/*
* Actions for the dungeon-running code.
*
- * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
- * SPDX-FileCopyrightText 2017 by Eric S. Raymond
+ * SPDX-FileCopyrightText: (C) 1977, 2005 Will Crowther and Don Woods
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
-#include "advent.h"
-#include "dungeon.h"
#include <inttypes.h>
+#include "advent.h"
+
static phase_codes_t fill(verb_t, obj_t);
-static phase_codes_t attack(command_t command)
+static phase_codes_t attack(command_t command) {
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
* enemies, or no enemies but 2 others. */
-{
verb_t verb = command.verb;
obj_t obj = command.obj;
obj = SNAKE;
++changes;
}
- if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+ if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) {
obj = DRAGON;
++changes;
}
obj = OGRE;
++changes;
}
- if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+ if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) {
obj = BEAR;
++changes;
}
}
if (obj == VEND) {
state_change(VEND,
- game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
+ game.objects[VEND].prop == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
return GO_CLEAROBJ;
}
if (obj == BEAR) {
- switch (game.prop[BEAR]) {
+ switch (game.objects[BEAR].prop) {
case UNTAMED_BEAR:
rspeak(BEAR_HANDS);
break;
}
return GO_CLEAROBJ;
}
- if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
+ if (obj == DRAGON && game.objects[DRAGON].prop == DRAGON_BARS) {
/* Fun stuff for dragon. If he insists on attacking it, win!
* Set game.prop to dead, move dragon to central loc (still
* fixed), move rug there (not fixed), and move him there,
return GO_MOVE;
}
state_change(DRAGON, DRAGON_DEAD);
- game.prop[RUG] = RUG_FLOOR;
+ game.objects[RUG].prop = RUG_FLOOR;
/* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
* The way it was computed before was worse; it depended on the
* two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
move(RUG, LOC_SECRET5);
drop(BLOOD, LOC_SECRET5);
for (obj_t i = 1; i <= NOBJECTS; i++) {
- if (game.place[i] == objects[DRAGON].plac ||
- game.place[i] == objects[DRAGON].fixd)
+ if (game.objects[i].place == objects[DRAGON].plac ||
+ game.objects[i].place == objects[DRAGON].fixd)
move(i, LOC_SECRET5);
}
game.loc = LOC_SECRET5;
if (obj == OGRE) {
rspeak(OGRE_DODGE);
- if (atdwrf(game.loc) == 0)
+ if (atdwrf(game.loc) == 0) {
return GO_CLEAROBJ;
-
+ }
rspeak(KNIFE_THROWN);
DESTROY(OGRE);
int dwarves = 0;
return GO_CLEAROBJ;
}
-static phase_codes_t bigwords(vocab_t id)
+static phase_codes_t bigwords(vocab_t id) {
/* Only called on FEE FIE FOE FOO (AND FUM). Advance to next state if given
* in proper order. Look up foo in special section of vocab to determine which
* word we've got. Last word zips the eggs back to the giant room (unless
* already there). */
-{
int foobar = abs(game.foobar);
/* Only FEE can start a magic-word sequence. */
return GO_CLEAROBJ;
}
game.foobar = WORD_EMPTY;
- if (game.place[EGGS] == objects[EGGS].plac ||
+ if (game.objects[EGGS].place == objects[EGGS].plac ||
(TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
/* Bring back troll if we steal the eggs back from him before
* crossing. */
- if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
- game.prop[TROLL] = TROLL_PAIDONCE;
