game.dseen[i]=false;
}
}
- spk=spk+1+1/k;
+ spk=spk+1+1/k; /* FIXME: Arithmetic on message numbers */
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
+
+ if (obj == BEAR)
+ /* FIXME: Arithmetic on message numbers */
+ spk = BEAR_HANDS+(game.prop[BEAR]+1)/2;
+ if (obj != DRAGON || game.prop[DRAGON] != 0) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
- if (obj == BEAR)spk=BEAR_HANDS+(game.prop[BEAR]+1)/2;
- if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
/* Fun stuff for dragon. If he insists on attacking it, win!
* Set game.prop to dead, move dragon to central loc (still
* fixed), move rug there (not fixed), and move him there,
spk=CHAIN_LOCKED;
if (game.prop[CHAIN] != 0)spk=ALREADY_LOCKED;
if (game.loc != PLAC[CHAIN])spk=NO_LOCKSITE;
- if (spk != CHAIN_LOCKED) {RSPEAK(spk); return GO_CLEAROBJ;}
+ if (spk != CHAIN_LOCKED) {
+ RSPEAK(spk);
+ return GO_CLEAROBJ;
+ }
game.prop[CHAIN]=2;
if (TOTING(CHAIN))DROP(CHAIN,game.loc);
game.fixed[CHAIN]= -1;
return GO_UNKNOWN;
if (obj != BLOOD) {
if (obj != 0 && obj != WATER)spk=RIDICULOUS_ATTEMPT;
- if (spk != 110 && LIQUID() == WATER && HERE(BOTTLE)) {
+ if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
game.prop[BOTTLE]=1;
game.place[WATER]=0;
spk=BOTTLE_EMPTY;
return GO_CLEAROBJ;
}
RSPEAK(SHATTER_VASE);
- game.prop[VASE]=2;
+ game.prop[VASE] = 2;
game.fixed[VASE]= -1;
return(discard(verb, obj, true));
}
game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
k=LIQUID();
if (TOTING(BOTTLE))
- game.place[k]= -1;
+ game.place[k] = -1;
if (k == OIL)
spk=BOTTLED_OIL;
}
game.oldloc=game.loc;
game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
spk=RUG_GOES;
- if (game.prop[SAPPH] >= 0)spk=RUG_RETURNS;
+ if (game.prop[SAPPH] >= 0)
+ spk=RUG_RETURNS;
RSPEAK(spk);
return GO_TERMINATE;
}
} else {
PSPEAK(RESER,game.prop[RESER]+1);
game.prop[RESER]=1-game.prop[RESER];
- if (AT(RESER)) return GO_CLEAROBJ;
- game.oldlc2=game.loc;
- game.newloc=0;
- RSPEAK(NOT_BRIGHT);
- return GO_TERMINATE;
+ if (AT(RESER))
+ return GO_CLEAROBJ;
+ else {
+ game.oldlc2=game.loc;
+ game.newloc=0;
+ RSPEAK(NOT_BRIGHT);
+ return GO_TERMINATE;
+ }
}
}
RSPEAK(spk);
return GO_CLEAROBJ;
}
- if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
+ if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
spk=TROLL_SATISFIED;
/* Snarf a treasure for the troll. */
DROP(obj,0);
#define LINESIZE 100
#define NDWARVES 6
#define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
-#define DALTLC 18 /* alternate dwarf location; low room */
+#define DALTLC LOC_NUGGET /* alternate dwarf location */
#define MINTRS 50
#define MAXTRS 79
#define MAXPARMS 25
#define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
-#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
+#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
* LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
* of mists or deeper). Note special kludges for "Foof!" locs. */
-#define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
-#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
+#define OUTSID(LOC) ((LOC) <= LOC_GRATE || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == LOC_FOOF2 || (LOC) == LOC_FOOF4)
+#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC) && (LOC) != LOC_FOOF1)
/* vocabulary items */
extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
int kk, stick, attack;
long tk[21];
- /* Dwarf stuff. See earlier comments for description of
+ /* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus
* very different except for motion rules. */
int i=NOBJECTS + 1 - j;
if (TOTING(i)) {
/* Always leave lamp where it's accessible aboveground */
- DROP(i, (i == LAMP) ? 1 : game.oldlc2);
+ DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
}
}
game.loc = LOC_BUILDING;
/* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */
- if (game.detail < 3)RSPEAK(NO_MORE_DETAIL);
+ if (game.detail < 3)
+ RSPEAK(NO_MORE_DETAIL);
++game.detail;
game.wzdark=false;
game.abbrev[game.loc]=0;
* emerald. Note: travel table must include "useless"
* entries going through passage, which can never be used for
* actual motion, but can be spotted by "go back". */
+ /* FIXME: Arithmetic on location numbers */
game.newloc=99+100-game.loc;
if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
return true;
croak(cmdin);
continue; /* back to top of main interpreter loop */
}
- msg=arbitrary_messages[16];
+ msg=arbitrary_messages[PITCH_DARK];
}
if (TOTING(BEAR))RSPEAK(TAME_BEAR);
newspeak(msg);