X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=eeec3eaf40ada6209676beec58a5f748b2275067;hp=3403fe58fb971a643e4de806020fff2af1d42a3f;hb=609159ad6d62af90cdbf97cbb09fffabde87a026;hpb=66ba9a01017229e765509d0ba09717f01c9c1daf diff --git a/actions.c b/actions.c index 3403fe5..eeec3ea 100644 --- a/actions.c +++ b/actions.c @@ -101,13 +101,9 @@ static int attack(struct command_t *command) * fixed), move rug there (not fixed), and move him there, * too. Then do a null motion to get new description. */ rspeak(BARE_HANDS_QUERY); - if (silent_yes()) { - // FIXME: setting wd1 is a workaround for broken logic - command->wd1 = token_to_packed("Y"); - } else { - // FIXME: setting wd1 is a workaround for broken logic - command->wd1 = token_to_packed("N"); - return GO_CHECKFOO; + if (!silent_yes()) { + speak(arbitrary_messages[NASTY_DRAGON]); + return GO_MOVE; } state_change(DRAGON, DRAGON_DEAD); game.prop[RUG] = RUG_FLOOR; @@ -180,7 +176,7 @@ 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). */ @@ -205,15 +201,14 @@ static int bigwords(long id) * crossing. */ if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID) game.prop[TROLL] = TROLL_PAIDONCE; - int k; if (HERE(EGGS)) - k = EGGS_VANISHED; + pspeak(EGGS, look, EGGS_VANISHED, true); else if (game.loc == objects[EGGS].plac) - k = EGGS_HERE; + pspeak(EGGS, look, EGGS_HERE, true); else - k = EGGS_DONE; + pspeak(EGGS, look, EGGS_DONE, true); move(EGGS, objects[EGGS].plac); - pspeak(EGGS, look, k, true); + return GO_CLEAROBJ; } } else { @@ -256,7 +251,7 @@ static int vbreak(verb_t verb, obj_t obj) switch (obj) { case MIRROR: if (game.closed) { - rspeak(BREAK_MIRROR); + state_change(MIRROR, MIRROR_BROKEN); return GO_DWARFWAKE; } else { rspeak(TOO_FAR); @@ -270,6 +265,7 @@ static int vbreak(verb_t verb, obj_t obj) game.fixed[VASE] = IS_FIXED; break; } + /* FALLTHRU */ default: speak(actions[verb].message); } @@ -420,8 +416,8 @@ static int chain(verb_t verb) game.prop[BEAR] = CONTENTED_BEAR; switch (game.prop[BEAR]) { + // LCOV_EXCL_START case BEAR_DEAD: - // LCOV_EXCL_START /* 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 * exclude from coverage testing. */ @@ -459,21 +455,16 @@ static int discard(verb_t verb, obj_t obj) * bird (might attack snake or dragon) and cage (might contain bird) and vase. * Drop coins at vending machine for extra batteries. */ { - if (TOTING(ROD2) && obj == ROD && !TOTING(ROD)) + if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) { obj = ROD2; + } + if (!TOTING(obj)) { speak(actions[verb].message); return GO_CLEAROBJ; } - if (obj == BIRD && HERE(SNAKE)) { - rspeak(BIRD_ATTACKS); - if (game.closed) - return GO_DWARFWAKE; - DESTROY(SNAKE); - /* Set game.prop for use by travel options */ - game.prop[SNAKE] = SNAKE_CHASED; - } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) { + if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) { rspeak(GEM_FITS); game.prop[obj] = STATE_IN_CAVITY; game.prop[CAVITY] = CAVITY_FULL; @@ -493,45 +484,73 @@ static int discard(verb_t verb, obj_t obj) move(RUG + NOBJECTS, k); } } - } else if (obj == COINS && HERE(VEND)) { + drop(obj, game.loc); + return GO_CLEAROBJ; + } + + if (obj == COINS && HERE(VEND)) { DESTROY(COINS); drop(BATTERY, game.loc); pspeak(BATTERY, look, FRESH_BATTERIES, true); return GO_CLEAROBJ; - } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { - rspeak(BIRD_BURNT); - DESTROY(BIRD); - return GO_CLEAROBJ; - } else if (obj == BEAR && AT(TROLL)) { + } + + if (LIQUID() == obj) + obj = BOTTLE; + if (obj == BOTTLE && LIQUID() != NO_OBJECT) { + game.place[LIQUID()] = LOC_NOWHERE; + } + + if (obj == BEAR && AT(TROLL)) { state_change(TROLL, TROLL_GONE); move(TROLL, LOC_NOWHERE); move(TROLL + NOBJECTS, IS_FREE); 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 { - state_change(VASE, AT(PILLOW) - ? VASE_WHOLE - : VASE_DROPPED); - if (game.prop[VASE] != VASE_WHOLE) - game.fixed[VASE] = IS_FIXED; + drop(obj, game.loc); + return GO_CLEAROBJ; } - int k = LIQUID(); - if (k == obj) - obj = BOTTLE; - if (obj == BOTTLE && k != NO_OBJECT) - game.place[k] = LOC_NOWHERE; - if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) + + if (obj == VASE) { + if (game.loc != objects[PILLOW].plac) { + state_change(VASE, AT(PILLOW) + ? VASE_WHOLE + : VASE_DROPPED); + if (game.prop[VASE] != VASE_WHOLE) + game.fixed[VASE] = IS_FIXED; + drop(obj, game.loc); + return GO_CLEAROBJ; + } + } + + if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) { drop(BIRD, game.loc); - drop(obj, game.loc); - if (obj != BIRD) + } + + if (obj == BIRD) { + if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { + rspeak(BIRD_BURNT); + DESTROY(BIRD); + return GO_CLEAROBJ; + } + if (HERE(SNAKE)) { + rspeak(BIRD_ATTACKS); + if (game.closed) + return