#include #include #include #include "advent.h" #include "dungeon.h" static int fill(verb_t, obj_t); static int attack(struct 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.prop[DRAGON] == DRAGON_BARS) { obj = DRAGON; ++changes; } if (AT(TROLL)) { obj = TROLL; ++changes; } if (AT(OGRE)) { obj = OGRE; ++changes; } if (HERE(BEAR) && game.prop[BEAR] == 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.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); return GO_CLEAROBJ; } if (obj == BEAR) { switch (game.prop[BEAR]) { 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.prop[DRAGON] == 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()) { // 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; } 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 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.place[i] == objects[DRAGON].plac || game.place[i] == 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.dloc[i] == game.loc) { ++dwarves; game.dloc[i] = LOC_LONGWEST; game.dseen[i] = 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 int bigwords(long 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). */ { 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; } } static void blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { if (game.prop[ROD2] == STATE_NOTFOUND || !game.closed) rspeak(REQUIRES_DYNAMITE); else { if (HERE(ROD2)) game.bonus = SPLATTER_MESSAGE; else if (game.loc == LOC_NE) game.bonus = DEFEAT_MESSAGE; else game.bonus = VICTORY_MESSAGE; rspeak(game.bonus); terminate(endgame); } } static int 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) { rspeak(BREAK_MIRROR); return GO_DWARFWAKE; } else { rspeak(TOO_FAR); break; } case VASE: if (game.prop[VASE] == VASE_WHOLE) { if (TOTING(VASE)) drop(VASE, game.loc); state_change(VASE, VASE_BROKEN); game.fixed[VASE] = IS_FIXED; break; } default: speak(actions[verb].message); } return (GO_CLEAROBJ); } static int brief(void) /* Brief. Intransitive only. Suppress long descriptions after first time. */ { game.abbnum = 10000; game.detail = 3; rspeak(BRIEF_CONFIRM); return GO_CLEAROBJ; } static int 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.atloc[game.loc] == NO_OBJECT || game.link[game.atloc[game.loc]] != 0 || atdwrf(game.loc) > 0) return GO_UNKNOWN; obj = game.atloc[game.loc]; } if (TOTING(obj)) { speak(actions[verb].message); return GO_CLEAROBJ; } if (obj == MESSAG) { rspeak(REMOVE_MESSAGE); DESTROY(MESSAG); return GO_CLEAROBJ; } if (game.fixed[obj] != IS_FREE) { /* Next guard tests whether plant is tiny or stashed */ if (obj == PLANT && game.prop[PLANT] <= PLANT_THIRSTY) { rspeak(DEEP_ROOTS); return GO_CLEAROBJ; } if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) { rspeak(BEAR_CHAINED); return GO_CLEAROBJ; } if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) { rspeak(STILL_LOCKED); return GO_CLEAROBJ; } if (obj == URN) { rspeak(URN_NOBUDGE); return GO_CLEAROBJ; } if (obj == CAVITY) { rspeak(DOUGHNUT_HOLES); return GO_CLEAROBJ; } if (obj == BLOOD) { rspeak(FEW_DROPS); return GO_CLEAROBJ; } if (obj == RUG && game.prop[RUG] == RUG_HOVER) { rspeak(RUG_HOVERS); return GO_CLEAROBJ; } if (obj == SIGN) { rspeak(HAND_PASSTHROUGH); return GO_CLEAROBJ; } rspeak(YOU_JOKING); return GO_CLEAROBJ; } if (obj == WATER || obj == OIL) { if (!HERE(BOTTLE) || LIQUID() != obj) { if (TOTING(BOTTLE)) { if (game.prop[BOTTLE] == EMPTY_BOTTLE) { return (fill(verb, BOTTLE)); } else if (game.prop[BOTTLE] != EMPTY_BOTTLE) rspeak(BOTTLE_FULL); return GO_CLEAROBJ; } rspeak(NO_CONTAINER); return GO_CLEAROBJ; } obj = BOTTLE; } if (game.holdng >= INVLIMIT) { rspeak(CARRY_LIMIT); return GO_CLEAROBJ; } if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) { if (game.prop[BIRD] == 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.prop[BIRD] = BIRD_CAGED; } if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || STASHED(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.place[LIQUID()] = CARRIED; if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) { game.prop[obj] = STATE_FOUND; game.prop[CAVITY] = 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.prop[BEAR] == UNTAMED_BEAR) { rspeak(BEAR_BLOCKS); return GO_CLEAROBJ; } if (game.prop[CHAIN] == CHAIN_HEAP) { rspeak(ALREADY_UNLOCKED); return GO_CLEAROBJ; } game.prop[CHAIN] = CHAIN_HEAP; game.fixed[CHAIN] = IS_FREE; if (game.prop[BEAR] != BEAR_DEAD) game.prop[BEAR] = CONTENTED_BEAR; switch (game.prop[BEAR]) { case BEAR_DEAD: game.fixed[BEAR] = IS_FIXED; break; default: game.fixed[BEAR] = IS_FREE; } rspeak(CHAIN_UNLOCKED); return GO_CLEAROBJ; } if (game.prop[CHAIN] != CHAIN_HEAP) { rspeak(ALREADY_LOCKED); return GO_CLEAROBJ; } if (game.loc != objects[CHAIN].plac) { rspeak(NO_LOCKSITE); return GO_CLEAROBJ; } game.prop[CHAIN] = CHAIN_FIXED; if (TOTING(CHAIN)) drop(CHAIN, game.loc); game.fixed[CHAIN] = IS_FIXED; rspeak(CHAIN_LOCKED); return GO_CLEAROBJ; } static int 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 (TOTING(ROD2) && obj == ROD && !TOTING(ROD)) 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)) { rspeak(GEM_FITS); game.prop[obj] = STATE_IN_CAVITY; game.prop[CAVITY] = CAVITY_FULL; if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || (obj == RUBY && game.prop[RUG] == RUG_HOVER))) { int spk = RUG_RISES; if (TOTING(RUG)) spk = RUG_WIGGLES; if (obj == RUBY) spk = RUG_SETTLES; rspeak(spk); if (spk != RUG_WIGGLES) { int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER; game.prop[RUG] = k; if (k == RUG_HOVER) k = objects[SAPPH].plac; move(RUG + NOBJECTS, k); } } } else 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)) { 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; } 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) drop(BIRD, game.loc); drop(obj, game.loc); if (obj != BIRD) return GO_CLEAROBJ; game.prop[BIRD] = BIRD_UNCAGED; if (FOREST(game.loc)) game.prop[BIRD] = BIRD_FOREST_UNCAGED; return GO_CLEAROBJ; } static int 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.place[WATER] = LOC_NOWHERE; state_change(BOTTLE, EMPTY_BOTTLE); return GO_CLEAROBJ; } speak(actions[verb].message); return GO_CLEAROBJ; } static int 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; 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 int extinguish(verb_t verb, obj_t obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { if (obj == INTRANSITIVE) { if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) obj = LAMP; if (HERE(URN) && game.prop[URN] == URN_LIT) obj = URN; if (obj == INTRANSITIVE) return GO_UNKNOWN; } switch (obj) { case URN: if (game.prop[URN] != URN_EMPTY) { state_change(URN, URN_DARK); } else { pspeak(URN, change, URN_DARK, true); } break; case LAMP: state_change(LAMP, LAMP_DARK); rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE); break; case DRAGON: case VOLCANO: rspeak(BEYOND_POWER); break; default: speak(actions[verb].message); } return GO_CLEAROBJ; } static int 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.prop[DRAGON] != 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.prop[BEAR] == BEAR_DEAD) { rspeak(RIDICULOUS_ATTEMPT); break; } if (game.prop[BEAR] == UNTAMED_BEAR) { if (HERE(FOOD)) { DESTROY(FOOD); game.fixed[AXE] = IS_FREE; game.prop[AXE] = 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; } int 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.prop[VASE] = VASE_BROKEN; game.fixed[VASE] = IS_FIXED; drop(VASE, game.loc); return GO_CLEAROBJ; } if (obj == URN) { if (game.prop[URN] != 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.prop[BOTTLE] = EMPTY_BOTTLE; rspeak(WATER_URN); break; case OIL: game.prop[URN] = URN_DARK; game.prop[BOTTLE] = EMPTY_BOTTLE; rspeak(OIL_URN); break; case NO_OBJECT: default: rspeak(FILL_INVALID); return GO_CLEAROBJ; } game.place[k] = 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.prop[URN] != 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.place[LIQUID()] = CARRIED; return GO_CLEAROBJ; } static int 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 int 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.prop[RUG] != RUG_HOVER) { rspeak(RUG_NOTHING2); return GO_CLEAROBJ; } obj = RUG; } if (obj != RUG) { speak(actions[verb].message); return GO_CLEAROBJ; } if (game.prop[RUG] != RUG_HOVER) { rspeak(RUG_NOTHING1); return GO_CLEAROBJ; } game.oldlc2 = game.oldloc; game.oldloc = game.loc; if (game.prop[SAPPH] == STATE_NOTFOUND) { game.newloc = game.place[SAPPH]; rspeak(RUG_GOES); } else { game.newloc = LOC_CLIFF; rspeak(RUG_RETURNS); } return GO_TERMINATE; } static int 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, -1, false); } if (TOTING(BEAR)) rspeak(TAME_BEAR); if (empty) rspeak(NO_CARRY); return GO_CLEAROBJ; } static int light(verb_t verb, obj_t obj) /* Light. Applicable only to lamp and urn. */ { if (obj == INTRANSITIVE) { int selects = 0; if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) { obj = LAMP; selects++; } if (HERE(URN) && game.prop[URN] == URN_DARK) { obj = URN; selects++; } if (selects != 1) return GO_UNKNOWN; } switch (obj) { case URN: state_change(URN, game.prop[URN] == 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 int listen(void) /* Listen. Intransitive only. Print stuff based on object sound proprties. */ { long sound = locations[game.loc].sound; if (sound != SILENT) { rspeak(sound); if (!locations[game.loc].loud) rspeak(NO_MESSAGE); return GO_CLEAROBJ; } 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); pspeak(i, hear, mi, true, packed_zzword); rspeak(NO_MESSAGE); if (i == BIRD && mi == BIRD_ENDSTATE) DESTROY(BIRD); return