Partial cleanup of fill
[open-adventure.git] / actions.c
index 4099b22aec39bb283da5d8c1fe7ce5f7bb5bcd14..c02f2c1e966bbe5d51b5518f4f13234ceab49f05 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -662,47 +662,54 @@ int fill(token_t verb, token_t obj)
 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
  *  is nasty.) */
 {
-    int k;
-    int spk = actions[verb].message;
     if (obj == VASE) {
-        spk = ARENT_CARRYING;
-        if (LIQLOC(game.loc) == 0)
-            spk = FILL_INVALID;
-        if (LIQLOC(game.loc) == 0 ||
-            !TOTING(VASE)) {
-            rspeak(spk);
+        if (LIQLOC(game.loc) == NO_OBJECT) {
+            rspeak(FILL_INVALID);
+            return GO_CLEAROBJ;
+        }
+        if (!TOTING(VASE)) {
+            rspeak(ARENT_CARRYING);
             return GO_CLEAROBJ;
         }
         rspeak(SHATTER_VASE);
         game.prop[VASE] = VASE_BROKEN;
         game.fixed[VASE] = -1;
         return (discard(verb, obj, true));
-    } else if (obj == URN) {
-        spk = FULL_URN;
+    }
+
+    if (obj == URN) {
         if (game.prop[URN] != URN_EMPTY) {
-            rspeak(spk);
+            rspeak(FULL_URN);
             return GO_CLEAROBJ;
         }
-        spk = FILL_INVALID;
-        k = LIQUID();
-        if (k == 0 ||
-            !HERE(BOTTLE)) {
-            rspeak(spk);
+        if (!HERE(BOTTLE)) {
+            rspeak(FILL_INVALID);
             return GO_CLEAROBJ;
         }
-        game.place[k] = LOC_NOWHERE;
-        game.prop[BOTTLE] = EMPTY_BOTTLE;
-        if (k == OIL)
+        int k = LIQUID();
+        switch (k) {
+        case WATER:
+            game.prop[BOTTLE] = EMPTY_BOTTLE;
+            rspeak(WATER_URN);
+            break;
+        case OIL:
             game.prop[URN] = URN_DARK;
-        spk = WATER_URN + game.prop[URN];
-        rspeak(spk);
+            game.prop[BOTTLE] = EMPTY_BOTTLE;
+            rspeak(OIL_URN);
+            break;
+        case NO_OBJECT:
+        default:
+            rspeak(FILL_INVALID);
+            return GO_CLEAROBJ;
+        }
+        game.place[k] = LOC_NOWHERE;
         return GO_CLEAROBJ;
     } else if (obj != NO_OBJECT && obj != BOTTLE) {
-        rspeak(spk);
+        rspeak(actions[verb].message);
         return GO_CLEAROBJ;
     } else if (obj == NO_OBJECT && !HERE(BOTTLE))
         return GO_UNKNOWN;
-    spk = BOTTLED_WATER;
+    int spk = BOTTLED_WATER;
     if (LIQLOC(game.loc) == 0)
         spk = NO_LIQUID;
     if (HERE(URN) && game.prop[URN] != URN_EMPTY)
@@ -712,10 +719,9 @@ int fill(token_t verb, token_t obj)
     if (spk == BOTTLED_WATER) {
         /* FIXME: Arithmetic on property values */
         game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
-        k = LIQUID();
         if (TOTING(BOTTLE))
-            game.place[k] = CARRIED;
-        if (k == OIL)
+            game.place[LIQUID()] = CARRIED;
+        if (LIQUID() == OIL)
             spk = BOTTLED_OIL;
     }
     rspeak(spk);
@@ -725,17 +731,26 @@ int fill(token_t verb, token_t obj)
 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;
 }
 
@@ -778,19 +793,21 @@ static int fly(token_t verb, token_t obj)
 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;
 }