Fix issue #51: rug flying is broken
[open-adventure.git] / actions.c
index f38f9e5ad271f5dc9229b4a544e68a3c6c43ed5d..d5cb410bcd8df4db87d5d8ec7a10aa69587053d9 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -845,15 +845,20 @@ static phase_codes_t fly(verb_t verb, obj_t obj)
         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;
 }
@@ -1105,8 +1110,14 @@ static phase_codes_t read(command_t command)
 
     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);
@@ -1348,8 +1359,8 @@ phase_codes_t action(command_t command)
             /* 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;