Comment polishing.
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de3be760b6
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2 changed files with 13 additions and 11 deletions
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@ -903,7 +903,11 @@ static int listen(void)
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game.prop[i] < 0)
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game.prop[i] < 0)
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continue;
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continue;
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int mi = game.prop[i];
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int mi = game.prop[i];
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/* FIXME: Weird magic on object states */
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/* (ESR) Some unpleasant magic on object states here. Ideally
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* we'd have liked the bird to be a normal object that we can
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* use state_change() on; can't do it, because there are
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* actually two different series of per-state birdsounds
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* depending on whether player has drunk dragon's blood. */
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if (i == BIRD)
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if (i == BIRD)
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mi += 3 * game.blooded;
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mi += 3 * game.blooded;
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long packed_zzword = token_to_packed(game.zzword);
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long packed_zzword = token_to_packed(game.zzword);
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18
main.c
18
main.c
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@ -246,12 +246,12 @@ static bool spotted_by_pirate(int i)
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if (i != PIRATE)
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if (i != PIRATE)
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return false;
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return false;
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/* The pirate's spotted him. He leaves him alone once we've
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/* The pirate's spotted him. Pirate leaves him alone once we've
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* found chest. K counts if a treasure is here. If not, and
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* found chest. K counts if a treasure is here. If not, and
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* tally=1 for an unseen chest, let the pirate be spotted. Note
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* tally=1 for an unseen chest, let the pirate be spotted. Note
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* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
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* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
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* it to the troll, but in that case he's seen the chest
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* it to the troll, but in that case he's seen the chest
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* (game.prop=0). */
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* (game.prop[CHEST] == STATE_FOUND). */
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if (game.loc == game.chloc ||
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if (game.loc == game.chloc ||
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game.prop[CHEST] != STATE_NOTFOUND)
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game.prop[CHEST] != STATE_NOTFOUND)
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return true;
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return true;
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@ -321,15 +321,14 @@ static bool dwarfmove(void)
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* variables. Remember sixth dwarf is pirate and is thus
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* variables. Remember sixth dwarf is pirate and is thus
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* very different except for motion rules. */
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* very different except for motion rules. */
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/* First off, don't let the dwarves follow him into a pit or
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/* First off, don't let the dwarves follow him into a pit or a
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* a wall. Activate the whole mess the first time he gets as
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* wall. Activate the whole mess the first time he gets as far
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* far as the hall of mists (loc 15). If game.newloc is
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* as the Hall of Mists (what INDEEP() tests). If game.newloc
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* forbidden to pirate (in particular, if it's beyond the
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* is forbidden to pirate (in particular, if it's beyond the
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* troll bridge), bypass dwarf stuff. That way pirate can't
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* troll bridge), bypass dwarf stuff. That way pirate can't
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* steal return toll, and dwarves can't meet the bear. Also
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* steal return toll, and dwarves can't meet the bear. Also
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* means dwarves won't follow him into dead end in maze, but
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* means dwarves won't follow him into dead end in maze, but
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* c'est la vie. They'll wait for him outside the dead
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* c'est la vie. They'll wait for him outside the dead end. */
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* end. */
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if (game.loc == LOC_NOWHERE ||
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if (game.loc == LOC_NOWHERE ||
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FORCED(game.loc) ||
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FORCED(game.loc) ||
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CNDBIT(game.newloc, COND_NOARRR))
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CNDBIT(game.newloc, COND_NOARRR))
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@ -343,7 +342,7 @@ static bool dwarfmove(void)
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}
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}
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/* When we encounter the first dwarf, we kill 0, 1, or 2 of
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/* When we encounter the first dwarf, we kill 0, 1, or 2 of
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* the 5 dwarves. If any of the survivors is at loc,
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* the 5 dwarves. If any of the survivors is at game.loc,
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* replace him with the alternate. */
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* replace him with the alternate. */
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if (game.dflag == 1) {
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if (game.dflag == 1) {
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if (!INDEEP(game.loc) ||
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if (!INDEEP(game.loc) ||
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@ -644,7 +643,6 @@ static void playermove( int motion)
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/* (ESR) We've found a destination that goes with the motion verb.
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/* (ESR) We've found a destination that goes with the motion verb.
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* Next we need to check any conditional(s) on this destination, and
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* Next we need to check any conditional(s) on this destination, and
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* possibly on following entries. */
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* possibly on following entries. */
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/* FIXME: Magic numbers related to move opcodes */
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do {
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do {
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for (;;) { /* L12 loop */
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for (;;) { /* L12 loop */
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for (;;) {
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for (;;) {
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