// ****************************************************************************
//
// Logic 90: Game-specific functions
//
// You should use this logic to perform any game specific functions, such as
// counting down timers, etc and processing player input related to the game
// (such as examining/using inventory items) and any other things that are
// required in several rooms that you don't want to duplicate in each room.
//
// This logic is called from logic 0, on every cycle.
// If you like, you could only make it called only when disable_game_functions
// is not set.
//
// Sierra did not use a separate logic for all this - they just did it all
// from logic 0. I find it is neater this way, as you can keep your game
// specific processing separate from other system-related things (although
// these may require some modification for your game). Also, this makes logic 0
// easier to manage.
//
// ****************************************************************************

#include "defines.txt"
#define mail o2
// put all non-input-reponse game functions here

if (f2 &&
    unknown_word_no == 0 &&
    !input_parsed) {

// put various input responses here

  if (said("die")) {     // this one should not be in your game - it is
    load.view(1);        // only to demostrate the death handler (logic 94)
    set.view(o0,1);
    program.control();
    stop.motion(o0);
    v35 = 1;
  }

  if (said("pick your nose")) {     // this one should not be in your game - it is
    load.view(1);                  // only to demostrate the death handler (logic 94)
    set.view(o0,1);
    program.control();
    stop.motion(o0);
    v35 = 2;
  }


if (said("look", "rainbow card")) {
    if (has("rainbow card")) {
      show.obj(220);
    }
    else {
      print("You don't have it.");
   }
  }
if (said("look", "mail")) {
    if (has("mail")) {
      show.obj(3);
    }
    else {
      print("You don't have it.");
  }
 }
if (said("look", "fish")) {
    if (has("fish")) {
      show.obj(2);
    }
    else {
      print("You don't have it.");
  }
 }
 if (said("look", "key")) {
    if (has("key")) {
      show.obj(7);
    }
    else {
      print("You don't have it.");
  }
 }if (said("look", "apple")) {
    if (has("apple")) {
      show.obj(12);
    }
    else {
      print("You don't have it.");
  }
 }if (said("look", "sword")) {
    if (has("sword")) {
      show.obj(10);
    }
    else {
      print("You don't have it.");
  }
 }

 if (said("look", "pearl")) {
    if (has("pearl")) {
      show.obj(20);
    }
    else {
      print("You don't have it.");
  }
 }

 if (said("look", "green")) {
    if (has("green coins")) {
      show.obj(21);
    }
    else {
      print("You don't have it.");
  }
 }
  if (said("look", "alteeda", "coins")) {
    if (has("alteeda's coins")) {
      show.obj(32);
    }
    else {
      print("You don't have it.");
  }
 }
  if (said("look", "swordsman", "coins")) {
    if (has("Swordsman's Green Coins")) {
      show.obj(31);
    }
    else {
      print("You don't have it.");
  }
 }
  if ((said("examine", "anyword") ||
       said("examine", "anyword", "anyword"))) {
    print("What? Where?");
  }
 }
  if ((said("get", "anyword") ||
       said("get", "anyword", "anyword"))) {
    print("You can't get that here!");
  }
   if ((said("use", "anyword") ||
       said("use", "anyword", "anyword"))) {
    print("What do you want me to do with it?");
    }

    if (said("how can I die")) {
    print("You either type pick your nose, or type die!");
     }

return();