* location. */
if (HERE(command->obj))
/* FALL THROUGH */;
- else if (command->obj == GRATE) {
- if (game.loc == LOC_START ||
- game.loc == LOC_VALLEY ||
- game.loc == LOC_SLIT) {
- command->obj = DEPRESSION;
- }
- if (game.loc == LOC_COBBLE ||
- game.loc == LOC_DEBRIS ||
- game.loc == LOC_AWKWARD ||
- game.loc == LOC_BIRD ||
- game.loc == LOC_PITTOP) {
- command->obj = ENTRANCE;
- }
- } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
+ else if (command->obj == DWARF && atdwrf(game.loc) > 0)
/* FALL THROUGH */;
else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
command->obj == LIQLOC(game.loc))
}
if (command.type1 == OBJECT) {
- if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
+ if (command.id1 == GRATE) {
+ command.type1 = MOTION;
+ if (game.loc == LOC_START ||
+ game.loc == LOC_VALLEY ||
+ game.loc == LOC_SLIT) {
+ command.id1 = DEPRESSION;
+ }
+ if (game.loc == LOC_COBBLE ||
+ game.loc == LOC_DEBRIS ||
+ game.loc == LOC_AWKWARD ||
+ game.loc == LOC_BIRD ||
+ game.loc == LOC_PITTOP) {
+ command.id1 = ENTRANCE;
+ }
+ }
+ if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
if (AT(command.id2)) {
command.id2 = POUR;
command.type2 = ACTION;
> eat grate
-Don't be ridiculous!
+I see no grate here.
> w
> eat grate
-Don't be ridiculous!
+I see no grate here.
> eat building
> read grate
-I'm afraid I don't understand.
+I see no grate here.
> grate
-What do you want to do with the grate?
+I see no grate here.
> pour bottle