1659 lines
40 KiB
C
1659 lines
40 KiB
C
/*
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* Actions for the dungeon-running code.
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*
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* SPDX-FileCopyrightText: (C) 1977, 2005 Will Crowther and Don Woods
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <inttypes.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <string.h>
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#include "advent.h"
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static phase_codes_t fill(verb_t, obj_t);
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static phase_codes_t attack(command_t command) {
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/* Attack. Assume target if unambiguous. "Throw" also links here.
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* Attackable objects fall into two categories: enemies (snake,
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* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
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* enemies, or no enemies but 2 others. */
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verb_t verb = command.verb;
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obj_t obj = command.obj;
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if (obj == INTRANSITIVE) {
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int changes = 0;
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if (atdwrf(game.loc) > 0) {
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obj = DWARF;
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++changes;
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}
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if (HERE(SNAKE)) {
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obj = SNAKE;
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++changes;
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}
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if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) {
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obj = DRAGON;
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++changes;
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}
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if (AT(TROLL)) {
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obj = TROLL;
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++changes;
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}
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if (AT(OGRE)) {
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obj = OGRE;
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++changes;
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}
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if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) {
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obj = BEAR;
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++changes;
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}
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/* check for low-priority targets */
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if (obj == INTRANSITIVE) {
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/* Can't attack bird or machine by throwing axe. */
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if (HERE(BIRD) && verb != THROW) {
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obj = BIRD;
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++changes;
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}
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if (HERE(VEND) && verb != THROW) {
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obj = VEND;
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++changes;
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}
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/* Clam and oyster both treated as clam for intransitive
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* case; no harm done. */
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if (HERE(CLAM) || HERE(OYSTER)) {
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obj = CLAM;
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++changes;
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}
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}
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if (changes >= 2) {
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return GO_UNKNOWN;
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}
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}
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if (obj == BIRD) {
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if (game.closed) {
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rspeak(UNHAPPY_BIRD);
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} else {
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DESTROY(BIRD);
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rspeak(BIRD_DEAD);
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}
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return GO_CLEAROBJ;
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}
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if (obj == VEND) {
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state_change(VEND, game.objects[VEND].prop == VEND_BLOCKS
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? VEND_UNBLOCKS
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: VEND_BLOCKS);
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return GO_CLEAROBJ;
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}
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if (obj == BEAR) {
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switch (game.objects[BEAR].prop) {
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case UNTAMED_BEAR:
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rspeak(BEAR_HANDS);
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break;
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case SITTING_BEAR:
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rspeak(BEAR_CONFUSED);
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break;
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case CONTENTED_BEAR:
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rspeak(BEAR_CONFUSED);
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break;
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case BEAR_DEAD:
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rspeak(ALREADY_DEAD);
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break;
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}
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return GO_CLEAROBJ;
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}
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if (obj == DRAGON && game.objects[DRAGON].prop == DRAGON_BARS) {
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/* Fun stuff for dragon. If he insists on attacking it, win!
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* Set game.prop to dead, move dragon to central loc (still
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* fixed), move rug there (not fixed), and move him there,
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* too. Then do a null motion to get new description. */
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rspeak(BARE_HANDS_QUERY);
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if (!silent_yes_or_no()) {
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speak(arbitrary_messages[NASTY_DRAGON]);
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return GO_MOVE;
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}
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state_change(DRAGON, DRAGON_DEAD);
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game.objects[RUG].prop = RUG_FLOOR;
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/* Hardcoding LOC_SECRET5 as the dragon's death location is
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* ugly. The way it was computed before was worse; it depended
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* on the two dragon locations being LOC_SECRET4 and LOC_SECRET6
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* and LOC_SECRET5 being right between them.
