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actions2.c
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/*
* Actions for the dungeon-running code.
*
* Zilog's C compiler is a bit . . . special, so this file is broken up into
* smaller units.
*
* Copyright (c) 1977, 2005 by Will Crowther and Don Woods
* Copyright (c) 2017 by Eric S. Raymond
* SPDX-License-Identifier: BSD-2-clause
*/
#include "actions.h"
int chain(verb_t verb)
/* Do something to the bear's chain */
{
if (verb != LOCK) {
if (game.prop[BEAR] == UNTAMED_BEAR) {
rspeak(BEAR_BLOCKS);
return GO_CLEAROBJ;
}
if (game.prop[CHAIN] == CHAIN_HEAP) {
rspeak(ALREADY_UNLOCKED);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = CHAIN_HEAP;
game.fixed[CHAIN] = IS_FREE;
if (game.prop[BEAR] != BEAR_DEAD)
game.prop[BEAR] = CONTENTED_BEAR;
switch (game.prop[BEAR]) {
// LCOV_EXCL_START
case BEAR_DEAD:
/* Can't be reached until the bear can die in some way other
* than a bridge collapse. Leave in in case this changes, but
* exclude from coverage testing. */
game.fixed[BEAR] = IS_FIXED;
break;
// LCOV_EXCL_STOP
default:
game.fixed[BEAR] = IS_FREE;
}
rspeak(CHAIN_UNLOCKED);
return GO_CLEAROBJ;
}
if (game.prop[CHAIN] != CHAIN_HEAP) {
rspeak(ALREADY_LOCKED);
return GO_CLEAROBJ;
}
if (game.loc != get_object(CHAIN)->plac) {
rspeak(NO_LOCKSITE);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = CHAIN_FIXED;
if (TOTING(CHAIN))
drop(CHAIN, game.loc);
game.fixed[CHAIN] = IS_FIXED;
rspeak(CHAIN_LOCKED);
return GO_CLEAROBJ;
}
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. */
{
int k;
if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
obj = ROD2;
}
if (!TOTING(obj)) {
speak(get_action(verb)->message);
return GO_CLEAROBJ;
}
if (gstone(obj) && at(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
rspeak(GEM_FITS);
game.prop[obj] = STATE_IN_CAVITY;
game.prop[CAVITY] = CAVITY_FULL;
if (here(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
(obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
if (obj == RUBY)
rspeak(RUG_SETTLES);
else if (TOTING(RUG))
rspeak(RUG_WIGGLES);
else
rspeak(RUG_RISES);
if (!TOTING(RUG) || obj == RUBY) {
k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
game.prop[RUG] = k;
if (k == RUG_HOVER)
k = get_object(SAPPH)->plac;
move(RUG + NOBJECTS, k);
}
}
drop(obj, game.loc);
return GO_CLEAROBJ;
}
if (obj == COINS && here(VEND)) {
DESTROY(COINS);
drop(BATTERY, game.loc);
pspeak(BATTERY, look, true, FRESH_BATTERIES);
return GO_CLEAROBJ;
}
if (liquid() == obj)
obj = BOTTLE;
if (obj == BOTTLE && liquid() != NO_OBJECT) {
game.place[liquid()] = LOC_NOWHERE;
}
if (obj == BEAR && at(TROLL)) {
state_change(TROLL, TROLL_GONE);
move(TROLL, LOC_NOWHERE);
move(TROLL + NOBJECTS, IS_FREE);
move(TROLL2, get_object(TROLL)->plac);
move(TROLL2 + NOBJECTS, get_object(TROLL)->fixd);
juggle(CHASM);
drop(obj, game.loc);
return GO_CLEAROBJ;
}
if (obj == VASE) {
if (game.loc != get_object(PILLOW)->plac) {
state_change(VASE, at(PILLOW)
? VASE_WHOLE
: VASE_DROPPED);
if (game.prop[VASE] != VASE_WHOLE)
game.fixed[VASE] = IS_FIXED;
drop(obj, game.loc);
return GO_CLEAROBJ;
}
}
if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
drop(BIRD, game.loc);
}
if (obj == BIRD) {
if (at(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
