return bivalve(verb, obj);
if (obj == DOOR)
spk = RUSTY_DOOR;
- if (obj == DOOR && game.prop[DOOR] == 1)
+ if (obj == DOOR && game.prop[DOOR] == DOOR_UNRUSTED)
spk = OK_MAN;
if (obj == CAGE)
spk = NO_LOCK;
rspeak(spk);
return GO_CLEAROBJ;
}
- if (HERE(URN) && game.prop[URN] == 0)
+ if (HERE(URN) && game.prop[URN] == URN_EMPTY)
return fill(verb, URN);
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[obj] = LOC_NOWHERE;
int spk = actions[verb].message;
if (obj != LAMP)
spk = PECULIAR_NOTHING;
- if (obj == URN && game.prop[URN] == 2) {
+ if (obj == URN && game.prop[URN] == URN_LIT) {
DESTROY(URN);
drop(AMBER, game.loc);
game.prop[AMBER] = 1;
#define PANICTIME 15 // time left after closing
#define BATTERYLIFE 2500 // turn limit increment from batteries
#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
+#define NOT_YET_FOUND -1 // 'Not found" state of treasures */
#define CARRIED -1 // Player is toting it
#define READ_MODE "rb" // b is not needed for POSIX but harmless
#define WRITE_MODE "wb" // b is not needed for POSIX but harmless
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
if (objects[treasure].inventory != 0)
- game.prop[treasure] = -1;
+ game.prop[treasure] = NOT_YET_FOUND;
game.tally = game.tally - game.prop[treasure];
}
}
game.hintlc[hint] = 0;
return;
case 4: /* dark */
- if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
+ if (game.prop[EMERALD] != NOT_YET_FOUND && game.prop[PYRAMID] == NOT_YET_FOUND)
break;
game.hintlc[hint] = 0;
return;