open-adventure/actions.c
2023-04-03 11:25:11 -04:00

1612 lines
46 KiB
C

/*
* Actions for the dungeon-running code.
*
* SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
* SPDX-FileCopyrightText 2017 by Eric S. Raymond
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include "advent.h"
#include "dungeon.h"
#include <inttypes.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.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_or_no()) {
speak(arbitrary_messages[NASTY_DRAGON]);
return GO_MOVE;
}
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 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.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;
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 sequebce was started but is incorrect */
rspeak(START_OVER);
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;
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.prop[VASE] == VASE_WHOLE) {
if (TOTING(VASE))
drop(VASE, game.loc);
state_change(VASE, VASE_BROKEN);
game.fixed[VASE] = 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.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) {
switch (obj) {
case PLANT:
/* Next guard tests whether plant is tiny or stashed */
rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
break;
case BEAR:
rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
break;
case CHAIN:
rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
break;
case RUG:
rspeak(game.prop[RUG] == 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.prop[BOTTLE] == 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.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]) {
// 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.fixed[BEAR] = IS_FIXED;
break;
// LCOV_EXCL_STOP
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 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.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))) {
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.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
game.prop[RUG] = 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.place[LIQUID()] = 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.prop[VASE] != VASE_WHOLE)
game.fixed[VASE] = IS_FIXED;
drop(obj, game.loc);
return GO_CLEAROBJ;
}
}
if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
drop(BIRD, game.loc);
}
if (obj == BIRD) {
if (AT(DRAGON) && game.prop[DRAGON] == 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.prop[SNAKE] = SNAKE_CHASED;
} else
rspeak(OK_MAN);
game.prop[BIRD] = 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.place[WATER] = 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.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, true, URN_DARK);
}
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 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.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;
}
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.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 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.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;
}
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.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 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 ||
game.prop[i] < 0)
continue;
int mi = game.prop[i];
/* (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.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 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.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 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 && 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.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 ||
game.prop[command.obj] == STATE_NOTFOUND) {
speak(actions[command.verb].message);
} else
pspeak(command.obj, study, true, game.prop[command.obj]);
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.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 phase_codes_t 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 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.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 {
int i = atdwrf(game.loc);
game.dseen[i] = false;
game.dloc[i] = 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.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;
}
}
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.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.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
}
}