- if (HERE(EGGS))
+ if (game.objects[EGGS].place == LOC_NOWHERE && game.objects[TROLL].place == LOC_NOWHERE
+ && game.objects[TROLL].prop == TROLL_UNPAID)
+ game.objects[TROLL].prop = TROLL_PAIDONCE;
+ if (HERE(EGGS)) {
pspeak(EGGS, look, true, EGGS_VANISHED);
- else if (game.loc == objects[EGGS].plac)
+ } else if (game.loc == objects[EGGS].plac) {
pspeak(EGGS, look, true, EGGS_HERE);
- else
+ } else {
pspeak(EGGS, look, true, EGGS_DONE);
+ }
move(EGGS, objects[EGGS].plac);
return GO_CLEAROBJ;
}
} else {
/* Magic-word sequence was started but is incorrect */
- if (settings.oldstyle || game.seenbigwords)
- rspeak(START_OVER);
- else
+ if (settings.oldstyle || game.seenbigwords) {
+ rspeak(START_OVER);
+ } else {
rspeak(WELL_POINTLESS);
+ }
game.foobar = WORD_EMPTY;
return GO_CLEAROBJ;
}
}
-static void blast(void)
+static void blast(void) {
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-{
- if (game.prop[ROD2] == STATE_NOTFOUND || !game.closed)
+ if (PROP_IS_NOTFOUND(ROD2) || !game.closed)
rspeak(REQUIRES_DYNAMITE);
else {
if (HERE(ROD2)) {
}
}
-static phase_codes_t vbreak(verb_t verb, obj_t obj)
+static phase_codes_t vbreak(verb_t verb, obj_t obj) {
/* Break. Only works for mirror in repository and, of course, the vase. */
-{
switch (obj) {
case MIRROR:
if (game.closed) {
break;
}
case VASE:
- if (game.prop[VASE] == VASE_WHOLE) {
+ if (game.objects[VASE].prop == VASE_WHOLE) {
if (TOTING(VASE))
drop(VASE, game.loc);
state_change(VASE, VASE_BROKEN);
- game.fixed[VASE] = IS_FIXED;
+ game.objects[VASE].fixed = IS_FIXED;
break;
}
/* FALLTHRU */
return (GO_CLEAROBJ);
}
-static phase_codes_t brief(void)
+static phase_codes_t brief(void) {
/* Brief. Intransitive only. Suppress full descriptions after first time. */
-{
game.abbnum = 10000;
game.detail = 3;
rspeak(BRIEF_CONFIRM);
return GO_CLEAROBJ;
}
-static phase_codes_t vcarry(verb_t verb, obj_t obj)
+static phase_codes_t vcarry(verb_t verb, obj_t obj) {
/* Carry an object. Special cases for bird and cage (if bird in cage, can't
* take one without the other). Liquids also special, since they depend on
* status of bottle. Also various side effects, etc. */
-{
if (obj == INTRANSITIVE) {
/* Carry, no object given yet. OK if only one object present. */
if (game.locs[game.loc].atloc == NO_OBJECT ||
game.link[game.locs[game.loc].atloc] != 0 ||
- atdwrf(game.loc) > 0)
+ atdwrf(game.loc) > 0) {
return GO_UNKNOWN;
+ }
obj = game.locs[game.loc].atloc;
}
return GO_CLEAROBJ;
}
- if (game.fixed[obj] != IS_FREE) {
+ if (game.objects[obj].fixed != IS_FREE) {
switch (obj) {
case PLANT:
/* Next guard tests whether plant is tiny or stashed */
- rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
+ rspeak(game.objects[PLANT].prop <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
break;
case BEAR:
- rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
+ rspeak( game.objects[BEAR].prop == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
break;
case CHAIN:
- rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
+ rspeak( game.objects[BEAR].prop != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
break;
case RUG:
- rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
+ rspeak(game.objects[RUG].prop == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
break;
case URN:
rspeak(URN_NOBUDGE);
