Second part of fix for "fee fie foe foo" and "fum", with test.
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db384731a7
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3 changed files with 8 additions and 8 deletions
11
actions.c
11
actions.c
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@ -187,9 +187,10 @@ static phase_codes_t attack(command_t command)
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}
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static phase_codes_t bigwords(vocab_t id)
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/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
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* Look up foo in special section of vocab to determine which word we've got.
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* Last word zips the eggs back to the giant room (unless already there). */
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/* Only called on FEE FIE FOE FOO (AND FUM). Advance to next state if given
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* in proper order. Look up foo in special section of vocab to determine which
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* word we've got. Last word zips the eggs back to the giant room (unless
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* already there). */
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{
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if ((game.foobar == WORD_EMPTY && id == FEE) ||
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(game.foobar == FEE && id == FIE) ||
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@ -228,9 +229,9 @@ static phase_codes_t bigwords(vocab_t id)
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if (game.loc == LOC_GIANTROOM) {
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rspeak(START_OVER);
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} else {
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/* This is new begavior in Open Adventure - sounds better when
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/* This is new behavior in Open Adventure - sounds better when
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* player isn't in the Giant Room. */
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rspeak(WELL_POINTLESS);
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rspeak(NOTHING_HAPPENS);
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}
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game.foobar = WORD_EMPTY;
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return GO_CLEAROBJ;
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