}
spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
} else if (obj == BEAR) {
- /* FIXME: Arithmetic on message numbers */
- spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
+ switch (game.prop[BEAR]) {
+ case UNTAMED_BEAR:
+ spk = BEAR_HANDS;
+ break;
+ case SITTING_BEAR:
+ spk = BEAR_CONFUSED;
+ break;
+ case CONTENTED_BEAR:
+ spk = BEAR_CONFUSED;
+ break;
+ case BEAR_DEAD:
+ spk = ALREADY_DEAD;
+ break;
+ }
} else if (obj == DRAGON && game.prop[DRAGON] == 0) {
/* Fun stuff for dragon. If he insists on attacking it, win!
* Set game.prop to dead, move dragon to central loc (still
packed_to_token(command->wd1, word1);
int wd = (int) get_vocab_id(word1);
/* FIXME: magic numbers */
- if (wd == XYZZY || wd == PLUGH || wd == PLOVER || wd == 2000 + GIANTWORDS || wd == 2000 + PART) {
+ if (wd == XYZZY || wd == PLUGH || wd == PLOVER || wd == ACTION_WORD(GIANTWORDS) || wd == ACTION_WORD(PART)) {
/* FIXME: scribbles on the interpreter's command block */
wordclear(&command->wd2);
return GO_LOOKUP;