rspeak(NO_CONTAINER);
return GO_CLEAROBJ;
}
- if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
+ if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) {
return (fill(verb, BOTTLE));
- } else
+ } else {
rspeak(BOTTLE_FULL);
+ }
return GO_CLEAROBJ;
}
obj = BOTTLE;
}
- if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
- if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
+ if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED && !PROP_IS_STASHED(BIRD)) {
+ if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) {
DESTROY(BIRD);
rspeak(BIRD_CRAP);
return GO_CLEAROBJ;
rspeak(BIRD_EVADES);
return GO_CLEAROBJ;
}
- game.prop[BIRD] = BIRD_CAGED;
+ game.objects[BIRD].prop = BIRD_CAGED;
}
if ((obj == BIRD || obj == CAGE) &&
- (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
+ (game.objects[BIRD].prop == BIRD_CAGED || PROP_STASHED(BIRD) == BIRD_CAGED)) {
/* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
}
carry(obj, game.loc);
- if (obj == BOTTLE && LIQUID() != NO_OBJECT)
- game.place[LIQUID()] = CARRIED;
+ if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+ game.objects[LIQUID()].place = CARRIED;
+ }
- if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
- game.prop[obj] = STATE_FOUND;
- game.prop[CAVITY] = CAVITY_EMPTY;
+ if (GSTONE(obj) && !PROP_IS_FOUND(obj)) {
+ PROP_SET_FOUND(obj);
+ game.objects[CAVITY].prop = CAVITY_EMPTY;
}
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
-static int chain(verb_t verb)
+static int chain(verb_t verb) {
/* Do something to the bear's chain */
-{
if (verb != LOCK) {
- if (game.prop[BEAR] == UNTAMED_BEAR) {
+ if (game.objects[BEAR].prop == UNTAMED_BEAR) {
rspeak(BEAR_BLOCKS);
return GO_CLEAROBJ;
}
- if (game.prop[CHAIN] == CHAIN_HEAP) {
+ if (game.objects[CHAIN].prop == CHAIN_HEAP) {
rspeak(ALREADY_UNLOCKED);
return GO_CLEAROBJ;
}
- game.prop[CHAIN] = CHAIN_HEAP;
- game.fixed[CHAIN] = IS_FREE;
- if (game.prop[BEAR] != BEAR_DEAD)
- game.prop[BEAR] = CONTENTED_BEAR;
+ game.objects[CHAIN].prop = CHAIN_HEAP;
+ game.objects[CHAIN].fixed = IS_FREE;
+ if (game.objects[BEAR].prop != BEAR_DEAD)
+ game.objects[BEAR].prop = CONTENTED_BEAR;
- switch (game.prop[BEAR]) {
+ switch (game.objects[BEAR].prop) {
// LCOV_EXCL_START
case BEAR_DEAD:
/* Can't be reached until the bear can die in some way other
* than a bridge collapse. Leave in in case this changes, but
* exclude from coverage testing. */
- game.fixed[BEAR] = IS_FIXED;
+ game.objects[BEAR].fixed = IS_FIXED;
break;
// LCOV_EXCL_STOP
default:
- game.fixed[BEAR] = IS_FREE;
+ game.objects[BEAR].fixed = IS_FREE;
}
rspeak(CHAIN_UNLOCKED);
return GO_CLEAROBJ;
}
- if (game.prop[CHAIN] != CHAIN_HEAP) {
+ if (game.objects[CHAIN].prop != CHAIN_HEAP) {
rspeak(ALREADY_LOCKED);
return GO_CLEAROBJ;
}
return GO_CLEAROBJ;
}
- game.prop[CHAIN] = CHAIN_FIXED;
+ game.objects[CHAIN].prop = CHAIN_FIXED;
if (TOTING(CHAIN))
drop(CHAIN, game.loc);
- game.fixed[CHAIN] = IS_FIXED;
+ game.objects[CHAIN].fixed = IS_FIXED;
rspeak(CHAIN_LOCKED);
return GO_CLEAROBJ;
}
-static phase_codes_t discard(verb_t verb, obj_t obj)
+static phase_codes_t discard(verb_t verb, obj_t obj) {
/* Discard object. "Throw" also comes here for most objects. Special cases for
* bird (might attack snake or dragon) and cage (might contain bird) and vase.
