open-adventure/actions.c
2017-07-02 10:16:13 -04:00

1354 lines
42 KiB
C

#include <stdlib.h>
#include <stdbool.h>
#include "advent.h"
#include "dungeon.h"
static int fill(token_t, token_t);
static void state_change(long obj, long state)
{
game.prop[obj] = state;
pspeak(obj, change, state);
}
static int attack(struct command_t *command)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
* enemies, or no enemies but 2 others. */
{
vocab_t verb = command->verb;
vocab_t obj = command->obj;
long spk = actions[verb].message;
if (obj == 0 || obj == INTRANSITIVE) {
if (atdwrf(game.loc) > 0)
obj = DWARF;
if (HERE(SNAKE))
obj = obj * NOBJECTS + SNAKE;
if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
obj = obj * NOBJECTS + DRAGON;
if (AT(TROLL))
obj = obj * NOBJECTS + TROLL;
if (AT(OGRE))
obj = obj * NOBJECTS + OGRE;
if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
obj = obj * NOBJECTS + BEAR;
if (obj > NOBJECTS)
return GO_UNKNOWN;
if (obj == 0) {
/* Can't attack bird or machine by throwing axe. */
if (HERE(BIRD) && verb != THROW)
obj = BIRD;
if (HERE(VEND) && verb != THROW)
obj = obj * NOBJECTS + VEND;
/* Clam and oyster both treated as clam for intransitive case;
* no harm done. */
if (HERE(CLAM) || HERE(OYSTER))
obj = NOBJECTS * obj + CLAM;
if (obj > NOBJECTS)
return GO_UNKNOWN;
}
}
if (obj == BIRD) {
spk = UNHAPPY_BIRD;
if (game.closed) {
rspeak(spk);
return GO_CLEAROBJ;
}
DESTROY(BIRD);
spk = BIRD_DEAD;
} else if (obj == VEND) {
state_change(VEND,
game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
return GO_CLEAROBJ;
}
if (obj == 0)
spk = NO_TARGET;
if (obj == CLAM || obj == OYSTER)
spk = SHELL_IMPERVIOUS;
if (obj == SNAKE)
spk = SNAKE_WARNING;
if (obj == DWARF)
spk = BARE_HANDS_QUERY;
if (obj == DWARF && game.closed)
return GO_DWARFWAKE;
if (obj == DRAGON)
spk = ALREADY_DEAD;
if (obj == TROLL)
spk = ROCKY_TROLL;
if (obj == OGRE)
spk = OGRE_DODGE;
if (obj == OGRE && atdwrf(game.loc) > 0) {
rspeak(spk);
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;
}
}
spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
} else if (obj == BEAR) {
switch (game.prop[BEAR]) {
case UNTAMED_BEAR:
spk = BEAR_HANDS;
break;
case SITTING_BEAR:
spk = BEAR_CONFUSED;
break;
case CONTENTED_BEAR:
spk = BEAR_CONFUSED;
break;
case BEAR_DEAD:
spk = ALREADY_DEAD;
break;
}
} else if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
/* Fun stuff for dragon. If he insists on attacking it, win!
