/* * Actions for the dungeon-running code. * * SPDX-FileCopyrightText: (C) 1977, 2005 Will Crowther and Don Woods * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include "advent.h" static phase_codes_t fill(verb_t, obj_t); static phase_codes_t 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; if (obj == INTRANSITIVE) { int changes = 0; if (atdwrf(game.loc) > 0) { obj = DWARF; ++changes; } if (HERE(SNAKE)) { obj = SNAKE; ++changes; } if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) { obj = DRAGON; ++changes; } if (AT(TROLL)) { obj = TROLL; ++changes; } if (AT(OGRE)) { obj = OGRE; ++changes; } if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) { obj = BEAR; ++changes; } /* check for low-priority targets */ if (obj == INTRANSITIVE) { /* Can't attack bird or machine by throwing axe. */ if (HERE(BIRD) && verb != THROW) { obj = BIRD; ++changes; } if (HERE(VEND) && verb != THROW) { obj = VEND; ++changes; } /* Clam and oyster both treated as clam for intransitive * case; no harm done. */ if (HERE(CLAM) || HERE(OYSTER)) { obj = CLAM; ++changes; } } if (changes >= 2) { return GO_UNKNOWN; } } if (obj == BIRD) { if (game.closed) { rspeak(UNHAPPY_BIRD); } else { DESTROY(BIRD); rspeak(BIRD_DEAD); } return GO_CLEAROBJ; } if (obj == VEND) { state_change(VEND, game.objects[VEND].prop == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); return GO_CLEAROBJ; } if (obj == BEAR) { switch (game.objects[BEAR].prop) { case UNTAMED_BEAR: rspeak(BEAR_HANDS); break; case SITTING_BEAR: rspeak(BEAR_CONFUSED); break; case CONTENTED_BEAR: rspeak(BEAR_CONFUSED); break; case BEAR_DEAD: rspeak(ALREADY_DEAD); break; } return GO_CLEAROBJ; } if (obj == DRAGON && game.objects[DRAGON].prop == DRAGON_BARS) { /* Fun stuff for dragon. If he insists on attacking it, win! * 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); if (!silent_yes_or_no()) { speak(arbitrary_messages[NASTY_DRAGON]); return GO_MOVE; } state_change(DRAGON, DRAGON_DEAD); game.objects[RUG].prop = RUG_FLOOR; /* Hardcoding LOC_SECRET5 as the dragon's death location is * ugly. The way it was computed before was worse; it depended * on the two dragon locations being LOC_SECRET4 and LOC_SECRET6 * and LOC_SECRET5 being right between them. */ move(DRAGON + NOBJECTS, IS_FIXED); move(RUG + NOBJECTS, IS_FREE); move(DRAGON, LOC_SECRET5); move(RUG, LOC_SECRET5); drop(BLOOD, LOC_SECRET5); for (obj_t i = 1; i <= NOBJECTS; i++) { if (game.objects[i].place == objects[DRAGON].plac || game.objects[i].place == objects[DRAGON].fixd) { move(i, LOC_SECRET5); } } game.loc = LOC_SECRET5; return GO_MOVE; } if (obj == OGRE) { rspeak(OGRE_DODGE); if (atdwrf(game.loc) == 0) { return GO_CLEAROBJ; } rspeak(KNIFE_THROWN); DESTROY(OGRE); int dwarves = 0; for (int i = 1; i < PIRATE; i++) { if (game.dwarves[i].loc == game.loc) { ++dwarves; game.dwarves[i].loc = LOC_LONGWEST; game.dwarves[i].seen = false; } } rspeak((dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2); return GO_CLEAROBJ; } switch (obj) { case INTRANSITIVE: rspeak(NO_TARGET); break; case CLAM: case OYSTER: rspeak(SHELL_IMPERVIOUS); break; case SNAKE: rspeak(SNAKE_WARNING); break; case DWARF: if (game.closed) { return GO_DWARFWAKE; } rspeak(BARE_HANDS_QUERY); break; case DRAGON: rspeak(ALREADY_DEAD); break; case TROLL: rspeak(ROCKY_TROLL); break; default: speak(actions[verb].message); } return GO_CLEAROBJ; } static phase_codes_t bigwords(vocab_t id) { /* Only called on 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). */ int foobar = abs(game.foobar); /* Only FEE can start a magic-word sequence. */ if ((foobar == WORD_EMPTY) && (id == FIE || id == FOE || id == FOO || id == FUM)) { rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; } if ((foobar == WORD_EMPTY && id == FEE) || (foobar == FEE && id == FIE) || (foobar == FIE && id == FOE) || (foobar == FOE && id == FOO)) { game.foobar = id; if (id != FOO) { rspeak(OK_MAN); return GO_CLEAROBJ; } game.foobar = WORD_EMPTY; if (game.objects[EGGS].place == 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.objects[EGGS].place == LOC_NOWHERE && game.objects[TROLL].place == LOC_NOWHERE && game.objects[TROLL].prop == TROLL_UNPAID) { game.objects[TROLL].prop = TROLL_PAIDONCE; } if (HERE(EGGS)) { pspeak(EGGS, look, true, EGGS_VANISHED); } else if (game.loc == objects[EGGS].plac) { pspeak(EGGS, look, true, EGGS_HERE); } else { pspeak(EGGS, look, true, EGGS_DONE); } move(EGGS, objects[EGGS].plac); return GO_CLEAROBJ; } } else { /* Magic-word sequence was started but is incorrect */ if (settings.oldstyle || game.seenbigwords) { rspeak(START_OVER); } else { rspeak(WELL_POINTLESS); } game.foobar = WORD_EMPTY; return GO_CLEAROBJ; } } static void blast(void) { /* Blast. No effect unless you've got dynamite, which is a neat trick! */ if (OBJECT_IS_NOTFOUND(ROD2) || !game.closed) { rspeak(REQUIRES_DYNAMITE); } else { if (HERE(ROD2)) { game.bonus = splatter; rspeak(SPLATTER_MESSAGE); } else if (game.loc == LOC_NE) { game.bonus = defeat; rspeak(DEFEAT_MESSAGE); } else { game.bonus = victory; rspeak(VICTORY_MESSAGE); } terminate(endgame); } } static phase_codes_t vbreak(verb_t verb, obj_t obj) { /* Break. Only works for mirror in repository and, of course, the * vase. */ switch (obj) { case MIRROR: if (game.closed) { state_change(MIRROR, MIRROR_BROKEN); return GO_DWARFWAKE; } else { rspeak(TOO_FAR); break; } case VASE: if (game.objects[VASE].prop == VASE_WHOLE) { if (TOTING(VASE)) { drop(VASE, game.loc); } state_change(VASE, VASE_BROKEN); game.objects[VASE].fixed = IS_FIXED; break; } /* FALLTHRU */ default: speak(actions[verb].message); } return (GO_CLEAROBJ); } static phase_codes_t brief(void) { /* Brief. Intransitive only. Suppress full descriptions after first * time. */ game.abbnum = 10000; game.detail = 3; rspeak(BRIEF_CONFIRM); return GO_CLEAROBJ; } static phase_codes_t vcarry(verb_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. */ if (obj == INTRANSITIVE) { /* Carry, no object given yet. OK if only one object present. */ if (game.locs[game.loc].atloc == NO_OBJECT || game.link[game.locs[game.loc].atloc] != 0 || atdwrf(game.loc) > 0) { return GO_UNKNOWN; } obj = game.locs[game.loc].atloc; } if (TOTING(obj)) { speak(actions[verb].message); return GO_CLEAROBJ; } if (obj == MESSAG) { rspeak(REMOVE_MESSAGE); DESTROY(MESSAG); return GO_CLEAROBJ; } if (game.objects[obj].fixed != IS_FREE) { switch (obj) { case PLANT: rspeak((game.objects[PLANT].prop == PLANT_THIRSTY || OBJECT_IS_STASHED(PLANT)) ? DEEP_ROOTS : YOU_JOKING); break; case BEAR: rspeak(game.objects[BEAR].prop == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING); break; case CHAIN: rspeak(game.objects[BEAR].prop != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING); break; case RUG: rspeak(game.objects[RUG].prop == RUG_HOVER ? RUG_HOVERS : YOU_JOKING); break; case URN: rspeak(URN_NOBUDGE); break; case CAVITY: rspeak(DOUGHNUT_HOLES); break; case BLOOD: rspeak(FEW_DROPS); break; case SIGN: rspeak(HAND_PASSTHROUGH); break; default: rspeak(YOU_JOKING); } return GO_CLEAROBJ; } if (obj == WATER || obj == OIL) { if (!HERE(BOTTLE) || LIQUID() != obj) { if (!TOTING(BOTTLE)) { rspeak(NO_CONTAINER); return GO_CLEAROBJ; } if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) { return (fill(verb, BOTTLE)); } else { rspeak(BOTTLE_FULL); } return GO_CLEAROBJ; } obj = BOTTLE; } if (game.holdng >= INVLIMIT) { rspeak(CARRY_LIMIT); return GO_CLEAROBJ; } if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED && !OBJECT_IS_STASHED(BIRD)) { if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) { DESTROY(BIRD); rspeak(BIRD_CRAP); return GO_CLEAROBJ; } if (!TOTING(CAGE)) { rspeak(CANNOT_CARRY); return GO_CLEAROBJ; } if (TOTING(ROD)) { rspeak(BIRD_EVADES); return GO_CLEAROBJ; } game.objects[BIRD].prop = BIRD_CAGED; } if ((obj == BIRD || obj == CAGE) && OBJECT_STATE_EQUALS(BIRD, BIRD_CAGED)) { /* expression maps BIRD to CAGE and