* Drop coins at vending machine for extra batteries. */
-{
if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
obj = ROD2;
}
return GO_CLEAROBJ;
}
- if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
+ if (GSTONE(obj) && AT(CAVITY) && game.objects[CAVITY].prop != CAVITY_FULL) {
rspeak(GEM_FITS);
- game.prop[obj] = STATE_IN_CAVITY;
- game.prop[CAVITY] = CAVITY_FULL;
- if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
- (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
- if (obj == RUBY)
- rspeak(RUG_SETTLES);
- else if (TOTING(RUG))
- rspeak(RUG_WIGGLES);
- else
- rspeak(RUG_RISES);
+ game.objects[obj].prop = STATE_IN_CAVITY;
+ game.objects[CAVITY].prop = CAVITY_FULL;
+ if (HERE(RUG) && ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) ||
+ (obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) {
+ if (obj == RUBY) {
+ rspeak(RUG_SETTLES);
+ } else if (TOTING(RUG)) {
+ rspeak(RUG_WIGGLES);
+ } else {
+ rspeak(RUG_RISES);
+ }
if (!TOTING(RUG) || obj == RUBY) {
- int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
- game.prop[RUG] = k;
- if (k == RUG_HOVER)
+ int k = (game.objects[RUG].prop == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
+ game.objects[RUG].prop = k;
+ if (k == RUG_HOVER) {
k = objects[SAPPH].plac;
+ }
move(RUG + NOBJECTS, k);
}
}
return GO_CLEAROBJ;
}
- if (LIQUID() == obj)
+ if (LIQUID() == obj) {
obj = BOTTLE;
+ }
if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
- game.place[LIQUID()] = LOC_NOWHERE;
+ game.objects[LIQUID()].place = LOC_NOWHERE;
}
if (obj == BEAR && AT(TROLL)) {
state_change(VASE, AT(PILLOW)
? VASE_WHOLE
: VASE_DROPPED);
- if (game.prop[VASE] != VASE_WHOLE)
- game.fixed[VASE] = IS_FIXED;
+ if (game.objects[VASE].prop != VASE_WHOLE) {
+ game.objects[VASE].fixed = IS_FIXED;
+ }
drop(obj, game.loc);
return GO_CLEAROBJ;
}
}
- if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
+ if (obj == CAGE && game.objects[BIRD].prop == BIRD_CAGED) {
drop(BIRD, game.loc);
}
if (obj == BIRD) {
- if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+ 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)
+ if (game.closed) {
return GO_DWARFWAKE;
+ }
DESTROY(SNAKE);
/* Set game.prop for use by travel options */
- game.prop[SNAKE] = SNAKE_CHASED;
- } else
+ game.objects[SNAKE].prop = SNAKE_CHASED;
+ } else {
rspeak(OK_MAN);
+ }
- game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
+ game.objects[BIRD].prop = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
drop(obj, game.loc);
return GO_CLEAROBJ;
}
return GO_CLEAROBJ;
}
-static phase_codes_t drink(verb_t verb, obj_t obj)
+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;
return GO_CLEAROBJ;
}
if (LIQUID() == WATER && HERE(BOTTLE)) {
- game.place[WATER] = LOC_NOWHERE;
+ game.objects[WATER].place = LOC_NOWHERE;
state_change(BOTTLE, EMPTY_BOTTLE);
return GO_CLEAROBJ;
}
return GO_CLEAROBJ;
}
-static phase_codes_t eat(verb_t verb, obj_t obj)
+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_CLEAROBJ;
}
-static phase_codes_t extinguish(verb_t verb, obj_t obj)