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*/
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move(DRAGON + NOBJECTS, IS_FIXED);
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move(RUG + NOBJECTS, IS_FREE);
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move(DRAGON, LOC_SECRET5);
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move(RUG, LOC_SECRET5);
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drop(BLOOD, LOC_SECRET5);
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for (obj_t i = 1; i <= NOBJECTS; i++) {
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if (game.objects[i].place == objects[DRAGON].plac ||
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game.objects[i].place == objects[DRAGON].fixd) {
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move(i, LOC_SECRET5);
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}
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}
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game.loc = LOC_SECRET5;
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return GO_MOVE;
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}
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if (obj == OGRE) {
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rspeak(OGRE_DODGE);
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if (atdwrf(game.loc) == 0) {
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return GO_CLEAROBJ;
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}
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rspeak(KNIFE_THROWN);
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DESTROY(OGRE);
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int dwarves = 0;
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for (int i = 1; i < PIRATE; i++) {
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if (game.dwarves[i].loc == game.loc) {
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++dwarves;
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game.dwarves[i].loc = LOC_LONGWEST;
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game.dwarves[i].seen = false;
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}
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}
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rspeak((dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2);
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return GO_CLEAROBJ;
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}
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switch (obj) {
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case INTRANSITIVE:
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rspeak(NO_TARGET);
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break;
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case CLAM:
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case OYSTER:
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rspeak(SHELL_IMPERVIOUS);
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break;
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case SNAKE:
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rspeak(SNAKE_WARNING);
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break;
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case DWARF:
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if (game.closed) {
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return GO_DWARFWAKE;
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}
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rspeak(BARE_HANDS_QUERY);
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break;
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case DRAGON:
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rspeak(ALREADY_DEAD);
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break;
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case TROLL:
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rspeak(ROCKY_TROLL);
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break;
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default:
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speak(actions[verb].message);
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}
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return GO_CLEAROBJ;
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}
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static phase_codes_t bigwords(vocab_t id) {
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/* Only called on FEE FIE FOE FOO (AND FUM). Advance to next state if
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* given in proper order. Look up foo in special section of vocab to
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* determine which word we've got. Last word zips the eggs back to the
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* giant room (unless already there). */
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int foobar = abs(game.foobar);
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/* Only FEE can start a magic-word sequence. */
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if ((foobar == WORD_EMPTY) &&
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(id == FIE || id == FOE || id == FOO || id == FUM)) {
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rspeak(NOTHING_HAPPENS);
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return GO_CLEAROBJ;
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}
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if ((foobar == WORD_EMPTY && id == FEE) ||
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(foobar == FEE && id == FIE) || (foobar == FIE && id == FOE) ||
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(foobar == FOE && id == FOO)) {
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game.foobar = id;
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if (id != FOO) {
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rspeak(OK_MAN);
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return GO_CLEAROBJ;
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}
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game.foobar = WORD_EMPTY;
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if (game.objects[EGGS].place == objects[EGGS].plac ||
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(TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
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rspeak(NOTHING_HAPPENS);
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return GO_CLEAROBJ;
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} else {
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/* Bring back troll if we steal the eggs back from him
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* before crossing. */
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if (game.objects[EGGS].place == LOC_NOWHERE &&
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game.objects[TROLL].place == LOC_NOWHERE &&
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game.objects[TROLL].prop == TROLL_UNPAID) {
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game.objects[TROLL].prop = TROLL_PAIDONCE;
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}
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if (HERE(EGGS)) {
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pspeak(EGGS, look, true, EGGS_VANISHED);
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} else if (game.loc == objects[EGGS].plac) {
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pspeak(EGGS, look, true, EGGS_HERE);
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} else {
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pspeak(EGGS, look, true, EGGS_DONE);
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}
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move(EGGS, objects[EGGS].plac);
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return GO_CLEAROBJ;
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}
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} else {
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/* Magic-word sequence was started but is incorrect */
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if (settings.oldstyle || game.seenbigwords) {
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rspeak(START_OVER);
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} else {
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rspeak(WELL_POINTLESS);
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}
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game.foobar = WORD_EMPTY;
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return GO_CLEAROBJ;
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}
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}
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static void blast(void) {
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/* Blast. No effect unless you've got dynamite, which is a neat trick!