* Set game.prop to dead, move dragon to central loc (still
* fixed), move rug there (not fixed), and move him there,
* too. Then do a null motion to get new description. */
rspeak(BARE_HANDS_QUERY);
if (silent_yes()) {
// FIXME: setting wd1 is a workaround for broken logic
command->wd1 = token_to_packed("Y");
} else {
// FIXME: setting wd1 is a workaround for broken logic
command->wd1 = token_to_packed("N");
return GO_CHECKFOO;
}
state_change(DRAGON, DRAGON_DEAD);
game.prop[RUG] = RUG_FLOOR;
/* FIXME: Arithmetic on location values */
int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
move(DRAGON + NOBJECTS, -1);
move(RUG + NOBJECTS, 0);
move(DRAGON, k);
move(RUG, k);
drop(BLOOD, k);
for (obj = 1; obj <= NOBJECTS; obj++) {
if (game.place[obj] == objects[DRAGON].plac || game.place[obj] == objects[DRAGON].fixd)
move(obj, k);
}
game.loc = k;
return GO_MOVE;
}
rspeak(spk);
return GO_CLEAROBJ;
}
static int bigwords(token_t foo)
/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
* Look up foo in section 3 of vocab to determine which word we've got. Last
* word zips the eggs back to the giant room (unless already there). */
{
//int k = vocab(foo, 3);
char word[6];
packed_to_token(foo, word);
int k = (int) get_special_vocab_id(word);
int spk = NOTHING_HAPPENS;
if (game.foobar != 1 - k) {
if (game.foobar != 0 && game.loc == LOC_GIANTROOM)
spk = START_OVER;
rspeak(spk);
return GO_CLEAROBJ;
} else {
game.foobar = k;
if (k != 4) {
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
game.foobar = 0;
if (game.place[EGGS] == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
rspeak(spk);
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;
k = EGGS_DONE;
if (HERE(EGGS))
k = EGGS_VANISHED;
if (game.loc == objects[EGGS].plac)
k = EGGS_HERE;
move(EGGS, objects[EGGS].plac);
pspeak(EGGS, look, k);
return GO_CLEAROBJ;
}
}
}
static int bivalve(token_t verb, token_t obj)
/* Clam/oyster actions */
{
int spk;
bool is_oyster = (obj == OYSTER);
spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
if (TOTING(obj))
spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
if (!TOTING(TRIDENT))
spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
if (verb == LOCK)
spk = HUH_MAN;
if (spk == PEARL_FALLS) {
DESTROY(CLAM);
drop(OYSTER, game.loc);
drop(PEARL, LOC_CULDESAC);
}
rspeak(spk);
return GO_CLEAROBJ;
}
static void blast(void)
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
{
if (game.prop[ROD2] < 0 || !game.closed)
rspeak(REQUIRES_DYNAMITE);
else {
game.bonus = VICTORY_MESSAGE;
if (game.loc == LOC_NE)
game.bonus = DEFEAT_MESSAGE;
if (HERE(ROD2))
game.bonus = SPLATTER_MESSAGE;
rspeak(game.bonus);
terminate(endgame);
}
}
static int vbreak(token_t verb, token_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
if (obj == MIRROR) {
if (game.closed) {
rspeak(BREAK_MIRROR);
return GO_DWARFWAKE;
} else {
rspeak(TOO_FAR);
return GO_CLEAROBJ;
}
}
if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
if (TOTING(VASE))
drop(VASE, game.loc);
state_change(VASE, VASE_BROKEN);
game.fixed[VASE] = -1;
return GO_CLEAROBJ;
}
rspeak(actions[verb].message);
return (GO_CLEAROBJ);
}
static int brief(void)
/* Brief. Intransitive only. Suppress long descriptions after first time. */
{
game.abbnum = 10000;
game.detail = 3;
rspeak(BRIEF_CONFIRM);
return GO_CLEAROBJ;
}
static int vcarry(token_t verb, token_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. */
{
int spk;
if (obj == INTRANSITIVE) {
/* Carry, no object given yet. OK if only one object present. */
if (game.atloc[game.loc] == 0 ||
game.link[game.atloc[game.loc]] != 0 ||
atdwrf(game.loc) > 0)
return GO_UNKNOWN;
