X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=c2e28b5635c31946a5c6528075ad6c443366bf20;hb=3a93b2b5f08351c3e87d4f41c5c61273c42e9420;hp=3c4c034bfb94d2655812ffeeea4c56564525122a;hpb=2848494a01db9baccf69c9a592ea5a916af84a8a;p=open-adventure.git diff --git a/main.c b/main.c index 3c4c034..c2e28b5 100644 --- a/main.c +++ b/main.c @@ -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)) { @@ -687,7 +687,7 @@ 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); @@ -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; @@ -802,7 +802,6 @@ static bool closecheck(void) 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 @@ -857,7 +856,7 @@ static void lampcheck(void) 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) { @@ -913,7 +912,7 @@ 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); } } } @@ -1000,7 +999,7 @@ 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];