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*/
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if (OBJECT_IS_NOTFOUND(ROD2) || !game.closed) {
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rspeak(REQUIRES_DYNAMITE);
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} else {
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if (HERE(ROD2)) {
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game.bonus = splatter;
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rspeak(SPLATTER_MESSAGE);
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} else if (game.loc == LOC_NE) {
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game.bonus = defeat;
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rspeak(DEFEAT_MESSAGE);
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} else {
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game.bonus = victory;
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rspeak(VICTORY_MESSAGE);
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}
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terminate(endgame);
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}
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}
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static phase_codes_t vbreak(verb_t verb, obj_t obj) {
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/* Break. Only works for mirror in repository and, of course, the
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* vase. */
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switch (obj) {
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case MIRROR:
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if (game.closed) {
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state_change(MIRROR, MIRROR_BROKEN);
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return GO_DWARFWAKE;
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} else {
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rspeak(TOO_FAR);
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break;
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}
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case VASE:
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if (game.objects[VASE].prop == VASE_WHOLE) {
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if (TOTING(VASE)) {
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drop(VASE, game.loc);
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}
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state_change(VASE, VASE_BROKEN);
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game.objects[VASE].fixed = IS_FIXED;
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break;
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}
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/* FALLTHRU */
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default:
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speak(actions[verb].message);
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}
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return (GO_CLEAROBJ);
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}
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static phase_codes_t brief(void) {
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/* Brief. Intransitive only. Suppress full descriptions after first
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* time. */
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game.abbnum = 10000;
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game.detail = 3;
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rspeak(BRIEF_CONFIRM);
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return GO_CLEAROBJ;
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}
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static phase_codes_t vcarry(verb_t verb, obj_t obj) {
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/* Carry an object. Special cases for bird and cage (if bird in cage,
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* can't take one without the other). Liquids also special, since they
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* depend on status of bottle. Also various side effects, etc. */
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if (obj == INTRANSITIVE) {
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/* Carry, no object given yet. OK if only one object present.
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*/
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if (game.locs[game.loc].atloc == NO_OBJECT ||
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game.link[game.locs[game.loc].atloc] != 0 ||
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atdwrf(game.loc) > 0) {
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return GO_UNKNOWN;
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}
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obj = game.locs[game.loc].atloc;
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}
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if (TOTING(obj)) {
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speak(actions[verb].message);
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return GO_CLEAROBJ;
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}
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if (obj == MESSAG) {
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rspeak(REMOVE_MESSAGE);
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DESTROY(MESSAG);
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return GO_CLEAROBJ;
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}
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if (game.objects[obj].fixed != IS_FREE) {
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switch (obj) {
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case PLANT:
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rspeak((game.objects[PLANT].prop == PLANT_THIRSTY ||
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OBJECT_IS_STASHED(PLANT))
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? DEEP_ROOTS
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: YOU_JOKING);
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break;
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case BEAR:
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rspeak(game.objects[BEAR].prop == SITTING_BEAR
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? BEAR_CHAINED
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: YOU_JOKING);
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break;
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case CHAIN:
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rspeak(game.objects[BEAR].prop != UNTAMED_BEAR
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? STILL_LOCKED
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: YOU_JOKING);
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break;
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case RUG:
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rspeak(game.objects[RUG].prop == RUG_HOVER
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? RUG_HOVERS
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: YOU_JOKING);
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break;
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case URN:
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rspeak(URN_NOBUDGE);
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break;
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case CAVITY:
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rspeak(DOUGHNUT_HOLES);
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break;
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case BLOOD:
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rspeak(FEW_DROPS);
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break;
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case SIGN:
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rspeak(HAND_PASSTHROUGH);
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break;
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default:
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rspeak(YOU_JOKING);
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}
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return GO_CLEAROBJ;
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}
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if (obj == WATER || obj == OIL) {
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if (!HERE(BOTTLE) || LIQUID() != obj) {
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if (!TOTING(BOTTLE)) {
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rspeak(NO_CONTAINER);
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return GO_CLEAROBJ;
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}
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if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) {
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return (fill(verb, BOTTLE));
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} else {
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rspeak(BOTTLE_FULL);
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}
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return GO_CLEAROBJ;
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}
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obj = BOTTLE;
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}
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if (game.holdng >= INVLIMIT) {