+static phase_codes_t extinguish(verb_t verb, obj_t obj) {
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
-{
if (obj == INTRANSITIVE) {
- if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
- obj = LAMP;
- if (HERE(URN) && game.prop[URN] == URN_LIT)
- obj = URN;
- if (obj == INTRANSITIVE)
- return GO_UNKNOWN;
+ 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.prop[URN] != URN_EMPTY) {
+ if (game.objects[URN].prop != URN_EMPTY) {
state_change(URN, URN_DARK);
} else {
pspeak(URN, change, true, URN_DARK);
return GO_CLEAROBJ;
}
-static phase_codes_t feed(verb_t verb, obj_t obj)
+static phase_codes_t feed(verb_t verb, obj_t obj) {
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
-{
switch (obj) {
case BIRD:
rspeak(BIRD_PINING);
break;
case DRAGON:
- if (game.prop[DRAGON] != DRAGON_BARS)
- rspeak(RIDICULOUS_ATTEMPT);
- else
- rspeak(NOTHING_EDIBLE);
+ 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
+ } else {
rspeak(NOTHING_EDIBLE);
+ }
break;
case TROLL:
rspeak(TROLL_VICES);
if (HERE(FOOD)) {
game.dflag += 2;
rspeak(REALLY_MAD);
- } else
+ } else {
speak(actions[verb].message);
+ }
break;
case BEAR:
- if (game.prop[BEAR] == BEAR_DEAD) {
+ if (game.objects[BEAR].prop == BEAR_DEAD) {
rspeak(RIDICULOUS_ATTEMPT);
break;
}
- if (game.prop[BEAR] == UNTAMED_BEAR) {
+ if (game.objects[BEAR].prop == UNTAMED_BEAR) {
if (HERE(FOOD)) {
DESTROY(FOOD);
- game.fixed[AXE] = IS_FREE;
- game.prop[AXE] = AXE_HERE;
+ game.objects[AXE].fixed = IS_FREE;
+ game.objects[AXE].prop = AXE_HERE;
state_change(BEAR, SITTING_BEAR);
- } else
+ } else {
rspeak(NOTHING_EDIBLE);
+ }
break;
}
speak(actions[verb].message);
break;
case OGRE:
- if (HERE(FOOD))
- rspeak(OGRE_FULL);
- else
- speak(actions[verb].message);
+ 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)
+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;
}
rspeak(SHATTER_VASE);
- game.prop[VASE] = VASE_BROKEN;
- game.fixed[VASE] = IS_FIXED;
+ game.objects[VASE].prop = VASE_BROKEN;
+ game.objects[VASE].fixed = IS_FIXED;
drop(VASE, game.loc);
return GO_CLEAROBJ;
}
if (obj == URN) {
- if (game.prop[URN] != URN_EMPTY) {
+ if (game.objects[URN].prop != URN_EMPTY) {
rspeak(FULL_URN);
return GO_CLEAROBJ;
}
int k = LIQUID();
switch (k) {
case WATER:
- game.prop[BOTTLE] = EMPTY_BOTTLE;
+ game.objects[BOTTLE].prop = EMPTY_BOTTLE;
rspeak(WATER_URN);
break;
case OIL:
- game.prop[URN] = URN_DARK;
- game.prop[BOTTLE] = EMPTY_BOTTLE;
+ game.objects[URN].prop = URN_DARK;
+ game.objects[BOTTLE].prop = EMPTY_BOTTLE;
rspeak(OIL_URN);
break;
case NO_OBJECT:
rspeak(FILL_INVALID);
return GO_CLEAROBJ;
}
- game.place[k] = LOC_NOWHERE;
+ game.objects[k].place = LOC_NOWHERE;
return GO_CLEAROBJ;
}
if (obj != INTRANSITIVE && obj != BOTTLE) {
if (obj == INTRANSITIVE && !HERE(BOTTLE))
return GO_UNKNOWN;
- if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
+ if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
rspeak(URN_NOPOUR);
return GO_CLEAROBJ;
}
state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
? OIL_BOTTLE