rspeak(BIRD_BURNT);
DESTROY(BIRD);
return GO_CLEAROBJ;
}
if (here(SNAKE)) {
rspeak(BIRD_ATTACKS);
if (game.closed)
return GO_DWARFWAKE;
DESTROY(SNAKE);
/* Set game.prop for use by travel options */
game.prop[SNAKE] = SNAKE_CHASED;
} else
rspeak(OK_MAN);
game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
drop(obj, game.loc);
return GO_CLEAROBJ;
}
rspeak(OK_MAN);
drop(obj, game.loc);
return GO_CLEAROBJ;
}
phase_codes_t drink(verb_t verb, obj_t obj)
/* Drink. If no object, assume water and look for it here. If water is in
* the bottle, drink that, else must be at a water loc, so drink stream. */
{
if (obj == INTRANSITIVE && liqloc(game.loc) != WATER &&
(liquid() != WATER || !here(BOTTLE))) {
return GO_UNKNOWN;
}
if (obj == BLOOD) {
DESTROY(BLOOD);
state_change(DRAGON, DRAGON_BLOODLESS);
game.blooded = true;
return GO_CLEAROBJ;
}
if (obj != INTRANSITIVE && obj != WATER) {
rspeak(RIDICULOUS_ATTEMPT);
return GO_CLEAROBJ;
}
if (liquid() == WATER && here(BOTTLE)) {
game.place[WATER] = LOC_NOWHERE;
state_change(BOTTLE, EMPTY_BOTTLE);
return GO_CLEAROBJ;
}
speak(get_action(verb)->message);
return GO_CLEAROBJ;
}
phase_codes_t eat(verb_t verb, obj_t obj)
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
switch (obj) {
case INTRANSITIVE:
if (!here(FOOD))
return GO_UNKNOWN;
/* FALLTHRU */
case FOOD:
DESTROY(FOOD);
rspeak(THANKS_DELICIOUS);
break;
case BIRD:
case SNAKE:
case CLAM:
case OYSTER:
case DWARF:
case DRAGON:
case TROLL:
case BEAR:
case OGRE:
rspeak(LOST_APPETITE);
break;
default:
speak(get_action(verb)->message);
}
return GO_CLEAROBJ;
}
phase_codes_t extinguish(verb_t verb, obj_t obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
if (obj == INTRANSITIVE) {
if (here(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
obj = LAMP;
if (here(URN) && game.prop[URN] == URN_LIT)
obj = URN;
if (obj == INTRANSITIVE)
return GO_UNKNOWN;
}
switch (obj) {
case URN:
if (game.prop[URN] != URN_EMPTY) {
state_change(URN, URN_DARK);
} else {
pspeak(URN, change, true, URN_DARK);
}
break;
case LAMP:
state_change(LAMP, LAMP_DARK);
rspeak(dark(game.loc) ?
PITCH_DARK :
NO_MESSAGE);
break;
case DRAGON:
case VOLCANO:
rspeak(BEYOND_POWER);
break;
default:
speak(get_action(verb)->message);
}
return GO_CLEAROBJ;
}
phase_codes_t feed(verb_t verb, obj_t obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
switch (obj) {
case BIRD:
rspeak(BIRD_PINING);
break;
case DRAGON:
if (game.prop[DRAGON] != DRAGON_BARS)
rspeak(RIDICULOUS_ATTEMPT);
else
rspeak(NOTHING_EDIBLE);
break;
case SNAKE:
if (!game.closed && here(BIRD)) {
DESTROY(BIRD);
rspeak(BIRD_DEVOURED);
} else
rspeak(NOTHING_EDIBLE);
break;
case TROLL:
rspeak(TROLL_VICES);
break;
case DWARF:
if (here(FOOD)) {
game.dflag += 2;
rspeak(REALLY_MAD);
} else
speak(get_action(verb)->message);
break;
case BEAR:
if (game.prop[BEAR] == BEAR_DEAD) {
rspeak(RIDICULOUS_ATTEMPT);
break;
}
if (game.prop[BEAR] == UNTAMED_BEAR) {
if (here(FOOD)) {
DESTROY(FOOD);
game.fixed[AXE] = IS_FREE;
game.prop[AXE] = AXE_HERE;
state_change(BEAR, SITTING_BEAR);
} else
rspeak(NOTHING_EDIBLE);
break;
}
speak(get_action(verb)->message);
break;
case OGRE:
if (here(FOOD))
rspeak(OGRE_FULL);
else
speak(get_action(verb)->message);
break;
default:
rspeak(AM_GAME);
}
return GO_CLEAROBJ;
}