}
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
- TROLL_SCAMPERS: 'The bear lumbers toward the troll, who lets out a startled shriek and\nscurries away. The bear soon gives up the pursuit and wanders back.'
- AXE_LOST: 'The axe misses and lands near the bear where you can''t get at it.'
- BEAR_HANDS: 'With what? Your bare hands? Against *HIS* bear hands??'
-# The following three messages must be contiguous
- BEAR_CONFUSED: 'The bear is confused; he only wants to be your friend.'
- ALREADY_DEAD: 'For crying out loud, the poor thing is already dead!'
- BEAR_TAMED: 'The bear eagerly wolfs down your food, after which he seems to calm\ndown considerably and even becomes rather friendly.'