projects
/
open-adventure.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
Simplify vase-dropping logic using state_change().
[open-adventure.git]
/
actions.c
diff --git
a/actions.c
b/actions.c
index fdd1c9341e1fb911ac000fbe6241699638115dc5..59ec428f506127b5b2612f282ca34e5da5b31c44 100644
(file)
--- a/
actions.c
+++ b/
actions.c
@@
-7,6
+7,7
@@
static int fill(token_t, token_t);
static void state_change(long obj, long state)
static int fill(token_t, token_t);
static void state_change(long obj, long state)
+/* Object must have a change-message list for this to be useful; only some do */
{
game.prop[obj] = state;
pspeak(obj, change, state, true);
{
game.prop[obj] = state;
pspeak(obj, change, state, true);
@@
-361,7
+362,7
@@
static int vcarry(token_t verb, token_t obj)
}
}
- if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED &&
-1 - game.prop[BIRD]
!= BIRD_CAGED) {
+ if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED &&
STASHED(BIRD)
!= BIRD_CAGED) {
if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
DESTROY(BIRD);
rspeak(BIRD_CRAP);
if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
DESTROY(BIRD);
rspeak(BIRD_CRAP);
@@
-377,18
+378,16
@@
static int vcarry(token_t verb, token_t obj)
}
game.prop[BIRD] = BIRD_CAGED;
}
}
game.prop[BIRD] = BIRD_CAGED;
}
- /* FIXME: Arithmetic on state numbers */
if ((obj == BIRD ||
obj == CAGE) &&
if ((obj == BIRD ||
obj == CAGE) &&
- (game.prop[BIRD] == BIRD_CAGED ||
- -1 - game.prop[BIRD] == 1))
+ (game.prop[BIRD] == BIRD_CAGED ||
STASHED(BIRD) == BIRD_CAGED))
+ /* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
carry(obj, game.loc);
if (obj == BOTTLE && LIQUID() != NO_OBJECT)
game.place[LIQUID()] = CARRIED;
carry(BIRD + CAGE - obj, game.loc);
carry(obj, game.loc);
if (obj == BOTTLE && LIQUID() != NO_OBJECT)
game.place[LIQUID()] = CARRIED;
- if (GSTONE(obj) && game.prop[obj] != 0) {
- game.prop[obj]
- = STATE_GROUND;
+ if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
+ game.prop[obj] = STATE_FOUND;
game.prop[CAVITY] = CAVITY_EMPTY;
}
rspeak(OK_MAN);
game.prop[CAVITY] = CAVITY_EMPTY;
}
rspeak(OK_MAN);
@@
-451,7
+450,7
@@
static int discard(token_t verb, token_t obj, bool just_do_it)
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
obj = ROD2;
if (!TOTING(obj)) {
if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
obj = ROD2;
if (!TOTING(obj)) {
- rspeak(actions[verb].message
;
);
+ rspeak(actions[verb].message);
return GO_CLEAROBJ;
}
if (obj == BIRD && HERE(SNAKE)) {
return GO_CLEAROBJ;
}
if (obj == BIRD && HERE(SNAKE)) {
@@
-464,7
+463,7
@@
static int discard(token_t verb, token_t obj, bool just_do_it)
} else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
rspeak(GEM_FITS);
} else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
rspeak(GEM_FITS);
- game.prop[obj] =
1
;
+ game.prop[obj] =
STATE_IN_CAVITY
;
game.prop[CAVITY] = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
(obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
game.prop[CAVITY] = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
(obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
@@
-478,7
+477,7
@@
static int discard(token_t verb, token_t obj, bool just_do_it)
/* FIXME: Arithmetic on state numbers */
int k = 2 - game.prop[RUG];
game.prop[RUG] = k;
/* FIXME: Arithmetic on state numbers */
int k = 2 - game.prop[RUG];
game.prop[RUG] = k;
- if (k ==
2
)
+ if (k ==
RUG_HOVER
)
k = objects[SAPPH].plac;
move(RUG + NOBJECTS, k);
}
k = objects[SAPPH].plac;
move(RUG + NOBJECTS, k);
}
@@
-503,10
+502,9
@@
static int discard(token_t verb, token_t obj, bool just_do_it)
game.loc == objects[PILLOW].plac) {
rspeak(OK_MAN);
} else {
game.loc == objects[PILLOW].plac) {
rspeak(OK_MAN);
} else {
- game.prop[VASE] = VASE_BROKEN;
- if (AT(PILLOW))
- game.prop[VASE] = VASE_WHOLE;
- pspeak(VASE, look, game.prop[VASE] + 1, true);
+ state_change(VASE, AT(PILLOW)
+ ? VASE_WHOLE
+ : VASE_DROPPED);
if (game.prop[VASE] != VASE_WHOLE)
game.fixed[VASE] = -1;
}
if (game.prop[VASE] != VASE_WHOLE)
game.fixed[VASE] = -1;
}
@@
-663,7
+661,7
@@
static int feed(token_t verb, token_t obj)
DESTROY(FOOD);
game.prop[BEAR] = SITTING_BEAR;
game.fixed[AXE] = 0;
DESTROY(FOOD);
game.prop[BEAR] = SITTING_BEAR;
game.fixed[AXE] = 0;
- game.prop[AXE] =
0
;
+ game.prop[AXE] =
AXE_HERE
;
spk = BEAR_TAMED;
}
} else if (obj == OGRE) {
spk = BEAR_TAMED;
}
} else if (obj == OGRE) {
@@
-692,7
+690,7
@@
int fill(token_t verb, token_t obj)
rspeak(SHATTER_VASE);
game.prop[VASE] = VASE_BROKEN;
game.fixed[VASE] = -1;
rspeak(SHATTER_VASE);
game.prop[VASE] = VASE_BROKEN;
game.fixed[VASE] = -1;
- return (discard(verb,
obj
, true));
+ return (discard(verb,
VASE
, true));
}
if (obj == URN) {
}
if (obj == URN) {
@@
-1111,7
+1109,6
@@
static int say(struct command_t *command)
char word1[TOKLEN + 1];
packed_to_token(command->wd1, word1);
int wd = (int) get_vocab_id(word1);
char word1[TOKLEN + 1];
packed_to_token(command->wd1, word1);
int wd = (int) get_vocab_id(word1);
- /* FIXME: magic numbers */
if (wd == MOTION_WORD(XYZZY) ||
wd == MOTION_WORD(PLUGH) ||
wd == MOTION_WORD(PLOVER) ||
if (wd == MOTION_WORD(XYZZY) ||
wd == MOTION_WORD(PLUGH) ||
wd == MOTION_WORD(PLOVER) ||
@@
-1138,8
+1135,6
@@
static int throw (struct command_t *command)
* (Only way to do so!) Axe also special for dragon, bear, and
* troll. Treasures special for troll. */
{
* (Only way to do so!) Axe also special for dragon, bear, and
* troll. Treasures special for troll. */
{
- if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
- command->obj = ROD2;
if (!TOTING(command->obj)) {
rspeak(actions[command->verb].message);
return GO_CLEAROBJ;
if (!TOTING(command->obj)) {
rspeak(actions[command->verb].message);
return GO_CLEAROBJ;
@@
-1225,7
+1220,7
@@
static int wave(token_t verb, token_t obj)
if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
drop(JADE, game.loc);
if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
drop(JADE, game.loc);
- game.prop[JADE] =
0
;
+ game.prop[JADE] =
STATE_FOUND
;
--game.tally;
rspeak(NECKLACE_FLY);
return GO_CLEAROBJ;
--game.tally;
rspeak(NECKLACE_FLY);
return GO_CLEAROBJ;