printf("Initialising...\n");
for (int i = 1; i <= NOBJECTS; i++) {
- game.place[i] = NOWHERE;
+ game.place[i] = LOC_NOWHERE;
game.prop[i] = 0;
game.link[i + NOBJECTS] = game.link[i] = 0;
}
/* Define some handy mnemonics. These correspond to object numbers. */
AXE = VOCWRD(12405, 1);
- BATTER = VOCWRD(201202005, 1);
+ BATTERY = VOCWRD(201202005, 1);
BEAR = VOCWRD(2050118, 1);
BIRD = VOCWRD(2091804, 1);
BLOOD = VOCWRD(212151504, 1);
DOOR = VOCWRD(4151518, 1);
DRAGON = VOCWRD(418010715, 1);
DWARF = VOCWRD(423011806, 1);
- FISSUR = VOCWRD(609191921, 1);
+ FISSURE = VOCWRD(609191921, 1);
FOOD = VOCWRD(6151504, 1);
GRATE = VOCWRD(718012005, 1);
KEYS = VOCWRD(11052519, 1);
KNIFE = VOCWRD(1114090605, 1);
LAMP = VOCWRD(12011316, 1);
- MAGZIN = VOCWRD(1301070126, 1);
+ MAGAZINE = VOCWRD(1301070126, 1);
MESSAG = VOCWRD(1305191901, 1);
MIRROR = VOCWRD(1309181815, 1);
OGRE = VOCWRD(15071805, 1);
TROLL2 = TROLL + 1;
URN = VOCWRD(211814, 1);
VEND = VOCWRD(1755140409, 1);
- VOLCAN = VOCWRD(1765120301, 1);
+ VOLCANO = VOCWRD(1765120301, 1);
WATER = VOCWRD(1851200518, 1);
/* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
CHEST = VOCWRD(308051920, 1);
COINS = VOCWRD(315091419, 1);
EGGS = VOCWRD(5070719, 1);
- EMRALD = VOCWRD(513051801, 1);
+ EMERALD = VOCWRD(513051801, 1);
JADE = VOCWRD(10010405, 1);
NUGGET = VOCWRD(7151204, 1);
PEARL = VOCWRD(1605011812, 1);
- PYRAM = VOCWRD(1625180113, 1);
+ PYRAMID = VOCWRD(1625180113, 1);
RUBY = VOCWRD(18210225, 1);
RUG = VOCWRD(182107, 1);
SAPPH = VOCWRD(1901161608, 1);
- TRIDNT = VOCWRD(2018090405, 1);
+ TRIDENT = VOCWRD(2018090405, 1);
VASE = VOCWRD(22011905, 1);
/* These are motion-verb numbers. */
* game.iwest How many times he's said "west" instead of "w"
* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
* game.limit Lifetime of lamp (not set here)
- * MAXDIE Number of reincarnation messages available (up to 5)
+ * maximum_deaths Number of reincarnation messages available (up to 5)
* game.numdie Number of times killed so far
* game.thresh Next #turns threshhold (-1 if none)
* game.trndex Index in TRNVAL of next threshold (db section 14)