if (obj == DWARF && game.closed) return GO_DWARFWAKE;
if (obj == DRAGON)spk=ALREADY_DEAD;
if (obj == TROLL)spk=ROCKY_TROLL;
- if (obj == OGRE)spk=OGRE_DOFGE;
+ if (obj == OGRE)spk=OGRE_DODGE;
if (obj == OGRE && d > 0) {
RSPEAK(spk);
RSPEAK(KNIFE_THROWN);
if (WD2 > 0)
WD1=WD2;
int wd=VOCAB(WD1,-1);
+ /* FIXME: Magic numbers */
if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
WD2=0;
return GO_LOOKUP;
return throw_support(spk);
}
if (AT(OGRE)) {
- spk=OGRE_DOFGE;
+ spk=OGRE_DODGE;
return throw_support(spk);
}
if (HERE(BEAR) && game.prop[BEAR] == 0) {
- THIS_ACCEPTABLE: 'Is this acceptable?'
- ALREADY_OVER: 'This adventure is already over. To start a new adventure, or to\nresume an earlier adventure, please run a fresh copy of the program.'
- OGRE_FULL: 'The ogre doesn''t appear to be hungry.'
-- OGRE_DOFGE: 'The ogre, who despite his bulk is quite agile, easily dodges your\nattack. He seems almost amused by your puny effort.'
+- OGRE_DODGE: 'The ogre, who despite his bulk is quite agile, easily dodges your\nattack. He seems almost amused by your puny effort.'
- OGRE_PANIC1: 'The ogre, distracted by your rush, is struck by the knife. With a\nblood-curdling yell he turns and bounds after the dwarves, who flee\nin panic. You are left alone in the room.'
- OGRE_PANIC2: 'The ogre, distracted by your rush, is struck by the knife. With a\nblood-curdling yell he turns and bounds after the dwarf, who flees\nin panic. You are left alone in the room.'
- FREE_FLY: 'The bird flies about agitatedly for a moment.'
}
/* Given the current location in "game.loc", and a motion verb number in
- * "K", put the new location in "game.newloc". The current loc is saved
+ * "motion", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* does, game.newloc will be limbo, and game.oldloc will be what killed
}
else if (motion == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark
- * (though it may "now" be dark) so he won't fall into a
+ * (though it may now be dark) so he won't fall into a
* pit while staring into the gloom. */
if (game.detail < 3)
RSPEAK(NO_MORE_DETAIL);
}
else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != 8) ? FOLLOW_STREAM : NEED_DETAIL);
+ RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
return true;
}
else {
if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
break;
if (TRAVEL[kk] < 0) {
+ /* FIXME: Magic numbers! */
/* Non-applicable motion. Various messages depending on
* word given. */
int spk=CANT_APPLY;
BUG(20);
}
} while
- (false);
+ (false);
+ /* FIXME: Arithmetic on location number, becoming a message number */
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
static bool do_command(FILE *cmdin)
/* Get and execute a command */
{
- long KQ, verb, V1, V2;
- long i, k, KMOD;
+ long kq, verb, V1, V2;
+ long i, k, kmod;
static long igo = 0;
static long obj = 0;
enum speechpart part;
RSPEAK(DONT_KNOW);
goto L2600;
}
- KMOD=MOD(i,1000);
- KQ=i/1000+1;
- switch (KQ-1)
+ kmod=MOD(i,1000);
+ kq=i/1000+1;
+ switch (kq-1)
{
case 0:
- if (playermove(cmdin, verb, KMOD))
+ if (playermove(cmdin, verb, kmod))
return true;
else
continue; /* back to top of main interpreter loop */
- case 1: part=unknown; obj = KMOD; break;
- case 2: part=intransitive; verb = KMOD; break;
- case 3: RSPEAK(KMOD); goto L2012;
+ case 1: part=unknown; obj = kmod; break;
+ case 2: part=intransitive; verb = kmod; break;
+ case 3: RSPEAK(kmod); goto L2012;
default: BUG(22);
}