obj = game.atloc[game.loc];
}
if (TOTING(obj)) {
rspeak(ALREADY_CARRYING);
return GO_CLEAROBJ;
}
spk = YOU_JOKING;
if (obj == PLANT && game.prop[PLANT] <= 0)
spk = DEEP_ROOTS;
if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
spk = BEAR_CHAINED;
if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
spk = STILL_LOCKED;
if (obj == URN)
spk = URN_NOBUDGE;
if (obj == CAVITY)
spk = DOUGHNUT_HOLES;
if (obj == BLOOD)
spk = FEW_DROPS;
if (obj == RUG && game.prop[RUG] == RUG_HOVER)
spk = RUG_HOVERS;
if (obj == SIGN)
spk = HAND_PASSTHROUGH;
if (obj == MESSAG) {
rspeak(REMOVE_MESSAGE);
DESTROY(MESSAG);
return GO_CLEAROBJ;
}
if (game.fixed[obj] != 0) {
rspeak(spk);
return GO_CLEAROBJ;
}
if (obj == WATER || obj == OIL) {
if (!HERE(BOTTLE) || LIQUID() != obj) {
if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
return (fill(verb, BOTTLE));
else {
if (game.prop[BOTTLE] != EMPTY_BOTTLE)
spk = BOTTLE_FULL;
if (!TOTING(BOTTLE))
spk = NO_CONTAINER;
rspeak(spk);
return GO_CLEAROBJ;
}
}
obj = BOTTLE;
}
spk = CARRY_LIMIT;
if (game.holdng >= INVLIMIT) {
rspeak(spk);
return GO_CLEAROBJ;
} else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
DESTROY(BIRD);
rspeak(BIRD_CRAP);
return GO_CLEAROBJ;
}
if (!TOTING(CAGE))
spk = CANNOT_CARRY;
if (TOTING(ROD))
spk = BIRD_EVADES;
if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[BIRD] = BIRD_CAGED;
}
if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
carry(BIRD + CAGE - obj, game.loc);
carry(obj, game.loc);
if (obj == BOTTLE && LIQUID() != 0)
game.place[LIQUID()] = CARRIED;
if (GSTONE(obj) && game.prop[obj] != 0) {
game.prop[obj] = 0;
game.prop[CAVITY] = CAVITY_EMPTY;
}
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
static int chain(token_t verb)
/* Do something to the bear's chain */
{
int spk;
if (verb != LOCK) {
spk = CHAIN_UNLOCKED;
if (game.prop[BEAR] == UNTAMED_BEAR)
spk = BEAR_BLOCKS;
if (game.prop[CHAIN] == CHAIN_HEAP)
spk = ALREADY_UNLOCKED;
if (spk != CHAIN_UNLOCKED) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = CHAIN_HEAP;
game.fixed[CHAIN] = CHAIN_HEAP;
if (game.prop[BEAR] != BEAR_DEAD)
game.prop[BEAR] = CONTENTED_BEAR;
/* FIXME: Arithmetic on state numbers */
game.fixed[BEAR] = 2 - game.prop[BEAR];
} else {
spk = CHAIN_LOCKED;
if (game.prop[CHAIN] != CHAIN_HEAP)
spk = ALREADY_LOCKED;
if (game.loc != objects[CHAIN].plac)
spk = NO_LOCKSITE;
if (spk != CHAIN_LOCKED) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = CHAIN_FIXED;
if (TOTING(CHAIN))
drop(CHAIN, game.loc);
game.fixed[CHAIN] = -1;
}
rspeak(spk);
return GO_CLEAROBJ;
}
static int discard(token_t verb, token_t obj, bool just_do_it)
/* 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. */
{
int spk = actions[verb].message;
if (!just_do_it) {
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
obj = ROD2;
if (!TOTING(obj)) {
rspeak(spk);
return GO_CLEAROBJ;
}
if (obj == BIRD && HERE(SNAKE)) {
rspeak(BIRD_ATTACKS);
if (game.closed)
return GO_DWARFWAKE;
DESTROY(SNAKE);
/* Set game.prop for use by travel options */
game.prop[SNAKE] = SNAKE_CHASED;
} else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
rspeak(GEM_FITS);
game.prop[obj] = 1;
game.prop[CAVITY] = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || (obj == RUBY &&
game.prop[RUG] == RUG_HOVER))) {
spk = RUG_RISES;
if (TOTING(RUG))
spk = RUG_WIGGLES;
if (obj == RUBY)
spk = RUG_SETTLES;
rspeak(spk);
if (spk != RUG_WIGGLES) {
/* FIXME: Arithmetic on state numbers */
int k = 2 - game.prop[RUG];
game.prop[RUG] = k;
if (k == 2)
k = objects[SAPPH].plac;
move(RUG + NOBJECTS, k);
}
}
} else if (obj == COINS && HERE(VEND)) {
DESTROY(COINS);
drop(BATTERY, game.loc);
