return GO_UNKNOWN;
}
long spk = actions[verb].message;
- if (obj == 0 || obj == INTRANSITIVE) {
+ if (obj == NO_OBJECT || obj == INTRANSITIVE) {
int changes = 0;
if (atdwrf(game.loc) > 0) {
obj = DWARF;
++changes;
}
/* check for low-priority targets */
- if (obj == 0) {
+ if (obj == NO_OBJECT) {
/* Can't attack bird or machine by throwing axe. */
if (HERE(BIRD) && verb != THROW) {
obj = BIRD;
return GO_CLEAROBJ;
}
- if (obj == 0)
+ if (obj == NO_OBJECT)
spk = NO_TARGET;
if (obj == CLAM || obj == OYSTER)
spk = SHELL_IMPERVIOUS;
return GO_CLEAROBJ;
} else if (obj == BEAR && AT(TROLL)) {
rspeak(TROLL_SCAMPERS);
- move(TROLL, 0);
- move(TROLL + NOBJECTS, 0);
+ move(TROLL, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, LOC_NOWHERE);
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
/* Drink. If no object, assume water and look for it here. If water is in
* the bottle, drink that, else must be at a water loc, so drink stream. */
{
- int spk = actions[verb].message;
- if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
+ if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
return GO_UNKNOWN;
if (obj != BLOOD) {
- if (obj != 0 && obj != WATER)
- spk = RIDICULOUS_ATTEMPT;
- if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
+ if (obj != NO_OBJECT && obj != WATER) {
+ rspeak(RIDICULOUS_ATTEMPT);
+ } else if (LIQUID() == WATER && HERE(BOTTLE)) {
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[WATER] = LOC_NOWHERE;
- spk = BOTTLE_EMPTY;
+ rspeak(BOTTLE_EMPTY);
+ } else {
+ rspeak(actions[verb].message);
}
- rspeak(spk);
} else {
DESTROY(BLOOD);
state_change(DRAGON, DRAGON_BLOODLESS);
spk = WATER_URN + game.prop[URN];
rspeak(spk);
return GO_CLEAROBJ;
- } else if (obj != 0 && obj != BOTTLE) {
+ } else if (obj != NO_OBJECT && obj != BOTTLE) {
rspeak(spk);
return GO_CLEAROBJ;
- } else if (obj == 0 && !HERE(BOTTLE))
+ } else if (obj == NO_OBJECT && !HERE(BOTTLE))
return GO_UNKNOWN;
spk = BOTTLED_WATER;
if (LIQLOC(game.loc) == 0)
obj = GRATE;
if (HERE(CHAIN))
obj = CHAIN;
- if (obj == 0 || obj == INTRANSITIVE) {
+ if (obj == NO_OBJECT || obj == INTRANSITIVE) {
rspeak(spk);
return GO_CLEAROBJ;
}
* special tests for pouring water or oil on plant or rusty door. */
{
int spk = actions[verb].message;
- if (obj == BOTTLE || obj == 0)
+ if (obj == BOTTLE || obj == NO_OBJECT)
obj = LIQUID();
- if (obj == 0)
+ if (obj == NO_OBJECT)
return GO_UNKNOWN;
if (!TOTING(obj)) {
rspeak(spk);
* (Only way to do so!) Axe also special for dragon, bear, and
* troll. Treasures special for troll. */
{
- int spk = actions[command->verb].message;
if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
command->obj = ROD2;
if (!TOTING(command->obj)) {
- rspeak(spk);
+ rspeak(actions[command->verb].message);
return GO_CLEAROBJ;
}
if (objects[command->obj].is_treasure && AT(TROLL)) {
- spk = TROLL_SATISFIED;
/* Snarf a treasure for the troll. */
- drop(command->obj, 0);
- move(TROLL, 0);
- move(TROLL + NOBJECTS, 0);
+ drop(command->obj, LOC_NOWHERE);
+ move(TROLL, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, LOC_NOWHERE);
drop(TROLL2, objects[TROLL].plac);
drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- rspeak(spk);
+ rspeak(TROLL_SATISFIED);
return GO_CLEAROBJ;
}
if (command->obj == FOOD && HERE(BEAR)) {
if (command->obj != AXE)
return (discard(command->verb, command->obj, false));
else {
- int i = atdwrf(game.loc);
- if (i <= 0) {
+ if (atdwrf(game.loc) <= 0) {
if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
return throw_support(DRAGON_SCALES);
if (AT(TROLL))
/* This'll teach him to throw the axe at the bear! */
drop(AXE, game.loc);
game.fixed[AXE] = -1;
- game.prop[AXE] = 1;
juggle(BEAR);
- rspeak(AXE_LOST);
+ state_change(AXE, AXE_LOST);
return GO_CLEAROBJ;
}
- command->obj = 0;
+ command->obj = NO_OBJECT;
return (attack(command));
}
if (randrange(NDWARVES + 1) < game.dflag) {
return throw_support(DWARF_DODGES);
} else {
+ long i = atdwrf(game.loc);
game.dseen[i] = false;
game.dloc[i] = 0;
return throw_support((++game.dkill == 1)
- TROLL_SCAMPERS: |-
The bear lumbers toward the troll, who lets out a startled shriek and
scurries away. The bear soon gives up the pursuit and wanders back.
-- AXE_LOST: 'The axe misses and lands near the bear where you can''t get at it.'
- BEAR_HANDS: 'With what? Your bare hands? Against *HIS* bear hands??'
- BEAR_CONFUSED: 'The bear is confused; he only wants to be your friend.'
- ALREADY_DEAD: 'For crying out loud, the poor thing is already dead!'
twenty points lost for taking so long.
objects: !!omap
-- OBJ_0:
+- NO_OBJECT:
inventory: !!null
descriptions: !!null
- KEYS:
inventory: 'Dwarf''s axe'
locations: LOC_NOWHERE
descriptions:
- - 'There is a little axe here.'
- - 'There is a little axe lying beside the bear.'
+ - [AXE_HERE, 'There is a little axe here.']
+ - [AXE_LOST, 'There is a little axe lying beside the bear.']
+ changes:
+ - ''
+ - 'The axe misses and lands near the bear where you can''t get at it.'
- OBJ_29:
words: ['drawi']
inventory: '*cave drawings'