Attempt fix for issue #52: endgame oyster reading is incorrect
authorEric S. Raymond <esr@thyrsus.com>
Mon, 11 Jan 2021 05:14:51 +0000 (00:14 -0500)
committerEric S. Raymond <esr@thyrsus.com>
Mon, 11 Jan 2021 05:14:51 +0000 (00:14 -0500)
actions.c

index f38f9e5ad271f5dc9229b4a544e68a3c6c43ed5d..9917199bc5bcef7bed8a7ca38ba1174ba1e63df4 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -1105,8 +1105,14 @@ static phase_codes_t read(command_t command)
 
     if (DARK(game.loc)) {
         sspeak(NO_SEE, command.word[0].raw);
-    } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
-        game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
+    } else if (command.obj == OYSTER) {
+       if (!TOTING(OYSTER) || !game.closed) {
+           rspeak(DONT_UNDERSTAND);
+       } else if (!game.clshnt) {
+           game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
+       } else if (game.clshnt) {
+           pspeak(OYSTER, hear, true, 1);      // Not really a sound, but oh well.
+       }
     } else if (objects[command.obj].texts[0] == NULL ||
                game.prop[command.obj] == STATE_NOTFOUND) {
         speak(actions[command.verb].message);