obj = DWARF;
if (HERE(SNAKE))
obj = obj * NOBJECTS + SNAKE;
- if (AT(DRAGON) && game.prop[DRAGON] == 0)
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
obj = obj * NOBJECTS + DRAGON;
if (AT(TROLL))
obj = obj * NOBJECTS + TROLL;
spk = ALREADY_DEAD;
break;
}
- } else if (obj == DRAGON && game.prop[DRAGON] == 0) {
+ } else if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
/* 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,
}
state_change(DRAGON, DRAGON_DEAD);
game.prop[RUG] = RUG_FLOOR;
- /* FIXME: Arithmentic on location values */
+ /* FIXME: Arithmentic on location values */
int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
move(DRAGON + NOBJECTS, -1);
move(RUG + NOBJECTS, 0);
spk = RUG_SETTLES;
rspeak(spk);
if (spk != RUG_WIGGLES) {
- /* FIXME: Arithmetic on state numbers */
+ /* FIXME: Arithmetic on state numbers */
int k = 2 - game.prop[RUG];
game.prop[RUG] = k;
if (k == 2)
drop(BATTERY, game.loc);
pspeak(BATTERY, look, FRESH_BATTERIES);
return GO_CLEAROBJ;
- } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
+ } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
rspeak(BIRD_BURNT);
DESTROY(BIRD);
return GO_CLEAROBJ;
game.place[WATER] = LOC_NOWHERE;
spk = BOTTLE_EMPTY;
}
- rspeak(spk);
+ rspeak(spk);
} else {
DESTROY(BLOOD);
state_change(DRAGON, DRAGON_BLOODLESS);
return GO_CLEAROBJ;
} else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
spk = NOTHING_EDIBLE;
- if (obj == DRAGON && game.prop[DRAGON] != 0)
+ if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
spk = RIDICULOUS_ATTEMPT;
if (obj == TROLL)
spk = TROLL_VICES;
else {
int i = atdwrf(game.loc);
if (i <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == 0)
+ if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
return throw_support(DRAGON_SCALES);
if (AT(TROLL))
return throw_support(TROLL_RETURNS);