X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;h=c05cfb0ffd3fd2710776dd6b9ea5b464caa516a5;hp=6351f0d9164dd0647c43baba63ccc260a6bd831d;hb=16a175bbabffe66a68eeab1ca4ac0703553fdf56;hpb=85f918f9c06bc8c64678848a29d348e354fbc146 diff --git a/actions.c b/actions.c index 6351f0d..c05cfb0 100644 --- a/actions.c +++ b/actions.c @@ -210,38 +210,6 @@ static int bigwords(token_t foo) } } -static int bivalve(token_t verb, token_t obj) -/* Clam/oyster actions */ -{ - bool is_oyster = (obj == OYSTER); - if (verb == LOCK) { - rspeak(HUH_MAN); - return GO_CLEAROBJ; - } - if (!TOTING(TRIDENT)) { - rspeak(is_oyster ? - OYSTER_OPENER : - CLAM_OPENER); - return GO_CLEAROBJ; - } - if (TOTING(obj)) { - rspeak( is_oyster ? - DROP_OYSTER : - DROP_CLAM); - return GO_CLEAROBJ; - } - - if (!is_oyster) { - DESTROY(CLAM); - drop(OYSTER, game.loc); - drop(PEARL, LOC_CULDESAC); - } - rspeak(is_oyster ? - OYSTER_OPENS : - PEARL_FALLS); - return GO_CLEAROBJ; -} - static void blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { @@ -946,8 +914,24 @@ static int lock(token_t verb, token_t obj) switch (obj) { case CLAM: + if (verb == LOCK) + rspeak(HUH_MAN); + else if (!TOTING(TRIDENT)) + rspeak(OYSTER_OPENER); + else { + DESTROY(CLAM); + drop(OYSTER, game.loc); + drop(PEARL, LOC_CULDESAC); + rspeak(PEARL_FALLS); + } + return GO_CLEAROBJ; case OYSTER: - return bivalve(verb, obj); + if (verb == LOCK) + rspeak(HUH_MAN); + else + rspeak(OYSTER_OPENER); + + return GO_CLEAROBJ; case DOOR: rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); break; @@ -1052,9 +1036,8 @@ static int reservoir(void) rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; } else { - /* FIXME: Arithmetic on state numbers */ - pspeak(RESER, look, game.prop[RESER] + 1, true); - game.prop[RESER] = 1 - game.prop[RESER]; + state_change(RESER, + game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED); if (AT(RESER)) return GO_CLEAROBJ; else { @@ -1231,9 +1214,8 @@ static int wave(token_t verb, token_t obj) CAGE_FLY : FREE_FLY); - /* FIXME: Arithemetic on property values */ - game.prop[FISSURE] = 1 - game.prop[FISSURE]; - pspeak(FISSURE, look, 2 - game.prop[FISSURE], true); + state_change(FISSURE, + game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED); return GO_CLEAROBJ; } }