CAGE to BIRD */ carry(BIRD + CAGE - obj, game.loc); } carry(obj, game.loc); if (obj == BOTTLE && LIQUID() != NO_OBJECT) { game.objects[LIQUID()].place = CARRIED; } if (GSTONE(obj) && !OBJECT_IS_FOUND(obj)) { OBJECT_SET_FOUND(obj); game.objects[CAVITY].prop = CAVITY_EMPTY; } rspeak(OK_MAN); return GO_CLEAROBJ; } static int chain(verb_t verb) { /* Do something to the bear's chain */ if (verb != LOCK) { if (game.objects[BEAR].prop == UNTAMED_BEAR) { rspeak(BEAR_BLOCKS); return GO_CLEAROBJ; } if (game.objects[CHAIN].prop == CHAIN_HEAP) { rspeak(ALREADY_UNLOCKED); return GO_CLEAROBJ; } game.objects[CHAIN].prop = CHAIN_HEAP; game.objects[CHAIN].fixed = IS_FREE; if (game.objects[BEAR].prop != BEAR_DEAD) { game.objects[BEAR].prop = CONTENTED_BEAR; } switch (game.objects[BEAR].prop) { // LCOV_EXCL_START case BEAR_DEAD: /* 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.objects[BEAR].fixed = IS_FIXED; break; // LCOV_EXCL_STOP default: game.objects[BEAR].fixed = IS_FREE; } rspeak(CHAIN_UNLOCKED); return GO_CLEAROBJ; } if (game.objects[CHAIN].prop != CHAIN_HEAP) { rspeak(ALREADY_LOCKED); return GO_CLEAROBJ; } if (game.loc != objects[CHAIN].plac) { rspeak(NO_LOCKSITE); return GO_CLEAROBJ; } game.objects[CHAIN].prop = CHAIN_FIXED; if (TOTING(CHAIN)) { drop(CHAIN, game.loc); } game.objects[CHAIN].fixed = IS_FIXED; rspeak(CHAIN_LOCKED); return GO_CLEAROBJ; } static phase_codes_t discard(verb_t verb, obj_t obj) { /* 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. */ if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) { obj = ROD2; } if (!TOTING(obj)) { speak(actions[verb].message); return GO_CLEAROBJ; } if (GSTONE(obj) && AT(CAVITY) && game.objects[CAVITY].prop != CAVITY_FULL) { rspeak(GEM_FITS); game.objects[obj].prop = STATE_IN_CAVITY; game.objects[CAVITY].prop = CAVITY_FULL; if (HERE(RUG) && ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) || (obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) { if (obj == RUBY) { rspeak(RUG_SETTLES); } else if (TOTING(RUG)) { rspeak(RUG_WIGGLES); } else { rspeak(RUG_RISES); } if (!TOTING(RUG) || obj == RUBY) { int k = (game.objects[RUG].prop == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER; game.objects[RUG].prop = k; if (k == RUG_HOVER) { k = objects[SAPPH].plac; } move(RUG + NOBJECTS, k); } } drop(obj, game.loc); return GO_CLEAROBJ; } if (obj == COINS && HERE(VEND)) { DESTROY(COINS); drop(BATTERY, game.loc); pspeak(BATTERY, look, true, FRESH_BATTERIES); return GO_CLEAROBJ; } if (LIQUID() == obj) { obj = BOTTLE; } if (obj == BOTTLE && LIQUID() != NO_OBJECT) { game.objects[LIQUID()].place = 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); drop(obj, game.loc); return GO_CLEAROBJ; } if (obj == VASE) { if (game.loc != objects[PILLOW].plac) { state_change(VASE, AT(PILLOW) ? VASE_WHOLE : VASE_DROPPED); if (game.objects[VASE].prop != VASE_WHOLE) { game.objects[VASE].fixed = IS_FIXED; } drop(obj, game.loc); return GO_CLEAROBJ; } } if (obj == CAGE && game.objects[BIRD].prop == BIRD_CAGED) { drop(BIRD, game.loc); } if (obj == BIRD) { if (AT(DRAGON) && game.objects[DRAGON].prop == 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.objects[SNAKE].prop = SNAKE_CHASED; } else { rspeak(OK_MAN); } game.objects[BIRD].prop = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED; drop(obj, game.loc); return GO_CLEAROBJ; } rspeak(OK_MAN); drop(obj, game.loc); return GO_CLEAROBJ; } static phase_codes_t drink(verb_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. */ if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE))) { return GO_UNKNOWN; } if (obj == BLOOD) { DESTROY(BLOOD); state_change(DRAGON, DRAGON_BLOODLESS); game.blooded = true; return GO_CLEAROBJ; } if (obj != INTRANSITIVE && obj != WATER) { rspeak(RIDICULOUS_ATTEMPT); return GO_CLEAROBJ; } if (LIQUID() == WATER && HERE(BOTTLE)) { game.objects[WATER].place = LOC_NOWHERE; state_change(BOTTLE, EMPTY_BOTTLE); return GO_CLEAROBJ; } speak(actions[verb].message); return GO_CLEAROBJ; } static phase_codes_t eat(verb_t verb, obj_t obj) { /* Eat. Intransitive: assume food if present, else ask what. * Transitive: food ok, some things lose appetite, rest are ridiculous. */ switch (obj) { case INTRANSITIVE: if (!HERE(FOOD)) { return GO_UNKNOWN; } /* FALLTHRU */ case FOOD: DESTROY(FOOD); rspeak(THANKS_DELICIOUS); break; case BIRD: case SNAKE: case CLAM: case OYSTER: case DWARF: case DRAGON: case TROLL: case BEAR: case OGRE: rspeak(LOST_APPETITE); break; default: speak(actions[verb].message); } return GO_CLEAROBJ; } static phase_codes_t extinguish(verb_t verb, obj_t obj) { /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ if (obj == INTRANSITIVE) { if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) { obj = LAMP; } if (HERE(URN) && game.objects[URN].prop == URN_LIT) { obj = URN; } if (obj == INTRANSITIVE) { return GO_UNKNOWN; } } switch (obj) { case URN: if (game.objects[URN].prop != URN_EMPTY) { state_change(URN, URN_DARK); } else { pspeak(URN, change, true, URN_DARK); } break; case LAMP: state_change(LAMP, LAMP_DARK); rspeak(IS_DARK_HERE() ? PITCH_DARK : NO_MESSAGE); break; case DRAGON: case VOLCANO: rspeak(BEYOND_POWER); break; default: speak(actions[verb].message); } return GO_CLEAROBJ; } static phase_codes_t feed(verb_t verb, obj_t obj) { /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, * make him mad. Bear, special. */ switch (obj) { case BIRD: rspeak(BIRD_PINING); break; case DRAGON: if (game.objects[DRAGON].prop != DRAGON_BARS) { rspeak(RIDICULOUS_ATTEMPT); } else { rspeak(NOTHING_EDIBLE); } break; case SNAKE: if (!game.closed && HERE(BIRD)) { DESTROY(BIRD); rspeak(BIRD_DEVOURED); } else { rspeak(NOTHING_EDIBLE); } break; case TROLL: rspeak(TROLL_VICES); break; case DWARF: if (HERE(FOOD)) { game.dflag += 2; rspeak(REALLY_MAD); } else { speak(actions[verb].message); } break; case BEAR: if (game.objects[BEAR].prop == BEAR_DEAD) { rspeak(RIDICULOUS_ATTEMPT); break; } if (game.objects[BEAR].prop == UNTAMED_BEAR) { if (HERE(FOOD)) { DESTROY(FOOD); game.objects[AXE].fixed = IS_FREE; game.objects[AXE].prop = AXE_HERE; state_change(BEAR, SITTING_BEAR); } else { rspeak(NOTHING_EDIBLE); } break; } speak(actions[verb].message); break; case OGRE: if (HERE(FOOD)) { rspeak(OGRE_FULL); } else { speak(actions[verb].message); } break; default: rspeak(AM_GAME); } return GO_CLEAROBJ; } phase_codes_t fill(verb_t verb, obj_t obj) { /* Fill. Bottle or urn must be empty, and liquid available. (Vase * is nasty.) */ if (obj == VASE) { if (LIQLOC(game.loc) == NO_OBJECT) { rspeak(FILL_INVALID); return GO_CLEAROBJ; } if (!TOTING(VASE)) { rspeak(ARENT_CARRYING); return GO_CLEAROBJ; } rspeak(SHATTER_VASE); game.objects[VASE].prop = VASE_BROKEN; game.objects[VASE].fixed = IS_FIXED; drop(VASE, game.loc); return GO_CLEAROBJ; } if (obj == URN) { if (game.objects[URN].prop != URN_EMPTY) { rspeak(FULL_URN); return GO_CLEAROBJ; } if (!HERE(BOTTLE)) { rspeak(FILL_INVALID); return GO_CLEAROBJ; } int k = LIQUID(); switch (k) { case WATER: game.objects[BOTTLE].prop = EMPTY_BOTTLE; rspeak(WATER_URN); break; case OIL: game.objects[URN].prop = URN_DARK; game.objects[BOTTLE].prop = EMPTY_BOTTLE; rspeak(OIL_URN); break; case NO_OBJECT: default: rspeak(FILL_INVALID); return GO_CLEAROBJ; } game.objects[k].place = LOC_NOWHERE; return GO_CLEAROBJ; } if (obj != INTRANSITIVE && obj != BOTTLE) { speak(actions[verb].message); return GO_CLEAROBJ; } if (obj == INTRANSITIVE && !HERE(BOTTLE)) { return GO_UNKNOWN; } if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) { rspeak(URN_NOPOUR); return GO_CLEAROBJ; } if (LIQUID() != NO_OBJECT) { rspeak(BOTTLE_FULL); return GO_CLEAROBJ; } if (LIQLOC(game.loc) == NO_OBJECT) { rspeak(NO_LIQUID); return GO_CLEAROBJ; } state_change(BOTTLE, (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE); if (TOTING(BOTTLE)) { game.objects[LIQUID()].place = CARRIED; } return GO_CLEAROBJ; } static phase_codes_t find(verb_t