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Reindend, compile out all save stuff
[open-adventure.git]
/
actions.c
diff --git
a/actions.c
b/actions.c
index 4d6944f6d043125443cc12b59f8b2c60c745dc55..e3768d91af9f4567e3186f188b239e9ca7b6fd92 100644
(file)
--- a/
actions.c
+++ b/
actions.c
@@
-93,12
+93,20
@@
static int attack(struct command_t *command)
}
spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
} else if (obj == BEAR) {
}
spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
} else if (obj == BEAR) {
- 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;
- }
+ 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
} 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