static int find(token_t verb, token_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
- int spk = actions[verb].message;
+ if (TOTING(obj)) {
+ rspeak(ALREADY_CARRYING);
+ return GO_CLEAROBJ;
+ }
+
+ if (game.closed) {
+ rspeak(NEEDED_NEARBY);
+ return GO_CLEAROBJ;
+ }
+
if (AT(obj) ||
(LIQUID() == obj && AT(BOTTLE)) ||
obj == LIQLOC(game.loc) ||
- (obj == DWARF && atdwrf(game.loc) > 0))
- spk = YOU_HAVEIT;
- if (game.closed)
- spk = NEEDED_NEARBY;
- if (TOTING(obj))
- spk = ALREADY_CARRYING;
- rspeak(spk);
+ (obj == DWARF && atdwrf(game.loc) > 0)) {
+ rspeak(YOU_HAVEIT);
+ return GO_CLEAROBJ;
+ }
+
+
+ rspeak(actions[verb].message);
return GO_CLEAROBJ;
}
static int inven(void)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
- int spk = NO_CARRY;
+ bool empty = true;
for (int i = 1; i <= NOBJECTS; i++) {
if (i == BEAR ||
!TOTING(i))
continue;
- if (spk == NO_CARRY)
+ if (empty) {
rspeak(NOW_HOLDING);
+ empty = false;
+ }
pspeak(i, touch, -1, false);
- spk = NO_MESSAGE;
}
if (TOTING(BEAR))
- spk = TAME_BEAR;
- rspeak(spk);
+ rspeak(TAME_BEAR);
+ if (empty)
+ rspeak(NO_CARRY);
return GO_CLEAROBJ;
}
obj = GRATE;
if (HERE(CHAIN))
obj = CHAIN;
- if (obj == NO_OBJECT ||
- obj == INTRANSITIVE) {
+ if (obj == INTRANSITIVE) {
rspeak(NOTHING_LOCKED);
return GO_CLEAROBJ;
}
/* Lock, unlock object. Special stuff for opening clam/oyster
* and for chain. */
- int spk = actions[verb].message;
- if (obj == CLAM || obj == OYSTER)
- return bivalve(verb, obj);
- if (obj == DOOR)
- spk = (game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR;
- if (obj == CAGE)
- spk = NO_LOCK;
- if (obj == KEYS)
- spk = CANNOT_UNLOCK;
if (obj == GRATE ||
obj == CHAIN) {
- spk = NO_KEYS;
if (HERE(KEYS)) {
if (obj == CHAIN)
return chain(verb);
if (game.closng) {
- spk = EXIT_CLOSED;
+ rspeak(EXIT_CLOSED);
if (!game.panic)
game.clock2 = PANICTIME;
game.panic = true;
+ return GO_CLEAROBJ ;
} else {
state_change(GRATE, (verb == LOCK) ?
GRATE_CLOSED :
return GO_CLEAROBJ;
}
}
+ rspeak(NO_KEYS);
+ return GO_CLEAROBJ;
}
- rspeak(spk);
+
+ switch (obj) {
+ case CLAM:
+ case OYSTER:
+ return bivalve(verb, obj);
+ case DOOR:
+ rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
+ break;
+ case CAGE:
+ rspeak( NO_LOCK);
+ break;
+ case KEYS:
+ rspeak(CANNOT_UNLOCK);
+ break;
+ default:
+ rspeak(actions[verb].message);
+ }
+
return GO_CLEAROBJ;
}