X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=ac6382564be274e82127faece25e63047e718eb3;hb=3939cd4f963b485e1da42787f59fdbcfae23be19;hp=5b35f6fa633b6b9159e00bdccb3ab77525456756;hpb=fc7f52f83f1ad266e09f2e6883573876bad5f6ca;p=open-adventure.git diff --git a/main.c b/main.c index 5b35f6f..ac63825 100644 --- a/main.c +++ b/main.c @@ -248,8 +248,8 @@ static void checkhints(FILE *cmdin) SETPRM(1,HINTS[hint][2],HINTS[hint][2]); RSPEAK(HINT_COST); game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN); - if (game.hinted[hint] && game.limit > 30) - game.limit=game.limit+30*HINTS[hint][2]; + if (game.hinted[hint] && game.limit > WARNTIME) + game.limit += WARNTIME*HINTS[hint][2]; } } } @@ -262,8 +262,8 @@ bool spotted_by_pirate(int i) /* The pirate's spotted him. He 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]=0 might mean that he's thrown + * tally=1 for an unseen chest, let the pirate be spotted. Note + * that game.place[CHEST] = NOWHERE might mean that he's thrown * it to the troll, but in that case he's seen the chest * (game.prop=0). */ if (game.loc == game.chloc || game.prop[CHEST] >= 0) @@ -284,7 +284,7 @@ bool spotted_by_pirate(int i) } } /* Force chest placement before player finds last treasure */ - if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) { RSPEAK(PIRATE_SPOTTED); movechest = true; } @@ -481,8 +481,8 @@ static void croak(FILE *cmdin) score(endgame); if (game.numdie == MAXDIE) score(endgame); - game.place[WATER]=0; - game.place[OIL]=0; + game.place[WATER] = NOWHERE; + game.place[OIL] = NOWHERE; if (TOTING(LAMP)) game.prop[LAMP]=0; for (int j=1; j<=NOBJECTS; j++) { @@ -754,7 +754,7 @@ static bool closecheck(void) MOVE(TROLL2,PLAC[TROLL]); MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); - if (game.prop[BEAR] != 3)DSTROY(BEAR); + if (game.prop[BEAR] != 3)DESTROY(BEAR); game.prop[CHAIN]=0; game.fixed[CHAIN]=0; game.prop[AXE]=0; @@ -807,7 +807,7 @@ static bool closecheck(void) for (int i=1; i<=NOBJECTS; i++) { if (TOTING(i)) - DSTROY(i); + DESTROY(i); } RSPEAK(CAVE_CLOSED); @@ -831,7 +831,7 @@ static void lampcheck(void) * Second is for other cases of lamp dying. 12400 is when it * goes out. Even then, he can explore outside for a while * if desired. */ - if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) + if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) { RSPEAK(REPLACE_BATTERIES); game.prop[BATTER]=1; @@ -844,11 +844,11 @@ static void lampcheck(void) game.prop[LAMP]=0; if (HERE(LAMP)) RSPEAK(LAMP_OUT); - } else if (game.limit <= 30) { + } else if (game.limit <= WARNTIME) { if (!game.lmwarn && HERE(LAMP)) { game.lmwarn=true; int spk=GET_BATTERIES; - if (game.place[BATTER] == 0)spk=LAMP_DIM; + if (game.place[BATTER] == NOWHERE)spk=LAMP_DIM; if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES; RSPEAK(spk); }