Eliminated bivalve function.
Reason: only called in lock(), you can't be TOTING a clam, you can't have the trident at a carryable oyster, and the code IMHO is more readable this way.
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3 changed files with 23 additions and 34 deletions
50
actions.c
50
actions.c
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@ -210,38 +210,6 @@ static int bigwords(token_t foo)
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}
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}
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static int bivalve(token_t verb, token_t obj)
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/* Clam/oyster actions */
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{
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bool is_oyster = (obj == OYSTER);
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if (verb == LOCK) {
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rspeak(HUH_MAN);
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return GO_CLEAROBJ;
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}
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if (!TOTING(TRIDENT)) {
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rspeak(is_oyster ?
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OYSTER_OPENER :
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CLAM_OPENER);
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return GO_CLEAROBJ;
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}
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if (TOTING(obj)) {
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rspeak( is_oyster ?
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DROP_OYSTER :
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DROP_CLAM);
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return GO_CLEAROBJ;
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}
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if (!is_oyster) {
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DESTROY(CLAM);
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drop(OYSTER, game.loc);
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drop(PEARL, LOC_CULDESAC);
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}
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rspeak(is_oyster ?
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OYSTER_OPENS :
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PEARL_FALLS);
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return GO_CLEAROBJ;
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}
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static void blast(void)
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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{
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@ -946,8 +914,24 @@ static int lock(token_t verb, token_t obj)
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switch (obj) {
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case CLAM:
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if (verb == LOCK)
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rspeak(HUH_MAN);
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else if (!TOTING(TRIDENT))
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rspeak(OYSTER_OPENER);
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else {
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DESTROY(CLAM);
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drop(OYSTER, game.loc);
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drop(PEARL, LOC_CULDESAC);
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rspeak(PEARL_FALLS);
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}
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return GO_CLEAROBJ;
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case OYSTER:
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return bivalve(verb, obj);
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if (verb == LOCK)
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rspeak(HUH_MAN);
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else
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rspeak(OYSTER_OPENER);
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return GO_CLEAROBJ;
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case DOOR:
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rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
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break;
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@ -2933,6 +2933,10 @@ Huh?
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Huh?
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> unlock oyster
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You don't have anything strong enough to open the oyster.
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> drop oyster
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OK
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@ -2977,7 +2981,7 @@ The resulting ruckus has awakened the dwarves. There are now several
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threatening little dwarves in the room with you! Most of them throw
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knives at you! All of them get you!
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You scored 383 out of a possible 430, using 475 turns.
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You scored 383 out of a possible 430, using 476 turns.
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Your score puts you in Master Adventurer Class B.
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@ -473,6 +473,7 @@ take oyster
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find oyster
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lock
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lock oyster
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unlock oyster
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drop oyster
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take oyster
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read oyster
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