verb, obj_t obj) { /* Find. Might be carrying it, or it might be here. Else give caveat. */ if (TOTING(obj)) { rspeak(ALREADY_CARRYING); return GO_CLEAROBJ; } if (game.closed) { rspeak(NEEDED_NEARBY); return GO_CLEAROBJ; } if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) || obj == LIQLOC(game.loc) || (obj == DWARF && atdwrf(game.loc) > 0)) { rspeak(YOU_HAVEIT); return GO_CLEAROBJ; } speak(actions[verb].message); return GO_CLEAROBJ; } static phase_codes_t fly(verb_t verb, obj_t obj) { /* Fly. Snide remarks unless hovering rug is here. */ if (obj == INTRANSITIVE) { if (!HERE(RUG)) { rspeak(FLAP_ARMS); return GO_CLEAROBJ; } if (game.objects[RUG].prop != RUG_HOVER) { rspeak(RUG_NOTHING2); return GO_CLEAROBJ; } obj = RUG; } if (obj != RUG) { speak(actions[verb].message); return GO_CLEAROBJ; } if (game.objects[RUG].prop != RUG_HOVER) { rspeak(RUG_NOTHING1); return GO_CLEAROBJ; } if (game.loc == LOC_CLIFF) { game.oldlc2 = game.oldloc; game.oldloc = game.loc; game.newloc = LOC_LEDGE; rspeak(RUG_GOES); } else if (game.loc == LOC_LEDGE) { game.oldlc2 = game.oldloc; game.oldloc = game.loc; game.newloc = LOC_CLIFF; rspeak(RUG_RETURNS); } else { // LCOV_EXCL_START /* should never happen */ rspeak(NOTHING_HAPPENS); // LCOV_EXCL_STOP } return GO_TERMINATE; } static phase_codes_t inven(void) { /* Inventory. If object, treat same as find. Else report on current * burden. */ bool empty = true; for (obj_t i = 1; i <= NOBJECTS; i++) { if (i == BEAR || !TOTING(i)) { continue; } if (empty) { rspeak(NOW_HOLDING); empty = false; } pspeak(i, touch, false, -1); } if (TOTING(BEAR)) { rspeak(TAME_BEAR); } if (empty) { rspeak(NO_CARRY); } return GO_CLEAROBJ; } static phase_codes_t light(verb_t verb, obj_t obj) { /* Light. Applicable only to lamp and urn. */ if (obj == INTRANSITIVE) { int selects = 0; if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK && game.limit >= 0) { obj = LAMP; selects++; } if (HERE(URN) && game.objects[URN].prop == URN_DARK) { obj = URN; selects++; } if (selects != 1) { return GO_UNKNOWN; } } switch (obj) { case URN: state_change(URN, game.objects[URN].prop == URN_EMPTY ? URN_EMPTY : URN_LIT); break; case LAMP: if (game.limit < 0) { rspeak(LAMP_OUT); break; } state_change(LAMP, LAMP_BRIGHT); if (game.wzdark) { return GO_TOP; } break; default: speak(actions[verb].message); } return GO_CLEAROBJ; } static phase_codes_t listen(void) { /* Listen. Intransitive only. Print stuff based on object sound * properties. */ bool soundlatch = false; vocab_t sound = locations[game.loc].sound; if (sound != SILENT) { rspeak(sound); if (!locations[game.loc].loud) { rspeak(NO_MESSAGE); } soundlatch = true; } for (obj_t i = 1; i <= NOBJECTS; i++) { if (!HERE(i) || objects[i].sounds[0] == NULL || OBJECT_IS_STASHED(i) || OBJECT_IS_NOTFOUND(i)) { continue; } int mi = game.objects[i].prop; /* (ESR) Some unpleasant magic on object states here. Ideally * we'd have liked the bird to be a normal object that we can * use state_change() on; can't do it, because there are * actually two different series of per-state birdsounds * depending on whether player has drunk dragon's blood. */ if (i == BIRD) { mi += 3 * game.blooded; } pspeak(i, hear, true, mi, game.zzword); rspeak(NO_MESSAGE); if (i == BIRD && mi == BIRD_ENDSTATE) { DESTROY(BIRD); } soundlatch = true; } if (!soundlatch) { rspeak(ALL_SILENT); } return GO_CLEAROBJ; } static phase_codes_t lock(verb_t verb, obj_t obj) { /* Lock, unlock, no object given. Assume various things if present. */ if (obj == INTRANSITIVE) { if (HERE(CLAM)) { obj = CLAM; } if (HERE(OYSTER)) { obj = OYSTER; } if (AT(DOOR)) { obj = DOOR; } if (AT(GRATE)) { obj = GRATE; } if (HERE(CHAIN)) { obj = CHAIN; } if (obj == INTRANSITIVE) { rspeak(NOTHING_LOCKED); return GO_CLEAROBJ; } } /* Lock, unlock object. Special stuff for opening clam/oyster * and for chain. */ switch (obj) { case CHAIN: if (HERE(KEYS)) { return chain(verb); } else { rspeak(NO_KEYS); } break; case GRATE: if (HERE(KEYS)) { if (game.closng) { rspeak(EXIT_CLOSED); if (!game.panic) { game.clock2 = PANICTIME; } game.panic = true; } else { state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN); } } else { rspeak(NO_KEYS); } break; case CLAM: if (verb == LOCK) { rspeak(HUH_MAN); } else if (TOTING(CLAM)) { rspeak(DROP_CLAM); } else if (!TOTING(TRIDENT)) { rspeak(CLAM_OPENER); } else { DESTROY(CLAM); drop(OYSTER, game.loc); drop(PEARL, LOC_CULDESAC); rspeak(PEARL_FALLS); } break; case OYSTER: if (verb == LOCK) { rspeak(HUH_MAN); } else if (TOTING(OYSTER)) { rspeak(DROP_OYSTER); } else if (!TOTING(TRIDENT)) { rspeak(OYSTER_OPENER); } else { rspeak(OYSTER_OPENS); } break; case DOOR: rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); break; case CAGE: rspeak(NO_LOCK); break; case KEYS: rspeak(CANNOT_UNLOCK); break; default: speak(actions[verb].message); } return GO_CLEAROBJ; } static phase_codes_t pour(verb_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. */ if (obj == BOTTLE || obj == INTRANSITIVE) { obj = LIQUID(); } if (obj == NO_OBJECT) { return GO_UNKNOWN; } if (!TOTING(obj)) { speak(actions[verb].message); return GO_CLEAROBJ; } if (obj != OIL && obj != WATER) { rspeak(CANT_POUR); return GO_CLEAROBJ; } if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) { return fill(verb, URN); } game.objects[BOTTLE].prop = EMPTY_BOTTLE; game.objects[obj].place = LOC_NOWHERE; if (!(AT(PLANT) || AT(DOOR))) { rspeak(GROUND_WET); return GO_CLEAROBJ; } if (!AT(DOOR)) { if (obj == WATER) { /* cycle through the three plant states */ state_change(PLANT, MOD(game.objects[PLANT].prop + 1, 3)); game.objects[PLANT2].prop = game.objects[PLANT].prop; return GO_MOVE; } else { rspeak(SHAKING_LEAVES); return GO_CLEAROBJ; } } else { state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED); return GO_CLEAROBJ; } } static phase_codes_t quit(void) { /* Quit. Intransitive only. Verify intent and exit if that's what he * wants. */ if (yes_or_no(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) { terminate(quitgame); } return GO_CLEAROBJ; } static phase_codes_t read(command_t command) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { if (command.obj == INTRANSITIVE) { command.obj = NO_OBJECT; for (int i = 1; i <= NOBJECTS; i++) { if (HERE(i) && objects[i].texts[0] != NULL && !OBJECT_IS_STASHED(i)) { command.obj = command.obj * NOBJECTS + i; } } if (command.obj > NOBJECTS || command.obj == NO_OBJECT || IS_DARK_HERE()) { return GO_UNKNOWN; } } if (IS_DARK_HERE()) { sspeak(NO_SEE, command.word[0].raw); } else if (command.obj == OYSTER) { if (!TOTING(OYSTER) || !game.closed) { rspeak(DONT_UNDERSTAND); } else if (!game.clshnt) { game.clshnt = yes_or_no(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]); } else { pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well. } } else if (objects[command.obj].texts[0] == NULL || OBJECT_IS_NOTFOUND(command.obj)) { speak(actions[command.verb].message); } else { pspeak(command.obj, study, true, game.objects[command.obj].prop); } return GO_CLEAROBJ; } static phase_codes_t reservoir(void) { /* Z'ZZZ (word gets recomputed at startup; different each game). */ if (!AT(RESER) && game.loc != LOC_RESBOTTOM) { rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; } else { state_change(RESER, game.objects[RESER].prop == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED); if (AT(RESER)) { return GO_CLEAROBJ; } else { game.oldlc2 = game.loc; game.newloc = LOC_NOWHERE; rspeak(NOT_BRIGHT); return GO_TERMINATE; } } } static phase_codes_t rub(verb_t verb, obj_t obj) { /* Rub. Yields various snide remarks except for lit urn. */ if (obj == URN && game.objects[URN].prop == URN_LIT) { DESTROY(URN); drop(AMBER, game.loc); game.objects[AMBER].prop = AMBER_IN_ROCK; --game.tally; drop(CAVITY, game.loc); rspeak(URN_GENIES); } else if (obj != LAMP) { rspeak(PECULIAR_NOTHING); } else { speak(actions[verb].message); } return GO_CLEAROBJ; } static