pspeak(BATTERY, look, FRESH_BATTERIES);
return GO_CLEAROBJ;
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
rspeak(BIRD_BURNT);
DESTROY(BIRD);
return GO_CLEAROBJ;
} else if (obj == BEAR && AT(TROLL)) {
rspeak(TROLL_SCAMPERS);
move(TROLL, 0);
move(TROLL + NOBJECTS, 0);
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
game.prop[TROLL] = TROLL_GONE;
} else if (obj != VASE || game.loc == objects[PILLOW].plac) {
rspeak(OK_MAN);
} else {
game.prop[VASE] = VASE_BROKEN;
if (AT(PILLOW))
game.prop[VASE] = VASE_WHOLE;
pspeak(VASE, look, game.prop[VASE] + 1);
if (game.prop[VASE] != VASE_WHOLE)
game.fixed[VASE] = -1;
}
}
int k = LIQUID();
if (k == obj)
obj = BOTTLE;
if (obj == BOTTLE && k != 0)
game.place[k] = LOC_NOWHERE;
if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
drop(BIRD, game.loc);
drop(obj, game.loc);
if (obj != BIRD)
return GO_CLEAROBJ;
game.prop[BIRD] = BIRD_UNCAGED;
if (FOREST(game.loc))
game.prop[BIRD] = BIRD_FOREST_UNCAGED;
return GO_CLEAROBJ;
}
static int drink(token_t verb, token_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. */
{
int spk = actions[verb].message;
if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
return GO_UNKNOWN;
if (obj != BLOOD) {
if (obj != 0 && obj != WATER)
spk = RIDICULOUS_ATTEMPT;
if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[WATER] = LOC_NOWHERE;
spk = BOTTLE_EMPTY;
}
rspeak(spk);
} else {
DESTROY(BLOOD);
state_change(DRAGON, DRAGON_BLOODLESS);
game.blooded = true;
}
return GO_CLEAROBJ;
}
static int eat(token_t verb, token_t obj)
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (!HERE(FOOD))
return GO_UNKNOWN;
DESTROY(FOOD);
spk = THANKS_DELICIOUS;
} else {
if (obj == FOOD) {
DESTROY(FOOD);
spk = THANKS_DELICIOUS;
}
if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
OGRE)
spk = LOST_APPETITE;
}
rspeak(spk);
return GO_CLEAROBJ;
}
static int extinguish(token_t verb, int obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
obj = LAMP;
if (HERE(URN) && game.prop[URN] == URN_LIT)
obj = obj * NOBJECTS + URN;
if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
return GO_UNKNOWN;
}
if (obj == URN) {
if (game.prop[URN] != URN_EMPTY) {
state_change(URN, URN_DARK);
} else {
pspeak(URN, change, URN_DARK);
}
return GO_CLEAROBJ;
} else if (obj == LAMP) {
state_change(LAMP, LAMP_DARK);
spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
} else if (obj == DRAGON || obj == VOLCANO)
spk = BEYOND_POWER;
rspeak(spk);
return GO_CLEAROBJ;
}
static int feed(token_t verb, token_t obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
int spk = actions[verb].message;
if (obj == BIRD) {
rspeak(BIRD_PINING);
return GO_CLEAROBJ;
} else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
spk = NOTHING_EDIBLE;
if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
spk = RIDICULOUS_ATTEMPT;
if (obj == TROLL)
spk = TROLL_VICES;
if (obj == SNAKE && !game.closed && HERE(BIRD)) {
DESTROY(BIRD);
spk = BIRD_DEVOURED;
}
} else if (obj == DWARF) {
if (HERE(FOOD)) {
game.dflag += 2;
spk = REALLY_MAD;
}
} else if (obj == BEAR) {
if (game.prop[BEAR] == UNTAMED_BEAR)
spk = NOTHING_EDIBLE;
if (game.prop[BEAR] == BEAR_DEAD)
spk = RIDICULOUS_ATTEMPT;
if (HERE(FOOD)) {
DESTROY(FOOD);
game.prop[BEAR] = SITTING_BEAR;
game.fixed[AXE] = 0;
game.prop[AXE] = 0;
spk = BEAR_TAMED;
}
} else if (obj == OGRE) {
if (HERE(FOOD))
spk = OGRE_FULL;
} else {
spk = AM_GAME;
}
rspeak(spk);
return GO_CLEAROBJ;
}
int fill(token_t verb, token_t obj)
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
* is nasty.) */
{
int k;
int spk = actions[verb].message;
if (obj == VASE) {
spk = ARENT_CARRYING;
if (LIQLOC(game.loc) == 0)
