obj_t in actions. And some more magical word removal
Also, reindented everything, as usual
This commit is contained in:
parent
146abeae17
commit
de2b1894f2
2 changed files with 86 additions and 88 deletions
172
actions.c
172
actions.c
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@ -13,7 +13,7 @@ static int attack(struct command_t *command)
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* enemies, or no enemies but 2 others. */
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{
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vocab_t verb = command->verb;
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vocab_t obj = command->obj;
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obj_t obj = command->obj;
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if (obj == NO_OBJECT ||
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obj == INTRANSITIVE) {
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@ -113,12 +113,12 @@ static int attack(struct command_t *command)
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state_change(DRAGON, DRAGON_DEAD);
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game.prop[RUG] = RUG_FLOOR;
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/* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
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* The way it was computed before was wirse; it depended on the
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* two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
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* LOC_SECRET5 being right between them.
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*/
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* The way it was computed before was wirse; it depended on the
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* two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
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* LOC_SECRET5 being right between them.
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*/
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move(DRAGON + NOBJECTS, -1);
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move(RUG + NOBJECTS, 0);
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move(RUG + NOBJECTS, LOC_NOWHERE);
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move(DRAGON, LOC_SECRET5);
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move(RUG, LOC_SECRET5);
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drop(BLOOD, LOC_SECRET5);
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@ -186,48 +186,45 @@ static int bigwords(long id)
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* Look up foo in special section of vocab to determine which word we've got.
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* Last word zips the eggs back to the giant room (unless already there). */
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{
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if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
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(game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
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(game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
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(game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
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(game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM)))
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{
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game.foobar = id;
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if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
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rspeak(OK_MAN);
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return GO_CLEAROBJ;
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}
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game.foobar = WORD_EMPTY;
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if (game.place[EGGS] == objects[EGGS].plac ||
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(TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
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rspeak(NOTHING_HAPPENS);
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return GO_CLEAROBJ;
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} else {
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/* Bring back troll if we steal the eggs back from him before
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* crossing. */
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if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
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game.prop[TROLL] = TROLL_PAIDONCE;
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int k = EGGS_DONE;
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if (HERE(EGGS))
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k = EGGS_VANISHED;
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if (game.loc == objects[EGGS].plac)
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k = EGGS_HERE;
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move(EGGS, objects[EGGS].plac);
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pspeak(EGGS, look, k, true);
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return GO_CLEAROBJ;
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}
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}
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else
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{
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if (game.loc == LOC_GIANTROOM) {
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rspeak(START_OVER);
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} else {
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/* This is new begavior in Open Adventure - sounds better when
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* player isn't in the Giant Room. */
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rspeak(WELL_POINTLESS);
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}
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game.foobar = WORD_EMPTY;
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return GO_CLEAROBJ;
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if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
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(game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
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(game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
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(game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
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(game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM))) {
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game.foobar = id;
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if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
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rspeak(OK_MAN);
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return GO_CLEAROBJ;
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}
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game.foobar = WORD_EMPTY;
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if (game.place[EGGS] == objects[EGGS].plac ||
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(TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
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rspeak(NOTHING_HAPPENS);
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return GO_CLEAROBJ;
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} else {
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/* Bring back troll if we steal the eggs back from him before
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* crossing. */
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if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
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game.prop[TROLL] = TROLL_PAIDONCE;
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int k = EGGS_DONE;
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if (HERE(EGGS))
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k = EGGS_VANISHED;
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if (game.loc == objects[EGGS].plac)
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k = EGGS_HERE;
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move(EGGS, objects[EGGS].plac);
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pspeak(EGGS, look, k, true);
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return GO_CLEAROBJ;
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}
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} else {
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if (game.loc == LOC_GIANTROOM) {
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rspeak(START_OVER);
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} else {
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/* This is new begavior in Open Adventure - sounds better when
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* player isn't in the Giant Room. */
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rspeak(WELL_POINTLESS);
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}
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game.foobar = WORD_EMPTY;
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return GO_CLEAROBJ;
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}
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}
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@ -248,7 +245,7 @@ static void blast(void)
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}
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}
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static int vbreak(token_t verb, token_t obj)
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static int vbreak(vocab_t verb, obj_t obj)
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/* Break. Only works for mirror in repository and, of course, the vase. */
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{
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if (obj == MIRROR) {
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@ -280,7 +277,7 @@ static int brief(void)
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return GO_CLEAROBJ;
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}
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static int vcarry(token_t verb, token_t obj)
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static int vcarry(token_t verb, obj_t obj)
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/* Carry an object. Special cases for bird and cage (if bird in cage, can't
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* take one without the other). Liquids also special, since they depend on
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* status of bottle. Also various side effects, etc. */
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@ -445,7 +442,7 @@ static int chain(token_t verb)
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return GO_CLEAROBJ;
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}
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static int discard(token_t verb, token_t obj, bool just_do_it)
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static int discard(token_t verb, obj_t obj, bool just_do_it)
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/* Discard object. "Throw" also comes here for most objects. Special cases for
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* bird (might attack snake or dragon) and cage (might contain bird) and vase.