phase_codes_t say(command_t command) { /* Say. Echo WD2. Magic words override. */ if (command.word[1].type == MOTION && (command.word[1].id == XYZZY || command.word[1].id == PLUGH || command.word[1].id == PLOVER)) { return GO_WORD2; } 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 phase_codes_t throw_support(vocab_t spk) { rspeak(spk); drop(AXE, game.loc); return GO_MOVE; } static phase_codes_t throwit(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); return GO_CLEAROBJ; } if (objects[command.obj].is_treasure && AT(TROLL)) { /* Snarf a treasure for the troll. */ drop(command.obj, LOC_NOWHERE); move(TROLL, LOC_NOWHERE); move(TROLL + NOBJECTS, IS_FREE); drop(TROLL2, objects[TROLL].plac); drop(TROLL2 + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); rspeak(TROLL_SATISFIED); return GO_CLEAROBJ; } if (command.obj == FOOD && HERE(BEAR)) { /* But throwing food is another story. */ command.obj = BEAR; return (feed(command.verb, command.obj)); } if (command.obj != AXE) { return (discard(command.verb, command.obj)); } else { if (atdwrf(game.loc) <= 0) { if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) { return throw_support(DRAGON_SCALES); } if (AT(TROLL)) { return throw_support(TROLL_RETURNS); } if (AT(OGRE)) { return throw_support(OGRE_DODGE); } if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) { /* This'll teach him to throw the axe at the * bear! */ drop(AXE, game.loc); game.objects[AXE].fixed = IS_FIXED; juggle(BEAR); state_change(AXE, AXE_LOST); return GO_CLEAROBJ; } command.obj = INTRANSITIVE; return (attack(command)); } if (randrange(NDWARVES + 1) < game.dflag) { return throw_support(DWARF_DODGES); } else { int i = atdwrf(game.loc); game.dwarves[i].seen = false; game.dwarves[i].loc = LOC_NOWHERE; return throw_support( (++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF); } } } static phase_codes_t wake(verb_t verb, obj_t obj) { /* Wake. Only use is to disturb the dwarves. */ if (obj != DWARF || !game.closed) { speak(actions[verb].message); return GO_CLEAROBJ; } else { rspeak(PROD_DWARF); return GO_DWARFWAKE; } } static phase_codes_t 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 phase_codes_t waste(verb_t verb, turn_t turns) { /* Burn turns */ game.limit -= turns; speak(actions[verb].message, (int)game.limit); return GO_TOP; } static phase_codes_t wave(verb_t verb, obj_t obj) { /* Wave. No effect unless waving rod at fissure or at bird. */ if (obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) { speak(((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2))) ? arbitrary_messages[ARENT_CARRYING] : actions[verb].message); return GO_CLEAROBJ; } if (game.objects[BIRD].prop == BIRD_UNCAGED && game.loc == game.objects[STEPS].place && OBJECT_IS_NOTFOUND(JADE)) { drop(JADE, game.loc); OBJECT_SET_FOUND(JADE); --game.tally; rspeak(NECKLACE_FLY); return GO_CLEAROBJ; } else { if (game.closed) { rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); return GO_DWARFWAKE; } if (game.closng || !AT(FISSURE)) { rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); return GO_CLEAROBJ; } if (HERE(BIRD)) { rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); } state_change(FISSURE, game.objects[FISSURE].prop == BRIDGED ? UNBRIDGED : BRIDGED); return GO_CLEAROBJ; } } phase_codes_t 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. */ /* 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 * yet to be analysed). Water and oil are also funny, since * 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)) { /* FALL THROUGH */; } else if (command.obj == DWARF && atdwrf(game.loc) > 0) { /* FALL THROUGH */; } else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) || command.obj == LIQLOC(game.loc))) { /* FALL THROUGH */; } else if (command.obj == OIL && HERE(URN) && game.objects[URN].prop != URN_EMPTY) { command.obj = URN; /* FALL THROUGH */; } else if (command.obj == PLANT && AT(PLANT2) && game.objects[PLANT2].prop != PLANT_THIRSTY) { command.obj = PLANT2; /* FALL THROUGH */; } 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; /* FALL THROUGH */; } 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.word[0].raw); return GO_CLEAROBJ; } if (command.verb != 0) { command.part = transitive; } } switch (command.part) { case intransitive: 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.