spk = FILL_INVALID;
if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
rspeak(spk);
return GO_CLEAROBJ;
}
rspeak(SHATTER_VASE);
game.prop[VASE] = VASE_BROKEN;
game.fixed[VASE] = -1;
return (discard(verb, obj, true));
} else if (obj == URN) {
spk = FULL_URN;
if (game.prop[URN] != 0) {
rspeak(spk);
return GO_CLEAROBJ;
}
spk = FILL_INVALID;
k = LIQUID();
if (k == 0 || !HERE(BOTTLE)) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.place[k] = LOC_NOWHERE;
game.prop[BOTTLE] = EMPTY_BOTTLE;
if (k == OIL)
game.prop[URN] = 1;
spk = WATER_URN + game.prop[URN];
rspeak(spk);
return GO_CLEAROBJ;
} else if (obj != 0 && obj != BOTTLE) {
rspeak(spk);
return GO_CLEAROBJ;
} else if (obj == 0 && !HERE(BOTTLE))
return GO_UNKNOWN;
spk = BOTTLED_WATER;
if (LIQLOC(game.loc) == 0)
spk = NO_LIQUID;
if (HERE(URN) && game.prop[URN] != 0)
spk = URN_NOPOUR;
if (LIQUID() != 0)
spk = BOTTLE_FULL;
if (spk == BOTTLED_WATER) {
/* FIXME: Arithmetic on property values */
game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
k = LIQUID();
if (TOTING(BOTTLE))
game.place[k] = CARRIED;
if (k == OIL)
spk = BOTTLED_OIL;
}
rspeak(spk);
return GO_CLEAROBJ;
}
static int find(token_t verb, token_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
int spk = actions[verb].message;
if (AT(obj) ||
(LIQUID() == obj && AT(BOTTLE)) ||
obj == LIQLOC(game.loc) ||
(obj == DWARF && atdwrf(game.loc) > 0))
spk = YOU_HAVEIT;
if (game.closed)
spk = NEEDED_NEARBY;
if (TOTING(obj))
spk = ALREADY_CARRYING;
rspeak(spk);
return GO_CLEAROBJ;
}
static int fly(token_t verb, token_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (game.prop[RUG] != RUG_HOVER)
spk = RUG_NOTHING2;
if (!HERE(RUG))
spk = FLAP_ARMS;
if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
rspeak(spk);
return GO_CLEAROBJ;
}
obj = RUG;
}
if (obj != RUG) {
rspeak(spk);
return GO_CLEAROBJ;
}
spk = RUG_NOTHING1;
if (game.prop[RUG] != RUG_HOVER) {
rspeak(spk);
return GO_CLEAROBJ;
}
game.oldlc2 = game.oldloc;
game.oldloc = game.loc;
/* FIXME: Arithmetic on location values */
game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
spk = RUG_GOES;
if (game.prop[SAPPH] >= 0)
spk = RUG_RETURNS;
rspeak(spk);
return GO_TERMINATE;
}
static int inven(void)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
int spk = NO_CARRY;
for (int i = 1; i <= NOBJECTS; i++) {
if (i == BEAR || !TOTING(i))
continue;
if (spk == NO_CARRY)
rspeak(NOW_HOLDING);
game.blklin = false;
pspeak(i, touch, -1);
game.blklin = true;
spk = NO_MESSAGE;
}
if (TOTING(BEAR))
spk = TAME_BEAR;
rspeak(spk);
return GO_CLEAROBJ;
}
static int light(token_t verb, token_t obj)
/* Light. Applicable only to lamp and urn. */
{
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
obj = LAMP;
if (HERE(URN) && game.prop[URN] == URN_DARK)
obj = URN;
if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
return GO_UNKNOWN;
}
if (obj == URN) {
state_change(URN, game.prop[URN] == URN_EMPTY ? URN_EMPTY : URN_LIT);
return GO_CLEAROBJ;
} else {
if (obj != LAMP) {
rspeak(actions[verb].message);
return GO_CLEAROBJ;
}
if (game.limit < 0) {
rspeak(LAMP_OUT);
return GO_CLEAROBJ;
}
state_change(LAMP, LAMP_BRIGHT);
if (game.wzdark)
return GO_TOP;
else
return GO_CLEAROBJ;
}
}
static int listen(void)
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
{
long k;
int spk = ALL_SILENT;
k = locations[game.loc].sound;
if (k != SILENT) {
rspeak(k);
if (locations[game.loc].loud)
return GO_CLEAROBJ;
else
spk = NO_MESSAGE;
}
for (int i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
continue;
int mi = game.prop[i];
if (i == BIRD)
mi += 3 * game.blooded;
long packed_zzword = token_to_packed(game.zzword);
pspeak(i, hear, mi, packed_zzword);
spk = NO_MESSAGE;
/* FIXME: Magic number, sensitive to bird state logic */
if (i == BIRD && game.prop[i] == 5)
DESTROY(BIRD);
}
rspeak(spk);
return GO_CLEAROBJ;
}
static int lock(token_t verb, token_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
spk = NOTHING_LOCKED;
if (HERE(CLAM))
obj = CLAM;
if (HERE(OYSTER))
obj = OYSTER;
if (AT(DOOR))
obj = DOOR;
if (AT(GRATE))
obj = GRATE;
if (obj != 0 && HERE(CHAIN))
return GO_UNKNOWN;
if (HERE(CHAIN))
obj = CHAIN;
if (obj == 0 || obj == INTRANSITIVE) {
rspeak(spk);
return GO_CLEAROBJ;
}
}
/* Lock, unlock object. Special stuff for opening clam/oyster
* and for chain. */
if (obj == CLAM || obj == OYSTER)
return bivalve(verb, obj);
if (obj == DOOR)
spk = RUSTY_DOOR;
if (obj == DOOR && game.prop[DOOR] == 1)
spk = OK_MAN;
if (obj == CAGE)
spk = NO_LOCK;
if (obj == KEYS)
spk = CANNOT_UNLOCK;
if (obj == GRATE || obj == CHAIN) {
spk = NO_KEYS;
if (HERE(KEYS)) {
if (obj == CHAIN)
return chain(verb);
if (game.closng) {
spk = EXIT_CLOSED;
if (!game.panic)
game.clock2 = PANICTIME;
game.panic = true;
} else {
state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
return GO_CLEAROBJ;
}
}
}
rspeak(spk);
return GO_CLEAROBJ;
}
static int pour(token_t verb, token_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. */
{
int spk = actions[verb].message;
if (obj == BOTTLE || obj == 0)
obj = LIQUID();
if (obj == 0)
return GO_UNKNOWN;
if (!TOTING(obj)) {
rspeak(spk);
return GO_CLEAROBJ;
}
spk = CANT_POUR;
if (obj != OIL && obj != WATER) {
rspeak(spk);
return GO_CLEAROBJ;
}
if (HERE(URN) && game.prop[URN] == 0)
return fill(verb, URN);
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[obj] = LOC_NOWHERE;
spk = GROUND_WET;
if (!(AT(PLANT) || AT(DOOR))) {
rspeak(spk);
return GO_CLEAROBJ;
}
if (!AT(DOOR)) {
spk = SHAKING_LEAVES;
if (obj != WATER) {
rspeak(spk);
return GO_CLEAROBJ;
}
pspeak(PLANT, look, game.prop[PLANT] + 3);
game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
game.prop[PLANT2] = game.prop[PLANT];
return GO_MOVE;
} else {
state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED);
return GO_CLEAROBJ;
}
}
static int quit(void)
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
terminate(quitgame);
return GO_CLEAROBJ;
}
static int read(struct command_t command)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
if (command.obj == INTRANSITIVE) {
command.obj = 0;
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 == 0 || DARK(game.loc))
return GO_UNKNOWN;
}
if (DARK(game.loc)) {
rspeak(NO_SEE, command.wd1, command.wd1x);
} else if (command.obj == OYSTER && !game.clshnt && game.closed) {
game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
} else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
rspeak(actions[command.verb].message);
} else
pspeak(command.obj, study, game.prop[command.obj]);
return GO_CLEAROBJ;
}
static int reservoir(void)
/* Z'ZZZ (word gets recomputed at startup; different each game). */
{
if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
pspeak(RESER, look, game.prop[RESER] + 1);
game.prop[RESER] = 1 - game.prop[RESER];
if (AT(RESER))
return GO_CLEAROBJ;
else {
game.oldlc2 = game.loc;
game.newloc = 0;
rspeak(NOT_BRIGHT);
return GO_TERMINATE;
}
}
}
static int rub(token_t verb, token_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
int spk = actions[verb].message;
if (obj != LAMP)
spk = PECULIAR_NOTHING;
if (obj == URN && game.prop[URN] == 2) {
DESTROY(URN);
drop(AMBER, game.loc);
game.prop[AMBER] = 1;
--game.tally;
drop(CAVITY, game.loc);
spk = URN_GENIES;
}
rspeak(spk);
return GO_CLEAROBJ;
}
static int say(struct command_t *command)
