(game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
/* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
(game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
/* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
- if (AT(obj) ||
- (LIQUID() == obj && AT(BOTTLE)) ||
- obj == LIQLOC(game.loc) ||
- (obj == DWARF && atdwrf(game.loc) > 0)) {
+ if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) ||
+ obj == LIQLOC(game.loc) || (obj == DWARF && atdwrf(game.loc) > 0)) {
/* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */
{
/* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */
{
if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
command.obj = command.obj * NOBJECTS + i;
}
if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
command.obj = command.obj * NOBJECTS + i;
}
static phase_codes_t wake(verb_t verb, obj_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
static phase_codes_t wake(verb_t verb, obj_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
static phase_codes_t wave(verb_t verb, obj_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
static phase_codes_t wave(verb_t verb, obj_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
* will do here. We're preventing interpretation as an intransitive
* verb when the word is unknown. */
command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;
* will do here. We're preventing interpretation as an intransitive
* verb when the word is unknown. */
command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;