1385 lines
42 KiB
C
1385 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, true);
|
|
}
|
|
|
|
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;
|
|
|
|
if (obj == INTRANSITIVE) {
|
|
return GO_UNKNOWN;
|
|
}
|
|
long spk = actions[verb].message;
|
|
if (obj == NO_OBJECT || obj == INTRANSITIVE) {
|
|
int changes = 0;
|
|
if (atdwrf(game.loc) > 0) {
|
|
obj = DWARF;
|
|
++changes;
|
|
}
|
|
if (HERE(SNAKE)) {
|
|
obj = SNAKE;
|
|
++changes;
|
|
}
|
|
if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
|
|
obj = DRAGON;
|
|
++changes;
|
|
}
|
|
if (AT(TROLL)) {
|
|
obj = TROLL;
|
|
++changes;
|
|
}
|
|
if (AT(OGRE)) {
|
|
obj = OGRE;
|
|
++changes;
|
|
}
|
|
if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
|
|
obj = BEAR;
|
|
++changes;
|
|
}
|
|
/* check for low-priority targets */
|
|
if (obj == NO_OBJECT) {
|
|
/* Can't attack bird or machine by throwing axe. */
|
|
if (HERE(BIRD) && verb != THROW) {
|
|
obj = BIRD;
|
|
++changes;
|
|
}
|
|
if (HERE(VEND) && verb != THROW) {
|
|
obj = VEND;
|
|
++changes;
|
|
}
|
|
/* Clam and oyster both treated as clam for intransitive case;
|
|
* no harm done. */
|
|
if (HERE(CLAM) || HERE(OYSTER)) {
|
|
obj = CLAM;
|
|
++changes;
|
|
}
|
|
}
|
|
if (changes >= 2)
|
|
return GO_UNKNOWN;
|
|
|
|
}
|
|
if (obj == BIRD) {
|
|
if (game.closed) {
|
|
rspeak(UNHAPPY_BIRD);
|
|
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 == NO_OBJECT)
|
|
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 special section of vocab to determine which word we've got.
|
|
* Last word zips the eggs back to the giant room (unless already there). */
|
|
{
|
|
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, true);
|
|
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] = STATE_GROUND;
|
|
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, true);
|
|
return GO_CLEAROBJ;
|
|
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
|
|
rspeak(BIRD_BURNT);
|
|
DESTROY(BIRD);
|
|
return GO_CLEAROBJ;
|
|
} else if (obj == BEAR && AT(TROLL)) {
|
|
rspeak(TROLL_SCAMPERS);
|
|
move(TROLL, LOC_NOWHERE);
|
|
move(TROLL + NOBJECTS, LOC_NOWHERE);
|
|
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, true);
|
|
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. */
|
|
{
|
|
if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
|
|
return GO_UNKNOWN;
|
|
if (obj != BLOOD) {
|
|
if (obj != NO_OBJECT && obj != WATER) {
|
|
rspeak(RIDICULOUS_ATTEMPT);
|
|
} else if (LIQUID() == WATER && HERE(BOTTLE)) {
|
|
game.prop[BOTTLE] = EMPTY_BOTTLE;
|
|
game.place[WATER] = LOC_NOWHERE;
|
|
rspeak(BOTTLE_EMPTY);
|
|
} else {
|
|
rspeak(actions[verb].message);
|
|
}
|
|
} 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). */
|
|
{
|
|
if (obj == INTRANSITIVE) {
|
|
if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
|
|
obj = LAMP;
|
|
if (HERE(URN) && game.prop[URN] == URN_LIT)
|
|
obj = URN;
|
|
if (obj == INTRANSITIVE ||
|
|
(HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT &&
|
|
HERE(URN) && game.prop[URN] == URN_LIT))
|
|
return GO_UNKNOWN;
|
|
}
|
|
|
|
if (obj == URN) {
|
|
if (game.prop[URN] != URN_EMPTY) {
|
|
state_change(URN, URN_DARK);
|
|
} else {
|
|
pspeak(URN, change, URN_DARK, true);
|
|
}
|
|
|
|
} else if (obj == LAMP) {
|
|
state_change(LAMP, LAMP_DARK);
|
|
rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE);
|
|
} else if (obj == DRAGON || obj == VOLCANO) {
|
|
rspeak(BEYOND_POWER);
|
|
|
|
} else {
|
|
rspeak(actions[verb].message);
|
|
}
|
|
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] != URN_EMPTY) {
|
|
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] = URN_DARK;
|
|
spk = WATER_URN + game.prop[URN];
|
|
rspeak(spk);
|
|
return GO_CLEAROBJ;
|
|
} else if (obj != NO_OBJECT && obj != BOTTLE) {
|
|
rspeak(spk);
|
|
return GO_CLEAROBJ;
|
|
} else if (obj == NO_OBJECT && !HERE(BOTTLE))
|
|
return GO_UNKNOWN;
|
|
spk = BOTTLED_WATER;
|
|
if (LIQLOC(game.loc) == 0)
|
|
spk = NO_LIQUID;
|
|
if (HERE(URN) && game.prop[URN] != URN_EMPTY)
|
|
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);
|
|
pspeak(i, touch, -1, false);
|
|
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 ||
|
|
(HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
|
|
HERE(URN) && game.prop[URN] == URN_DARK))
|
|
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, true, 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 (HERE(CHAIN))
|
|
obj = CHAIN;
|
|
if (obj == NO_OBJECT || 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] == DOOR_UNRUSTED)
|
|
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 == NO_OBJECT)
|
|
obj = LIQUID();
|
|
if (obj == NO_OBJECT)
|
|
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] == URN_EMPTY)
|
|
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, true);
|
|
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], true);
|
|
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, true);
|
|
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. */
|
|
{
|
|
if (obj == URN && game.prop[URN] == URN_LIT) {
|
|
DESTROY(URN);
|
|
drop(AMBER, game.loc);
|
|
game.prop[AMBER] = AMBER_IN_ROCK;
|
|
--game.tally;
|
|
drop(CAVITY, game.loc);
|
|
rspeak(URN_GENIES);
|
|
} else if (obj != LAMP) {
|
|
rspeak(PECULIAR_NOTHING);
|
|
} else {
|
|
rspeak(actions[verb].message);
|
|
}
|
|
return GO_CLEAROBJ;