/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
{
long a = command->wd1, b = command->wd1x;
if (command->wd2 > 0) {
a = command->wd2;
b = command->wd2x;
command->wd1 = command->wd2;
}
//int wd = vocab(command->wd1, -1);
char word1[6];
packed_to_token(command->wd1, word1);
int wd = (int) get_vocab_id(word1);
/* FIXME: magic numbers */
if (wd == XYZZY || wd == PLUGH || wd == PLOVER || wd == ACTION_WORD(GIANTWORDS) || wd == ACTION_WORD(PART)) {
/* FIXME: scribbles on the interpreter's command block */
wordclear(&command->wd2);
return GO_LOOKUP;
}
rspeak(OKEY_DOKEY, a, b);
return GO_CLEAROBJ;
}
static int throw_support(long spk)
{
rspeak(spk);
drop(AXE, game.loc);
return GO_MOVE;
}
static int throw (struct command_t *command)
/* Throw. Same as discard unless axe. Then same as attack except
* ignore bird, and if dwarf is present then one might be killed.
* (Only way to do so!) Axe also special for dragon, bear, and
* troll. Treasures special for troll. */
{
int spk = actions[command->verb].message;
if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
command->obj = ROD2;
if (!TOTING(command->obj)) {
rspeak(spk);
return GO_CLEAROBJ;
}
if (objects[command->obj].is_treasure && AT(TROLL)) {
spk = TROLL_SATISFIED;
/* Snarf a treasure for the troll. */
drop(command->obj, 0);
move(TROLL, 0);
move(TROLL + NOBJECTS, 0);
drop(TROLL2, objects[TROLL].plac);
drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
rspeak(spk);
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, false));
else {
int i = atdwrf(game.loc);
if (i <= 0) {
if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
return throw_support(DRAGON_SCALES);
if (AT(TROLL))
return throw_support(TROLL_RETURNS);
else if (AT(OGRE))
return throw_support(OGRE_DODGE);
else 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] = -1;
game.prop[AXE] = 1;
juggle(BEAR);
rspeak(AXE_LOST);
return GO_CLEAROBJ;
}
command->obj = 0;
return (attack(command));
}
if (randrange(NDWARVES + 1) < game.dflag) {
return throw_support(DWARF_DODGES);
} else {
game.dseen[i] = false;
game.dloc[i] = 0;
return throw_support((++game.dkill == 1)
? DWARF_SMOKE : KILLED_DWARF);
}
}
}
static int wake(token_t verb, token_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
if (obj != DWARF || !game.closed) {
rspeak(actions[verb].message);
return GO_CLEAROBJ;
} else {
rspeak(PROD_DWARF);
return GO_DWARFWAKE;
}
}
static int wave(token_t verb, token_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
int spk = actions[verb].message;
if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
spk = ARENT_CARRYING;
if (obj != ROD ||
!TOTING(obj) ||
(!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
rspeak(spk);
return GO_CLEAROBJ;
}
/* FIXME: Arithemetic on property values */
if (HERE(BIRD))
spk = FREE_FLY + MOD(game.prop[BIRD], 2);
if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
drop(JADE, game.loc);
game.prop[JADE] = 0;
--game.tally;
spk = NECKLACE_FLY;
rspeak(spk);
return GO_CLEAROBJ;
} else {
if (game.closed) {
rspeak(spk);
return GO_DWARFWAKE;
}
if (game.closng || !AT(FISSURE)) {
rspeak(spk);
return GO_CLEAROBJ;
}
if (HERE(BIRD))
rspeak(spk);
game.prop[FISSURE] = 1 - game.prop[FISSURE];
pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
return GO_CLEAROBJ;
}
}
int action(struct command_t *command)
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
*/
{
token_t spk = actions[command->verb].message;
if (command->part == unknown) {
/* Analyse an object word. See if the thing is here, whether
* we've got a verb yet, and so on. Object must be here
* unless verb is "find" or "invent(ory)" (and no new verb