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) { case CARRY: return vcarry(command.verb, INTRANSITIVE); case DROP: return GO_UNKNOWN; case SAY: return GO_UNKNOWN; case UNLOCK: return lock(command.verb, INTRANSITIVE); case NOTHING: { rspeak(OK_MAN); return (GO_CLEAROBJ); } case LOCK: return lock(command.verb, INTRANSITIVE); case LIGHT: return light(command.verb, INTRANSITIVE); case EXTINGUISH: return extinguish(command.verb, INTRANSITIVE); case WAVE: return GO_UNKNOWN; case TAME: return GO_UNKNOWN; case GO: { speak(actions[command.verb].message); return GO_CLEAROBJ; } case ATTACK: command.obj = INTRANSITIVE; return attack(command); case POUR: return pour(command.verb, INTRANSITIVE); case EAT: return eat(command.verb, INTRANSITIVE); case DRINK: return drink(command.verb, INTRANSITIVE); case RUB: return GO_UNKNOWN; case THROW: return GO_UNKNOWN; case QUIT: return quit(); case FIND: return GO_UNKNOWN; case INVENTORY: return inven(); case FEED: return GO_UNKNOWN; case FILL: return fill(command.verb, INTRANSITIVE); case BLAST: blast(); return GO_CLEAROBJ; case SCORE: score(scoregame); return GO_CLEAROBJ; case FEE: case FIE: case FOE: case FOO: case FUM: return bigwords(command.word[0].id); case BRIEF: return brief(); case READ: command.obj = INTRANSITIVE; return read(command); case BREAK: return GO_UNKNOWN; case WAKE: return GO_UNKNOWN; case SAVE: return suspend(); case RESUME: return resume(); case FLY: 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 } } /* FALLTHRU */ case transitive: /* Analyse a transitive verb. */ switch (command.verb) { case CARRY: return vcarry(command.verb, command.obj); case DROP: return discard(command.verb, command.obj); case SAY: return say(command); case UNLOCK: return lock(command.verb, command.obj); case NOTHING: { rspeak(OK_MAN); return (GO_CLEAROBJ); } case LOCK: return lock(command.verb, command.obj); case LIGHT: return light(command.verb, command.obj); case EXTINGUISH: return extinguish(command.verb, command.obj); case WAVE: return wave(command.verb, command.obj); case TAME: { speak(actions[command.verb].message); return GO_CLEAROBJ; } case GO: { speak(actions[command.verb].message); return GO_CLEAROBJ; } case ATTACK: return attack(command); case POUR: return pour(command.verb, command.obj); case EAT: return eat(command.verb, command.obj); case DRINK: return drink(command.verb, command.obj); case RUB: return rub(command.verb, command.obj); case THROW: return throwit(command); case QUIT: speak(actions[command.verb].message); return GO_CLEAROBJ; case FIND: return find(command.verb, command.obj); case INVENTORY: return find(command.verb, command.obj); case FEED: return feed(command.verb, command.obj); case FILL: return fill(command.verb, command.obj); case BLAST: blast(); return GO_CLEAROBJ; case SCORE: speak(actions[command.verb].message); return GO_CLEAROBJ; case FEE: case FIE: case FOE: case FOO: case FUM: speak(actions[command.verb].message); return GO_CLEAROBJ; case BRIEF: speak(actions[command.verb].message); return GO_CLEAROBJ; case READ: return read(command); case BREAK: return vbreak(command.verb, command.obj); case WAKE: return wake(command.verb, command.obj); case SAVE: speak(actions[command.verb].message); return GO_CLEAROBJ; case RESUME: speak(actions[command.verb].message); return GO_CLEAROBJ; case FLY: return fly(command.verb, command.obj); case LISTEN: 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.word[0].raw); return GO_CHECKHINT; default: // LCOV_EXCL_LINE BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE } } // end