* take one without the other). Liquids also special, since they depend on
* status of bottle. Also various side effects, etc. */
-int carry(void) {
- if(TOTING(OBJ)) return(2011);
+int carry(long obj) {
+ if(TOTING(obj)) return(2011);
SPK=25;
- if(OBJ == PLANT && game.prop[PLANT] <= 0)SPK=115;
- if(OBJ == BEAR && game.prop[BEAR] == 1)SPK=169;
- if(OBJ == CHAIN && game.prop[BEAR] != 0)SPK=170;
- if(OBJ == URN)SPK=215;
- if(OBJ == CAVITY)SPK=217;
- if(OBJ == BLOOD)SPK=239;
- if(OBJ == RUG && game.prop[RUG] == 2)SPK=222;
- if(OBJ == SIGN)SPK=196;
- if(OBJ != MESSAG) goto L9011;
+ if(obj == PLANT && game.prop[PLANT] <= 0)SPK=115;
+ if(obj == BEAR && game.prop[BEAR] == 1)SPK=169;
+ if(obj == CHAIN && game.prop[BEAR] != 0)SPK=170;
+ if(obj == URN)SPK=215;
+ if(obj == CAVITY)SPK=217;
+ if(obj == BLOOD)SPK=239;
+ if(obj == RUG && game.prop[RUG] == 2)SPK=222;
+ if(obj == SIGN)SPK=196;
+ if(obj != MESSAG) goto L9011;
SPK=190;
DSTROY(MESSAG);
-L9011: if(game.fixed[OBJ] != 0) return(2011);
- if(OBJ != WATER && OBJ != OIL) goto L9017;
- K=OBJ;
- OBJ=BOTTLE;
+L9011: if(game.fixed[obj] != 0) return(2011);
+ if(obj != WATER && obj != OIL) goto L9017;
+ K=obj;
+ obj=BOTTLE;
if(HERE(BOTTLE) && LIQ(0) == K) goto L9017;
- if(TOTING(BOTTLE) && game.prop[BOTTLE] == 1) return(fill(OBJ));
+ if(TOTING(BOTTLE) && game.prop[BOTTLE] == 1) return(fill(obj));
if(game.prop[BOTTLE] != 1)SPK=105;
if(!TOTING(BOTTLE))SPK=104;
return(2011);
L9017: SPK=92;
if(game.holdng >= 7) return(2011);
- if(OBJ != BIRD || game.prop[BIRD] == 1 || -1-game.prop[BIRD] == 1) goto L9014;
+ if(obj != BIRD || game.prop[BIRD] == 1 || -1-game.prop[BIRD] == 1) goto L9014;
if(game.prop[BIRD] == 2) goto L9015;
if(!TOTING(CAGE))SPK=27;
if(TOTING(ROD))SPK=26;
if(SPK/2 == 13) return(2011);
game.prop[BIRD]=1;
-L9014: if((OBJ == BIRD || OBJ == CAGE) && (game.prop[BIRD] == 1 || -1-game.prop[BIRD] ==
- 1))CARRY(BIRD+CAGE-OBJ,game.loc);
- CARRY(OBJ,game.loc);
+L9014: if((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == 1 || -1-game.prop[BIRD] ==
+ 1))CARRY(BIRD+CAGE-obj,game.loc);
+ CARRY(obj,game.loc);
K=LIQ(0);
- if(OBJ == BOTTLE && K != 0)game.place[K]= -1;
- if(!GSTONE(OBJ) || game.prop[OBJ] == 0) return(2009);
- game.prop[OBJ]=0;
+ if(obj == BOTTLE && K != 0)game.place[K]= -1;
+ if(!GSTONE(obj) || game.prop[obj] == 0) return(2009);
+ game.prop[obj]=0;
game.prop[CAVITY]=1;
return(2009);
* 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;