GO_DWARFWAKE; + DESTROY(SNAKE); + /* Set game.prop for use by travel options */ + game.prop[SNAKE] = SNAKE_CHASED; + } else + rspeak(OK_MAN); + + game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED; + drop(obj, game.loc); return GO_CLEAROBJ; - game.prop[BIRD] = BIRD_UNCAGED; - if (FOREST(game.loc)) - game.prop[BIRD] = BIRD_FOREST_UNCAGED; + } + + rspeak(OK_MAN); + drop(obj, game.loc); return GO_CLEAROBJ; } @@ -573,6 +592,7 @@ static int eat(verb_t verb, obj_t obj) case INTRANSITIVE: if (!HERE(FOOD)) return GO_UNKNOWN; + /* FALLTHRU */ case FOOD: DESTROY(FOOD); rspeak(THANKS_DELICIOUS); @@ -890,7 +910,7 @@ 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) @@ -910,8 +930,7 @@ 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); @@ -970,7 +989,7 @@ static int lock(verb_t verb, obj_t obj) if (verb == LOCK) rspeak(HUH_MAN); else if (!TOTING(TRIDENT)) - rspeak(OYSTER_OPENER); + rspeak(CLAM_OPENER); else { DESTROY(CLAM); drop(OYSTER, game.loc); @@ -981,8 +1000,12 @@ static int lock(verb_t verb, obj_t obj) case OYSTER: if (verb == LOCK) rspeak(HUH_MAN); - else + else if (TOTING(OYSTER)) + rspeak(DROP_OYSTER); + else if (!TOTING(TRIDENT)) rspeak(OYSTER_OPENER); + else + rspeak(OYSTER_OPENS); break; case DOOR: rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); @@ -1119,35 +1142,28 @@ static int rub(verb_t verb, obj_t obj) } static int say(struct command_t *command) -/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ +/* Say. Echo WD2. Magic words override. */ { - if (command->wd2 > 0) { - command->wd1 = command->wd2; - strncpy(command->raw1, command->raw2, LINESIZE - 1); - } - char word1[TOKLEN + 1]; - packed_to_token(command->wd1, word1); - long wd; - enum wordtype type; - get_vocab_metadata(word1, &wd, &type); - if (wd == XYZZY || - wd == PLUGH || - wd == PLOVER || - wd == FEE || - wd == FIE || - wd == FOE || - wd == FOO || - wd == FUM || - wd == PART) { - /* FIXME: scribbles on the interpreter's command block */ - wordclear(&command->wd2); - return GO_LOOKUP; - } - sspeak(OKEY_DOKEY, command->raw1); + if (command->type2 == MOTION && + (command->id2 == XYZZY || + command->id2 == PLUGH || + command->id2 == PLOVER)) { + return GO_WORD2; + } + if (command->type2 == ACTION && + (command->id2 == FEE || + command->id2 == FIE || + command->id2 == FOE || + command->id2 == FOO || + command->id2 == FUM || + command->id2 == PART)) { + return GO_WORD2; + } + sspeak(OKEY_DOKEY, command->raw2); return GO_CLEAROBJ; } -static int throw_support(long spk) +static int throw_support(vocab_t spk) { rspeak(spk); drop(AXE, game.loc); @@ -1205,7 +1221,7 @@ static int throw (struct command_t *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) ? @@ -1289,20 +1305,7 @@ int action(struct command_t *command) * location. */ if (HERE(command->obj)) /* FALL THROUGH */; - else if (command->obj == GRATE) { - if (game.loc == LOC_START || - game.loc == LOC_VALLEY || - game.loc == LOC_SLIT) { - command->obj = DPRSSN; - } - if (game.loc == LOC_COBBLE || - game.loc == LOC_DEBRIS || - game.loc == LOC_AWKWARD || - game.loc == LOC_BIRD || - game.loc == LOC_PITTOP) { - command->obj = ENTRNC; - } - } else if (command->obj == DWARF && atdwrf(game.loc) > 0) + else if (command->obj == DWARF && atdwrf(game.loc) > 0) /* FALL THROUGH */; else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc)) @@ -1321,14 +1324,14 @@ int action(struct command_t *command) command->obj = ROD2; /* FALL THROUGH */; } else if ((command->verb == FIND || - command->verb == INVENTORY) && command->wd2 <= 0) + command->verb == INVENTORY) && (command->id2 == WORD_EMPTY || command->id2 == WORD_NOT_FOUND)) /* FALL THROUGH */; else { sspeak(NO_SEE, command->raw1); return GO_CLEAROBJ; } - if (command->wd2 > 0) + if (command->id2 != WORD_EMPTY && command->id2 != WORD_NOT_FOUND) return GO_WORD2; if (command->verb != 0) command->part = transitive; @@ -1336,10 +1339,13 @@ int action(struct command_t *command) switch (command->part) { case intransitive: - if (command->wd2 > 0 && command->verb != SAY) + if (command->raw2[0] != '\0' && command->verb != SAY) return GO_WORD2; if (command->verb == SAY) - command->obj = command->wd2; + /* 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) { /* Analyse an intransitive verb (ie, no object given yet). */ @@ -1424,7 +1430,7 @@ int action(struct command_t *command) return listen(); case PART: return reservoir(); - default: + default: // LCOV_EXCL_LINE BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } } @@ -1525,14 +1531,14 @@ int action(struct command_t *command) } case PART: return reservoir(); - default: + 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); return GO_CHECKHINT; - default: + default: // LCOV_EXCL_LINE BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE } }