obj_t in actions. And some more magical word removal

Also, reindented everything, as usual
This commit is contained in:
NHOrus 2017-07-06 09:56:14 +03:00
parent 146abeae17
commit de2b1894f2
2 changed files with 86 additions and 88 deletions

172
actions.c
View file

@ -13,7 +13,7 @@ static int attack(struct command_t *command)
* enemies, or no enemies but 2 others. */
{
vocab_t verb = command->verb;
vocab_t obj = command->obj;
obj_t obj = command->obj;
if (obj == NO_OBJECT ||
obj == INTRANSITIVE) {
@ -113,12 +113,12 @@ static int attack(struct command_t *command)
state_change(DRAGON, DRAGON_DEAD);
game.prop[RUG] = RUG_FLOOR;
/* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
* The way it was computed before was wirse; it depended on the
* two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
* LOC_SECRET5 being right between them.
*/
* The way it was computed before was wirse; it depended on the
* two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
* LOC_SECRET5 being right between them.
*/
move(DRAGON + NOBJECTS, -1);
move(RUG + NOBJECTS, 0);
move(RUG + NOBJECTS, LOC_NOWHERE);
move(DRAGON, LOC_SECRET5);
move(RUG, LOC_SECRET5);
drop(BLOOD, LOC_SECRET5);
@ -186,48 +186,45 @@ static int bigwords(long id)
* 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). */
{
if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
(game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
(game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
(game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
(game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM)))
{
game.foobar = id;
if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
game.foobar = WORD_EMPTY;
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] == TROLL_UNPAID)
game.prop[TROLL] = TROLL_PAIDONCE;
int 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;
}
}
else
{
if (game.loc == LOC_GIANTROOM) {
rspeak(START_OVER);
} else {
/* This is new begavior in Open Adventure - sounds better when
* player isn't in the Giant Room. */
rspeak(WELL_POINTLESS);
}
game.foobar = WORD_EMPTY;
return GO_CLEAROBJ;
if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
(game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
(game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
(game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
(game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM))) {
game.foobar = id;
if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
game.foobar = WORD_EMPTY;
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] == TROLL_UNPAID)
game.prop[TROLL] = TROLL_PAIDONCE;
int 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;
}
} else {
if (game.loc == LOC_GIANTROOM) {
rspeak(START_OVER);
} else {
/* This is new begavior in Open Adventure - sounds better when
* player isn't in the Giant Room. */
rspeak(WELL_POINTLESS);
}
game.foobar = WORD_EMPTY;
return GO_CLEAROBJ;
}
}
@ -248,7 +245,7 @@ static void blast(void)
}
}
static int vbreak(token_t verb, token_t obj)
static int vbreak(vocab_t verb, obj_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
if (obj == MIRROR) {
@ -280,7 +277,7 @@ static int brief(void)
return GO_CLEAROBJ;
}
static int vcarry(token_t verb, token_t obj)
static int vcarry(token_t verb, obj_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. */
@ -445,7 +442,7 @@ static int chain(token_t verb)
return GO_CLEAROBJ;
}
static int discard(token_t verb, token_t obj, bool just_do_it)
static int discard(token_t verb, obj_t obj, bool just_do_it)
/* Discard object. "Throw" also comes here for most objects. Special cases for
* bird (might attack snake or dragon) and cage (might contain bird) and vase.
* Drop coins at vending machine for extra batteries. */
@ -528,7 +525,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
return GO_CLEAROBJ;
}
static int drink(token_t verb, token_t obj)
static int drink(token_t verb, obj_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. */
{
@ -558,7 +555,7 @@ static int drink(token_t verb, token_t obj)
return GO_CLEAROBJ;
}
static int eat(token_t verb, token_t obj)
static int eat(token_t verb, obj_t obj)
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
@ -590,7 +587,7 @@ static int eat(token_t verb, token_t obj)
return GO_CLEAROBJ;
}
static int extinguish(token_t verb, int obj)
static int extinguish(token_t verb, obj_t obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
if (obj == INTRANSITIVE) {
@ -629,7 +626,7 @@ static int extinguish(token_t verb, int obj)
return GO_CLEAROBJ;
}
static int feed(token_t verb, token_t obj)
static int feed(token_t verb, obj_t obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
@ -689,7 +686,7 @@ static int feed(token_t verb, token_t obj)
return GO_CLEAROBJ;
}
int fill(token_t verb, token_t obj)
int fill(token_t verb, obj_t obj)
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
