- game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
// autogenerated, so don't charge user time for it.
--game.turns;
// here we reconfigure any global game state that uses random numbers
// autogenerated, so don't charge user time for it.
--game.turns;
// here we reconfigure any global game state that uses random numbers
- game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
+ game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
/* Do things in this order (chest move before robbery) so chest is listed
* last at the maze location. */
if (movechest) {
/* Do things in this order (chest move before robbery) so chest is listed
* last at the maze location. */
if (movechest) {
- MOVE(CHEST, game.chloc);
- MOVE(MESSAG, game.chloc2);
+ move(CHEST, game.chloc);
+ move(MESSAG, game.chloc2);
game.dloc[PIRATE] = game.chloc;
game.odloc[PIRATE] = game.chloc;
game.dseen[PIRATE] = false;
game.dloc[PIRATE] = game.chloc;
game.odloc[PIRATE] = game.chloc;
game.dseen[PIRATE] = false;
continue;
if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) {
if (AT(treasure) && game.fixed[treasure] == 0)
continue;
if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) {
if (AT(treasure) && game.fixed[treasure] == 0)
scratchloc = T_DESTINATION(TRAVEL[kk]);
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
scratchloc = T_DESTINATION(TRAVEL[kk]);
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
* special travel if toting it), so he's forced to use the
* plover-passage to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
* special travel if toting it), so he's forced to use the
* plover-passage to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
- MOVE(TROLL2, 0);
- MOVE(TROLL2 + NOBJECTS, 0);
- MOVE(TROLL, object_descriptions[TROLL].plac);
- MOVE(TROLL + NOBJECTS, object_descriptions[TROLL].fixd);
- JUGGLE(CHASM);
+ move(TROLL2, 0);
+ move(TROLL2 + NOBJECTS, 0);
+ move(TROLL, object_descriptions[TROLL].plac);
+ move(TROLL + NOBJECTS, object_descriptions[TROLL].fixd);
+ juggle(CHASM);
- MOVE(TROLL, 0);
- MOVE(TROLL + NOBJECTS, 0);
- MOVE(TROLL2, object_descriptions[TROLL].plac);
- MOVE(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd);
- JUGGLE(CHASM);
+ move(TROLL, 0);
+ move(TROLL + NOBJECTS, 0);
+ move(TROLL2, object_descriptions[TROLL].plac);
+ move(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd);
+ juggle(CHASM);
* objects he might be carrying (lest he have some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
* objects he might be carrying (lest he have some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
- game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, EMPTY_BOTTLE);
- game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
- game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
- game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
- game.prop[ROD] = PUT(ROD, LOC_NE, 0);
- game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
+ game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
+ game.prop[PLANT] = put(PLANT, LOC_NE, 0);
+ game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
+ game.prop[LAMP] = put(LAMP, LOC_NE, 0);
+ game.prop[ROD] = put(ROD, LOC_NE, 0);
+ game.prop[DWARF] = put(DWARF, LOC_NE, 0);
- game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
- game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
- game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
- game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
- game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
+ game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
+ game.prop[BIRD] = put(BIRD, LOC_SW, 1);
+ game.prop[CAGE] = put(CAGE, LOC_SW, 0);
+ game.prop[ROD2] = put(ROD2, LOC_SW, 0);
+ game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
- V1 = VOCAB(command.wd1, -1);
- V2 = VOCAB(command.wd2, -1);
+ V1 = vocab(command.wd1, -1);
+ V2 = vocab(command.wd2, -1);
if (defn == -1) {
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))
if (defn == -1) {
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))