Begin localizing OBJ.
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4fe6286cc6
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3 changed files with 33 additions and 33 deletions
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@ -308,7 +308,7 @@ L9094: DROP(JADE,game.loc);
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/* Attack also moved into separate module. */
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/* Attack also moved into separate module. */
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L9120: return(attack(input));
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L9120: return(attack(input, OBJ));
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/* Pour. If no object, or object is bottle, assume contents of bottle.
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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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* special tests for pouring water or oil on plant or rusty door. */
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62
actions2.c
62
actions2.c
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@ -129,52 +129,52 @@ L9028: game.prop[VASE]=2;
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* objects fall into two categories: enemies (snake, dwarf, etc.) and others
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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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* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
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int attack(FILE *input) {
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int attack(FILE *input, long obj) {
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I=ATDWRF(game.loc);
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I=ATDWRF(game.loc);
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if(OBJ != 0) goto L9124;
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if(obj != 0) goto L9124;
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if(I > 0)OBJ=DWARF;
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if(I > 0)obj=DWARF;
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if(HERE(SNAKE))OBJ=OBJ*NOBJECTS+SNAKE;
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if(HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
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if(AT(DRAGON) && game.prop[DRAGON] == 0)OBJ=OBJ*NOBJECTS+DRAGON;
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if(AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
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if(AT(TROLL))OBJ=OBJ*NOBJECTS+TROLL;
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if(AT(TROLL))obj=obj*NOBJECTS+TROLL;
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if(AT(OGRE))OBJ=OBJ*NOBJECTS+OGRE;
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if(AT(OGRE))obj=obj*NOBJECTS+OGRE;
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if(HERE(BEAR) && game.prop[BEAR] == 0)OBJ=OBJ*NOBJECTS+BEAR;
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if(HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
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if(OBJ > NOBJECTS) return(8000);
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if(obj > NOBJECTS) return(8000);
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if(OBJ != 0) goto L9124;
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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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/* 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(BIRD) && VERB != THROW)obj=BIRD;
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if(HERE(VEND) && VERB != THROW)OBJ=OBJ*NOBJECTS+VEND;
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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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/* 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(HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
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if(OBJ > NOBJECTS) return(8000);
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if(obj > NOBJECTS) return(8000);
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L9124: if(OBJ == BIRD) {
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L9124: if(obj == BIRD) {
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SPK=137;
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SPK=137;
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if(game.closed) return(2011);
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if(game.closed) return(2011);
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DSTROY(BIRD);
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DSTROY(BIRD);
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game.prop[BIRD]=0;
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game.prop[BIRD]=0;
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SPK=45;
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SPK=45;
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}
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}
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L9125: if(OBJ != VEND) goto L9126;
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L9125: if(obj != VEND) goto L9126;
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PSPEAK(VEND,game.prop[VEND]+2);
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PSPEAK(VEND,game.prop[VEND]+2);
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game.prop[VEND]=3-game.prop[VEND];
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game.prop[VEND]=3-game.prop[VEND];
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return(2012);
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return(2012);
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L9126: if(OBJ == 0)SPK=44;
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L9126: if(obj == 0)SPK=44;
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if(OBJ == CLAM || OBJ == OYSTER)SPK=150;
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if(obj == CLAM || obj == OYSTER)SPK=150;
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if(OBJ == SNAKE)SPK=46;
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if(obj == SNAKE)SPK=46;
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if(OBJ == DWARF)SPK=49;
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if(obj == DWARF)SPK=49;
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if(OBJ == DWARF && game.closed) return(19000);
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if(obj == DWARF && game.closed) return(19000);
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if(OBJ == DRAGON)SPK=167;
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if(obj == DRAGON)SPK=167;
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if(OBJ == TROLL)SPK=157;
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if(obj == TROLL)SPK=157;
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if(OBJ == OGRE)SPK=203;
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if(obj == OGRE)SPK=203;
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if(OBJ == OGRE && I > 0) goto L9128;
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if(obj == OGRE && I > 0) goto L9128;
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if(OBJ == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
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if(obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
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if(OBJ != DRAGON || game.prop[DRAGON] != 0) return(2011);
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if(obj != DRAGON || game.prop[DRAGON] != 0) return(2011);
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/* Fun stuff for dragon. If he insists on attacking it, win! Set game.prop to dead,
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/* Fun stuff for dragon. If he insists on attacking it, win! Set game.prop to dead,
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* move dragon to central loc (still fixed), move rug there (not fixed), and
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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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* move him there, too. Then do a null motion to get new description. */
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RSPEAK(49);
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RSPEAK(49);
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VERB=0;
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VERB=0;
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OBJ=0;
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obj=0;
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GETIN(input,WD1,WD1X,WD2,WD2X);
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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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if(WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
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PSPEAK(DRAGON,3);
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PSPEAK(DRAGON,3);
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@ -186,8 +186,8 @@ L9126: if(OBJ == 0)SPK=44;
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MOVE(DRAGON,K);
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MOVE(DRAGON,K);
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MOVE(RUG,K);
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MOVE(RUG,K);
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DROP(BLOOD,K);
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DROP(BLOOD,K);
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for (OBJ=1; OBJ<=NOBJECTS; OBJ++) {
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for (obj=1; obj<=NOBJECTS; obj++) {
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if(game.place[OBJ] == PLAC[DRAGON] || game.place[OBJ] == FIXD[DRAGON])MOVE(OBJ,K);
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if(game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K);
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/*etc*/ ;
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/*etc*/ ;
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} /* end loop */
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} /* end loop */
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game.loc=K;
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game.loc=K;
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@ -229,7 +229,7 @@ int throw(FILE *cmdin) {
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if(AT(OGRE)) goto L9175;
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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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if(HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
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OBJ=0;
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OBJ=0;
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return(attack(cmdin));
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return(attack(cmdin, OBJ));
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L9172: SPK=48;
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L9172: SPK=48;
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if(randrange(NDWARVES+1) < game.dflag) goto L9175;
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if(randrange(NDWARVES+1) < game.dflag) goto L9175;
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2
funcs.h
2
funcs.h
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@ -38,7 +38,7 @@
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#define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
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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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#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
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extern int carry(void), discard(bool), attack(FILE *), throw(FILE *), feed(void), fill(void);
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extern int carry(void), discard(bool), attack(FILE *, long), throw(FILE *), feed(void), fill(void);
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void score(long);
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void score(long);
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