: WATER_BOTTLE);
- if (TOTING(BOTTLE))
- game.place[LIQUID()] = CARRIED;
+ if (TOTING(BOTTLE)) {
+ game.objects[LIQUID()].place = CARRIED;
+ }
return GO_CLEAROBJ;
}
-static phase_codes_t find(verb_t verb, obj_t obj)
+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;
return GO_CLEAROBJ;
}
-static phase_codes_t fly(verb_t verb, obj_t obj)
+static phase_codes_t fly(verb_t verb, obj_t obj) {
/* Fly. Snide remarks unless hovering rug is here. */
-{
if (obj == INTRANSITIVE) {
if (!HERE(RUG)) {
rspeak(FLAP_ARMS);
return GO_CLEAROBJ;
}
- if (game.prop[RUG] != RUG_HOVER) {
+ if (game.objects[RUG].prop != RUG_HOVER) {
rspeak(RUG_NOTHING2);
return GO_CLEAROBJ;
}
speak(actions[verb].message);
return GO_CLEAROBJ;
}
- if (game.prop[RUG] != RUG_HOVER) {
+ if (game.objects[RUG].prop != RUG_HOVER) {
rspeak(RUG_NOTHING1);
return GO_CLEAROBJ;
}
return GO_TERMINATE;
}
-static phase_codes_t inven(void)
+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))
return GO_CLEAROBJ;
}
-static phase_codes_t light(verb_t verb, obj_t obj)
+static phase_codes_t light(verb_t verb, obj_t obj) {
/* Light. Applicable only to lamp and urn. */
-{
if (obj == INTRANSITIVE) {
int selects = 0;
- if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) {
+ if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK && game.limit >= 0) {
obj = LAMP;
selects++;
}
- if (HERE(URN) && game.prop[URN] == URN_DARK) {
+ if (HERE(URN) && game.objects[URN].prop == URN_DARK) {
obj = URN;
selects++;
}
switch (obj) {
case URN:
- state_change(URN, game.prop[URN] == URN_EMPTY ?
+ state_change(URN, game.objects[URN].prop == URN_EMPTY ?
URN_EMPTY :
URN_LIT);
break;
break;
}
state_change(LAMP, LAMP_BRIGHT);
- if (game.wzdark)
+ if (game.wzdark) {
return GO_TOP;
+ }
break;
default:
speak(actions[verb].message);
return GO_CLEAROBJ;
}
-static phase_codes_t listen(void)
+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)
+ if (!locations[game.loc].loud) {
rspeak(NO_MESSAGE);
+ }
soundlatch = true;
}
for (obj_t i = 1; i <= NOBJECTS; i++) {
- if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
- continue;
- int mi = game.prop[i];
+ if (!HERE(i) || objects[i].sounds[0] == NULL || PROP_IS_STASHED_OR_UNSEEN(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)
+ if (i == BIRD) {
mi += 3 * game.blooded;
+ }
pspeak(i, hear, true, mi, game.zzword);
rspeak(NO_MESSAGE);
- if (i == BIRD && mi == BIRD_ENDSTATE)
+ if (i == BIRD && mi == BIRD_ENDSTATE) {
DESTROY(BIRD);
+ }
soundlatch = true;
}
- if (!soundlatch)
+ if (!soundlatch) {
rspeak(ALL_SILENT);
+ }
return GO_CLEAROBJ;
}
-static phase_codes_t lock(verb_t verb, obj_t obj)
+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 (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;
case CHAIN:
if (HERE(KEYS)) {
return chain(verb);
- } else
+ } else {
rspeak(NO_KEYS);
+ }
break;
case GRATE:
if (HERE(KEYS)) {
if (game.closng) {
rspeak(EXIT_CLOSED);
- if (!game.panic)
+ if (!game.panic) {
game.clock2 = PANICTIME;
+ }
game.panic = true;
} else {
state_change(GRATE, (verb == LOCK) ?
