* 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;
- }
+ if (!silent_yes())
+ {
+ speak(arbitrary_messages[NASTY_DRAGON]);
+ return GO_MOVE;
+ }
state_change(DRAGON, DRAGON_DEAD);
game.prop[RUG] = RUG_FLOOR;
/* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
* bird (might attack snake or dragon) and cage (might contain bird) and vase.
* Drop coins at vending machine for extra batteries. */
{
- if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
+ if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
obj = ROD2;
+ }
+
if (!TOTING(obj)) {
speak(actions[verb].message);
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)) {
+ if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
rspeak(GEM_FITS);
game.prop[obj] = STATE_IN_CAVITY;
game.prop[CAVITY] = CAVITY_FULL;
move(RUG + NOBJECTS, k);
}
}
- } else if (obj == COINS && HERE(VEND)) {
+ drop(obj, game.loc);
+ return GO_CLEAROBJ;
+ }
+
+ 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)) {
+ }
+
+ 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, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- } else if (obj != VASE ||
- game.loc == objects[PILLOW].plac) {
- rspeak(OK_MAN);
- } else {
- 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;
}
- int k = LIQUID();
- if (k == obj)
- obj = BOTTLE;
- if (obj == BOTTLE && k != NO_OBJECT)
- game.place[k] = LOC_NOWHERE;
- if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
+
+ if (obj == VASE) {
+ if (game.loc != objects[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);
- drop(obj, game.loc);
- if (obj != BIRD)
+ }
+
+ 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;
- game.prop[BIRD] = BIRD_UNCAGED;
- if (FOREST(game.loc))
- game.prop[BIRD] = BIRD_FOREST_UNCAGED;
+ }
+
+ rspeak(OK_MAN);
+ drop(obj, game.loc);
return GO_CLEAROBJ;
}
if (verb == LOCK)
rspeak(HUH_MAN);
else if (!TOTING(TRIDENT))
- rspeak(OYSTER_OPENER);
+ rspeak(CLAM_OPENER);
else {
DESTROY(CLAM);
drop(OYSTER, game.loc);
case OYSTER:
if (verb == LOCK)
rspeak(HUH_MAN);
- else
+ 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);
command->obj = ROD2;
/* FALL THROUGH */;
} else if ((command->verb == FIND ||
- command->verb == INVENTORY) && command->wd2 <= 0)
+ command->verb == INVENTORY) && (command->id2 == WORD_EMPTY || command->id2 == WORD_NOT_FOUND))
/* FALL THROUGH */;
else {
sspeak(NO_SEE, command->raw1);
return GO_CLEAROBJ;
}
- if (command->wd2 > 0)
+ if (command->id2 != WORD_EMPTY && command->id2 != WORD_NOT_FOUND)
return GO_WORD2;
if (command->verb != 0)
command->part = transitive;