/* Start-up, dwarf stuff */
game.zzword=RNDVOC(3,0);
- game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,ARB_0);
+ game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,NO_MESSAGE);
game.newloc = LOC_START;
game.loc = LOC_START;
game.limit=330;
/* Fall through to hint display */
game.hintlc[hint]=0;
- if (!YES(cmdin,HINTS[hint][3],ARB_0,OK_MAN))
+ if (!YES(cmdin,HINTS[hint][3],NO_MESSAGE,OK_MAN))
return;
SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
RSPEAK(HINT_COST);
game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN);
- if (game.hinted[hint] && game.limit > 30)
- game.limit=game.limit+30*HINTS[hint][2];
+ if (game.hinted[hint] && game.limit > WARNTIME)
+ game.limit += WARNTIME*HINTS[hint][2];
}
}
}
/* The pirate's spotted him. He 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]=0 might mean that he's thrown
+ * tally=1 for an unseen chest, let the pirate be spotted. Note
+ * that game.place[CHEST] = NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* (game.prop=0). */
if (game.loc == game.chloc || game.prop[CHEST] >= 0)
}
}
/* Force chest placement before player finds last treasure */
- if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
RSPEAK(PIRATE_SPOTTED);
movechest = true;
}
score(endgame);
if (game.numdie == MAXDIE)
score(endgame);
- game.place[WATER]=0;
- game.place[OIL]=0;
+ game.place[WATER] = NOWHERE;
+ game.place[OIL] = NOWHERE;
if (TOTING(LAMP))
game.prop[LAMP]=0;
for (int j=1; j<=NOBJECTS; j++) {
MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- if (game.prop[BEAR] != 3)DSTROY(BEAR);
+ if (game.prop[BEAR] != 3)DESTROY(BEAR);
game.prop[CHAIN]=0;
game.fixed[CHAIN]=0;
game.prop[AXE]=0;
for (int i=1; i<=NOBJECTS; i++) {
if (TOTING(i))
- DSTROY(i);
+ DESTROY(i);
}
RSPEAK(CAVE_CLOSED);
* Second is for other cases of lamp dying. 12400 is when it
* goes out. Even then, he can explore outside for a while
* if desired. */
- if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
+ if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
{
RSPEAK(REPLACE_BATTERIES);
game.prop[BATTER]=1;
game.prop[LAMP]=0;
if (HERE(LAMP))
RSPEAK(LAMP_OUT);
- } else if (game.limit <= 30) {
+ } else if (game.limit <= WARNTIME) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn=true;
int spk=GET_BATTERIES;
- if (game.place[BATTER] == 0)spk=LAMP_DIM;
+ if (game.place[BATTER] == NOWHERE)spk=LAMP_DIM;
if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES;
RSPEAK(spk);
}
if (i == -1) {
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))
- return true;
+ continue;
SETPRM(1,WD1,WD1X);
RSPEAK(DONT_KNOW);
goto L2600;