GRATE_CLOSED :
GRATE_OPEN);
}
- } else
+ } 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 {
+ 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);
}
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);
+ if (verb == LOCK) {
+ rspeak(HUH_MAN);
+ } else if (TOTING(OYSTER)) {
+ rspeak(DROP_OYSTER);
+ } else if (!TOTING(TRIDENT)) {
+ rspeak(OYSTER_OPENER);
+ } else {
+ rspeak(OYSTER_OPENS);
+ }
break;
case DOOR:
- rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
+ rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
break;
case CAGE:
rspeak( NO_LOCK);
return GO_CLEAROBJ;
}
-static phase_codes_t pour(verb_t verb, obj_t obj)
+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 (obj == BOTTLE || obj == INTRANSITIVE) {
+ obj = LIQUID();
+ }
+ if (obj == NO_OBJECT) {
+ return GO_UNKNOWN;
+ }
if (!TOTING(obj)) {
speak(actions[verb].message);
return GO_CLEAROBJ;
rspeak(CANT_POUR);
return GO_CLEAROBJ;
}
- if (HERE(URN) && game.prop[URN] == URN_EMPTY)
+ if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) {
return fill(verb, URN);
- game.prop[BOTTLE] = EMPTY_BOTTLE;
- game.place[obj] = LOC_NOWHERE;
+ }
+ 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.prop[PLANT] + 1, 3));
- game.prop[PLANT2] = game.prop[PLANT];
+ 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);
}
}
-static phase_codes_t quit(void)
+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);
+ if (yes_or_no(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) {
+ terminate(quitgame);
+ }
return GO_CLEAROBJ;
}
if (command.obj == INTRANSITIVE) {
command.obj = NO_OBJECT;
for (int i = 1; i <= NOBJECTS; i++) {
- if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
- command.obj = command.obj * NOBJECTS + i;
+ if (HERE(i) && objects[i].texts[0] != NULL && !PROP_IS_STASHED(i)) {
+ command.obj = command.obj * NOBJECTS + i;
+ }
}
- if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc))
+ if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc)) {
return GO_UNKNOWN;
+ }
}
if (DARK(game.loc)) {
} else {
pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well.
}
- } else if (objects[command.obj].texts[0] == NULL ||
- game.prop[command.obj] == STATE_NOTFOUND) {
+ } else if (objects[command.obj].texts[0] == NULL || PROP_IS_NOTFOUND(command.obj)) {
speak(actions[command.verb].message);
- } else
- pspeak(command.obj, study, true, game.prop[command.obj]);
+ } else {
+ pspeak(command.obj, study, true, game.objects[command.obj].prop);
+ }
return GO_CLEAROBJ;
}
-static phase_codes_t reservoir(void)
+static phase_codes_t reservoir(void) {
/* Z'ZZZ (word gets recomputed at startup; different each game). */
-{
if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
state_change(RESER,
- game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
+ game.objects[RESER].prop == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
if (AT(RESER))
return GO_CLEAROBJ;
else {
}
}
-static phase_codes_t rub(verb_t verb, obj_t obj)
+static phase_codes_t rub(verb_t verb, obj_t obj) {
/* Rub. Yields various snide remarks except for lit urn. */
-{
- if (obj == URN && game.prop[URN] == URN_LIT) {
+ if (obj == URN && game.objects[URN].prop == URN_LIT) {
DESTROY(URN);
drop(AMBER, game.loc);
- game.prop[AMBER] = AMBER_IN_ROCK;
+ game.objects[AMBER].prop = AMBER_IN_ROCK;
--game.tally;
drop(CAVITY, game.loc);
rspeak(URN_GENIES);
return GO_CLEAROBJ;
}
-static phase_codes_t say(command_t command)
+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)
+ if (command.word[1].type == ACTION && command.word[1].id == PART) {
return reservoir();
+ }
if (command.word[1].type == ACTION &&
(command.word[1].id == FEE ||
return GO_MOVE;
}
-static phase_codes_t throwit(command_t command)
+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;
command.obj = BEAR;
return (feed(command.verb, command.obj));
}
- if (command.obj != AXE)
+ if (command.obj != AXE) {
return (discard(command.verb, command.obj));
- else {
+ } else {
if (atdwrf(game.loc) <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
+ 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))
+ if (AT(TROLL)) {
+ return throw_support(TROLL_RETURNS);
+ }
+ if (AT(OGRE)) {
return throw_support(OGRE_DODGE);
- if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+ }
+ 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.fixed[AXE] = IS_FIXED;
+ game.objects[AXE].fixed = IS_FIXED;
juggle(BEAR);
state_change(AXE, AXE_LOST);
return GO_CLEAROBJ;
}
}
-static phase_codes_t wake(verb_t verb, obj_t obj)
+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;
}
}
-static phase_codes_t seed(verb_t verb, const char *arg)
+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);
return GO_TOP;
}
-static phase_codes_t waste(verb_t verb, turn_t turns)
+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)
+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))) ?
