* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-static bool playermove(token_t verb, int motion)
+static bool playermove( int motion)
{
int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
break;
if (travel[travel_entry].stop) {
- /* FIXME: Magic numbers! */
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
int spk = CANT_APPLY;
- if (motion >= MOT_43 && motion <= MOT_50)
+ if (motion >= EAST && motion <= NW)
spk = BAD_DIRECTION;
- if (motion == MOT_29 || motion == MOT_30)
+ if (motion == UP || motion == DOWN)
spk = BAD_DIRECTION;
- if (motion == MOT_7 || motion == MOT_36 || motion == MOT_37)
+ if (motion == FORWARD || motion == LEFT || motion == RIGHT)
spk = UNSURE_FACING;
- if (motion == MOT_11 || motion == MOT_19)
+ if (motion == OUTSIDE || motion == INSIDE)
spk = NO_INOUT_HERE;
- if (verb == FIND || verb == INVENTORY)
- spk = NEARBY;
- if (motion == MOT_62 || motion == MOT_65)
+ if (motion == XYZZY || motion == PLUGH)
spk = NOTHING_HAPPENS;
- if (motion == MOT_17)
+ if (motion == CRAWL)
spk = WHICH_WAY;
rspeak(spk);
return true;
rspeak(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
- if (playermove(command.verb, 1))
+ if (playermove(HERE))
return true;
else
continue; /* back to top of main interpreter loop */
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
- if (playermove(command.verb, kmod))
+ if (playermove(kmod))
return true;
else
continue; /* back to top of main interpreter loop */
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(command.verb, NUL);
+ playermove(NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */