More use of manifeat constants.
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0dc78b4221
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3 changed files with 19 additions and 16 deletions
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@ -65,7 +65,7 @@ static int attack(FILE *input, long verb, token_t obj)
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if (obj == DWARF && game.closed) return GO_DWARFWAKE;
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if (obj == DRAGON)spk=ALREADY_DEAD;
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if (obj == TROLL)spk=ROCKY_TROLL;
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if (obj == OGRE)spk=OGRE_DOFGE;
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if (obj == OGRE)spk=OGRE_DODGE;
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if (obj == OGRE && d > 0) {
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RSPEAK(spk);
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RSPEAK(KNIFE_THROWN);
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@ -860,6 +860,7 @@ static int say(void)
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if (WD2 > 0)
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WD1=WD2;
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int wd=VOCAB(WD1,-1);
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/* FIXME: Magic numbers */
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if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
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WD2=0;
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return GO_LOOKUP;
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@ -918,7 +919,7 @@ static int throw(FILE *cmdin, long verb, token_t obj)
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return throw_support(spk);
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}
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if (AT(OGRE)) {
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spk=OGRE_DOFGE;
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spk=OGRE_DODGE;
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return throw_support(spk);
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}
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if (HERE(BEAR) && game.prop[BEAR] == 0) {
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@ -948,7 +948,7 @@ arbitrary_messages: !!omap
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- THIS_ACCEPTABLE: 'Is this acceptable?'
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- ALREADY_OVER: 'This adventure is already over. To start a new adventure, or to\nresume an earlier adventure, please run a fresh copy of the program.'
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- OGRE_FULL: 'The ogre doesn''t appear to be hungry.'
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- OGRE_DOFGE: 'The ogre, who despite his bulk is quite agile, easily dodges your\nattack. He seems almost amused by your puny effort.'
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- OGRE_DODGE: 'The ogre, who despite his bulk is quite agile, easily dodges your\nattack. He seems almost amused by your puny effort.'
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- OGRE_PANIC1: 'The ogre, distracted by your rush, is struck by the knife. With a\nblood-curdling yell he turns and bounds after the dwarves, who flee\nin panic. You are left alone in the room.'
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- OGRE_PANIC2: 'The ogre, distracted by your rush, is struck by the knife. With a\nblood-curdling yell he turns and bounds after the dwarf, who flees\nin panic. You are left alone in the room.'
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- FREE_FLY: 'The bird flies about agitatedly for a moment.'
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26
main.c
26
main.c
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@ -499,7 +499,7 @@ static void croak(FILE *cmdin)
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}
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/* Given the current location in "game.loc", and a motion verb number in
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* "K", put the new location in "game.newloc". The current loc is saved
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* "motion", put the new location in "game.newloc". The current loc is saved
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* in "game.oldloc" in case he wants to retreat. The current
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* game.oldloc is saved in game.oldlc2, in case he dies. (if he
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* does, game.newloc will be limbo, and game.oldloc will be what killed
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@ -556,7 +556,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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}
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else if (motion == LOOK) {
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/* Look. Can't give more detail. Pretend it wasn't dark
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* (though it may "now" be dark) so he won't fall into a
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* (though it may now be dark) so he won't fall into a
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* pit while staring into the gloom. */
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if (game.detail < 3)
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RSPEAK(NO_MORE_DETAIL);
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@ -567,7 +567,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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}
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else if (motion == CAVE) {
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/* Cave. Different messages depending on whether above ground. */
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RSPEAK((OUTSID(game.loc) && game.loc != 8) ? FOLLOW_STREAM : NEED_DETAIL);
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RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
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return true;
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}
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else {
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@ -582,6 +582,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
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break;
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if (TRAVEL[kk] < 0) {
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/* FIXME: Magic numbers! */
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/* Non-applicable motion. Various messages depending on
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* word given. */
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int spk=CANT_APPLY;
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@ -698,6 +699,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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}
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} while
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(false);
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/* FIXME: Arithmetic on location number, becoming a message number */
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RSPEAK(game.newloc-500);
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game.newloc=game.loc;
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return true;
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@ -903,8 +905,8 @@ static void listobjects(void)
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static bool do_command(FILE *cmdin)
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/* Get and execute a command */
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{
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long KQ, verb, V1, V2;
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long i, k, KMOD;
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long kq, verb, V1, V2;
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long i, k, kmod;
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static long igo = 0;
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static long obj = 0;
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enum speechpart part;
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@ -1062,18 +1064,18 @@ static bool do_command(FILE *cmdin)
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RSPEAK(DONT_KNOW);
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goto L2600;
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}
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KMOD=MOD(i,1000);
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KQ=i/1000+1;
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switch (KQ-1)
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kmod=MOD(i,1000);
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kq=i/1000+1;
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switch (kq-1)
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{
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case 0:
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if (playermove(cmdin, verb, KMOD))
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if (playermove(cmdin, verb, kmod))
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return true;
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else
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continue; /* back to top of main interpreter loop */
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case 1: part=unknown; obj = KMOD; break;
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case 2: part=intransitive; verb = KMOD; break;
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case 3: RSPEAK(KMOD); goto L2012;
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case 1: part=unknown; obj = kmod; break;
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case 2: part=intransitive; verb = kmod; break;
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case 3: RSPEAK(kmod); goto L2012;
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default: BUG(22);
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}
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