X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;ds=sidebyside;f=main.c;fp=main.c;h=4b6165e4e5acf81fc1f27bb41a0aad0b7f897cbf;hb=02987d0330cf586a90307ad7e8a06cfcde6f6b92;hp=a740b42158bed8529e89e80256a9989dc77957aa;hpb=9cd7c53d789a8a3bc845ff8f6b0e6b46af631627;p=open-adventure.git diff --git a/main.c b/main.c index a740b42..4b6165e 100644 --- a/main.c +++ b/main.c @@ -139,7 +139,7 @@ static void checkhints(void) game.hints[hint].lc = 0; return; case 4: /* dark */ - if (game.objects[EMERALD].prop != STATE_NOTFOUND && game.objects[PYRAMID].prop == STATE_NOTFOUND) + if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID)) break; game.hints[hint].lc = 0; return; @@ -166,7 +166,7 @@ static void checkhints(void) break; return; case 9: /* jade */ - if (game.tally == 1 && game.objects[JADE].prop < 0) + if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE)) break; game.hints[hint].lc = 0; return; @@ -196,10 +196,10 @@ static bool spotted_by_pirate(int i) /* The pirate's spotted him. Pirate 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] = LOC_NOWHERE might mean that he's thrown + * that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's thrown * it to the troll, but in that case he's seen the chest - * (game.prop[CHEST] == STATE_FOUND). */ - if (game.loc == game.chloc || game.objects[CHEST].prop != STATE_NOTFOUND) + * PROP_IS_FOUND(CHEST) == true. */ + if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) return true; int snarfed = 0; bool movechest = false, robplayer = false; @@ -917,10 +917,10 @@ static void listobjects(void) obj = obj - NOBJECTS; if (obj == STEPS && TOTING(NUGGET)) continue; - if (game.objects[obj].prop < 0) { + if (PROP_IS_STASHED_OR_UNSEEN(obj)) { if (game.closed) continue; - game.objects[obj].prop = STATE_FOUND; + PROP_SET_FOUND(obj); if (obj == RUG) game.objects[RUG].prop = RUG_DRAGON; if (obj == CHAIN) @@ -1102,7 +1102,7 @@ static bool do_command(void) pspeak(OYSTER, look, true, 1); for (size_t i = 1; i <= NOBJECTS; i++) { if (TOTING(i) && game.objects[i].prop < 0) - game.objects[i].prop = STASHED(i); + game.objects[i].prop = PROP_STASHED(i); } }