obj = LAMP;
if (HERE(URN) && game.prop[URN] == URN_LIT)
obj = URN;
- if (obj == INTRANSITIVE ||
- (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT &&
- HERE(URN) && game.prop[URN] == URN_LIT))
+ if (obj == INTRANSITIVE)
return GO_UNKNOWN;
}
} else {
pspeak(URN, change, URN_DARK, true);
}
+ return GO_CLEAROBJ;
+ }
- } else if (obj == LAMP) {
+ if (obj == LAMP) {
state_change(LAMP, LAMP_DARK);
rspeak(DARK(game.loc) ?
PITCH_DARK :
NO_MESSAGE);
+ return GO_CLEAROBJ;
+ }
- } else if (obj == DRAGON ||
- obj == VOLCANO) {
+ if (obj == DRAGON ||
+ obj == VOLCANO) {
rspeak(BEYOND_POWER);
-
- } else {
- rspeak(actions[verb].message);
+ return GO_CLEAROBJ;
}
+
+ rspeak(actions[verb].message);
return GO_CLEAROBJ;
}
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
* is nasty.) */
{
- int k;
- int spk = actions[verb].message;
if (obj == VASE) {
- spk = ARENT_CARRYING;
- if (LIQLOC(game.loc) == 0)
- spk = FILL_INVALID;
- if (LIQLOC(game.loc) == 0 ||
- !TOTING(VASE)) {
- rspeak(spk);
+ if (LIQLOC(game.loc) == NO_OBJECT) {
+ rspeak(FILL_INVALID);
+ return GO_CLEAROBJ;
+ }
+ if (!TOTING(VASE)) {
+ rspeak(ARENT_CARRYING);
return GO_CLEAROBJ;
}
rspeak(SHATTER_VASE);
game.prop[VASE] = VASE_BROKEN;
game.fixed[VASE] = -1;
return (discard(verb, obj, true));
- } else if (obj == URN) {
- spk = FULL_URN;
+ }
+
+ if (obj == URN) {
if (game.prop[URN] != URN_EMPTY) {
- rspeak(spk);
+ rspeak(FULL_URN);
return GO_CLEAROBJ;
}
- spk = FILL_INVALID;
- k = LIQUID();
- if (k == 0 ||
- !HERE(BOTTLE)) {
- rspeak(spk);
+ if (!HERE(BOTTLE)) {
+ rspeak(FILL_INVALID);
return GO_CLEAROBJ;
}
- game.place[k] = LOC_NOWHERE;
- game.prop[BOTTLE] = EMPTY_BOTTLE;
- if (k == OIL)
+ int k = LIQUID();
+ switch (k) {
+ case WATER:
+ game.prop[BOTTLE] = EMPTY_BOTTLE;
+ rspeak(WATER_URN);
+ break;
+ case OIL:
game.prop[URN] = URN_DARK;
- spk = WATER_URN + game.prop[URN];
- rspeak(spk);
+ game.prop[BOTTLE] = EMPTY_BOTTLE;
+ rspeak(OIL_URN);
+ break;
+ case NO_OBJECT:
+ default:
+ rspeak(FILL_INVALID);
+ return GO_CLEAROBJ;
+ }
+ game.place[k] = LOC_NOWHERE;
return GO_CLEAROBJ;
- } else if (obj != NO_OBJECT && obj != BOTTLE) {
- rspeak(spk);
+ }
+ if (obj != NO_OBJECT && obj != BOTTLE) {
+ rspeak(actions[verb].message);
return GO_CLEAROBJ;
- } else if (obj == NO_OBJECT && !HERE(BOTTLE))
+ }
+ if (obj == NO_OBJECT && !HERE(BOTTLE))
return GO_UNKNOWN;
- spk = BOTTLED_WATER;
- if (LIQLOC(game.loc) == 0)
- spk = NO_LIQUID;
- if (HERE(URN) && game.prop[URN] != URN_EMPTY)
- spk = URN_NOPOUR;
- if (LIQUID() != 0)
- spk = BOTTLE_FULL;
- if (spk == BOTTLED_WATER) {
- /* FIXME: Arithmetic on property values */
- game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
- k = LIQUID();
- if (TOTING(BOTTLE))
- game.place[k] = CARRIED;
- if (k == OIL)
- spk = BOTTLED_OIL;
+
+ if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
