/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
- int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (!HERE(FOOD))
return GO_UNKNOWN;
DESTROY(FOOD);
- spk = THANKS_DELICIOUS;
- } else {
- if (obj == FOOD) {
- DESTROY(FOOD);
- spk = THANKS_DELICIOUS;
- }
- if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
- DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)
- spk = LOST_APPETITE;
+ rspeak(THANKS_DELICIOUS);
+ return GO_CLEAROBJ;
}
- rspeak(spk);
+ if (obj == FOOD) {
+ DESTROY(FOOD);
+ rspeak(THANKS_DELICIOUS);
+ return GO_CLEAROBJ;
+ }
+ if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
+ DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
+ OGRE) {
+ rspeak(LOST_APPETITE);
+ return GO_CLEAROBJ;
+ }
+ rspeak(actions[verb].message);
return GO_CLEAROBJ;
}
/* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */
{
- int spk = actions[verb].message;
if (obj == BOTTLE || obj == NO_OBJECT)
obj = LIQUID();
if (obj == NO_OBJECT)
return GO_UNKNOWN;
if (!TOTING(obj)) {
- rspeak(spk);
+ rspeak(actions[verb].message);
return GO_CLEAROBJ;
}
- spk = CANT_POUR;
+
if (obj != OIL && obj != WATER) {
- rspeak(spk);
+ rspeak(CANT_POUR);
return GO_CLEAROBJ;
}
if (HERE(URN) && game.prop[URN] == URN_EMPTY)
return fill(verb, URN);
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[obj] = LOC_NOWHERE;
- spk = GROUND_WET;
if (!(AT(PLANT) || AT(DOOR))) {
- rspeak(spk);
+ rspeak(GROUND_WET);
return GO_CLEAROBJ;
}
if (!AT(DOOR)) {
- spk = SHAKING_LEAVES;
if (obj != WATER) {
- rspeak(spk);
+ rspeak(SHAKING_LEAVES);
return GO_CLEAROBJ;
}
pspeak(PLANT, look, game.prop[PLANT] + 3, true);