More use of manifest constants.
This commit is contained in:
parent
1896e0f886
commit
0dc78b4221
3 changed files with 37 additions and 22 deletions
10
main.c
10
main.c
|
@ -324,7 +324,7 @@ static bool dwarfmove(void)
|
|||
int kk, stick, attack;
|
||||
long tk[21];
|
||||
|
||||
/* Dwarf stuff. See earlier comments for description of
|
||||
/* Dwarf stuff. See earlier comments for description of
|
||||
* variables. Remember sixth dwarf is pirate and is thus
|
||||
* very different except for motion rules. */
|
||||
|
||||
|
@ -490,7 +490,7 @@ static void croak(FILE *cmdin)
|
|||
int i=NOBJECTS + 1 - j;
|
||||
if (TOTING(i)) {
|
||||
/* Always leave lamp where it's accessible aboveground */
|
||||
DROP(i, (i == LAMP) ? 1 : game.oldlc2);
|
||||
DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
|
||||
}
|
||||
}
|
||||
game.loc = LOC_BUILDING;
|
||||
|
@ -558,7 +558,8 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
|
|||
/* Look. Can't give more detail. Pretend it wasn't dark
|
||||
* (though it may "now" be dark) so he won't fall into a
|
||||
* pit while staring into the gloom. */
|
||||
if (game.detail < 3)RSPEAK(NO_MORE_DETAIL);
|
||||
if (game.detail < 3)
|
||||
RSPEAK(NO_MORE_DETAIL);
|
||||
++game.detail;
|
||||
game.wzdark=false;
|
||||
game.abbrev[game.loc]=0;
|
||||
|
@ -640,6 +641,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
|
|||
* emerald. Note: travel table must include "useless"
|
||||
* entries going through passage, which can never be used for
|
||||
* actual motion, but can be spotted by "go back". */
|
||||
/* FIXME: Arithmetic on location numbers */
|
||||
game.newloc=99+100-game.loc;
|
||||
if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
|
||||
return true;
|
||||
|
@ -950,7 +952,7 @@ static bool do_command(FILE *cmdin)
|
|||
croak(cmdin);
|
||||
continue; /* back to top of main interpreter loop */
|
||||
}
|
||||
msg=arbitrary_messages[16];
|
||||
msg=arbitrary_messages[PITCH_DARK];
|
||||
}
|
||||
if (TOTING(BEAR))RSPEAK(TAME_BEAR);
|
||||
newspeak(msg);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue