static token_t birdspeak(void)
{
switch (game.prop[BIRD]) {
- case BIRD_UNCAGED:
- case BIRD_FOREST_UNCAGED:
- return FREE_FLY;
case BIRD_CAGED:
return CAGE_FLY;
+ default:
+ return FREE_FLY;
}
}
static int wave(token_t verb, token_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
- int spk = actions[verb].message;
- if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
- spk = ARENT_CARRYING;
if (obj != ROD ||
!TOTING(obj) ||
(!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
- rspeak(spk);
+ rspeak(((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2))) ? ARENT_CARRYING : actions[verb].message);
return GO_CLEAROBJ;
}
- if (HERE(BIRD))
- spk = birdspeak();
- if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
+ if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
drop(JADE, game.loc);
game.prop[JADE] = 0;
--game.tally;
- spk = NECKLACE_FLY;
- rspeak(spk);
+ rspeak(NECKLACE_FLY);
return GO_CLEAROBJ;
} else {
if (game.closed) {
- rspeak(spk);
+ rspeak(birdspeak());
return GO_DWARFWAKE;
}
if (game.closng || !AT(FISSURE)) {
- rspeak(spk);
+ rspeak(birdspeak());
return GO_CLEAROBJ;
}
if (HERE(BIRD))
- rspeak(spk);
+ rspeak(birdspeak());
/* FIXME: Arithemetic on property values */
game.prop[FISSURE] = 1 - game.prop[FISSURE];
}
}
-
-
int action(struct command_t *command)
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.