* objects fall into two categories: enemies (snake, dwarf, etc.) and others
* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
-int attack(FILE *input, long obj) {
+int attack(FILE *input, long obj, long verb) {
I=ATDWRF(game.loc);
if(obj != 0) goto L9124;
if(I > 0)obj=DWARF;
if(obj > NOBJECTS) return(8000);
if(obj != 0) goto L9124;
/* CAN'T ATTACK BIRD OR MACHINE BY THROWING AXE. */
- if(HERE(BIRD) && VERB != THROW)obj=BIRD;
- if(HERE(VEND) && VERB != THROW)obj=obj*NOBJECTS+VEND;
+ if(HERE(BIRD) && verb != THROW)obj=BIRD;
+ if(HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
/* CLAM AND OYSTER BOTH TREATED AS CLAM FOR INTRANSITIVE CASE; NO HARM DONE. */
if(HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
if(obj > NOBJECTS) return(8000);
* move dragon to central loc (still fixed), move rug there (not fixed), and
* move him there, too. Then do a null motion to get new description. */
RSPEAK(49);
- VERB=0;
- obj=0;
GETIN(input,WD1,WD1X,WD2,WD2X);
if(WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
PSPEAK(DRAGON,3);
* and if dwarf is present then one might be killed. (Only way to do so!)
* Axe also special for dragon, bear, and troll. Treasures special for troll. */
-int throw(FILE *cmdin, long obj) {
+int throw(FILE *cmdin, long obj, long verb) {
if(TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
if(!TOTING(obj)) return(2011);
if(obj >= 50 && obj <= MAXTRS && AT(TROLL)) goto L9178;
if(AT(OGRE)) goto L9175;
if(HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
obj=0;
- return(attack(cmdin, obj));
+ return(attack(cmdin, obj, verb));
L9172: SPK=48;
if(randrange(NDWARVES+1) < game.dflag) goto L9175;
return(2011);
}
-/* Fill. Bottle or urn must be empty, and liquid available. (Vase is nasty.) */
-
-int fill(long obj) {
- if(obj == VASE) goto L9222;
- if(obj == URN) goto L9224;
- if(obj != 0 && obj != BOTTLE) return(2011);
- if(obj == 0 && !HERE(BOTTLE)) return(8000);
- SPK=107;
- if(LIQLOC(game.loc) == 0)SPK=106;
- if(HERE(URN) && game.prop[URN] != 0)SPK=214;
- if(LIQ(0) != 0)SPK=105;
- if(SPK != 107) return(2011);
- game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
- K=LIQ(0);
- if(TOTING(BOTTLE))game.place[K]= -1;
- if(K == OIL)SPK=108;
- return(2011);
+/* Fill. Bottle or urn must be empty, and liquid available. (Vase
+ * is nasty.) */
-L9222: SPK=29;
+int fill(long obj)
+{
+ if(obj == VASE) {
+ SPK=29;
if(LIQLOC(game.loc) == 0)SPK=144;
- if(LIQLOC(game.loc) == 0 || !TOTING(VASE)) return(2011);
+ if(LIQLOC(game.loc) == 0 || !TOTING(VASE))
+ return(2011);
RSPEAK(145);
game.prop[VASE]=2;
game.fixed[VASE]= -1;
return(discard(obj, true));
+ }
-L9224: SPK=213;
+ if(obj == URN){
+ SPK=213;
if(game.prop[URN] != 0) return(2011);
SPK=144;
K=LIQ(0);
game.prop[BOTTLE]=1;
if(K == OIL)game.prop[URN]=1;
SPK=211+game.prop[URN];
- return(2011);
+ return(2011);
+ }
+
+ if(obj != 0 && obj != BOTTLE)
+ return(2011);
+ if(obj == 0 && !HERE(BOTTLE))
+ return(8000);
+ SPK=107;
+ if(LIQLOC(game.loc) == 0)
+ SPK=106;
+ if(HERE(URN) && game.prop[URN] != 0)
+ SPK=214;
+ if(LIQ(0) != 0)
+ SPK=105;
+ if(SPK != 107)
+ return(2011);
+ game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
+ K=LIQ(0);
+ if(TOTING(BOTTLE))
+ game.place[K]= -1;
+ if(K == OIL)
+ SPK=108;
+ return(2011);
}