* yet to be analysed). Water and oil are also funny, since
* they are never actually dropped at any location, but might
* be here inside the bottle or urn or as a feature of the
* location. */
if (HERE(command->obj))
/* FALL THROUGH */;
else if (command->obj == GRATE) {
if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
command->obj = DPRSSN;
if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
command->obj = ENTRNC;
} else if (command->obj == DWARF && atdwrf(game.loc) > 0)
/* FALL THROUGH */;
else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
/* FALL THROUGH */;
else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
command->obj = URN;
/* FALL THROUGH */;
} else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
command->obj = PLANT2;
/* FALL THROUGH */;
} else if (command->obj == KNIFE && game.knfloc == game.loc) {
game.knfloc = -1;
spk = KNIVES_VANISH;
rspeak(spk);
return GO_CLEAROBJ;
} else if (command->obj == ROD && HERE(ROD2)) {
command->obj = ROD2;
/* FALL THROUGH */;
} else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
/* FALL THROUGH */;
else {
rspeak(NO_SEE, command->wd1, command->wd1x);
return GO_CLEAROBJ;
}
if (command->wd2 > 0)
return GO_WORD2;
if (command->verb != 0)
command->part = transitive;
}
switch (command->part) {
case intransitive:
if (command->wd2 > 0 && command->verb != SAY)
return GO_WORD2;
if (command->verb == SAY)
command->obj = command->wd2;
if (command->obj == 0 || 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: {
rspeak(spk);
return GO_CLEAROBJ;
}
case ATTACK:
return attack(command);
case POUR:
return pour(command->verb, command->obj);
case EAT:
return eat(command->verb, INTRANSITIVE);
case DRINK:
return drink(command->verb, command->obj);
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, command->obj);
case BLAST:
blast();
return GO_CLEAROBJ;
case SCORE:
score(scoregame);
return GO_CLEAROBJ;
case GIANTWORDS:
return bigwords(command->wd1);
case BRIEF:
return brief();
case READ:
command->obj = INTRANSITIVE;
return read(*command);
case BREAK:
return GO_UNKNOWN;
case WAKE:
return GO_UNKNOWN;
case SAVE:
return suspend();
case RESUME:
return resume();
case FLY:
return fly(command->verb, INTRANSITIVE);
case LISTEN:
return listen();
case PART:
return reservoir();
default:
BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
/* FALLTHRU */
case transitive:
/* Analyse a transitive verb. */
switch (command->verb) {
case CARRY:
return vcarry(command->verb, command->obj);
case DROP:
return discard(command->verb, command->obj, false);
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: {
rspeak(spk);
return GO_CLEAROBJ;
}
case GO: {
rspeak(spk);
return GO_CLEAROBJ;
}
case ATTACK:
return attack(command);
case POUR:
return pour(command->verb, command->obj);
case EAT:
return eat(command->verb, command->obj);
case DRINK:
return drink(command->verb, command->obj);
case RUB:
return rub(command->verb, command->obj);
case THROW:
return throw (command);
case QUIT: {
rspeak(spk);
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: {
rspeak(spk);
return GO_CLEAROBJ;
}
case GIANTWORDS: {
rspeak(spk);
return GO_CLEAROBJ;
}
case BRIEF: {
rspeak(spk);
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: {
rspeak(spk);
return GO_CLEAROBJ;
}
case RESUME: {
rspeak(spk);
return GO_CLEAROBJ;
}
case FLY:
return fly(command->verb, command->obj);
case LISTEN: {
rspeak(spk);
return GO_CLEAROBJ;
}
case PART:
return reservoir();
default:
BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
rspeak(WHAT_DO, command->wd1, command->wd1x);
return GO_CHECKHINT;
default:
BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
}
}