* is nasty.) */
{
@ -764,7 +761,7 @@ int fill(token_t verb, token_t obj)
return GO_CLEAROBJ;
}
static int find(token_t verb, token_t obj)
static int find(token_t verb, obj_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
if (TOTING(obj)) {
@ -790,7 +787,7 @@ static int find(token_t verb, token_t obj)
return GO_CLEAROBJ;
}
static int fly(token_t verb, token_t obj)
static int fly(token_t verb, obj_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
if (obj == INTRANSITIVE) {
@ -817,10 +814,10 @@ static int fly(token_t verb, token_t obj)
game.oldloc = game.loc;
if (game.prop[SAPPH] == STATE_NOTFOUND) {
game.newloc = game.place[SAPPH];
game.newloc = game.place[SAPPH];
rspeak(RUG_GOES);
} else {
game.newloc = LOC_CLIFF;
game.newloc = LOC_CLIFF;
rspeak(RUG_RETURNS);
}
return GO_TERMINATE;
@ -830,7 +827,7 @@ static int inven(void)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
bool empty = true;
for (int i = 1; i <= NOBJECTS; i++) {
for (obj_t i = 1; i <= NOBJECTS; i++) {
if (i == BEAR ||
!TOTING(i))
continue;
@ -847,7 +844,7 @@ static int inven(void)
return GO_CLEAROBJ;
}
static int light(token_t verb, token_t obj)
static int light(token_t verb, obj_t obj)
/* Light. Applicable only to lamp and urn. */
{
if (obj == INTRANSITIVE) {
@ -893,12 +890,13 @@ static int listen(void)
rspeak(NO_MESSAGE);
return GO_CLEAROBJ;
}
for (int i = 1; i <= NOBJECTS; i++) {
for (obj_t i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) ||
objects[i].sounds[0] == NULL ||
game.prop[i] < 0)
continue;
int mi = game.prop[i];
/* FIXME: Weird magic on object states */
if (i == BIRD)
mi += 3 * game.blooded;
long packed_zzword = token_to_packed(game.zzword);
@ -912,7 +910,7 @@ static int listen(void)
return GO_CLEAROBJ;
}
static int lock(token_t verb, token_t obj)
static int lock(token_t verb, obj_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
if (obj == INTRANSITIVE) {
@ -992,7 +990,7 @@ static int lock(token_t verb, token_t obj)
return GO_CLEAROBJ;
}
static int pour(token_t verb, token_t obj)
static int pour(token_t verb, obj_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. */
{
@ -1049,13 +1047,13 @@ static int read(struct command_t command)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
if (command.obj == INTRANSITIVE) {
command.obj = 0;
command.obj = NO_OBJECT;
for (int i = 1; i <= NOBJECTS; i++) {
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 ||
command.obj == NO_OBJECT ||
DARK(game.loc))
return GO_UNKNOWN;
}
@ -1065,7 +1063,7 @@ static int read(struct command_t command)
} 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) {
game.prop[command.obj] == STATE_NOTFOUND) {
speak(actions[command.verb].message);
} else
pspeak(command.obj, study, game.prop[command.obj], true);
@ -1092,7 +1090,7 @@ static int reservoir(void)
}
}
static int rub(token_t verb, token_t obj)
static int rub(token_t verb, obj_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
if (obj == URN && game.prop[URN] == URN_LIT) {
@ -1124,10 +1122,10 @@ static int say(struct command_t *command)
wd == MOTION_WORD(PLUGH) ||
wd == MOTION_WORD(PLOVER) ||
wd == ACTION_WORD(FEE) ||
wd == ACTION_WORD(FIE) ||
wd == ACTION_WORD(FOE) ||
wd == ACTION_WORD(FOO) ||
wd == ACTION_WORD(FUM) ||
wd == ACTION_WORD(FIE) ||
wd == ACTION_WORD(FOE) ||
wd == ACTION_WORD(FOO) ||
wd == ACTION_WORD(FUM) ||
wd == ACTION_WORD(PART)) {
/* FIXME: scribbles on the interpreter's command block */
wordclear(&command->wd2);
@ -1205,7 +1203,7 @@ static int throw (struct command_t *command)
}
}
static int wake(token_t verb, token_t obj)
static int wake(token_t verb, obj_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
if (obj != DWARF ||
@ -1218,7 +1216,7 @@ static int wake(token_t verb, token_t obj)
}
}
static int wave(token_t verb, token_t obj)
static int wave(token_t verb, obj_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
if (obj != ROD ||
@ -1227,13 +1225,13 @@ static int wave(token_t verb, token_t obj)
(game.closng ||
!AT(FISSURE)))) {
speak(((!TOTING(obj)) && (obj != ROD ||
!TOTING(ROD2))) ?
arbitrary_messages[ARENT_CARRYING] :
actions[verb].message);
!TOTING(ROD2))) ?
arbitrary_messages[ARENT_CARRYING] :
actions[verb].message);
return GO_CLEAROBJ;
}
if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
drop(JADE, game.loc);
game.prop[JADE] = STATE_FOUND;
--game.tally;
@ -1388,10 +1386,10 @@ int action(struct command_t *command)
case SCORE:
score(scoregame);
return GO_CLEAROBJ;
case FEE:
case FIE:
case FOE:
case FOO:
case FEE:
case FIE:
case FOE:
case FOO:
case FUM:
return bigwords(command->id1);
case BRIEF:
@ -1480,10 +1478,10 @@ int action(struct command_t *command)
speak(actions[command->verb].message);
return GO_CLEAROBJ;
}
case FEE:
case FIE:
case FOE:
case FOO:
case FEE:
case FIE:
case FOE:
case FOO:
case FUM: {
speak(actions[command->verb].message);
return GO_CLEAROBJ;