X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=ceb728a0d86c6ae0f706ce2ca9179c790f4a0f58;hp=5433a7dad1c0839b90e09f4b2264a66302d64784;hb=e060b99baf265d66d7bdb4c4651e16bace183898;hpb=08c40bc9993ce5684077b9ceac492e4fb642a722 diff --git a/actions.c b/actions.c index 5433a7d..ceb728a 100644 --- a/actions.c +++ b/actions.c @@ -1,19 +1,28 @@ +/* + * Actions for the duneon-running code. + * + * Copyright (c) 1977, 2005 by Will Crowther and Don Woods + * Copyright (c) 2017 by Eric S. Raymond + * SPDX-License-Identifier: BSD-2-clause + */ + #include #include #include #include "advent.h" #include "dungeon.h" +#include static int fill(verb_t, obj_t); -static int attack(struct command_t *command) +static int attack(command_t command) /* Attack. Assume target if unambiguous. "Throw" also links here. * Attackable objects fall into two categories: enemies (snake, * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2 * enemies, or no enemies but 2 others. */ { - verb_t verb = command->verb; - obj_t obj = command->obj; + verb_t verb = command.verb; + obj_t obj = command.obj; if (obj == INTRANSITIVE) { int changes = 0; @@ -176,7 +185,7 @@ static int attack(struct command_t *command) return GO_CLEAROBJ; } -static int bigwords(long id) +static int bigwords(vocab_t id) /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. * Look up foo in special section of vocab to determine which word we've got. * Last word zips the eggs back to the giant room (unless already there). */ @@ -265,7 +274,7 @@ static int vbreak(verb_t verb, obj_t obj) game.fixed[VASE] = IS_FIXED; break; } - /* FALLTHRU */ + /* FALLTHRU */ default: speak(actions[verb].message); } @@ -273,7 +282,7 @@ static int vbreak(verb_t verb, obj_t obj) } static int brief(void) -/* Brief. Intransitive only. Suppress long descriptions after first time. */ +/* Brief. Intransitive only. Suppress full descriptions after first time. */ { game.abbnum = 10000; game.detail = 3; @@ -418,8 +427,8 @@ static int chain(verb_t verb) switch (game.prop[BEAR]) { // LCOV_EXCL_START case BEAR_DEAD: - /* Can't be reached as long as the only way for the bear to die - * is from a bridge collapse. Leave in in case this changes, but + /* Can't be reached until the bear can die in some way other + * than a bridge collapse. Leave in in case this changes, but * exclude from coverage testing. */ game.fixed[BEAR] = IS_FIXED; break; @@ -592,7 +601,7 @@ static int eat(verb_t verb, obj_t obj) case INTRANSITIVE: if (!HERE(FOOD)) return GO_UNKNOWN; - /* FALLTHRU */ + /* FALLTHRU */ case FOOD: DESTROY(FOOD); rspeak(THANKS_DELICIOUS); @@ -910,7 +919,7 @@ static int light(verb_t verb, obj_t obj) static int listen(void) /* Listen. Intransitive only. Print stuff based on object sound proprties. */ { - long sound = locations[game.loc].sound; + vocab_t sound = locations[game.loc].sound; if (sound != SILENT) { rspeak(sound); if (!locations[game.loc].loud) @@ -930,8 +939,7 @@ static int listen(void) * depending on whether player has drunk dragon's blood. */ if (i == BIRD) mi += 3 * game.blooded; - long packed_zzword = token_to_packed(game.zzword); - pspeak(i, hear, mi, true, packed_zzword); + pspeak(i, hear, mi, true, game.zzword); rspeak(NO_MESSAGE); if (i == BIRD && mi == BIRD_ENDSTATE) DESTROY(BIRD); @@ -1077,7 +1085,7 @@ static int quit(void) return GO_CLEAROBJ; } -static int read(struct command_t command) +static int read(command_t command) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { if (command.obj == INTRANSITIVE) { @@ -1093,7 +1101,7 @@ static int read(struct command_t command) } if (DARK(game.loc)) { - sspeak(NO_SEE, command.raw1); + sspeak(NO_SEE, command.word[0].raw); } else if (command.obj == OYSTER && !game.clshnt && game.closed) { game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]); } else if (objects[command.obj].texts[0] == NULL || @@ -1142,47 +1150,51 @@ static int rub(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int say(struct command_t *command) +static int say(command_t command) /* Say. Echo WD2. Magic words override. */ { - long wd; - enum wordtype type; - get_vocab_metadata(command->raw2, &wd, &type); - if (wd == XYZZY || - wd == PLUGH || - wd == PLOVER || - wd == FEE || - wd == FIE || - wd == FOE || - wd == FOO || - wd == FUM || - wd == PART) { + if (command.word[1].type == MOTION && + (command.word[1].id == XYZZY || + command.word[1].id == PLUGH || + command.word[1].id == PLOVER)) { return GO_WORD2; } - sspeak(OKEY_DOKEY, command->raw2); + if (command.word[1].type == ACTION && command.word[1].id == PART) + return reservoir(); + + if (command.word[1].type == ACTION && + (command.word[1].id == FEE || + command.word[1].id == FIE || + command.word[1].id == FOE || + command.word[1].id == FOO || + command.word[1].id == FUM || + command.word[1].id == PART)) { + return bigwords(command.word[1].id); + } + sspeak(OKEY_DOKEY, command.word[1].raw); return GO_CLEAROBJ; } -static int throw_support(long spk) +static int throw_support(vocab_t spk) { rspeak(spk); drop(AXE, game.loc); return GO_MOVE; } -static int throw (struct command_t *command) +static int throw (command_t command) /* Throw. Same as discard unless axe. Then same as attack except * ignore bird, and if dwarf is present then one might be killed. * (Only way to do so!) Axe also special for dragon, bear, and * troll. Treasures special for troll. */ { - if (!TOTING(command->obj)) { - speak(actions[command->verb].message); + if (!TOTING(command.obj)) { + speak(actions[command.verb].message); return GO_CLEAROBJ; } - if (objects[command->obj].is_treasure && AT(TROLL)) { + if (objects[command.obj].is_treasure && AT(TROLL)) { /* Snarf a treasure for the troll. */ - drop(command->obj, LOC_NOWHERE); + drop(command.obj, LOC_NOWHERE); move(TROLL, LOC_NOWHERE); move(TROLL + NOBJECTS, IS_FREE); drop(TROLL2, objects[TROLL].plac); @@ -1191,13 +1203,13 @@ static int throw (struct command_t *command) rspeak(TROLL_SATISFIED); return GO_CLEAROBJ; } - if (command->obj == FOOD && HERE(BEAR)) { + if (command.obj == FOOD && HERE(BEAR)) { /* But throwing food is another story. */ - command->obj = BEAR; - return (feed(command->verb, command->obj)); + command.obj = BEAR; + return (feed(command.verb, command.obj)); } - if (command->obj != AXE) - return (discard(command->verb, command->obj)); + if (command.obj != AXE) + return (discard(command.verb, command.obj)); else { if (atdwrf(game.loc) <= 0) { if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) @@ -1214,14 +1226,14 @@ static int throw (struct command_t *command) state_change(AXE, AXE_LOST); return GO_CLEAROBJ; } - command->obj = INTRANSITIVE; + command.obj = INTRANSITIVE; return (attack(command)); } if (randrange(NDWARVES + 1) < game.dflag) { return throw_support(DWARF_DODGES); } else { - long i = atdwrf(game.loc); + int i = atdwrf(game.loc); game.dseen[i] = false; game.dloc[i] = LOC_NOWHERE; return throw_support((++game.dkill == 1) ? @@ -1244,6 +1256,24 @@ static int wake(verb_t verb, obj_t obj) } } +static int seed(verb_t verb, const char *arg) +/* Set seed */ +{ + int32_t seed = strtol(arg, NULL, 10); + speak(actions[verb].message, seed); + set_seed(seed); + --game.turns; + return GO_TOP; +} + +static int waste(verb_t verb, turn_t turns) +/* Burn turns */ +{ + game.limit -= turns; + speak(actions[verb].message, (int)game.limit); + return GO_TOP; +} + static int wave(verb_t verb, obj_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { @@ -1290,12 +1320,20 @@ static int wave(verb_t verb, obj_t obj) } } -int action(struct command_t *command) +int action(command_t command) /* Analyse a verb. Remember what it was, go back for object if second word * unless verb is "say", which snarfs arbitrary second word. */ { - if (command->part == unknown) { + /* Previously, actions that result in a message, but don't do anything + * further were called "specials". Now they're handled here as normal + * actions. If noaction is true, then we spit out the message and return */ + if (actions[command.verb].noaction) { + speak(actions[command.verb].message); + return GO_CLEAROBJ; + } + + if (command.part == unknown) { /* Analyse an object word. See if the thing is here, whether * we've got a verb yet, and so on. Object must be here * unless verb is "find" or "invent(ory)" (and no new verb @@ -1303,101 +1341,86 @@ int action(struct command_t *command) * 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)) + 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 = DEPRESSION; - } - if (game.loc == LOC_COBBLE || - game.loc == LOC_DEBRIS || - game.loc == LOC_AWKWARD || - game.loc == LOC_BIRD || - game.loc == LOC_PITTOP) { - command->obj = ENTRANCE; - } - } 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] != URN_EMPTY) { - command->obj = URN; + else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) { + command.obj = URN; /* FALL THROUGH */; - } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) { - command->obj = PLANT2; + } else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) { + command.obj = PLANT2; /* FALL THROUGH */; - } else if (command->obj == KNIFE && game.knfloc == game.loc) { + } 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; + } else if (command.obj == ROD && HERE(ROD2)) { + command.obj = ROD2; /* FALL THROUGH */; - } else if ((command->verb == FIND || - command->verb == INVENTORY) && (command->id2 == WORD_EMPTY || command->id2 == WORD_NOT_FOUND)) + } else if ((command.verb == FIND || + command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND)) /* FALL THROUGH */; else { - sspeak(NO_SEE, command->raw1); + sspeak(NO_SEE, command.word[0].raw); return GO_CLEAROBJ; } - if (command->id2 != WORD_EMPTY && command->id2 != WORD_NOT_FOUND) - return GO_WORD2; - if (command->verb != 0) - command->part = transitive; + if (command.verb != 0) + command.part = transitive; } - switch (command->part) { + switch (command.part) { case intransitive: - if (command->raw2[0] != '\0' && command->verb != SAY) + if (command.word[1].raw[0] != '\0' && command.verb != SAY) return GO_WORD2; - if (command->verb == SAY) - /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE - * will do here. We're preventing interpretation as an intransitive - * verb when the word is unknown. */ - command->obj = command->raw2[0] != '\0' ? KEYS : NO_OBJECT; - if (command->obj == NO_OBJECT || - command->obj == INTRANSITIVE) { + if (command.verb == SAY) + /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE + * will do here. We're preventing interpretation as an intransitive + * verb when the word is unknown. */ + command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT; + if (command.obj == NO_OBJECT || + command.obj == INTRANSITIVE) { /* Analyse an intransitive verb (ie, no object given yet). */ - switch (command->verb) { + switch (command.verb) { case CARRY: - return vcarry(command->verb, INTRANSITIVE); + return vcarry(command.verb, INTRANSITIVE); case DROP: return GO_UNKNOWN; case SAY: return GO_UNKNOWN; case UNLOCK: - return lock(command->verb, INTRANSITIVE); + return lock(command.verb, INTRANSITIVE); case NOTHING: { rspeak(OK_MAN); return (GO_CLEAROBJ); } case LOCK: - return lock(command->verb, INTRANSITIVE); + return lock(command.verb, INTRANSITIVE); case LIGHT: - return light(command->verb, INTRANSITIVE); + return light(command.verb, INTRANSITIVE); case EXTINGUISH: - return extinguish(command->verb, INTRANSITIVE); + return extinguish(command.verb, INTRANSITIVE); case WAVE: return GO_UNKNOWN; case TAME: return GO_UNKNOWN; case GO: { - speak(actions[command->verb].message); + speak(actions[command.verb].message); return GO_CLEAROBJ; } case ATTACK: - command->obj = INTRANSITIVE; + command.obj = INTRANSITIVE; return attack(command); case POUR: - return pour(command->verb, INTRANSITIVE); + return pour(command.verb, INTRANSITIVE); case EAT: - return eat(command->verb, INTRANSITIVE); + return eat(command.verb, INTRANSITIVE); case DRINK: - return drink(command->verb, INTRANSITIVE); + return drink(command.verb, INTRANSITIVE); case RUB: return GO_UNKNOWN; case THROW: @@ -1411,7 +1434,7 @@ int action(struct command_t *command) case FEED: return GO_UNKNOWN; case FILL: - return fill(command->verb, INTRANSITIVE); + return fill(command.verb, INTRANSITIVE); case BLAST: blast(); return GO_CLEAROBJ; @@ -1423,12 +1446,12 @@ int action(struct command_t *command) case FOE: case FOO: case FUM: - return bigwords(command->id1); + return bigwords(command.word[0].id); case BRIEF: return brief(); case READ: - command->obj = INTRANSITIVE; - return read(*command); + command.obj = INTRANSITIVE; + return read(command); case BREAK: return GO_UNKNOWN; case WAKE: @@ -1438,11 +1461,15 @@ int action(struct command_t *command) case RESUME: return resume(); case FLY: - return fly(command->verb, INTRANSITIVE); + return