X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=b788c618e65428352c0a5f9be4a619ecb194baaa;hb=551838cea217e3d9df11dcaea52c42b02449de91;hp=5edcc755389d593929cfac3da0eac26cefb37aa6;hpb=8613f0b3d941cacbcfde9a0a02f1bcd8f8d4e7b8;p=open-adventure.git diff --git a/main.c b/main.c index 5edcc75..b788c61 100644 --- a/main.c +++ b/main.c @@ -178,9 +178,9 @@ static void checkhints(void) game.hintlc[hint] = 0; return; case 3: /* maze */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0 && + if (game.atloc[game.loc] == NO_OBJECT && + game.atloc[game.oldloc] == NO_OBJECT && + game.atloc[game.oldlc2] == NO_OBJECT && game.holdng > 1) break; game.hintlc[hint] = 0; @@ -198,9 +198,9 @@ static void checkhints(void) game.hintlc[hint] = 0; return; case 7: /* woods */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0) + if (game.atloc[game.loc] == NO_OBJECT && + game.atloc[game.oldloc] == NO_OBJECT && + game.atloc[game.oldlc2] == NO_OBJECT) break; return; case 8: /* ogre */ @@ -247,7 +247,7 @@ static bool spotted_by_pirate(int i) * 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) + game.prop[CHEST] != STATE_NOTFOUND) return true; int snarfed = 0; bool movechest = false, robplayer = false; @@ -324,7 +324,7 @@ static bool dwarfmove(void) * means dwarves won't follow him into dead end in maze, but * c'est la vie. They'll wait for him outside the dead * end. */ - if (game.loc == 0 || + if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) return true; @@ -713,8 +713,8 @@ static void playermove( int motion) if (game.prop[TROLL] == TROLL_PAIDONCE) { pspeak(TROLL, look, TROLL_PAIDONCE, true); game.prop[TROLL] = TROLL_UNPAID; - move(TROLL2, 0); - move(TROLL2 + NOBJECTS, 0); + move(TROLL2, LOC_NOWHERE); + move(TROLL2 + NOBJECTS, IS_FREE); move(TROLL, objects[TROLL].plac); move(TROLL + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); @@ -726,8 +726,7 @@ static void playermove( int motion) game.prop[TROLL] = TROLL_PAIDONCE; if (!TOTING(BEAR)) return; - rspeak(BRIDGE_COLLAPSE); - game.prop[CHASM] = BRIDGE_WRECKED; + state_change(CHASM, BRIDGE_WRECKED); game.prop[TROLL] = TROLL_GONE; drop(BEAR, game.newloc); game.fixed[BEAR] = IS_FIXED; @@ -788,10 +787,10 @@ static bool closecheck(void) game.prop[FISSURE] = UNBRIDGED; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; - game.dloc[i] = 0; + game.dloc[i] = LOC_NOWHERE; } - move(TROLL, 0); - move(TROLL + NOBJECTS, 0); + move(TROLL, LOC_NOWHERE); + move(TROLL + NOBJECTS, IS_FREE); move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); @@ -824,10 +823,10 @@ static bool closecheck(void) * could cause trouble, such as the keys). We describe the * flash of light and trundle back. */ 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); - game.prop[LAMP] = put(LAMP, LOC_NE, 0); - game.prop[ROD] = put(ROD, LOC_NE, 0); + game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY); + game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND); + game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK); + game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND); game.prop[DWARF] = put(DWARF, LOC_NE, 0); game.loc = LOC_NE; game.oldloc = LOC_NE; @@ -837,13 +836,13 @@ static bool closecheck(void) put(GRATE, LOC_SW, 0); put(SIGN, LOC_SW, 0); 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); - game.prop[ROD2] = put(ROD2, LOC_SW, 0); - game.prop[PILLOW] = put(PILLOW, LOC_SW, 0); + game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED); + game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED); + game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND); + game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND); + game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND); - game.prop[MIRROR] = put(MIRROR, LOC_NE, 0); + game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND); game.fixed[MIRROR] = LOC_SW; for (int i = 1; i <= NOBJECTS; i++) { @@ -1015,9 +1014,7 @@ static bool do_command() listobjects(); L2012: - command.verb = 0; game.oldobj = command.obj; - command.obj = 0; L2600: checkhints(); @@ -1048,6 +1045,7 @@ L2600: return (false); if (word_count(input) > 2) { rspeak(TWO_WORDS); + free(input); continue; } if (strcmp(input, "") != 0) @@ -1066,11 +1064,7 @@ L2600: command.id1 = get_vocab_id(word1); command.id2 = get_vocab_id(word2); - /* Every input, check "game.foobar" flag. If zero, nothing's - * going on. If pos, make neg. If neg, he skipped a word, - * so make it zero. */ L2607: - game.foobar = (game.foobar > 0 ? -game.foobar : 0); ++game.turns; /* If a turn threshold has been met, apply penalties and tell