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* Drop coins at vending machine for extra batteries. */
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@ -528,7 +525,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
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return GO_CLEAROBJ;
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}
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static int drink(token_t verb, token_t obj)
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static int drink(token_t verb, obj_t obj)
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/* Drink. If no object, assume water and look for it here. If water is in
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* the bottle, drink that, else must be at a water loc, so drink stream. */
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{
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@ -558,7 +555,7 @@ static int drink(token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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static int eat(token_t verb, token_t obj)
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static int eat(token_t verb, obj_t obj)
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/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
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* ok, some things lose appetite, rest are ridiculous. */
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{
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@ -590,7 +587,7 @@ static int eat(token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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static int extinguish(token_t verb, int obj)
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static int extinguish(token_t verb, obj_t obj)
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/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
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{
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if (obj == INTRANSITIVE) {
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@ -629,7 +626,7 @@ static int extinguish(token_t verb, int obj)
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return GO_CLEAROBJ;
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}
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static int feed(token_t verb, token_t obj)
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static int feed(token_t verb, obj_t obj)
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/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
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* mad. Bear, special. */
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{
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@ -689,7 +686,7 @@ static int feed(token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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int fill(token_t verb, token_t obj)
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int fill(token_t verb, obj_t obj)
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/* Fill. Bottle or urn must be empty, and liquid available. (Vase
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* is nasty.) */
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{
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@ -764,7 +761,7 @@ int fill(token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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static int find(token_t verb, token_t obj)
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static int find(token_t verb, obj_t obj)
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/* Find. Might be carrying it, or it might be here. Else give caveat. */
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{
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if (TOTING(obj)) {
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@ -790,7 +787,7 @@ static int find(token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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static int fly(token_t verb, token_t obj)
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static int fly(token_t verb, obj_t obj)
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/* Fly. Snide remarks unless hovering rug is here. */
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{
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if (obj == INTRANSITIVE) {
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game.oldloc = game.loc;
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if (game.prop[SAPPH] == STATE_NOTFOUND) {
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game.newloc = game.place[SAPPH];
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game.newloc = game.place[SAPPH];
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rspeak(RUG_GOES);
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} else {
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game.newloc = LOC_CLIFF;
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game.newloc = LOC_CLIFF;
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rspeak(RUG_RETURNS);
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}
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return GO_TERMINATE;
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/* Inventory. If object, treat same as find. Else report on current burden. */
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{
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bool empty = true;
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for (int i = 1; i <= NOBJECTS; i++) {
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for (obj_t i = 1; i <= NOBJECTS; i++) {
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if (i == BEAR ||
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!TOTING(i))
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continue;
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return GO_CLEAROBJ;
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}
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static int light(token_t verb, token_t obj)
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static int light(token_t verb, obj_t obj)
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/* Light. Applicable only to lamp and urn. */
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{
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if (obj == INTRANSITIVE) {
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@ -893,12 +890,13 @@ static int listen(void)
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rspeak(NO_MESSAGE);
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return GO_CLEAROBJ;
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}
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for (int i = 1; i <= NOBJECTS; i++) {
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for (obj_t i = 1; i <= NOBJECTS; i++) {
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if (!HERE(i) ||
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objects[i].sounds[0] == NULL ||
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game.prop[i] < 0)
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continue;
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int mi = game.prop[i];
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/* FIXME: Weird magic on object states */
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if (i == BIRD)
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mi += 3 * game.blooded;
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long packed_zzword = token_to_packed(game.zzword);
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@ -912,7 +910,7 @@ static int listen(void)
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return GO_CLEAROBJ;
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}
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static int lock(token_t verb, token_t obj)
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static int lock(token_t verb, obj_t obj)
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/* Lock, unlock, no object given. Assume various things if present. */
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{
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if (obj == INTRANSITIVE) {
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@ -992,7 +990,7 @@ static int lock(token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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static int pour(token_t verb, token_t obj)
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static int pour(token_t verb, obj_t obj)
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/* Pour. If no object, or object is bottle, assume contents of bottle.
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* special tests for pouring water or oil on plant or rusty door. */
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{
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@ -1049,13 +1047,13 @@ static int read(struct command_t command)
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/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
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{
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if (command.obj == INTRANSITIVE) {
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command.obj = 0;
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command.obj = NO_OBJECT;
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for (int i = 1; i <= NOBJECTS; i++) {
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if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
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command.obj = command.obj * NOBJECTS + i;
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}
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if (command.obj > NOBJECTS ||
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command.obj == 0 ||
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command.obj == NO_OBJECT ||
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DARK(game.loc))
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return GO_UNKNOWN;
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}
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@ -1065,7 +1063,7 @@ static int read(struct command_t command)
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} else if (command.obj == OYSTER && !game.clshnt && game.closed) {
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game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
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} else if (objects[command.obj].texts[0] == NULL ||
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game.prop[command.obj] < 0) {
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game.prop[command.obj] == STATE_NOTFOUND) {
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speak(actions[command.verb].message);
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} else
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pspeak(command.obj, study, game.prop[command.obj], true);
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@ -1092,7 +1090,7 @@ static int reservoir(void)
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}
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}
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static int rub(token_t verb, token_t obj)
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static int rub(token_t verb, obj_t obj)
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/* Rub. Yields various snide remarks except for lit urn. */
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{
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if (obj == URN && game.prop[URN] == URN_LIT) {
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@ -1124,10 +1122,10 @@ static int say(struct command_t *command)
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wd == MOTION_WORD(PLUGH) ||
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wd == MOTION_WORD(PLOVER) ||
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wd == ACTION_WORD(FEE) ||
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wd == ACTION_WORD(FIE) ||
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wd == ACTION_WORD(FOE) ||
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wd == ACTION_WORD(FOO) ||
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wd == ACTION_WORD(FUM) ||
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wd == ACTION_WORD(FIE) ||
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wd == ACTION_WORD(FOE) ||
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wd == ACTION_WORD(FOO) ||
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wd == ACTION_WORD(FUM) ||
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wd == ACTION_WORD(PART)) {
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/* FIXME: scribbles on the interpreter's command block */
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wordclear(&command->wd2);
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@ -1205,7 +1203,7 @@ static int throw (struct command_t *command)
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}
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}
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static int wake(token_t verb, token_t obj)
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static int wake(token_t verb, obj_t obj)
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/* Wake. Only use is to disturb the dwarves. */
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{
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if (obj != DWARF ||
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@ -1218,7 +1216,7 @@ static int wake(token_t verb, token_t obj)
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}
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}
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static int wave(token_t verb, token_t obj)
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static int wave(token_t verb, obj_t obj)
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/* Wave. No effect unless waving rod at fissure or at bird. */
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{
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if (obj != ROD ||
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@ -1227,13 +1225,13 @@ static int wave(token_t verb, token_t obj)
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(game.closng ||
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!AT(FISSURE)))) {
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speak(((!TOTING(obj)) && (obj != ROD ||
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!TOTING(ROD2))) ?
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arbitrary_messages[ARENT_CARRYING] :
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actions[verb].message);
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!TOTING(ROD2))) ?
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arbitrary_messages[ARENT_CARRYING] :
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actions[verb].message);
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return GO_CLEAROBJ;
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}
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if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
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if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
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drop(JADE, game.loc);
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game.prop[JADE] = STATE_FOUND;
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--game.tally;
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@ -1388,10 +1386,10 @@ int action(struct command_t *command)
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case SCORE:
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score(scoregame);
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return GO_CLEAROBJ;
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case FEE:
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case FIE:
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case FOE:
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case FOO:
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case FEE:
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case FIE:
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case FOE:
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case FOO:
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case FUM:
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return bigwords(command->id1);
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case BRIEF:
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@ -1480,10 +1478,10 @@ int action(struct command_t *command)
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speak(actions[command->verb].message);
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return GO_CLEAROBJ;
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}
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case FEE:
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case FIE:
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case FOE:
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case FOO:
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case FEE:
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case FIE:
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case FOE:
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case FOO:
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case FUM: {
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speak(actions[command->verb].message);
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return GO_CLEAROBJ;
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