Wire Section 8 YAML to runtime.
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parent
3025388932
commit
b626371b6c
3 changed files with 37 additions and 27 deletions
38
actions.c
38
actions.c
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@ -14,7 +14,7 @@ static int attack(FILE *input, struct command_t *command)
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{
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vocab_t verb = command->verb;
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vocab_t obj = command->obj;
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj == 0 || obj == INTRANSITIVE) {
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if (ATDWRF(game.loc) > 0)
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obj = DWARF;
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@ -177,7 +177,7 @@ static void blast(void)
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static int vbreak(token_t verb, token_t obj)
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/* Break. Only works for mirror in repository and, of course, the vase. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj == MIRROR)spk = TOO_FAR;
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if (obj == VASE && game.prop[VASE] == 0) {
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if (TOTING(VASE))DROP(VASE, game.loc);
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@ -323,7 +323,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
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* bird (might attack snake or dragon) and cage (might contain bird) and vase.
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* Drop coins at vending machine for extra batteries. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (!just_do_it) {
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if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
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if (!TOTING(obj)) {
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@ -398,7 +398,7 @@ static int drink(token_t verb, token_t obj)
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/* Drink. If no object, assume water and look for it here. If water is in
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* the bottle, drink that, else must be at a water loc, so drink stream. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
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return GO_UNKNOWN;
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if (obj != BLOOD) {
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@ -422,7 +422,7 @@ static int eat(token_t verb, token_t obj)
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/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
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* ok, some things lose appetite, rest are ridiculous. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj == INTRANSITIVE) {
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if (!HERE(FOOD))
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return GO_UNKNOWN;
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@ -444,7 +444,7 @@ static int eat(token_t verb, token_t obj)
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static int extinguish(token_t verb, int obj)
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/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj == INTRANSITIVE) {
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if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
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obj = LAMP;
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@ -469,7 +469,7 @@ static int feed(token_t verb, token_t obj)
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/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
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* mad. Bear, special. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj == BIRD) {
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rspeak(BIRD_PINING);
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return GO_CLEAROBJ;
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@ -511,7 +511,7 @@ int fill(token_t verb, token_t obj)
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* is nasty.) */
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{
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int k;
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj == VASE) {
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spk = ARENT_CARRYING;
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if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
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@ -569,7 +569,7 @@ int fill(token_t verb, token_t obj)
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static int find(token_t verb, token_t obj)
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/* Find. Might be carrying it, or it might be here. Else give caveat. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (AT(obj) ||
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(LIQUID() == obj && AT(BOTTLE)) ||
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obj == LIQLOC(game.loc) ||
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@ -584,7 +584,7 @@ static int find(token_t verb, token_t obj)
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static int fly(token_t verb, token_t obj)
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/* Fly. Snide remarks unless hovering rug is here. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj == INTRANSITIVE) {
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if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
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if (!HERE(RUG))spk = FLAP_ARMS;
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@ -637,7 +637,7 @@ static int inven(void)
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static int light(token_t verb, token_t obj)
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/* Light. Applicable only to lamp and urn. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj == INTRANSITIVE) {
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if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
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obj = LAMP;
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@ -704,7 +704,7 @@ static int listen(void)
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static int lock(token_t verb, token_t obj)
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/* Lock, unlock, no object given. Assume various things if present. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj == INTRANSITIVE) {
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spk = NOTHING_LOCKED;
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if (HERE(CLAM))obj = CLAM;
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@ -750,7 +750,7 @@ static int pour(token_t verb, token_t obj)
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/* Pour. If no object, or object is bottle, assume contents of bottle.
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* special tests for pouring water or oil on plant or rusty door. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj == BOTTLE || obj == 0)obj = LIQUID();
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if (obj == 0) return GO_UNKNOWN;
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if (!TOTING(obj)) {
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@ -816,7 +816,7 @@ static int read(struct command_t command)
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} else if (command.obj == OYSTER && !game.clshnt && game.closed) {
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game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
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} else if (object_descriptions[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
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rspeak(ACTSPK[command.verb]);
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rspeak(actspk[command.verb]);
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} else
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pspeak(command.obj, study, game.prop[command.obj]);
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return GO_CLEAROBJ;
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@ -845,7 +845,7 @@ static int reservoir(void)
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static int rub(token_t verb, token_t obj)
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/* Rub. Yields various snide remarks except for lit urn. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if (obj != LAMP)
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spk = PECULIAR_NOTHING;
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if (obj == URN && game.prop[URN] == 2) {
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@ -893,7 +893,7 @@ static int throw (FILE *cmdin, struct command_t *command)
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* (Only way to do so!) Axe also special for dragon, bear, and
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* troll. Treasures special for troll. */
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{
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int spk = ACTSPK[command->verb];
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int spk = actspk[command->verb];
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if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
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if (!TOTING(command->obj)) {
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rspeak(spk);
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@ -955,7 +955,7 @@ static int wake(token_t verb, token_t obj)
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/* Wake. Only use is to disturb the dwarves. */
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{
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if (obj != DWARF || !game.closed) {
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rspeak(ACTSPK[verb]);
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rspeak(actspk[verb]);
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return GO_CLEAROBJ;
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} else {
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rspeak(PROD_DWARF);
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@ -966,7 +966,7 @@ static int wake(token_t verb, token_t obj)
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static int wave(token_t verb, token_t obj)
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/* Wave. No effect unless waving rod at fissure or at bird. */
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{
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int spk = ACTSPK[verb];
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int spk = actspk[verb];
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if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
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if (obj != ROD ||
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!TOTING(obj) ||
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@ -1005,7 +1005,7 @@ int action(FILE *input, struct command_t *command)
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* unless verb is "say", which snarfs arbitrary second word.
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*/
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{
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token_t spk = ACTSPK[command->verb];
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token_t spk = actspk[command->verb];
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if (command->part == unknown) {
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/* Analyse an object word. See if the thing is here, whether
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