open-adventure/actions.c
2024-09-23 14:22:25 -04:00

1659 lines
40 KiB
C

/*
* Actions for the dungeon-running code.
*
* SPDX-FileCopyrightText: (C) 1977, 2005 Will Crowther and Don Woods
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <inttypes.h>
#include <stdbool.h>
#include <stdlib.h>
#include <string.h>
#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