vocab_t verb = command->verb;
obj_t obj = command->obj;
- if (obj == NO_OBJECT ||
- obj == INTRANSITIVE) {
+ if (obj == INTRANSITIVE) {
int changes = 0;
if (atdwrf(game.loc) > 0) {
obj = DWARF;
++changes;
}
/* check for low-priority targets */
- if (obj == NO_OBJECT) {
+ if (obj == INTRANSITIVE) {
/* Can't attack bird or machine by throwing axe. */
if (HERE(BIRD) && verb != THROW) {
obj = BIRD;
}
switch (obj) {
- case NO_OBJECT:
+ case INTRANSITIVE:
rspeak(NO_TARGET);
break;
case CLAM:
/* 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. */
{
- if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER &&
+ if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
(LIQUID() != WATER || !HERE(BOTTLE))) {
return GO_UNKNOWN;
}
return GO_CLEAROBJ;
}
- if (obj != NO_OBJECT && obj != WATER) {
+ if (obj != INTRANSITIVE && obj != WATER) {
rspeak(RIDICULOUS_ATTEMPT);
return GO_CLEAROBJ;
}
game.place[k] = LOC_NOWHERE;
return GO_CLEAROBJ;
}
- if (obj != NO_OBJECT && obj != BOTTLE) {
+ if (obj != INTRANSITIVE && obj != BOTTLE) {
speak(actions[verb].message);
return GO_CLEAROBJ;
}
- if (obj == NO_OBJECT && !HERE(BOTTLE))
+ if (obj == INTRANSITIVE && !HERE(BOTTLE))
return GO_UNKNOWN;
if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
* special tests for pouring water or oil on plant or rusty door. */
{
if (obj == BOTTLE ||
- obj == NO_OBJECT)
+ obj == INTRANSITIVE)
obj = LIQUID();
if (obj == NO_OBJECT)
return GO_UNKNOWN;
state_change(AXE, AXE_LOST);
return GO_CLEAROBJ;
}
- command->obj = NO_OBJECT;
+ command->obj = INTRANSITIVE;
return (attack(command));
}
return GO_CLEAROBJ;
}
case ATTACK:
+ command->obj = INTRANSITIVE;
return attack(command);
case POUR:
- return pour(command->verb, command->obj);
+ return pour(command->verb, INTRANSITIVE);
case EAT:
return eat(command->verb, INTRANSITIVE);
case DRINK:
- return drink(command->verb, command->obj);
+ return drink(command->verb, INTRANSITIVE);
case RUB:
return GO_UNKNOWN;
case THROW:
case FEED:
return GO_UNKNOWN;
case FILL:
- return fill(command->verb, command->obj);
+ return fill(command->verb, INTRANSITIVE);
case BLAST:
blast();
return GO_CLEAROBJ;