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Working but unpolished refactor of bigwords().
[open-adventure.git]
/
main.c
diff --git
a/main.c
b/main.c
index 5edcc755389d593929cfac3da0eac26cefb37aa6..a0c986a5251749fa31b498d475ca79df5552f3e5 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-726,8
+726,7
@@
static void playermove( int motion)
game.prop[TROLL] = TROLL_PAIDONCE;
if (!TOTING(BEAR))
return;
game.prop[TROLL] = TROLL_PAIDONCE;
if (!TOTING(BEAR))
return;
- rspeak(BRIDGE_COLLAPSE);
- game.prop[CHASM] = BRIDGE_WRECKED;
+ state_change(CHASM, BRIDGE_WRECKED);
game.prop[TROLL] = TROLL_GONE;
drop(BEAR, game.newloc);
game.fixed[BEAR] = IS_FIXED;
game.prop[TROLL] = TROLL_GONE;
drop(BEAR, game.newloc);
game.fixed[BEAR] = IS_FIXED;
@@
-1066,11
+1065,7
@@
L2600:
command.id1 = get_vocab_id(word1);
command.id2 = get_vocab_id(word2);
command.id1 = get_vocab_id(word1);
command.id2 = get_vocab_id(word2);
- /* Every input, check "game.foobar" flag. If zero, nothing's
- * going on. If pos, make neg. If neg, he skipped a word,
- * so make it zero. */
L2607:
L2607:
- game.foobar = (game.foobar > 0 ? -game.foobar : 0);
++game.turns;
/* If a turn threshold has been met, apply penalties and tell
++game.turns;
/* If a turn threshold has been met, apply penalties and tell