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Merge branch 'master' into actions-arithmetic
[open-adventure.git]
/
main.c
diff --git
a/main.c
b/main.c
index 5b35f6fa633b6b9159e00bdccb3ab77525456756..ac6382564be274e82127faece25e63047e718eb3 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-248,8
+248,8
@@
static void checkhints(FILE *cmdin)
SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
RSPEAK(HINT_COST);
game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN);
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];
}
}
}
}
}
}
@@
-262,8
+262,8
@@
bool spotted_by_pirate(int i)
/* The pirate's spotted him. He leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
/* 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)
* 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)
@@
-284,7
+284,7
@@
bool spotted_by_pirate(int i)
}
}
/* Force chest placement before player finds last treasure */
}
}
/* 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;
}
RSPEAK(PIRATE_SPOTTED);
movechest = true;
}
@@
-481,8
+481,8
@@
static void croak(FILE *cmdin)
score(endgame);
if (game.numdie == MAXDIE)
score(endgame);
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++) {
if (TOTING(LAMP))
game.prop[LAMP]=0;
for (int j=1; j<=NOBJECTS; j++) {
@@
-754,7
+754,7
@@
static bool closecheck(void)
MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- if (game.prop[BEAR] != 3)DSTROY(BEAR);
+ if (game.prop[BEAR] != 3)D
E
STROY(BEAR);
game.prop[CHAIN]=0;
game.fixed[CHAIN]=0;
game.prop[AXE]=0;
game.prop[CHAIN]=0;
game.fixed[CHAIN]=0;
game.prop[AXE]=0;
@@
-807,7
+807,7
@@
static bool closecheck(void)
for (int i=1; i<=NOBJECTS; i++) {
if (TOTING(i))
for (int i=1; i<=NOBJECTS; i++) {
if (TOTING(i))
- DSTROY(i);
+ D
E
STROY(i);
}
RSPEAK(CAVE_CLOSED);
}
RSPEAK(CAVE_CLOSED);
@@
-831,7
+831,7
@@
static void lampcheck(void)
* 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. */
* 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;
{
RSPEAK(REPLACE_BATTERIES);
game.prop[BATTER]=1;
@@
-844,11
+844,11
@@
static void lampcheck(void)
game.prop[LAMP]=0;
if (HERE(LAMP))
RSPEAK(LAMP_OUT);
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.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 (game.prop[BATTER] == 1)spk=MISSING_BATTERIES;
RSPEAK(spk);
}