X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=2dfa8802cb2d6301b176f451e89da8d714076d61;hb=cb293f4aa4f29f0da11c1ddae9ee0712f4e1dd0a;hp=6d904f297734fe78e1f27d334d596769d8cdbb51;hpb=124e7768b45712a7c2dbd979bda88e2e54fd0ed6;p=open-adventure.git diff --git a/main.c b/main.c index 6d904f2..2dfa880 100644 --- a/main.c +++ b/main.c @@ -152,8 +152,8 @@ static void checkhints(void) { game.hints[hint].lc = 0; return; case 4: /* dark */ - if (!PROP_IS_NOTFOUND(EMERALD) && - PROP_IS_NOTFOUND(PYRAMID)) { + if (!OBJECT_IS_NOTFOUND(EMERALD) && + OBJECT_IS_NOTFOUND(PYRAMID)) { break; } game.hints[hint].lc = 0; @@ -188,7 +188,7 @@ static void checkhints(void) { return; case 9: /* jade */ if (game.tally == 1 && - PROP_IS_STASHED_OR_UNSEEN(JADE)) { + OBJECT_IS_STASHED_OR_UNSEEN(JADE)) { break; } game.hints[hint].lc = 0; @@ -231,8 +231,8 @@ static bool spotted_by_pirate(int i) { * tally=1 for an unseen chest, let the pirate be spotted. Note * 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 - * PROP_IS_FOUND(CHEST) == true. */ - if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) { + * OBJECT_IS_FOUND(CHEST) == true. */ + if (game.loc == game.chloc || !OBJECT_IS_NOTFOUND(CHEST)) { return true; } int snarfed = 0; @@ -1061,11 +1061,11 @@ static void listobjects(void) { * running this code only on objects with the treasure * property set. Nope. There is mystery here. */ - if (PROP_IS_STASHED_OR_UNSEEN(obj)) { + if (OBJECT_IS_STASHED_OR_UNSEEN(obj)) { if (game.closed) { continue; } - PROP_SET_FOUND(obj); + OBJECT_SET_FOUND(obj); if (obj == RUG) { game.objects[RUG].prop = RUG_DRAGON; } @@ -1266,16 +1266,16 @@ static bool do_command(void) { * 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)) && + if ((OBJECT_IS_NOTFOUND(OYSTER) || + OBJECT_IS_STASHED(OYSTER)) && TOTING(OYSTER)) { pspeak(OYSTER, look, true, 1); } for (size_t i = 1; i <= NOBJECTS; i++) { - if (TOTING(i) && (PROP_IS_NOTFOUND(i) || - PROP_IS_STASHED(i))) { + if (TOTING(i) && (OBJECT_IS_NOTFOUND(i) || + OBJECT_IS_STASHED(i))) { game.objects[i].prop = - PROP_STASHED(i); + OBJECT_STASHED(i); } } }