X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=733027f70eca8160e3813c60aaa4203c6c85d522;hb=f8b30c1ec6e8d8a6a4b322a2ee19521b4d5d0c70;hp=debbb4670a310de8dc4f98d6332be88dfef578d5;hpb=9c7c23b75aefa03b41a7fb562359310e027510a9;p=open-adventure.git diff --git a/main.c b/main.c index debbb46..733027f 100644 --- a/main.c +++ b/main.c @@ -188,8 +188,8 @@ static bool fallback_handler(char *buf) * notes). */ static void checkhints(void) { - if (COND[game.loc] >= game.conds) { - for (int hint = 0; hint < HINT_COUNT; hint++) { + if (conditions[game.loc] >= game.conds) { + for (int hint = 0; hint < NHINTS; hint++) { if (game.hinted[hint]) continue; if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) @@ -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; @@ -289,10 +289,12 @@ static bool spotted_by_pirate(int i) return true; int snarfed = 0; bool movechest = false, robplayer = false; - for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { + for (int treasure = 1; treasure <= NOBJECTS; treasure++) { + if (!object_descriptions[treasure].is_treasure) + continue; /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ - if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) { + if (treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac)) { continue; } if (TOTING(treasure) || HERE(treasure)) @@ -303,7 +305,7 @@ 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; } @@ -323,8 +325,10 @@ static bool spotted_by_pirate(int i) } if (robplayer) { rspeak(PIRATE_POUNCES); - for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { - if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) { + for (int treasure = 1; treasure <= NOBJECTS; treasure++) { + if (!object_descriptions[treasure].is_treasure) + continue; + if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) { if (AT(treasure) && game.fixed[treasure] == 0) CARRY(treasure, game.loc); if (TOTING(treasure)) @@ -468,7 +472,7 @@ static bool dwarfmove(void) /* "You're dead, Jim." * * If the current loc is zero, it means the clown got himself killed. - * We'll allow this maxdie times. maximum_deaths is automatically set based + * We'll allow this maxdie times. NDEATHS is automatically set based * on the number of snide messages available. Each death results in * a message (81, 83, etc.) which offers reincarnation; if accepted, * this results in message 82, 84, etc. The last time, if he wants @@ -496,12 +500,12 @@ static void croak(void) * death and exit. */ rspeak(DEATH_CLOSING); terminate(endgame); - } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN])) + } else if (game.numdie == NDEATHS || !YES(query, yes_response, arbitrary_messages[OK_MAN])) terminate(endgame); 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)) { @@ -687,17 +691,17 @@ static bool playermove(token_t verb, int motion) * and block him. (standard travel entries check for * game.prop(TROLL)=0.) Special stuff for bear. */ if (game.prop[TROLL] == 1) { - pspeak(TROLL, 1); + pspeak(TROLL,look, 1); game.prop[TROLL] = 0; MOVE(TROLL2, 0); MOVE(TROLL2 + NOBJECTS, 0); - MOVE(TROLL, PLAC[TROLL]); - MOVE(TROLL + NOBJECTS, FIXD[TROLL]); + MOVE(TROLL, object_descriptions[TROLL].plac); + MOVE(TROLL + NOBJECTS, object_descriptions[TROLL].fixd); JUGGLE(CHASM); game.newloc = game.loc; return true; } else { - game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc; + game.newloc = object_descriptions[TROLL].plac + object_descriptions[TROLL].fixd - game.loc; if (game.prop[TROLL] == 0)game.prop[TROLL] = 1; if (!TOTING(BEAR)) return true; rspeak(BRIDGE_COLLAPSE); @@ -761,7 +765,7 @@ 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; @@ -769,8 +773,8 @@ static bool closecheck(void) } MOVE(TROLL, 0); MOVE(TROLL + NOBJECTS, 0); - MOVE(TROLL2, PLAC[TROLL]); - MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]); + MOVE(TROLL2, object_descriptions[TROLL].plac); + MOVE(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd); JUGGLE(CHASM); if (game.prop[BEAR] != 3)DESTROY(BEAR); game.prop[CHAIN] = 0; @@ -799,10 +803,9 @@ 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); @@ -813,7 +816,7 @@ static bool closecheck(void) * Reuse sign. */ PUT(GRATE, LOC_SW, 0); PUT(SIGN, LOC_SW, 0); - ++OBJTXT[SIGN]; + game.prop[SIGN] = ENDGAME_SIGN; game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1); game.prop[BIRD] = PUT(BIRD, LOC_SW, 1); game.prop[CAGE] = PUT(CAGE, LOC_SW, 0); @@ -839,7 +842,7 @@ 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 +851,16 @@ 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 +868,8 @@ 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); } } @@ -912,7 +916,7 @@ static void listobjects(void) int kk = game.prop[obj]; if (obj == STEPS && game.loc == game.fixed[STEPS]) kk = 1; - pspeak(obj, kk); + pspeak(obj, look, kk); } } } @@ -999,7 +1003,7 @@ L2600: * tick game.clock1 unless well into cave (and not at Y2). */ if (game.closed) { if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) - pspeak(OYSTER, 1); + pspeak(OYSTER, look, 1); for (size_t i = 1; i <= NOBJECTS; i++) { if (TOTING(i) && game.prop[i] < 0) game.prop[i] = -1 - game.prop[i]; @@ -1022,7 +1026,7 @@ L2607: /* If a turn threshold has been met, apply penalties and tell * the player about it. */ - for (int i = 0; i < turn_threshold_count; ++i) + for (int i = 0; i < NTHRESHOLDS; ++i) { if (game.turns == turn_thresholds[i].threshold + 1) {