Moved state_change to misc.c to start using it in main.c, too
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5 changed files with 17 additions and 14 deletions
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@ -6,13 +6,6 @@
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static int fill(token_t, token_t);
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static void state_change(long obj, long state)
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/* Object must have a change-message list for this to be useful; only some do */
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{
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game.prop[obj] = state;
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pspeak(obj, change, state, true);
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}
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static int attack(struct command_t *command)
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/* Attack. Assume target if unambiguous. "Throw" also links here.
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* Attackable objects fall into two categories: enemies (snake,
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2
advent.h
2
advent.h
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@ -242,6 +242,8 @@ extern int resume(void);
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extern int restore(FILE *);
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extern long initialise(void);
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extern int action(struct command_t *command);
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extern void state_change(long obj, long state);
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void bug(enum bugtype, const char *) __attribute__((__noreturn__));
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@ -2963,11 +2963,6 @@ arbitrary_messages: !!omap
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- TROLL_SATISFIED: 'The troll catches your treasure and scurries away out of sight.'
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- TROLL_BLOCKS: 'The troll refuses to let you cross.'
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- BRIDGE_GONE: 'There is no longer any way across the chasm.'
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- BRIDGE_COLLAPSE: |-
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Just as you reach the other side, the bridge buckles beneath the
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weight of the bear, which was still following you around. You
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scrabble desperately for support, but as the bridge collapses you
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stumble back and fall into the chasm.
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- BEAR_HANDS: 'With what? Your bare hands? Against *HIS* bear hands??'
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- BEAR_CONFUSED: 'The bear is confused; he only wants to be your friend.'
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- ALREADY_DEAD: 'For crying out loud, the poor thing is already dead!'
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@ -3497,6 +3492,13 @@ objects: !!omap
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descriptions:
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- 'A rickety wooden bridge extends across the chasm, vanishing into the\nmist. A notice posted on the bridge reads, "Stop! Pay troll!"'
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- 'The wreckage of a bridge (and a dead bear) can be seen at the bottom\nof the chasm.'
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changes:
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- ''
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- |-
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Just as you reach the other side, the bridge buckles beneath the
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weight of the bear, which was still following you around. You
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scrabble desperately for support, but as the bridge collapses you
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stumble back and fall into the chasm.
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- TROLL:
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words: ['troll']
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inventory: '*troll'
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3
main.c
3
main.c
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@ -726,8 +726,7 @@ static void playermove( int motion)
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game.prop[TROLL] = TROLL_PAIDONCE;
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if (!TOTING(BEAR))
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return;
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rspeak(BRIDGE_COLLAPSE);
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game.prop[CHASM] = BRIDGE_WRECKED;
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state_change(CHASM, BRIDGE_WRECKED);
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game.prop[TROLL] = TROLL_GONE;
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drop(BEAR, game.newloc);
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game.fixed[BEAR] = IS_FIXED;
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7
misc.c
7
misc.c
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@ -689,3 +689,10 @@ void bug(enum bugtype num, const char *error_string)
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// LCOV_EXCL_STOP
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/* end */
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void state_change(long obj, long state)
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/* Object must have a change-message list for this to be useful; only some do */
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{
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game.prop[obj] = state;
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pspeak(obj, change, state, true);
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}
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