Cleared up lock/unlock logic
[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;
-                        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;
@@ -1066,11 +1065,7 @@ L2600:
         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:
-        game.foobar = (game.foobar > 0 ? -game.foobar : 0);
         ++game.turns;
 
         /* If a turn threshold has been met, apply penalties and tell