X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=64b5c20aa0f77b3db94e1ce170d80a1e95401637;hp=80e534b6da793c2cebbb8e8a274dcbb75d918078;hb=92ddbba2120c614f073ad3ccbf4c5c83597dea12;hpb=53cb12b4d084bc085fd2b22db886cc172b74e59c diff --git a/actions.c b/actions.c index 80e534b..64b5c20 100644 --- a/actions.c +++ b/actions.c @@ -419,8 +419,13 @@ static int chain(verb_t verb) switch (game.prop[BEAR]) { case BEAR_DEAD: + // LCOV_EXCL_START + /* Can't be reached as long as the only way for the bear to die + * is from a bridge collapse. Leave in in case this changes, but + * exclude from coverage testing. */ game.fixed[BEAR] = IS_FIXED; break; + // LCOV_EXCL_STOP default: game.fixed[BEAR] = IS_FREE; } @@ -898,7 +903,11 @@ static int listen(void) game.prop[i] < 0) continue; int mi = game.prop[i]; - /* FIXME: Weird magic on object states */ + /* (ESR) Some unpleasant magic on object states here. Ideally + * we'd have liked the bird to be a normal object that we can + * use state_change() on; can't do it, because there are + * actually two different series of per-state birdsounds + * depending on whether player has drunk dragon's blood. */ if (i == BIRD) mi += 3 * game.blooded; long packed_zzword = token_to_packed(game.zzword);