* take one without the other). Liquids also special, since they depend on
* status of bottle. Also various side effects, etc. */
{
- int spk;
if (obj == INTRANSITIVE) {
/* Carry, no object given yet. OK if only one object present. */
if (game.atloc[game.loc] == 0 ||
rspeak(ALREADY_CARRYING);
return GO_CLEAROBJ;
}
- spk = YOU_JOKING;
- if (obj == PLANT && game.prop[PLANT] <= 0)
- spk = DEEP_ROOTS;
- if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
- spk = BEAR_CHAINED;
- if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
- spk = STILL_LOCKED;
- if (obj == URN)
- spk = URN_NOBUDGE;
- if (obj == CAVITY)
- spk = DOUGHNUT_HOLES;
- if (obj == BLOOD)
- spk = FEW_DROPS;
- if (obj == RUG && game.prop[RUG] == RUG_HOVER)
- spk = RUG_HOVERS;
- if (obj == SIGN)
- spk = HAND_PASSTHROUGH;
+
if (obj == MESSAG) {
rspeak(REMOVE_MESSAGE);
DESTROY(MESSAG);
return GO_CLEAROBJ;
}
+
if (game.fixed[obj] != 0) {
- rspeak(spk);
+ if (obj == PLANT && game.prop[PLANT] <= 0) {
+ rspeak(DEEP_ROOTS);
+ return GO_CLEAROBJ;
+ }
+ if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) {
+ rspeak(BEAR_CHAINED);
+ return GO_CLEAROBJ;
+ }
+ if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) {
+ rspeak(STILL_LOCKED);
+ return GO_CLEAROBJ;
+ }
+ if (obj == URN) {
+ rspeak(URN_NOBUDGE);
+ return GO_CLEAROBJ;
+ }
+ if (obj == CAVITY) {
+ rspeak(DOUGHNUT_HOLES);
+ return GO_CLEAROBJ;
+ }
+ if (obj == BLOOD) {
+ rspeak(FEW_DROPS);
+ return GO_CLEAROBJ;
+ }
+ if (obj == RUG && game.prop[RUG] == RUG_HOVER) {
+ rspeak(RUG_HOVERS);
+ return GO_CLEAROBJ;
+ }
+ if (obj == SIGN) {
+ rspeak(HAND_PASSTHROUGH);
+ return GO_CLEAROBJ;
+ }
+ rspeak(YOU_JOKING);
return GO_CLEAROBJ;
}
+ int spk;
if (obj == WATER ||
obj == OIL) {
if (!HERE(BOTTLE) ||
LIQUID() != obj) {
- if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
- return (fill(verb, BOTTLE));
- else {
- if (game.prop[BOTTLE] != EMPTY_BOTTLE)
- spk = BOTTLE_FULL;
- if (!TOTING(BOTTLE))
- spk = NO_CONTAINER;
- rspeak(spk);
+ if (TOTING(BOTTLE)) {
+ if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
+ return (fill(verb, BOTTLE));
+ } else if (game.prop[BOTTLE] != EMPTY_BOTTLE)
+ rspeak(BOTTLE_FULL);
return GO_CLEAROBJ;
}
+ rspeak(NO_CONTAINER);
+ return GO_CLEAROBJ;
}
obj = BOTTLE;
}
-1 - game.prop[BIRD] == 1))
carry(BIRD + CAGE - obj, game.loc);
carry(obj, game.loc);
- if (obj == BOTTLE && LIQUID() != 0)
+ if (obj == BOTTLE && LIQUID() != NO_OBJECT)
game.place[LIQUID()] = CARRIED;
if (GSTONE(obj) && game.prop[obj] != 0) {
- game.prop[obj] = STATE_GROUND;
+ game.prop[obj]
+ = STATE_GROUND;
game.prop[CAVITY] = CAVITY_EMPTY;
}
rspeak(OK_MAN);
There is a huge beanstalk growing out of the west pit up to the hole.
+> w
+
+You're in Slab Room.
+
+> u
+
+You are in a secret n/s canyon above a large room.
+
+> reservoir
+
+You're at reservoir.
+
+The waters have parted to form a narrow path across the reservoir.
+
+> take water
+
+Your bottle is now full of water.
+
+> s
+
+You're in Mirror Canyon.
+
+> s
+
+You are in a secret n/s canyon above a large room.
+
+> d
+
+You're in Slab Room.
+
+> s
+
+You're at west end of Twopit Room.
+
+There is a huge beanstalk growing out of the west pit up to the hole.
+
> drop appendage
OK
Don't be ridiculous!
+> get
+
+Get what?
+
+> drink water
+
+The bottle of water is now empty.
+
> get oil
Your bottle is now full of oil.
> w
-You're at west end of Twopit Room.
+You are at the west end of the Twopit Room. There is a large hole in
+the wall above the pit at this end of the room.
Your keen eye spots a severed leporine appendage lying on the ground.
> se
-There is a threatening little dwarf in the room with you!
-
You are in a room whose walls resemble swiss cheese. Obvious passages
go west, east, ne, and nw. Part of the room is occupied by a large
bedrock block.
-> throw axe
-
-You killed a little dwarf.
-
-You're in Swiss Cheese Room.
-
-There is a little axe here.
-
-> take axe
-
-OK
-
> e
You are in the Soft Room. The walls are covered with heavy curtains,
It is now pitch dark. If you proceed you will likely fall into a pit.
-A hollow voice says "PLUGH".
-
> on
Your lamp is now on.
You're at "Y2".
-A hollow voice says "PLUGH".
-
> s
You're in n/s passage above e/w passage.
> w
-You are at the west end of the Twopit Room. There is a large hole in
-the wall above the pit at this end of the room.
+You're at west end of Twopit Room.
Your keen eye spots a severed leporine appendage lying on the ground.
> e
-You are in a room whose walls resemble swiss cheese. Obvious passages
-go west, east, ne, and nw. Part of the room is occupied by a large
-bedrock block.
+You're in Swiss Cheese Room.
There is a little axe here.
> w
-You're in Slab Room.
+You are in a large low circular chamber whose floor is an immense slab
+fallen from the ceiling (Slab Room). East and west there once were
+large passages, but they are now filled with boulders. Low small
+passages go north and south, and the south one quickly bends west
+around the boulders.
> u
You're at "Y2".
-A hollow voice says "PLUGH".
-
> off
Your lamp is now off.
> look
+Tsk! A wizard wouldn't have to take 350 turns. This is going to cost
+you a couple of points.
+
Sorry, but I am not allowed to give more detail. I will repeat the
long description of your location.
cooperate.
-You scored 267 out of a possible 430, using 350 turns.
+You scored 265 out of a possible 430, using 358 turns.
You have reached "Junior Master" status.
-To achieve the next higher rating, you need 54 more points.
+To achieve the next higher rating, you need 56 more points.