{
vocab_t verb = command->verb;
vocab_t obj = command->obj;
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (obj == 0 || obj == INTRANSITIVE) {
if (atdwrf(game.loc) > 0)
obj = DWARF;
static int vbreak(token_t verb, token_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (obj == MIRROR)spk = TOO_FAR;
if (obj == VASE && game.prop[VASE] == 0) {
if (TOTING(VASE))drop(VASE, game.loc);
* bird (might attack snake or dragon) and cage (might contain bird) and vase.
* Drop coins at vending machine for extra batteries. */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (!just_do_it) {
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
if (!TOTING(obj)) {
/* 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 = actspk[verb];
+ int spk = actions[verb].message;
if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
return GO_UNKNOWN;
if (obj != BLOOD) {
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (!HERE(FOOD))
return GO_UNKNOWN;
static int extinguish(token_t verb, int obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
obj = LAMP;
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (obj == BIRD) {
rspeak(BIRD_PINING);
return GO_CLEAROBJ;
* is nasty.) */
{
int k;
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (obj == VASE) {
spk = ARENT_CARRYING;
if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
static int find(token_t verb, token_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (AT(obj) ||
(LIQUID() == obj && AT(BOTTLE)) ||
obj == LIQLOC(game.loc) ||
static int fly(token_t verb, token_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
if (!HERE(RUG))spk = FLAP_ARMS;
static int light(token_t verb, token_t obj)
/* Light. Applicable only to lamp and urn. */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
obj = LAMP;
static int lock(token_t verb, token_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
spk = NOTHING_LOCKED;
if (HERE(CLAM))obj = CLAM;
/* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (obj == BOTTLE || obj == 0)obj = LIQUID();
if (obj == 0) return GO_UNKNOWN;
if (!TOTING(obj)) {
static int rub(token_t verb, token_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if (obj != LAMP)
spk = PECULIAR_NOTHING;
if (obj == URN && game.prop[URN] == 2) {
/* Wake. Only use is to disturb the dwarves. */
{
if (obj != DWARF || !game.closed) {
- rspeak(actspk[verb]);
+ rspeak(actions[verb].message);
return GO_CLEAROBJ;
} else {
rspeak(PROD_DWARF);
static int wave(token_t verb, token_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
- int spk = actspk[verb];
+ int spk = actions[verb].message;
if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
if (obj != ROD ||
!TOTING(obj) ||