/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
- spk = THANKS_DELICIOUS;
- } else {
- if (obj == FOOD) {
- DESTROY(FOOD);
- spk = THANKS_DELICIOUS;
- }
- if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
- DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)
- spk = LOST_APPETITE;
+ rspeak(THANKS_DELICIOUS);
+ return GO_CLEAROBJ;
static int wave(token_t verb, token_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
static int wave(token_t verb, token_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
/* FIXME: Arithemetic on property values */
game.prop[FISSURE] = 1 - game.prop[FISSURE];
pspeak(FISSURE, look, 2 - game.prop[FISSURE], true);
/* FIXME: Arithemetic on property values */
game.prop[FISSURE] = 1 - game.prop[FISSURE];
pspeak(FISSURE, look, 2 - game.prop[FISSURE], true);