Begin localizing OBJ.

This commit is contained in:
Eric S. Raymond 2017-06-07 08:29:30 -04:00
parent 4fe6286cc6
commit a5cef5208f
3 changed files with 33 additions and 33 deletions

View file

@ -129,52 +129,52 @@ L9028: game.prop[VASE]=2;
* objects fall into two categories: enemies (snake, dwarf, etc.) and others
* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
int attack(FILE *input) {
int attack(FILE *input, long obj) {
I=ATDWRF(game.loc);
if(OBJ != 0) goto L9124;
if(I > 0)OBJ=DWARF;
if(HERE(SNAKE))OBJ=OBJ*NOBJECTS+SNAKE;
if(AT(DRAGON) && game.prop[DRAGON] == 0)OBJ=OBJ*NOBJECTS+DRAGON;
if(AT(TROLL))OBJ=OBJ*NOBJECTS+TROLL;
if(AT(OGRE))OBJ=OBJ*NOBJECTS+OGRE;
if(HERE(BEAR) && game.prop[BEAR] == 0)OBJ=OBJ*NOBJECTS+BEAR;
if(OBJ > NOBJECTS) return(8000);
if(OBJ != 0) goto L9124;
if(obj != 0) goto L9124;
if(I > 0)obj=DWARF;
if(HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
if(AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
if(AT(TROLL))obj=obj*NOBJECTS+TROLL;
if(AT(OGRE))obj=obj*NOBJECTS+OGRE;
if(HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
if(obj > NOBJECTS) return(8000);
if(obj != 0) goto L9124;
/* CAN'T ATTACK BIRD OR MACHINE BY THROWING AXE. */
if(HERE(BIRD) && VERB != THROW)OBJ=BIRD;
if(HERE(VEND) && VERB != THROW)OBJ=OBJ*NOBJECTS+VEND;
if(HERE(BIRD) && VERB != THROW)obj=BIRD;
if(HERE(VEND) && VERB != THROW)obj=obj*NOBJECTS+VEND;
/* CLAM AND OYSTER BOTH TREATED AS CLAM FOR INTRANSITIVE CASE; NO HARM DONE. */
if(HERE(CLAM) || HERE(OYSTER))OBJ=NOBJECTS*OBJ+CLAM;
if(OBJ > NOBJECTS) return(8000);
L9124: if(OBJ == BIRD) {
if(HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
if(obj > NOBJECTS) return(8000);
L9124: if(obj == BIRD) {
SPK=137;
if(game.closed) return(2011);
DSTROY(BIRD);
game.prop[BIRD]=0;
SPK=45;
}
L9125: if(OBJ != VEND) goto L9126;
L9125: if(obj != VEND) goto L9126;
PSPEAK(VEND,game.prop[VEND]+2);
game.prop[VEND]=3-game.prop[VEND];
return(2012);
L9126: if(OBJ == 0)SPK=44;
if(OBJ == CLAM || OBJ == OYSTER)SPK=150;
if(OBJ == SNAKE)SPK=46;
if(OBJ == DWARF)SPK=49;
if(OBJ == DWARF && game.closed) return(19000);
if(OBJ == DRAGON)SPK=167;
if(OBJ == TROLL)SPK=157;
if(OBJ == OGRE)SPK=203;
if(OBJ == OGRE && I > 0) goto L9128;
if(OBJ == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
if(OBJ != DRAGON || game.prop[DRAGON] != 0) return(2011);
L9126: if(obj == 0)SPK=44;
if(obj == CLAM || obj == OYSTER)SPK=150;
if(obj == SNAKE)SPK=46;
if(obj == DWARF)SPK=49;
if(obj == DWARF && game.closed) return(19000);
if(obj == DRAGON)SPK=167;
if(obj == TROLL)SPK=157;
if(obj == OGRE)SPK=203;
if(obj == OGRE && I > 0) goto L9128;
if(obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
if(obj != DRAGON || game.prop[DRAGON] != 0) return(2011);
/* Fun stuff for dragon. If he insists on attacking it, win! Set game.prop to dead,
* move dragon to central loc (still fixed), move rug there (not fixed), and
* move him there, too. Then do a null motion to get new description. */
RSPEAK(49);
VERB=0;
OBJ=0;
obj=0;
GETIN(input,WD1,WD1X,WD2,WD2X);
if(WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
PSPEAK(DRAGON,3);
@ -186,8 +186,8 @@ L9126: if(OBJ == 0)SPK=44;
MOVE(DRAGON,K);
MOVE(RUG,K);
DROP(BLOOD,K);
for (OBJ=1; OBJ<=NOBJECTS; OBJ++) {
if(game.place[OBJ] == PLAC[DRAGON] || game.place[OBJ] == FIXD[DRAGON])MOVE(OBJ,K);
for (obj=1; obj<=NOBJECTS; obj++) {
if(game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K);
/*etc*/ ;
} /* end loop */
game.loc=K;
@ -229,7 +229,7 @@ int throw(FILE *cmdin) {
if(AT(OGRE)) goto L9175;
if(HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
OBJ=0;
return(attack(cmdin));
return(attack(cmdin, OBJ));
L9172: SPK=48;
if(randrange(NDWARVES+1) < game.dflag) goto L9175;