CLEAROBJ; } @@ -831,17 +816,17 @@ static int reservoir(void) /* Z'ZZZ (word gets recomputed at startup; different each game). */ { if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) { - RSPEAK(NOTHING_HAPPENS); + rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; } else { - PSPEAK(RESER, game.prop[RESER] + 1); + pspeak(RESER, game.prop[RESER] + 1); game.prop[RESER] = 1 - game.prop[RESER]; if (AT(RESER)) return GO_CLEAROBJ; else { game.oldlc2 = game.loc; game.newloc = 0; - RSPEAK(NOT_BRIGHT); + rspeak(NOT_BRIGHT); return GO_TERMINATE; } } @@ -861,103 +846,109 @@ static int rub(token_t verb, token_t obj) DROP(CAVITY, game.loc); spk = URN_GENIES; } - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } -static int say(void) +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); + long a = command->wd1, b = command->wd1x; + if (command->wd2 > 0) { + a = command->wd2; + b = command->wd2x; + command->wd1 = command->wd2; + } + int wd = VOCAB(command->wd1, -1); /* FIXME: Magic numbers */ if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { - WD2 = 0; + /* FIXME: scribbles on the interpreter's command block */ + wordclear(&command->wd2); return GO_LOOKUP; } - RSPEAK(OKEY_DOKEY); + rspeak(OKEY_DOKEY, a, b); return GO_CLEAROBJ; } static int throw_support(long spk) { - RSPEAK(spk); + rspeak(spk); DROP(AXE, game.loc); return GO_MOVE; } -static int throw (FILE *cmdin, long verb, token_t obj) +static int throw (FILE *cmdin, 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[verb]; - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2; - if (!TOTING(obj)) { - RSPEAK(spk); + int spk = ACTSPK[command->verb]; + if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2; + if (!TOTING(command->obj)) { + rspeak(spk); return GO_CLEAROBJ; } - if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) { + if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) { spk = TROLL_SATISFIED; /* Snarf a treasure for the troll. */ - DROP(obj, 0); + DROP(command->obj, 0); MOVE(TROLL, 0); MOVE(TROLL + NOBJECTS, 0); DROP(TROLL2, PLAC[TROLL]); DROP(TROLL2 + NOBJECTS, FIXD[TROLL]); JUGGLE(CHASM); - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } - if (obj == FOOD && HERE(BEAR)) { + if (command->obj == FOOD && HERE(BEAR)) { /* But throwing food is another story. */ - obj = BEAR; - return (feed(verb, obj)); + command->obj = BEAR; + return (feed(command->verb, command->obj)); } - if (obj != AXE) - return (discard(verb, obj, false)); - int i = ATDWRF(game.loc); - if (i <= 0) { - if (AT(DRAGON) && game.prop[DRAGON] == 0) - 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) { - /* This'll teach him to throw the axe at the bear! */ - DROP(AXE, game.loc); - game.fixed[AXE] = -1; - game.prop[AXE] = 1; - JUGGLE(BEAR); - RSPEAK(AXE_LOST); - return GO_CLEAROBJ; + 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) + 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) { + /* This'll teach him to throw the axe at the bear! */ + DROP(AXE, game.loc); + game.fixed[AXE] = -1; + game.prop[AXE] = 1; + JUGGLE(BEAR); + rspeak(AXE_LOST); + return GO_CLEAROBJ; + } + command->obj = 0; + return (attack(cmdin, command)); } - return (attack(cmdin, verb, 0)); - } - if (randrange(NDWARVES + 1) < game.dflag) { - return throw_support(DWARF_DODGES); + if (randrange(NDWARVES + 1) < game.dflag) { + return throw_support(DWARF_DODGES); + } else { + game.dseen[i] = false; + game.dloc[i] = 0; + return throw_support((++game.dkill == 1) + ? DWARF_SMOKE : KILLED_DWARF); + } } - game.dseen[i] = false; - game.dloc[i] = 0; - return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF); } 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]); + rspeak(ACTSPK[verb]); return GO_CLEAROBJ; } else { - RSPEAK(PROD_DWARF); + rspeak(PROD_DWARF); return GO_DWARFWAKE; } } @@ -970,7 +961,7 @@ static int wave(token_t verb, token_t obj) if (obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2); @@ -979,32 +970,32 @@ static int wave(token_t verb, token_t obj) game.prop[JADE] = 0; --game.tally; spk = NECKLACE_FLY; - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } else { if (game.closed) { - RSPEAK(spk); + rspeak(spk); return GO_DWARFWAKE; } if (game.closng || !AT(FISSURE)) { - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } - if (HERE(BIRD))RSPEAK(spk); + if (HERE(BIRD))rspeak(spk); game.prop[FISSURE] = 1 - game.prop[FISSURE]; - PSPEAK(FISSURE, 2 - game.prop[FISSURE]); + pspeak(FISSURE, 2 - game.prop[FISSURE]); return GO_CLEAROBJ; } } -int action(FILE *input, enum speechpart part, long verb, token_t obj) +int action(FILE *input, 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[verb]; + token_t spk = ACTSPK[command->verb]; - if (part == unknown) { + 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 @@ -1012,89 +1003,89 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) * 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(obj)) + if (HERE(command->obj)) /* FALL THROUGH */; - else if (obj == GRATE) { + else if (command->obj == GRATE) { if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT) - obj = DPRSSN; + command->obj = DPRSSN; if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD || game.loc == LOC_BIRD || game.loc == LOC_PITTOP) - obj = ENTRNC; - if (obj != GRATE) + command->obj = ENTRNC; + if (command->obj != GRATE) return GO_MOVE; - } else if (obj == DWARF && ATDWRF(game.loc) > 0) + } else if (command->obj == DWARF && ATDWRF(game.loc) > 0) /* FALL THROUGH */; - else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc)) + else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc)) /* FALL THROUGH */; - else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) { - obj = URN; + else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) { + command->obj = URN; /* FALL THROUGH */; - } else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { - obj = PLANT2; + } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { + command->obj = PLANT2; /* FALL THROUGH */; - } else if (obj == KNIFE && game.knfloc == game.loc) { + } else if (command->obj == KNIFE && game.knfloc == game.loc) { game.knfloc = -1; spk = KNIVES_VANISH; - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; - } else if (obj == ROD && HERE(ROD2)) { - obj = ROD2; + } else if (command->obj == ROD && HERE(ROD2)) { + command->obj = ROD2; /* FALL THROUGH */; - } else if ((verb == FIND || verb == INVENT) && WD2 <= 0) + } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0) /* FALL THROUGH */; else { - SETPRM(1, WD1, WD1X); - RSPEAK(NO_SEE); + rspeak(NO_SEE, command->wd1, command->wd1x); return GO_CLEAROBJ; } - if (WD2 > 0) + if (command->wd2 > 0) return GO_WORD2; - if (verb != 0) - part = transitive; + if (command->verb != 0) + command->part = transitive; } - switch (part) { + switch (command->part) { case intransitive: - if (WD2 > 0 && verb != SAY) return (2800); - if (verb == SAY)obj = WD2; - if (obj == 0 || obj == 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 (verb - 1) { + switch (command->verb - 1) { case 0: /* CARRY */ - return carry(verb, INTRANSITIVE); + return carry(command->verb, INTRANSITIVE); case 1: /* DROP */ return GO_UNKNOWN; case 2: /* SAY */ return GO_UNKNOWN; case 3: /* UNLOC */ - return lock(verb, INTRANSITIVE); + return lock(command->verb, INTRANSITIVE); case 4: { /* NOTHI */ - RSPEAK(OK_MAN); + rspeak(OK_MAN); return (GO_CLEAROBJ); } case 5: /* LOCK */ - return lock(verb, INTRANSITIVE); + return lock(command->verb, INTRANSITIVE); case 6: /* LIGHT */ - return light(verb, INTRANSITIVE); + return light(command->verb, INTRANSITIVE); case 7: /* EXTIN */ - return extinguish(verb, INTRANSITIVE); + return extinguish(command->verb, INTRANSITIVE); case 8: /* WAVE */ return GO_UNKNOWN; case 9: /* CALM */ return GO_UNKNOWN; case 10: { /* WALK */ - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } case 11: /* ATTAC */ - return attack(input, verb, obj); + return attack(input, command); case 12: /* POUR */ - return pour(verb, obj); + return pour(command->verb, command->obj); case 13: /* EAT */ - return eat(verb, INTRANSITIVE); + return eat(command->verb, INTRANSITIVE); case 14: /* DRINK */ - return drink(verb, obj); + return drink(command->verb, command->obj); case 15: /* RUB */ return GO_UNKNOWN; case 16: /* TOSS */ @@ -1108,7 +1099,7 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) case 20: /* FEED */ return GO_UNKNOWN; case 21: /* FILL */ - return fill(verb, obj); + return fill(command->verb, command->obj); case 22: /* BLAST */ blast(); return GO_CLEAROBJ; @@ -1116,11 +1107,12 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) score(scoregame); return GO_CLEAROBJ; case 24: /* FOO */ - return bigwords(WD1); + return bigwords(command->wd1); case 25: /* BRIEF */ return brief(); case 26: /* READ */ - return read(verb, INTRANSITIVE); + command->obj = INTRANSITIVE; + return read(*command); case 27: /* BREAK */ return GO_UNKNOWN; case 28: /* WAKE */ @@ -1130,7 +1122,7 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) case 30: /* RESU */ return resume(); case 31: /* FLY */ - return fly(verb, INTRANSITIVE); + return fly(command->verb, INTRANSITIVE); case 32: /* LISTE */ return listen(); case 33: /* ZZZZ */ @@ -1141,92 +1133,92 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) /* FALLTHRU */ case transitive: /* Analyse a transitive verb. */ - switch (verb - 1) { + switch (command->verb - 1) { case 0: /* CARRY */ - return carry(verb, obj); + return carry(command->verb, command->obj); case 1: /* DROP */ - return discard(verb, obj, false); + return discard(command->verb, command->obj, false); case 2: /* SAY */ - return say(); + return say(command); case 3: /* UNLOC */ - return lock(verb, obj); + return lock(command->verb, command->obj); case 4: { /* NOTHI */ - RSPEAK(OK_MAN); + rspeak(OK_MAN); return (GO_CLEAROBJ); } case 5: /* LOCK */ - return lock(verb, obj); + return lock(command->verb, command->obj); case 6: /* LIGHT */ - return light(verb, obj); + return light(command->verb, command->obj); case 7: /* EXTI */ - return extinguish(verb, obj); + return extinguish(command->verb, command->obj); case 8: /* WAVE */ - return wave(verb, obj); + return wave(command->verb, command->obj); case 9: { /* CALM */ - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } case 10: { /* WALK */ - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } case 11: /* ATTAC */ - return attack(input, verb, obj); + return attack(input, command); case 12: /* POUR */ - return pour(verb, obj); + return pour(command->verb, command->obj); case 13: /* EAT */ - return eat(verb, obj); + return eat(command->verb, command->obj); case 14: /* DRINK */ - return drink(verb, obj); + return drink(command->verb, command->obj); case 15: /* RUB */ - return rub(verb, obj); + return rub(command->verb, command->obj); case 16: /* TOSS */ - return throw (input, verb, obj); + return throw(input, command); case 17: { /* QUIT */ - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } case 18: /* FIND */ - return find(verb, obj); + return find(command->verb, command->obj); case 19: /* INVEN */ - return find(verb, obj); + return find(command->verb, command->obj); case 20: /* FEED */ - return feed(verb, obj); + return feed(command->verb, command->obj); case 21: /* FILL */ - return fill(verb, obj); + return fill(command->verb, command->obj); case 22: /* BLAST */ blast(); return GO_CLEAROBJ; case 23: { /* SCOR */ - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } case 24: { /* FOO */ - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } case 25: { /* BRIEF */ - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } case 26: /* READ */ - return read(verb, obj); + return read(*command); case 27: /* BREAK */ - return vbreak(verb, obj); + return vbreak(command->verb, command->obj); case 28: /* WAKE */ - return wake(verb, obj); + return wake(command->verb, command->obj); case 29: { /* SUSP */ - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } case 30: { /* RESU */ - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } case 31: /* FLY */ - return fly(verb, obj); + return fly(command->verb, command->obj); case 32: { /* LISTE */ - RSPEAK(spk); + rspeak(spk); return GO_CLEAROBJ; } case 33: /* ZZZZ */ @@ -1235,8 +1227,7 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj) BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); case unknown: /* Unknown verb, couldn't deduce object - might need hint */ - SETPRM(1, WD1, WD1X); - RSPEAK(WHAT_DO); + rspeak(WHAT_DO, command->wd1, command->wd1x); return GO_CHECKHINT; default: BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);