+ rspeak(URN_NOPOUR);
+ return GO_CLEAROBJ;
}
- rspeak(spk);
+ if (LIQUID() != NO_OBJECT) {
+ rspeak(BOTTLE_FULL);
+ return GO_CLEAROBJ;
+ }
+ if (LIQLOC(game.loc) == NO_OBJECT) {
+ rspeak(NO_LIQUID);
+ return GO_CLEAROBJ;
+ }
+
+ game.prop[BOTTLE] = (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE;
+ if (TOTING(BOTTLE))
+ game.place[LIQUID()] = CARRIED;
+ if (LIQUID() == OIL)
+ rspeak(BOTTLED_OIL);
+ else
+ rspeak(BOTTLED_WATER);
return GO_CLEAROBJ;
}
static int find(token_t verb, token_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
- int spk = actions[verb].message;
+ if (TOTING(obj)) {
+ rspeak(ALREADY_CARRYING);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.closed) {
+ rspeak(NEEDED_NEARBY);
+ return GO_CLEAROBJ;
+ }
+
if (AT(obj) ||
(LIQUID() == obj && AT(BOTTLE)) ||
obj == LIQLOC(game.loc) ||
- (obj == DWARF && atdwrf(game.loc) > 0))
- spk = YOU_HAVEIT;
- if (game.closed)
- spk = NEEDED_NEARBY;
- if (TOTING(obj))
- spk = ALREADY_CARRYING;
- rspeak(spk);
+ (obj == DWARF && atdwrf(game.loc) > 0)) {
+ rspeak(YOU_HAVEIT);
+ return GO_CLEAROBJ;
+ }
+
+
+ rspeak(actions[verb].message);
return GO_CLEAROBJ;
}
static int inven(void)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
- int spk = NO_CARRY;
+ bool empty = true;
for (int i = 1; i <= NOBJECTS; i++) {
if (i == BEAR ||
!TOTING(i))
continue;
- if (spk == NO_CARRY)
+ if (empty) {
rspeak(NOW_HOLDING);
+ empty = false;
+ }
pspeak(i, touch, -1, false);
- spk = NO_MESSAGE;
}
if (TOTING(BEAR))
- spk = TAME_BEAR;
- rspeak(spk);
+ rspeak(TAME_BEAR);
+ if (empty)
+ rspeak(NO_CARRY);
return GO_CLEAROBJ;
}
obj = GRATE;
if (HERE(CHAIN))
obj = CHAIN;
- if (obj == NO_OBJECT ||
- obj == INTRANSITIVE) {
+ if (obj == INTRANSITIVE) {
rspeak(NOTHING_LOCKED);
return GO_CLEAROBJ;
}
/* Lock, unlock object. Special stuff for opening clam/oyster
* and for chain. */
- int spk = actions[verb].message;
- if (obj == CLAM || obj == OYSTER)
- return bivalve(verb, obj);
- if (obj == DOOR)
- spk = (game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR;
- if (obj == CAGE)
- spk = NO_LOCK;
- if (obj == KEYS)
- spk = CANNOT_UNLOCK;
if (obj == GRATE ||
obj == CHAIN) {
- spk = NO_KEYS;
if (HERE(KEYS)) {
if (obj == CHAIN)
return chain(verb);
if (game.closng) {
- spk = EXIT_CLOSED;
+ rspeak(EXIT_CLOSED);
if (!game.panic)
game.clock2 = PANICTIME;
game.panic = true;
+ return GO_CLEAROBJ ;
} else {
state_change(GRATE, (verb == LOCK) ?
GRATE_CLOSED :
return GO_CLEAROBJ;
}
}
+ rspeak(NO_KEYS);
+ return GO_CLEAROBJ;
}
- rspeak(spk);
+
+ switch (obj) {
+ case CLAM:
+ case OYSTER:
+ return bivalve(verb, obj);
+ case DOOR:
+ rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
+ break;
+ case CAGE:
+ rspeak( NO_LOCK);
+ break;
+ case KEYS:
+ rspeak(CANNOT_UNLOCK);
+ break;
+ default:
+ rspeak(actions[verb].message);
+ }
+
return GO_CLEAROBJ;
}