+ if (obj == VEND) {
+ state_change(VEND,
+ game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == BEAR) {
+ switch (game.prop[BEAR]) {
+ case UNTAMED_BEAR:
+ rspeak(BEAR_HANDS);
+ break;
+ case SITTING_BEAR:
+ rspeak(BEAR_CONFUSED);
+ break;
+ case CONTENTED_BEAR:
+ rspeak(BEAR_CONFUSED);
+ break;
+ case BEAR_DEAD:
+ rspeak(ALREADY_DEAD);
+ break;
+ }
+ return GO_CLEAROBJ;
+ }
+ if (obj == DRAGON && game.prop[DRAGON] == 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,
+ * too. Then do a null motion to get new description. */
+ rspeak(BARE_HANDS_QUERY);
+ 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.
+ * The way it was computed before was worse; it depended on the
+ * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
+ * LOC_SECRET5 being right between them.
+ */
+ move(DRAGON + NOBJECTS, IS_FIXED);
+ move(RUG + NOBJECTS, IS_FREE);
+ move(DRAGON, LOC_SECRET5);
+ 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)
+ move(i, LOC_SECRET5);
+ }
+ game.loc = LOC_SECRET5;
+ return GO_MOVE;
+ }
+
+ if (obj == OGRE) {
+ rspeak(OGRE_DODGE);
+ if (atdwrf(game.loc) == 0)
+ return GO_CLEAROBJ;