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Unspk'd listen and lock commands
author
NHOrus
<jy6x2b32pie9@yahoo.com>
Mon, 3 Jul 2017 03:21:38 +0000
(06:21 +0300)
committer
NHOrus
<jy6x2b32pie9@yahoo.com>
Mon, 3 Jul 2017 03:21:38 +0000
(06:21 +0300)
actions.c
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diff --git
a/actions.c
b/actions.c
index 52c041791f6c67b90574dfb79a86c03268b2f419..5e650f6bec9c344afcb80c3fa652849e257bd889 100644
(file)
--- a/
actions.c
+++ b/
actions.c
@@
-788,15
+788,12
@@
static int light(token_t verb, token_t obj)
static int listen(void)
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
{
static int listen(void)
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
{
- long k;
- int spk = ALL_SILENT;
- k = locations[game.loc].sound;
- if (k != SILENT) {
- rspeak(k);
- if (locations[game.loc].loud)
- return GO_CLEAROBJ;
- else
- spk = NO_MESSAGE;
+ long sound = locations[game.loc].sound;
+ if (sound != SILENT) {
+ rspeak(sound);
+ if (!locations[game.loc].loud)
+ rspeak(NO_MESSAGE);
+ return GO_CLEAROBJ;
}
for (int i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
}
for (int i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
@@
-806,21
+803,20
@@
static int listen(void)
mi += 3 * game.blooded;
long packed_zzword = token_to_packed(game.zzword);
pspeak(i, hear, mi, true, packed_zzword);
mi += 3 * game.blooded;
long packed_zzword = token_to_packed(game.zzword);
pspeak(i, hear, mi, true, packed_zzword);
-
spk = NO_MESSAGE
;
+
rspeak(NO_MESSAGE)
;
/* FIXME: Magic number, sensitive to bird state logic */
if (i == BIRD && game.prop[i] == 5)
DESTROY(BIRD);
/* FIXME: Magic number, sensitive to bird state logic */
if (i == BIRD && game.prop[i] == 5)
DESTROY(BIRD);
+ return GO_CLEAROBJ;
}
}
- rspeak(
spk
);
+ rspeak(
ALL_SILENT
);
return GO_CLEAROBJ;
}
static int lock(token_t verb, token_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
return GO_CLEAROBJ;
}
static int lock(token_t verb, token_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
- int spk = actions[verb].message;
if (obj == INTRANSITIVE) {
if (obj == INTRANSITIVE) {
- spk = NOTHING_LOCKED;
if (HERE(CLAM))
obj = CLAM;
if (HERE(OYSTER))
if (HERE(CLAM))
obj = CLAM;
if (HERE(OYSTER))
@@
-832,19
+828,18
@@
static int lock(token_t verb, token_t obj)
if (HERE(CHAIN))
obj = CHAIN;
if (obj == NO_OBJECT || obj == INTRANSITIVE) {
if (HERE(CHAIN))
obj = CHAIN;
if (obj == NO_OBJECT || obj == INTRANSITIVE) {
- rspeak(
spk
);
+ rspeak(
NOTHING_LOCKED
);
return GO_CLEAROBJ;
}
}
/* Lock, unlock object. Special stuff for opening clam/oyster
* and for chain. */
return GO_CLEAROBJ;
}
}
/* Lock, unlock object. Special stuff for opening clam/oyster
* and for chain. */
+ int spk = actions[verb].message;
if (obj == CLAM || obj == OYSTER)
return bivalve(verb, obj);
if (obj == DOOR)
if (obj == CLAM || obj == OYSTER)
return bivalve(verb, obj);
if (obj == DOOR)
- spk = RUSTY_DOOR;
- if (obj == DOOR && game.prop[DOOR] == DOOR_UNRUSTED)
- spk = OK_MAN;
+ spk = (game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR;
if (obj == CAGE)
spk = NO_LOCK;
if (obj == KEYS)
if (obj == CAGE)
spk = NO_LOCK;
if (obj == KEYS)