{
vocab_t verb = command->verb;
vocab_t obj = command->obj;
+
+ if (obj == INTRANSITIVE) {
+ return GO_UNKNOWN;
+ }
long spk = actions[verb].message;
if (obj == 0 || obj == INTRANSITIVE) {
- if (atdwrf(game.loc) > 0)
+ int changes = 0;
+ if (atdwrf(game.loc) > 0) {
obj = DWARF;
- if (HERE(SNAKE))
- obj = obj * NOBJECTS + SNAKE;
- if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
- obj = obj * NOBJECTS + DRAGON;
- if (AT(TROLL))
- obj = obj * NOBJECTS + TROLL;
- if (AT(OGRE))
- obj = obj * NOBJECTS + OGRE;
- if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
- obj = obj * NOBJECTS + BEAR;
- if (obj > NOBJECTS)
- return GO_UNKNOWN;
+ ++changes;
+ }
+ if (HERE(SNAKE)) {
+ obj = SNAKE;
+ ++changes;
+ }
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+ obj = DRAGON;
+ ++changes;
+ }
+ if (AT(TROLL)) {
+ obj = TROLL;
+ ++changes;
+ }
+ if (AT(OGRE)) {
+ obj = OGRE;
+ ++changes;
+ }
+ if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+ obj = BEAR;
+ ++changes;
+ }
+ /* check for low-priority targets */
if (obj == 0) {
/* Can't attack bird or machine by throwing axe. */
- if (HERE(BIRD) && verb != THROW)
+ if (HERE(BIRD) && verb != THROW) {
obj = BIRD;
- if (HERE(VEND) && verb != THROW)
- obj = obj * NOBJECTS + VEND;
+ ++changes;
+ }
+ if (HERE(VEND) && verb != THROW) {
+ obj = VEND;
+ ++changes;
+ }
/* Clam and oyster both treated as clam for intransitive case;
* no harm done. */
- if (HERE(CLAM) || HERE(OYSTER))
- obj = NOBJECTS * obj + CLAM;
- if (obj > NOBJECTS)
- return GO_UNKNOWN;
+ if (HERE(CLAM) || HERE(OYSTER)) {
+ obj = CLAM;
+ ++changes;
+ }
}
+ if (changes >= 2)
+ return GO_UNKNOWN;
+
}
if (obj == BIRD) {
- spk = UNHAPPY_BIRD;
if (game.closed) {
- rspeak(spk);
+ rspeak(UNHAPPY_BIRD);
return GO_CLEAROBJ;
}
DESTROY(BIRD);
if (HERE(URN) && game.prop[URN] == URN_LIT)
obj = URN;
if (obj == INTRANSITIVE ||
- HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT &&
- HERE(URN) && game.prop[URN] == URN_LIT)
+ (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT &&
+ HERE(URN) && game.prop[URN] == URN_LIT))
return GO_UNKNOWN;
}
if (HERE(URN) && game.prop[URN] == URN_DARK)
obj = URN;
if (obj == INTRANSITIVE ||
- HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
- HERE(URN) && game.prop[URN] == URN_DARK)
+ (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
+ HERE(URN) && game.prop[URN] == URN_DARK))
return GO_UNKNOWN;
}