No spk remains in the code base

This commit is contained in:
NHOrus 2017-07-13 20:44:18 +03:00 committed by Eric S. Raymond
parent 761d660cd2
commit 49d9ef1bee
2 changed files with 36 additions and 39 deletions

View file

@ -477,15 +477,13 @@ static int discard(verb_t verb, obj_t obj)
game.prop[CAVITY] = CAVITY_FULL; game.prop[CAVITY] = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
(obj == RUBY && game.prop[RUG] == RUG_HOVER))) { (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
int spk;
if (obj == RUBY) if (obj == RUBY)
spk = RUG_SETTLES; rspeak(RUG_SETTLES);
else if (TOTING(RUG)) else if (TOTING(RUG))
spk = RUG_WIGGLES; rspeak(RUG_WIGGLES);
else else
spk = RUG_RISES; rspeak(RUG_RISES);
rspeak(spk); if (!TOTING(RUG) || obj == RUBY) {
if (spk != RUG_WIGGLES) {
int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER; int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
game.prop[RUG] = k; game.prop[RUG] = k;
if (k == RUG_HOVER) if (k == RUG_HOVER)

19
main.c
View file

@ -540,12 +540,15 @@ static void playermove( int motion)
motion = game.oldlc2; motion = game.oldlc2;
game.oldlc2 = game.oldloc; game.oldlc2 = game.oldloc;
game.oldloc = game.loc; game.oldloc = game.loc;
int spk = 0; if (CNDBIT(game.loc, COND_NOBACK)) {
if (motion == game.loc) rspeak(TWIST_TURN);
spk = FORGOT_PATH; return;
if (CNDBIT(game.loc, COND_NOBACK)) }
spk = TWIST_TURN; if (motion == game.loc) {
if (spk == 0) { rspeak(FORGOT_PATH);
return;
}
int te_tmp = 0; int te_tmp = 0;
for (;;) { for (;;) {
enum desttype_t desttype = travel[travel_entry].desttype; enum desttype_t desttype = travel[travel_entry].desttype;
@ -571,10 +574,6 @@ static void playermove( int motion)
travel_entry = tkey[game.loc]; travel_entry = tkey[game.loc];
break; /* fall through to ordinary travel */ break; /* fall through to ordinary travel */
} }
} else {
rspeak(spk);
return;
}
} else if (motion == LOOK) { } else if (motion == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark /* Look. Can't give more detail. Pretend it wasn't dark
* (though it may now be dark) so he won't fall into a * (though it may now be dark) so he won't fall into a