Narrow the scope of VERB.
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844cb05619
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57104237ed
3 changed files with 14 additions and 11 deletions
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@ -12,7 +12,7 @@
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/* Analyse a verb. Remember what it was, go back for object if second word
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* unless verb is "say", which snarfs arbitrary second word.
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* Takes K, OBJ, and VERB as inputs.
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* FIXME: Takes K and VERB as additional inputs.
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*/
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int action(FILE *input, long STARTAT, long obj) {
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@ -310,7 +310,7 @@ L9094: DROP(JADE,game.loc);
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/* Attack also moved into separate module. */
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L9120: return(attack(input, obj));
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L9120: return(attack(input, obj, VERB));
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/* Pour. If no object, or object is bottle, assume contents of bottle.
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* special tests for pouring water or oil on plant or rusty door. */
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@ -390,7 +390,7 @@ L9160: if(obj != LAMP)SPK=76;
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/* Throw moved into separate module. */
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L9170: return(throw(input, obj));
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L9170: return(throw(input, obj, VERB));
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/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
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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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7
funcs.h
7
funcs.h
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@ -38,7 +38,12 @@
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#define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
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#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
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extern int carry(long), discard(long, bool), attack(FILE *, long), throw(FILE *, long obj), feed(long), fill(long);
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extern int carry(long);
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extern int discard(long, bool);
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extern int attack(FILE *, long, long);
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extern int throw(FILE *, long, long);
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extern int feed(long);
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extern int fill(long);
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void score(long);
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