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rspeak(CARRY_LIMIT);
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return GO_CLEAROBJ;
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}
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if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED &&
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!OBJECT_IS_STASHED(BIRD)) {
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if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) {
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DESTROY(BIRD);
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rspeak(BIRD_CRAP);
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return GO_CLEAROBJ;
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}
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if (!TOTING(CAGE)) {
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rspeak(CANNOT_CARRY);
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return GO_CLEAROBJ;
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}
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if (TOTING(ROD)) {
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rspeak(BIRD_EVADES);
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return GO_CLEAROBJ;
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}
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game.objects[BIRD].prop = BIRD_CAGED;
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}
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if ((obj == BIRD || obj == CAGE) &&
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OBJECT_STATE_EQUALS(BIRD, BIRD_CAGED)) {
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/* expression maps BIRD to CAGE and CAGE to BIRD */
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carry(BIRD + CAGE - obj, game.loc);
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}
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carry(obj, game.loc);
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if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
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game.objects[LIQUID()].place = CARRIED;
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}
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if (GSTONE(obj) && !OBJECT_IS_FOUND(obj)) {
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OBJECT_SET_FOUND(obj);
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game.objects[CAVITY].prop = CAVITY_EMPTY;
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}
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rspeak(OK_MAN);
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return GO_CLEAROBJ;
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}
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static int chain(verb_t verb) {
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/* Do something to the bear's chain */
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if (verb != LOCK) {
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if (game.objects[BEAR].prop == UNTAMED_BEAR) {
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rspeak(BEAR_BLOCKS);
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return GO_CLEAROBJ;
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}
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if (game.objects[CHAIN].prop == CHAIN_HEAP) {
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rspeak(ALREADY_UNLOCKED);
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return GO_CLEAROBJ;
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}
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game.objects[CHAIN].prop = CHAIN_HEAP;
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game.objects[CHAIN].fixed = IS_FREE;
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if (game.objects[BEAR].prop != BEAR_DEAD) {
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game.objects[BEAR].prop = CONTENTED_BEAR;
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}
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|
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switch (game.objects[BEAR].prop) {
|
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// LCOV_EXCL_START
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case BEAR_DEAD:
|
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/* Can't be reached until the bear can die in some way
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* other than a bridge collapse. Leave in in case this
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* changes, but exclude from coverage testing. */
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game.objects[BEAR].fixed = IS_FIXED;
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break;
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// LCOV_EXCL_STOP
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default:
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game.objects[BEAR].fixed = IS_FREE;
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}
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rspeak(CHAIN_UNLOCKED);
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return GO_CLEAROBJ;
|
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}
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if (game.objects[CHAIN].prop != CHAIN_HEAP) {
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rspeak(ALREADY_LOCKED);
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return GO_CLEAROBJ;
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}
|
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if (game.loc != objects[CHAIN].plac) {
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rspeak(NO_LOCKSITE);
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return GO_CLEAROBJ;
|
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}
|
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|
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game.objects[CHAIN].prop = CHAIN_FIXED;
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|
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if (TOTING(CHAIN)) {
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drop(CHAIN, game.loc);
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}
|
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game.objects[CHAIN].fixed = IS_FIXED;
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|
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rspeak(CHAIN_LOCKED);
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return GO_CLEAROBJ;
|
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}
|
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|
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static phase_codes_t discard(verb_t verb, obj_t obj) {
|
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/* Discard object. "Throw" also comes here for most objects. Special
|
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* cases for bird (might attack snake or dragon) and cage (might contain
|
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* bird) and vase. Drop coins at vending machine for extra batteries. */
|
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if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
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obj = ROD2;
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}
|
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|
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if (!TOTING(obj)) {
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speak(actions[verb].message);
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return GO_CLEAROBJ;
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}
|
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|
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if (GSTONE(obj) && AT(CAVITY) &&
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game.objects[CAVITY].prop != CAVITY_FULL) {
|
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rspeak(GEM_FITS);
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game.objects[obj].prop = STATE_IN_CAVITY;
|
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game.objects[CAVITY].prop = CAVITY_FULL;
|
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if (HERE(RUG) &&
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((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) ||
|
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(obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) {
|
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if (obj == RUBY) {
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rspeak(RUG_SETTLES);
|
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} else if (TOTING(RUG)) {
|
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rspeak(RUG_WIGGLES);
|
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} else {
|
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rspeak(RUG_RISES);
|
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}
|
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if (!TOTING(RUG) || obj == RUBY) {
|
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int k = (game.objects[RUG].prop == RUG_HOVER)
|
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? 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(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.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 ||
|
|
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 ||
|
|
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
|