if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
RSPEAK(spk);
return GO_CLEAROBJ;
+ } else {
+ /* Bring back troll if we steal the eggs back from him before
+ * crossing. */
+ if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
+ game.prop[TROLL]=1;
+ k=2;
+ if (HERE(EGGS))k=1;
+ if (game.loc == PLAC[EGGS])k=0;
+ MOVE(EGGS,PLAC[EGGS]);
+ PSPEAK(EGGS,k);
+ return GO_CLEAROBJ;
}
- /* Bring back troll if we steal the eggs back from him before
- * crossing. */
- if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
- game.prop[TROLL]=1;
- k=2;
- if (HERE(EGGS))k=1;
- if (game.loc == PLAC[EGGS])k=0;
- MOVE(EGGS,PLAC[EGGS]);
- PSPEAK(EGGS,k);
- return GO_CLEAROBJ;
}
}
game.bonus=135;
RSPEAK(game.bonus);
score(0);
+ return GO_CLEAROBJ; /* pacify compiler - we never get here */
}
static int vbreak(token_t verb, token_t obj)
if (obj == RUG && game.prop[RUG] == 2)spk=222;
if (obj == SIGN)spk=196;
if (obj == MESSAG) {
- spk=190;
- return GO_CLEAROBJ;
+ RSPEAK(190);
DSTROY(MESSAG);
+ return GO_CLEAROBJ;
}
if (game.fixed[obj] != 0) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
- int spk=102;
+ spk=102;
if (obj == DRAGON && game.prop[DRAGON] != 0)spk=110;
if (obj == TROLL)spk=182;
if (obj == SNAKE && !game.closed && HERE(BIRD)) {
static int lock(token_t verb, token_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
- int k;
int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
spk=28;
* unless verb is "say", which snarfs arbitrary second word.
*/
{
- int kk;
token_t spk=ACTSPK[verb];
if (part == unknown)
if (verb == SAY)obj=WD2;
if (obj == 0) {
/* Analyse an intransitive verb (ie, no object given yet). */
- switch (verb-1) {
- case 0: /* CARRY */ return carry(verb, INTRANSITIVE);
+ switch (verb-1) {
+ case 0: /* CARRY */ return carry(verb, INTRANSITIVE);
case 1: /* DROP */ return(8000);
case 2: /* SAY */ return(8000);
case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
- case 4: /* NOTHI */ {RSPEAK(54); return(20012);}
+ case 4: /* NOTHI */ {RSPEAK(54); return(GO_CLEAROBJ);}
case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
case 6: /* LIGHT */ return light(verb, INTRANSITIVE);
case 7: /* EXTIN */ return extinguish(verb, INTRANSITIVE);
case 1: /* DROP */ return discard(verb, obj, false);
case 2: /* SAY */ return say();
case 3: /* UNLOC */ return lock(verb, obj);
- case 4: /* NOTHI */ {RSPEAK(54); return(20012);}
+ case 4: /* NOTHI */ {RSPEAK(54); return(GO_CLEAROBJ);}
case 5: /* LOCK */ return lock(verb, obj);
case 6: /* LIGHT */ return light(verb, obj);
case 7: /* EXTI */ return extinguish(verb, obj);