|
|
}
|
|
|
|
static int say(struct command_t *command)
|
|
/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
|
|
{
|
|
long a = command->wd1, b = command->wd1x;
|
|
if (command->wd2 > 0) {
|
|
a = command->wd2;
|
|
b = command->wd2x;
|
|
command->wd1 = command->wd2;
|
|
}
|
|
char word1[6];
|
|
packed_to_token(command->wd1, word1);
|
|
int wd = (int) get_vocab_id(word1);
|
|
/* FIXME: magic numbers */
|
|
if (wd == MOTION_WORD(XYZZY) || wd == MOTION_WORD(PLUGH) || wd == MOTION_WORD(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. */
|
|
{
|
|
if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
|
|
command->obj = ROD2;
|
|
if (!TOTING(command->obj)) {
|
|
rspeak(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, LOC_NOWHERE);
|
|
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, false));
|
|
else {
|
|
if (atdwrf(game.loc) <= 0) {
|
|
if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
|
|
return throw_support(DRAGON_SCALES);
|
|
if (AT(TROLL))
|
|
return throw_support(TROLL_RETURNS);
|
|
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;
|
|
juggle(BEAR);
|
|
state_change(AXE, AXE_LOST);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
command->obj = NO_OBJECT;
|
|
return (attack(command));
|
|
}
|
|
|
|
if (randrange(NDWARVES + 1) < game.dflag) {
|
|
return throw_support(DWARF_DODGES);
|
|
} else {
|
|
long i = atdwrf(game.loc);
|
|
game.dseen[i] = false;
|
|
game.dloc[i] = 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 token_t birdspeak(void)
|
|
{
|
|
switch (game.prop[BIRD]) {
|
|
case BIRD_UNCAGED:
|
|
case BIRD_FOREST_UNCAGED:
|
|
return FREE_FLY;
|
|
case BIRD_CAGED:
|
|
return CAGE_FLY;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
if (HERE(BIRD))
|
|
spk = birdspeak();
|
|
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);
|
|
|
|
/* FIXME: Arithemetic on property values */
|
|
game.prop[FISSURE] = 1 - game.prop[FISSURE];
|
|
pspeak(FISSURE, look, 2 - game.prop[FISSURE], true);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
int action(struct command_t *command)
|
|
/* Analyse a verb. Remember what it was, go back for object if second word
|
|
* unless verb is "say", which snarfs arbitrary second word.
|
|
*/
|
|
{
|
|
if (command->part == unknown) {
|
|
/* Analyse an object word. See if the thing is here, whether
|
|
* we've got a verb yet, and so on. Object must be here
|
|
* unless verb is "find" or "invent(ory)" (and no new verb
|
|
* yet to be analysed). Water and oil are also funny, since
|
|
* they are never actually dropped at any location, but might
|
|
* be here inside the bottle or urn or as a feature of the
|
|
* location. */
|
|
if (HERE(command->obj))
|
|
/* FALL THROUGH */;
|
|
else if (command->obj == GRATE) {
|
|
if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
|
|
command->obj = DPRSSN;
|
|
if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
|
|
game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
|
|
command->obj = ENTRNC;
|
|
} else if (command->obj == DWARF && atdwrf(game.loc) > 0)
|
|
/* FALL THROUGH */;
|
|
else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
|
|
/* FALL THROUGH */;
|
|
else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 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;
|
|
rspeak(KNIVES_VANISH);
|
|
return GO_CLEAROBJ;
|
|
} else if (command->obj == ROD && HERE(ROD2)) {
|
|
command->obj = ROD2;
|
|
/* FALL THROUGH */;
|
|
} else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
|
|
/* FALL THROUGH */;
|
|
else {
|
|
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(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, 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(actions[command->verb].message);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case GO: {
|
|
rspeak(actions[command->verb].message);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case ATTACK:
|
|
return attack(command);
|
|
case POUR:
|
|
return pour(command->verb, command->obj);
|
|
case EAT:
|
|
return eat(command->verb, command->obj);
|
|
case DRINK:
|
|
return drink(command->verb, command->obj);
|
|
case RUB:
|
|
return rub(command->verb, command->obj);
|
|
case THROW:
|
|
return throw (command);
|
|
case QUIT: {
|
|
rspeak(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: {
|
|
rspeak(actions[command->verb].message);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case GIANTWORDS: {
|
|
rspeak(actions[command->verb].message);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case BRIEF: {
|
|
rspeak(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: {
|
|
rspeak(actions[command->verb].message);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case RESUME: {
|
|
rspeak(actions[command->verb].message);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case FLY:
|
|
return fly(command->verb, command->obj);
|
|
case LISTEN: {
|
|
rspeak(actions[command->verb].message);
|
|
return GO_CLEAROBJ;
|
|
}
|
|
case PART:
|
|
return reservoir();
|
|
default:
|
|
BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
|
|
}
|
|
case unknown:
|
|
/* Unknown verb, couldn't deduce object - might need hint */
|
|
rspeak(WHAT_DO, command->wd1, command->wd1x);
|
|
return GO_CHECKHINT;
|
|
default:
|
|
BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
|
|
}
|
|
}
|