* take one without the other). Liquids also special, since they depend on
* status of bottle. Also various side effects, etc. */
{
- int spk;
if (obj == INTRANSITIVE) {
/* Carry, no object given yet. OK if only one object present. */
if (game.atloc[game.loc] == 0 ||
rspeak(ALREADY_CARRYING);
return GO_CLEAROBJ;
}
- spk = YOU_JOKING;
- if (obj == PLANT && game.prop[PLANT] <= 0)
- spk = DEEP_ROOTS;
- if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
- spk = BEAR_CHAINED;
- if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
- spk = STILL_LOCKED;
- if (obj == URN)
- spk = URN_NOBUDGE;
- if (obj == CAVITY)
- spk = DOUGHNUT_HOLES;
- if (obj == BLOOD)
- spk = FEW_DROPS;
- if (obj == RUG && game.prop[RUG] == RUG_HOVER)
- spk = RUG_HOVERS;
- if (obj == SIGN)
- spk = HAND_PASSTHROUGH;
+
if (obj == MESSAG) {
rspeak(REMOVE_MESSAGE);
DESTROY(MESSAG);
return GO_CLEAROBJ;
}
+
if (game.fixed[obj] != 0) {
- rspeak(spk);
+ if (obj == PLANT && game.prop[PLANT] <= 0) {
+ rspeak(DEEP_ROOTS);
+ return GO_CLEAROBJ;
+ }
+ if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) {
+ rspeak(BEAR_CHAINED);
+ return GO_CLEAROBJ;
+ }
+ if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) {
+ rspeak(STILL_LOCKED);
+ return GO_CLEAROBJ;
+ }
+ if (obj == URN) {
+ rspeak(URN_NOBUDGE);
+ return GO_CLEAROBJ;
+ }
+ if (obj == CAVITY) {
+ rspeak(DOUGHNUT_HOLES);
+ return GO_CLEAROBJ;
+ }
+ if (obj == BLOOD) {
+ rspeak(FEW_DROPS);
+ return GO_CLEAROBJ;
+ }
+ if (obj == RUG && game.prop[RUG] == RUG_HOVER) {
+ rspeak(RUG_HOVERS);
+ return GO_CLEAROBJ;
+ }
+ if (obj == SIGN) {
+ rspeak(HAND_PASSTHROUGH);
+ return GO_CLEAROBJ;
+ }
+ rspeak(YOU_JOKING);
return GO_CLEAROBJ;
}
+
if (obj == WATER ||
obj == OIL) {
if (!HERE(BOTTLE) ||
LIQUID() != obj) {
- if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
- return (fill(verb, BOTTLE));
- else {
- if (game.prop[BOTTLE] != EMPTY_BOTTLE)
- spk = BOTTLE_FULL;
- if (!TOTING(BOTTLE))
- spk = NO_CONTAINER;
- rspeak(spk);
+ if (TOTING(BOTTLE)) {
+ if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
+ return (fill(verb, BOTTLE));
+ } else if (game.prop[BOTTLE] != EMPTY_BOTTLE)
+ rspeak(BOTTLE_FULL);
return GO_CLEAROBJ;
}
+ rspeak(NO_CONTAINER);
+ return GO_CLEAROBJ;
}
obj = BOTTLE;
}
- spk = CARRY_LIMIT;
if (game.holdng >= INVLIMIT) {
- rspeak(spk);
+ rspeak(CARRY_LIMIT);
return GO_CLEAROBJ;
- } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
+
+ }
+
+ if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
DESTROY(BIRD);
rspeak(BIRD_CRAP);
return GO_CLEAROBJ;
}
- if (!TOTING(CAGE))
- spk = CANNOT_CARRY;
- if (TOTING(ROD))
- spk = BIRD_EVADES;
- if (spk == CANNOT_CARRY ||
- spk == BIRD_EVADES) {
- rspeak(spk);
+ if (!TOTING(CAGE)) {
+ rspeak(CANNOT_CARRY);
+ return GO_CLEAROBJ;
+ }
+ if (TOTING(ROD)) {
+ rspeak(BIRD_EVADES);
return GO_CLEAROBJ;
}
game.prop[BIRD] = BIRD_CAGED;
-1 - game.prop[BIRD] == 1))
carry(BIRD + CAGE - obj, game.loc);
carry(obj, game.loc);
- if (obj == BOTTLE && LIQUID() != 0)
+ if (obj == BOTTLE && LIQUID() != NO_OBJECT)
game.place[LIQUID()] = CARRIED;
if (GSTONE(obj) && game.prop[obj] != 0) {
- game.prop[obj] = STATE_GROUND;
+ game.prop[obj]
+ = STATE_GROUND;
game.prop[CAVITY] = CAVITY_EMPTY;
}
rspeak(OK_MAN);
* bird (might attack snake or dragon) and cage (might contain bird) and vase.
* Drop coins at vending machine for extra batteries. */
{
- int spk = actions[verb].message;
if (!just_do_it) {
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
obj = ROD2;
if (!TOTING(obj)) {
- rspeak(spk);
+ rspeak(actions[verb].message);
return GO_CLEAROBJ;
}
if (obj == BIRD && HERE(SNAKE)) {
game.prop[CAVITY] = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
(obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
- spk = RUG_RISES;
+ int spk = RUG_RISES;
if (TOTING(RUG))
spk = RUG_WIGGLES;
if (obj == RUBY)
int k = LIQUID();
if (k == obj)
obj = BOTTLE;
- if (obj == BOTTLE && k != 0)
+ if (obj == BOTTLE && k != NO_OBJECT)
game.place[k] = LOC_NOWHERE;
if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
drop(BIRD, game.loc);
rspeak(SHATTER_VASE);
game.prop[VASE] = VASE_BROKEN;
game.fixed[VASE] = -1;
- return (discard(verb, obj, true));
+ return (discard(verb, VASE, true));
}
if (obj == URN) {