projects
/
open-adventure.git
/ commitdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
| commitdiff |
tree
raw
|
patch
|
inline
| side by side (from parent 1:
de3be76
)
Comment polishing.
author
Eric S. Raymond
<esr@thyrsus.com>
Tue, 11 Jul 2017 08:15:57 +0000
(
04:15
-0400)
committer
Eric S. Raymond
<esr@thyrsus.com>
Tue, 11 Jul 2017 08:15:57 +0000
(
04:15
-0400)
actions.c
patch
|
blob
|
history
main.c
patch
|
blob
|
history
diff --git
a/actions.c
b/actions.c
index 980352f348dc201f3fff5bb87e8db09481f86316..64b5c20aa0f77b3db94e1ce170d80a1e95401637 100644
(file)
--- a/
actions.c
+++ b/
actions.c
@@
-903,7
+903,11
@@
static int listen(void)
game.prop[i] < 0)
continue;
int mi = game.prop[i];
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);
if (i == BIRD)
mi += 3 * game.blooded;
long packed_zzword = token_to_packed(game.zzword);
diff --git
a/main.c
b/main.c
index 9114621e974e9314aa34cae60707db25a3587c36..10d284500d80ec2cd91d84d5b639a9ac3fb74f84 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-246,12
+246,12
@@
static bool spotted_by_pirate(int i)
if (i != PIRATE)
return false;
if (i != PIRATE)
return false;
- /* The pirate's spotted him.
H
e leaves him alone once we've
+ /* The pirate's spotted him.
Pirat
e leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted. Note
* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted. Note
* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
- * (game.prop
=0
). */
+ * (game.prop
[CHEST] == STATE_FOUND
). */
if (game.loc == game.chloc ||
game.prop[CHEST] != STATE_NOTFOUND)
return true;
if (game.loc == game.chloc ||
game.prop[CHEST] != STATE_NOTFOUND)
return true;
@@
-321,15
+321,14
@@
static bool dwarfmove(void)
* variables. Remember sixth dwarf is pirate and is thus
* very different except for motion rules. */
* variables. Remember sixth dwarf is pirate and is thus
* very different except for motion rules. */
- /* First off, don't let the dwarves follow him into a pit or
- *
a wall. Activate the whole mess the first time he gets as
- *
far as the hall of mists (loc 15). If game.newloc is
- * forbidden to pirate (in particular, if it's beyond the
+ /* First off, don't let the dwarves follow him into a pit or
a
+ *
wall. Activate the whole mess the first time he gets as far
+ *
as the Hall of Mists (what INDEEP() tests). If game.newloc
+ *
is
forbidden to pirate (in particular, if it's beyond the
* troll bridge), bypass dwarf stuff. That way pirate can't
* steal return toll, and dwarves can't meet the bear. Also
* means dwarves won't follow him into dead end in maze, but
* troll bridge), bypass dwarf stuff. That way pirate can't
* steal return toll, and dwarves can't meet the bear. Also
* means dwarves won't follow him into dead end in maze, but
- * c'est la vie. They'll wait for him outside the dead
- * end. */
+ * c'est la vie. They'll wait for him outside the dead end. */
if (game.loc == LOC_NOWHERE ||
FORCED(game.loc) ||
CNDBIT(game.newloc, COND_NOARRR))
if (game.loc == LOC_NOWHERE ||
FORCED(game.loc) ||
CNDBIT(game.newloc, COND_NOARRR))
@@
-343,7
+342,7
@@
static bool dwarfmove(void)
}
/* When we encounter the first dwarf, we kill 0, 1, or 2 of
}
/* When we encounter the first dwarf, we kill 0, 1, or 2 of
- * the 5 dwarves. If any of the survivors is at loc,
+ * the 5 dwarves. If any of the survivors is at
game.
loc,
* replace him with the alternate. */
if (game.dflag == 1) {
if (!INDEEP(game.loc) ||
* replace him with the alternate. */
if (game.dflag == 1) {
if (!INDEEP(game.loc) ||
@@
-644,7
+643,6
@@
static void playermove( int motion)
/* (ESR) We've found a destination that goes with the motion verb.
* Next we need to check any conditional(s) on this destination, and
* possibly on following entries. */
/* (ESR) We've found a destination that goes with the motion verb.
* Next we need to check any conditional(s) on this destination, and
* possibly on following entries. */
- /* FIXME: Magic numbers related to move opcodes */
do {
for (;;) { /* L12 loop */
for (;;) {
do {
for (;;) { /* L12 loop */
for (;;) {