* chest, which may of course never show up). Note that the
* treasures need not have been taken yet, just located. Hence
* clock1 must be large enough to get out of the cave (it only ticks
- * while inside the cave). When it hits zero, we branch to 10000 to
- * start closing the cave, and then sit back and wait for him to try
- * to get out. If he doesn't within clock2 turns, we close the cave;
- * if he does try, we assume he panics, and give him a few additional
- * turns to get frantic before we close. When clock2 hits zero, we
- * transport him into the final puzzle. Note that the puzzle depends
- * upon all sorts of random things. For instance, there must be no
- * water or oil, since there are beanstalks which we don't want to be
- * able to water, since the code can't handle it. Also, we can have
- * no keys, since there is a grate (having moved the fixed object!)
- * there separating him from all the treasures. Most of these
- * problems arise from the use of negative prop numbers to suppress
- * the object descriptions until he's actually moved the objects. */
+ * while inside the cave). When it hits zero, we start closing the
+ * cave, and then sit back and wait for him to try to get out. If he
+ * doesn't within clock2 turns, we close the cave; if he does try, we
+ * assume he panics, and give him a few additional turns to get
+ * frantic before we close. When clock2 hits zero, we transport him
+ * into the final puzzle. Note that the puzzle depends upon all
+ * sorts of random things. For instance, there must be no water or
+ * oil, since there are beanstalks which we don't want to be able to
+ * water, since the code can't handle it. Also, we can have no keys,
+ * since there is a grate (having moved the fixed object!) there
+ * separating him from all the treasures. Most of these problems
+ * arise from the use of negative prop numbers to suppress the object
+ * descriptions until he's actually moved the objects. */
{
/* If a turn threshold has been met, apply penalties and tell
* the player about it. */
* objects come from known locations and/or states (e.g. the
* snake is known to have been destroyed and needn't be
* carried away from its old "place"), making the various
- * objects be handled differently. We also drop all other
- * objects he might be carrying (lest he have some which
+ * objects be handled differently. We also drop all other
+ * objects he might be carrying (lest he has some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
put(OYSTER, LOC_NE, STATE_FOUND);
put(LAMP, LOC_NE, LAMP_DARK);
put(ROD, LOC_NE, STATE_FOUND);
- put(DWARF, LOC_NE, 0);
+ put(DWARF, LOC_NE, STATE_FOUND);
game.loc = LOC_NE;
game.oldloc = LOC_NE;
game.newloc = LOC_NE;
obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
+ /* (ESR) Warning: it looks like you could get away with
+ * running this code only on objects with the treasure
+ * property set. Nope. There is mystery here.
+ */
if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
if (game.closed)
continue;
while (command.state <= GIVEN) {
if (game.closed) {
- /* If closing time, check for any objects being toted with
- * game.prop < 0 and stash them. This way objects won't be
- * described until they've been picked up and put down
- * separate from their respective piles. */
- if (game.objects[OYSTER].prop < 0 && TOTING(OYSTER))
+ /* If closing time, check for any stashed objects
+ * being toted and unstash them. This way objects
+ * won't be described until they've been picked up
+ * and put down separate from their respective
+ * piles. */
+ if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i) && game.objects[i].prop < 0)
+ if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
game.objects[i].prop = PROP_STASHED(i);
}
}