GO_CLEAROBJ; } rspeak(ALL_SILENT); return GO_CLEAROBJ; } static int 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(TRIDENT)) rspeak(OYSTER_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 rspeak(OYSTER_OPENER); break; case DOOR: rspeak((game.prop[DOOR] == 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 int 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.prop[URN] == URN_EMPTY) return fill(verb, URN); game.prop[BOTTLE] = EMPTY_BOTTLE; game.place[obj] = 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.prop[PLANT] + 1, 3)); game.prop[PLANT2] = game.prop[PLANT]; return GO_MOVE; } else { rspeak(SHAKING_LEAVES); return GO_CLEAROBJ; } } else { state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED); return GO_CLEAROBJ; } } static int quit(void) /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ { if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) terminate(quitgame); return GO_CLEAROBJ; } static int read(struct 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 && game.prop[i] >= 0) command.obj = command.obj * NOBJECTS + i; } if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc)) return GO_UNKNOWN; } if (DARK(game.loc)) { sspeak(NO_SEE, command.raw1); } 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] == STATE_NOTFOUND) { speak(actions[command.verb].message); } else pspeak(command.obj, study, game.prop[command.obj], true); return GO_CLEAROBJ; } static int 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.prop[RESER] == 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 int rub(verb_t verb, obj_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { if (obj == URN && game.prop[URN] == URN_LIT) { DESTROY(URN); drop(AMBER, game.loc); game.prop[AMBER] = 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 int say(struct command_t *command) /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ { if (command->wd2 > 0) { command->wd1 = command->wd2; strcpy(command->raw1, command->raw2); } char word1[TOKLEN + 1]; packed_to_token(command->wd1, word1); int wd = (int) get_vocab_id(word1); if (wd == MOTION_WORD(XYZZY) || 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(PART)) { /* FIXME: scribbles on the interpreter's command block */ wordclear(&command->wd2); return GO_LOOKUP; } sspeak(OKEY_DOKEY, command->raw1); return GO_CLEAROBJ; } static int throw_support(long spk) { rspeak(spk); drop(AXE, game.loc); return GO_MOVE; } static int throw (struct 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.prop[DRAGON] == 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.prop[BEAR] == UNTAMED_BEAR) { /* This'll teach him to throw the axe at the bear! */ drop(AXE, game.loc); game.fixed[AXE] = 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 { long i = atdwrf(game.loc); game.dseen[i] = false; game.dloc[i] = LOC_NOWHERE; return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF); } } } static int 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 int 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.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; rspeak(NECKLACE_FLY); return GO_CLEAROBJ; } else { if (game.closed) { rspeak((game.prop[BIRD] == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); return GO_DWARFWAKE; } if (game.closng || !AT(FISSURE)) { rspeak((game.prop[BIRD] == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); return GO_CLEAROBJ; } if (HERE(BIRD)) rspeak((game.prop[BIRD] == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); state_change(FISSURE, game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED); return GO_CLEAROBJ; } } int action(struct 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) { /* 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 == 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) /* FALL THROUGH */; 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; /* FALL THROUGH */; } 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) { 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->wd2 <= 0) /* FALL THROUGH */; else { sspeak(NO_SEE, command->raw1); return GO_CLEAROBJ; } if (command->wd2 > 0) return GO_WORD2; if (command->verb != 0) command->part = transitive; } switch (command->part) { case intransitive: if (command->wd2 > 0 && command->verb != SAY) return GO_WORD2; if (command->verb == SAY) command->obj = command->wd2; 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->id1); 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(); default: 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 throw (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; } case PART: return reservoir(); default: 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: BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE } }