Narrow the scope of VERB.
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844cb05619
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57104237ed
3 changed files with 14 additions and 11 deletions
12
actions2.c
12
actions2.c
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@ -129,7 +129,7 @@ L9028: game.prop[VASE]=2;
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* objects fall into two categories: enemies (snake, dwarf, etc.) and others
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* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
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int attack(FILE *input, long obj) {
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int attack(FILE *input, long obj, long verb) {
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I=ATDWRF(game.loc);
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if(obj != 0) goto L9124;
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if(I > 0)obj=DWARF;
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@ -141,8 +141,8 @@ int attack(FILE *input, long obj) {
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if(obj > NOBJECTS) return(8000);
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if(obj != 0) goto L9124;
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/* CAN'T ATTACK BIRD OR MACHINE BY THROWING AXE. */
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if(HERE(BIRD) && VERB != THROW)obj=BIRD;
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if(HERE(VEND) && VERB != THROW)obj=obj*NOBJECTS+VEND;
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if(HERE(BIRD) && verb != THROW)obj=BIRD;
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if(HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
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/* CLAM AND OYSTER BOTH TREATED AS CLAM FOR INTRANSITIVE CASE; NO HARM DONE. */
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if(HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
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if(obj > NOBJECTS) return(8000);
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@ -173,8 +173,6 @@ L9126: if(obj == 0)SPK=44;
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* move dragon to central loc (still fixed), move rug there (not fixed), and
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* move him there, too. Then do a null motion to get new description. */
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RSPEAK(49);
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VERB=0;
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obj=0;
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GETIN(input,WD1,WD1X,WD2,WD2X);
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if(WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
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PSPEAK(DRAGON,3);
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@ -213,7 +211,7 @@ L9128: RSPEAK(SPK);
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* and if dwarf is present then one might be killed. (Only way to do so!)
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* Axe also special for dragon, bear, and troll. Treasures special for troll. */
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int throw(FILE *cmdin, long obj) {
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int throw(FILE *cmdin, long obj, long verb) {
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if(TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
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if(!TOTING(obj)) return(2011);
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if(obj >= 50 && obj <= MAXTRS && AT(TROLL)) goto L9178;
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@ -229,7 +227,7 @@ int throw(FILE *cmdin, long obj) {
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if(AT(OGRE)) goto L9175;
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if(HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
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obj=0;
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return(attack(cmdin, obj));
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return(attack(cmdin, obj, verb));
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L9172: SPK=48;
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if(randrange(NDWARVES+1) < game.dflag) goto L9175;
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