Magic-number and state-arithmetic removal.
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2 changed files with 6 additions and 3 deletions
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@ -93,8 +93,12 @@ static int attack(struct command_t *command)
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}
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spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
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} else if (obj == BEAR) {
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/* FIXME: Arithmetic on message numbers */
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spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
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switch (game.prop[BEAR]) {
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case UNTAMED_BEAR: spk = BEAR_HANDS; break;
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case SITTING_BEAR: spk = BEAR_CONFUSED; break;
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case CONTENTED_BEAR: spk = BEAR_CONFUSED; break;
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case BEAR_DEAD: spk = ALREADY_DEAD; break;
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}
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} else if (obj == DRAGON && game.prop[DRAGON] == 0) {
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/* Fun stuff for dragon. If he insists on attacking it, win!
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* Set game.prop to dead, move dragon to central loc (still
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@ -3057,7 +3057,6 @@ arbitrary_messages: !!omap
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- TROLL_SCAMPERS: 'The bear lumbers toward the troll, who lets out a startled shriek and\nscurries away. The bear soon gives up the pursuit and wanders back.'
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- AXE_LOST: 'The axe misses and lands near the bear where you can''t get at it.'
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- BEAR_HANDS: 'With what? Your bare hands? Against *HIS* bear hands??'
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# The following three messages must be contiguous
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- BEAR_CONFUSED: 'The bear is confused; he only wants to be your friend.'
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- ALREADY_DEAD: 'For crying out loud, the poor thing is already dead!'
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- BEAR_TAMED: 'The bear eagerly wolfs down your food, after which he seems to calm\ndown considerably and even becomes rather friendly.'
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