obj = DWARF;
if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE;
if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
obj = DWARF;
if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE;
if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
if (obj == DRAGON)spk = ALREADY_DEAD;
if (obj == TROLL)spk = ROCKY_TROLL;
if (obj == OGRE)spk = OGRE_DODGE;
if (obj == DRAGON)spk = ALREADY_DEAD;
if (obj == TROLL)spk = ROCKY_TROLL;
if (obj == OGRE)spk = OGRE_DODGE;
if (AT(GRATE))obj = GRATE;
if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
if (HERE(CHAIN))obj = CHAIN;
if (AT(GRATE))obj = GRATE;
if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
if (HERE(CHAIN))obj = CHAIN;
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
if (YES(input, REALLY_QUIT, OK_MAN, OK_MAN))
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
if (YES(input, REALLY_QUIT, OK_MAN, OK_MAN))
static int wake(token_t verb, token_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
static int wake(token_t verb, token_t obj)
/* Wake. Only use is to disturb the dwarves. */
{