rspeak(RUG_NOTHING1);
return GO_CLEAROBJ;
}
- game.oldlc2 = game.oldloc;
- game.oldloc = game.loc;
- if (game.prop[SAPPH] == STATE_NOTFOUND) {
- game.newloc = game.place[SAPPH];
+ if (game.loc == LOC_CLIFF) {
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
+ game.newloc = LOC_LEDGE;
rspeak(RUG_GOES);
- } else {
+ } else if (game.loc == LOC_LEDGE) {
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
game.newloc = LOC_CLIFF;
rspeak(RUG_RETURNS);
+ } else {
+ /* should never happen */
+ rspeak(NOTHING_HAPPENS);
}
return GO_TERMINATE;
}
static phase_codes_t listen(void)
/* Listen. Intransitive only. Print stuff based on object sound proprties. */
{
+ bool soundlatch = false;
vocab_t sound = locations[game.loc].sound;
if (sound != SILENT) {
rspeak(sound);
if (!locations[game.loc].loud)
rspeak(NO_MESSAGE);
- return GO_CLEAROBJ;
+ soundlatch = true;
}
for (obj_t i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) ||
rspeak(NO_MESSAGE);
if (i == BIRD && mi == BIRD_ENDSTATE)
DESTROY(BIRD);
- return GO_CLEAROBJ;
+ soundlatch = true;
}
- rspeak(ALL_SILENT);
+ if (!soundlatch)
+ rspeak(ALL_SILENT);
return GO_CLEAROBJ;
}
case CLAM:
if (verb == LOCK)
rspeak(HUH_MAN);
+ else if (TOTING(CLAM))
+ rspeak(DROP_CLAM);
else if (!TOTING(TRIDENT))
rspeak(CLAM_OPENER);
else {
if (DARK(game.loc)) {
sspeak(NO_SEE, command.word[0].raw);
- } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
- game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
+ } else if (command.obj == OYSTER) {
+ if (!TOTING(OYSTER) || !game.closed) {
+ rspeak(DONT_UNDERSTAND);
+ } else if (!game.clshnt) {
+ game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
+ } else if (game.clshnt) {
+ pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well.
+ }
} else if (objects[command.obj].texts[0] == NULL ||
game.prop[command.obj] == STATE_NOTFOUND) {
speak(actions[command.verb].message);
/* FALL THROUGH */;
else if (command.obj == DWARF && atdwrf(game.loc) > 0)
/* FALL THROUGH */;
- else if ((LIQUID() == command.obj && HERE(BOTTLE)) ||
- command.obj == LIQLOC(game.loc))
+ else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) ||
+ command.obj == LIQLOC(game.loc)))
/* FALL THROUGH */;
else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
command.obj = URN;