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Extend test coverage. read sign in endgame.
[open-adventure.git]
/
main.c
diff --git
a/main.c
b/main.c
index 90665c7b35a888b4bc0db37bf20ba052fbe56d68..c2e28b5635c31946a5c6528075ad6c443366bf20 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-203,7
+203,7
@@
static void checkhints(void)
switch (hint) {
case 0:
/* cave */
switch (hint) {
case 0:
/* cave */
- if (game.prop[GRATE] ==
0
&& !HERE(KEYS))
+ if (game.prop[GRATE] ==
GRATE_CLOSED
&& !HERE(KEYS))
break;
game.hintlc[hint] = 0;
return;
break;
game.hintlc[hint] = 0;
return;
@@
-303,7
+303,7
@@
static 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] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] ==
1
) {
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] ==
LAMP_BRIGHT
) {
rspeak(PIRATE_SPOTTED);
movechest = true;
}
rspeak(PIRATE_SPOTTED);
movechest = true;
}
@@
-501,7
+501,7
@@
static void croak(void)
else {
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
if (TOTING(LAMP))
else {
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
if (TOTING(LAMP))
- game.prop[LAMP] =
0
;
+ game.prop[LAMP] =
LAMP_DARK
;
for (int j = 1; j <= NOBJECTS; j++) {
int i = NOBJECTS + 1 - j;
if (TOTING(i)) {
for (int j = 1; j <= NOBJECTS; j++) {
int i = NOBJECTS + 1 - j;
if (TOTING(i)) {
@@
-687,7
+687,7
@@
static bool playermove(token_t verb, int motion)
* and block him. (standard travel entries check for
* game.prop(TROLL)=0.) Special stuff for bear. */
if (game.prop[TROLL] == 1) {
* and block him. (standard travel entries check for
* game.prop(TROLL)=0.) Special stuff for bear. */
if (game.prop[TROLL] == 1) {
- pspeak(TROLL, 1);
+ pspeak(TROLL,
look,
1);
game.prop[TROLL] = 0;
MOVE(TROLL2, 0);
MOVE(TROLL2 + NOBJECTS, 0);
game.prop[TROLL] = 0;
MOVE(TROLL2, 0);
MOVE(TROLL2 + NOBJECTS, 0);
@@
-761,7
+761,7
@@
static bool closecheck(void)
* know the bivalve is an oyster. *And*, the dwarves must
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
* know the bivalve is an oyster. *And*, the dwarves must
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
- game.prop[GRATE] =
0
;
+ game.prop[GRATE] =
GRATE_CLOSED
;
game.prop[FISSURE] = 0;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
game.prop[FISSURE] = 0;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
@@
-799,10
+799,9
@@
static bool closecheck(void)
* 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,
1
);
+ 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[PLANT] = PUT(PLANT, LOC_NE, 0);
game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
- OBJTXT[OYSTER] = 3;
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[LAMP] = PUT(LAMP, LOC_NE, 0);
game.prop[ROD] = PUT(ROD, LOC_NE, 0);
game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
@@
-839,7
+838,7
@@
static bool closecheck(void)
static void lampcheck(void)
/* Check game limit and lamp timers */
{
static void lampcheck(void)
/* Check game limit and lamp timers */
{
- if (game.prop[LAMP] ==
1
)
+ if (game.prop[LAMP] ==
LAMP_BRIGHT
)
--game.limit;
/* Another way we can force an end to things is by having the
--game.limit;
/* Another way we can force an end to things is by having the
@@
-848,16
+847,16
@@
static void lampcheck(void)
* here, in which case we replace the batteries and continue.
* Second is for other cases of lamp dying. Eve after it goes
* out, he can explore outside for a while if desired. */
* here, in which case we replace the batteries and continue.
* Second is for other cases of lamp dying. Eve after it goes
* out, he can explore outside for a while if desired. */
- if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] ==
0
&& HERE(LAMP)) {
+ if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] ==
FRESH_BATTERIES
&& HERE(LAMP)) {
rspeak(REPLACE_BATTERIES);
rspeak(REPLACE_BATTERIES);
- game.prop[BATTERY] =
1
;
+ game.prop[BATTERY] =
DEAD_BATTERIES
;
if (TOTING(BATTERY))
DROP(BATTERY, game.loc);
game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (game.limit == 0) {
game.limit = -1;
if (TOTING(BATTERY))
DROP(BATTERY, game.loc);
game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (game.limit == 0) {
game.limit = -1;
- game.prop[LAMP] =
0
;
+ game.prop[LAMP] =
LAMP_DARK
;
if (HERE(LAMP))
rspeak(LAMP_OUT);
} else if (game.limit <= WARNTIME) {
if (HERE(LAMP))
rspeak(LAMP_OUT);
} else if (game.limit <= WARNTIME) {
@@
-865,7
+864,8
@@
static void lampcheck(void)
game.lmwarn = true;
int spk = GET_BATTERIES;
if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
game.lmwarn = true;
int spk = GET_BATTERIES;
if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
- if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
+ if (game.prop[BATTERY] == DEAD_BATTERIES)
+ spk = MISSING_BATTERIES;
rspeak(spk);
}
}
rspeak(spk);
}
}
@@
-912,7
+912,7
@@
static void listobjects(void)
int kk = game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])
kk = 1;
int kk = game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])
kk = 1;
- pspeak(obj, kk);
+ pspeak(obj,
look,
kk);
}
}
}
}
}
}
@@
-999,7
+999,7
@@
L2600:
* tick game.clock1 unless well into cave (and not at Y2). */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
* tick game.clock1 unless well into cave (and not at Y2). */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- pspeak(OYSTER, 1);
+ pspeak(OYSTER,
look,
1);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1 - game.prop[i];
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1 - game.prop[i];