return GO_CLEAROBJ;
}
- if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
+ if (game.objects[BIRD].prop == BIRD_UNCAGED && game.loc == game.objects[STEPS].place
+ && PROP_IS_NOTFOUND(JADE)) {
drop(JADE, game.loc);
- game.prop[JADE] = STATE_FOUND;
+ PROP_SET_FOUND(JADE);
--game.tally;
rspeak(NECKLACE_FLY);
return GO_CLEAROBJ;
} else {
if (game.closed) {
- rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+ rspeak((game.objects[BIRD].prop == BIRD_CAGED) ?
CAGE_FLY :
FREE_FLY);
return GO_DWARFWAKE;
}
if (game.closng || !AT(FISSURE)) {
- rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+ rspeak((game.objects[BIRD].prop == BIRD_CAGED) ?
CAGE_FLY :
FREE_FLY);
return GO_CLEAROBJ;
}
if (HERE(BIRD))
- rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+ rspeak((game.objects[BIRD].prop == BIRD_CAGED) ?
CAGE_FLY :
FREE_FLY);
state_change(FISSURE,
- game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
+ game.objects[FISSURE].prop == BRIDGED ? UNBRIDGED : BRIDGED);
return GO_CLEAROBJ;
}
}
-phase_codes_t action(command_t command)
+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 */
* they are never actually dropped at any location, but might
* be here inside the bottle or urn or as a feature of the
* location. */
- if (HERE(command.obj))
- /* FALL THROUGH */;
- else if (command.obj == DWARF && atdwrf(game.loc) > 0)
- /* FALL THROUGH */;
- else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) ||
- command.obj == LIQLOC(game.loc)))
- /* FALL THROUGH */;
- else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
+ 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.prop[PLANT2] != PLANT_THIRSTY) {
+ } 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) {
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))
+ command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND)) {
/* FALL THROUGH */;
- else {
+ } else {
sspeak(NO_SEE, command.word[0].raw);
return GO_CLEAROBJ;
}
- if (command.verb != 0)
+ 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.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) {
return rub(command.verb, command.obj);
case THROW:
return throwit(command);
- case QUIT: {
+ case QUIT:
speak(actions[command.verb].message);
return GO_CLEAROBJ;
- }
case FIND:
return find(command.verb, command.obj);
case INVENTORY:
case BLAST:
blast();
return GO_CLEAROBJ;
- case SCORE: {
+ case SCORE:
speak(actions[command.verb].message);
return GO_CLEAROBJ;
- }
case FEE:
case FIE:
case FOE:
case FOO:
- case FUM: {
+ case FUM:
speak(actions[command.verb].message);
return GO_CLEAROBJ;
- }
- case BRIEF: {
+ 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: {
+ case SAVE:
speak(actions[command.verb].message);
return GO_CLEAROBJ;
- }
- case RESUME: {
+ case RESUME:
speak(actions[command.verb].message);
return GO_CLEAROBJ;
- }
case FLY:
return fly(command.verb, command.obj);
- case LISTEN: {
+ case LISTEN:
speak(actions[command.verb].message);
return GO_CLEAROBJ;
- }
// LCOV_EXCL_START
// This case should never happen - here only as placeholder
case PART:
BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
}
}
+
+// end