fly(command.verb, INTRANSITIVE); case LISTEN: return listen(); case PART: return reservoir(); + case SEED: + case WASTE: + rspeak(NUMERIC_REQUIRED); + return GO_TOP; default: // LCOV_EXCL_LINE BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } @@ -1450,64 +1477,64 @@ int action(struct command_t *command) /* FALLTHRU */ case transitive: /* Analyse a transitive verb. */ - switch (command->verb) { + switch (command.verb) { case CARRY: - return vcarry(command->verb, command->obj); + return vcarry(command.verb, command.obj); case DROP: - return discard(command->verb, command->obj); + return discard(command.verb, command.obj); case SAY: return say(command); case UNLOCK: - return lock(command->verb, command->obj); + return lock(command.verb, command.obj); case NOTHING: { rspeak(OK_MAN); return (GO_CLEAROBJ); } case LOCK: - return lock(command->verb, command->obj); + return lock(command.verb, command.obj); case LIGHT: - return light(command->verb, command->obj); + return light(command.verb, command.obj); case EXTINGUISH: - return extinguish(command->verb, command->obj); + return extinguish(command.verb, command.obj); case WAVE: - return wave(command->verb, command->obj); + return wave(command.verb, command.obj); case TAME: { - speak(actions[command->verb].message); + speak(actions[command.verb].message); return GO_CLEAROBJ; } case GO: { - speak(actions[command->verb].message); + speak(actions[command.verb].message); return GO_CLEAROBJ; } case ATTACK: return attack(command); case POUR: - return pour(command->verb, command->obj); + return pour(command.verb, command.obj); case EAT: - return eat(command->verb, command->obj); + return eat(command.verb, command.obj); case DRINK: - return drink(command->verb, command->obj); + return drink(command.verb, command.obj); case RUB: - return rub(command->verb, command->obj); + return rub(command.verb, command.obj); case THROW: return throw (command); case QUIT: { - speak(actions[command->verb].message); + speak(actions[command.verb].message); return GO_CLEAROBJ; } case FIND: - return find(command->verb, command->obj); + return find(command.verb, command.obj); case INVENTORY: - return find(command->verb, command->obj); + return find(command.verb, command.obj); case FEED: - return feed(command->verb, command->obj); + return feed(command.verb, command.obj); case FILL: - return fill(command->verb, command->obj); + return fill(command.verb, command.obj); case BLAST: blast(); return GO_CLEAROBJ; case SCORE: { - speak(actions[command->verb].message); + speak(actions[command.verb].message); return GO_CLEAROBJ; } case FEE: @@ -1515,41 +1542,48 @@ int action(struct command_t *command) case FOE: case FOO: case FUM: { - speak(actions[command->verb].message); + speak(actions[command.verb].message); return GO_CLEAROBJ; } case BRIEF: { - speak(actions[command->verb].message); + speak(actions[command.verb].message); return GO_CLEAROBJ; } case READ: - return read(*command); + return read(command); case BREAK: - return vbreak(command->verb, command->obj); + return vbreak(command.verb, command.obj); case WAKE: - return wake(command->verb, command->obj); + return wake(command.verb, command.obj); case SAVE: { - speak(actions[command->verb].message); + speak(actions[command.verb].message); return GO_CLEAROBJ; } case RESUME: { - speak(actions[command->verb].message); + speak(actions[command.verb].message); return GO_CLEAROBJ; } case FLY: - return fly(command->verb, command->obj); + return fly(command.verb, command.obj); case LISTEN: { - speak(actions[command->verb].message); + speak(actions[command.verb].message); return GO_CLEAROBJ; } + // LCOV_EXCL_START + // This case should never happen - here only as placeholder case PART: return reservoir(); + // LCOV_EXCL_STOP + case SEED: + return seed(command.verb, command.word[1].raw); + case WASTE: + return waste(command.verb, (turn_t)atol(command.word[1].raw)); default: // LCOV_EXCL_LINE BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } case unknown: /* Unknown verb, couldn't deduce object - might need hint */ - sspeak(WHAT_DO, command->raw1); + sspeak(WHAT_DO, command.word[0].raw); return GO_CHECKHINT; default: // LCOV_EXCL_LINE BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE