X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=11d967df6261388a8b32f226ab8c255c974b9562;hb=ea70341cfeeae6ca648b8bd0425a564c6ab50975;hp=debbb4670a310de8dc4f98d6332be88dfef578d5;hpb=9c7c23b75aefa03b41a7fb562359310e027510a9;p=open-adventure.git diff --git a/main.c b/main.c index debbb46..11d967d 100644 --- a/main.c +++ b/main.c @@ -188,7 +188,7 @@ static bool fallback_handler(char *buf) * notes). */ static void checkhints(void) { - if (COND[game.loc] >= game.conds) { + if (conditions[game.loc] >= game.conds) { for (int hint = 0; hint < HINT_COUNT; hint++) { if (game.hinted[hint]) continue; @@ -203,7 +203,7 @@ static void checkhints(void) 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; @@ -303,7 +303,7 @@ static bool spotted_by_pirate(int i) } } /* 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; } @@ -501,7 +501,7 @@ static void croak(void) 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)) { @@ -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) { - game.prop[GRATE] = 0; + game.prop[GRATE] = GRATE_CLOSED; 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. */ - 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); - 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); @@ -839,7 +838,7 @@ static bool closecheck(void) 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 @@ -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. */ - 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); - 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; - game.prop[LAMP] = 0; + game.prop[LAMP] = LAMP_DARK; 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; - if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES; + if (game.prop[BATTERY] == DEAD_BATTERIES) + spk = MISSING_BATTERIES; rspeak(spk); } }