for (i=1; i < PIRATE; i++) {
if (game.dloc[i] == game.loc) {
++k;
- game.dloc[i]=61;
+ game.dloc[i] = LOC_61;
game.dseen[i]=false;
}
}
{
int spk, k=0;
if (obj == OYSTER)k=1;
- spk=PEARL_FALLS+k;
+ /* FIXME: Arithmetic on message numbers in next lines */
+ spk=PEARL_FALLS+k;
if (TOTING(obj))spk=DROP_CLAM+k;
if (!TOTING(TRIDNT))spk=CLAM_OPENER+k;
if (verb == LOCK)spk=HUH_MAN;
- if (spk == 124) {
+ if (spk == PEARL_FALLS) {
DSTROY(CLAM);
DROP(OYSTER,game.loc);
- DROP(PEARL,105);
+ DROP(PEARL,LOC_105);
}
RSPEAK(spk);
return GO_CLEAROBJ;
return GO_CLEAROBJ;
}
game.bonus=133;
- if (game.loc == 115)
+ if (game.loc == LOC_115)
game.bonus=134;
if (HERE(ROD2))
game.bonus=135;
if (TOTING(RUG))spk=RUG_WIGGLES;
if (obj == RUBY)spk=RUG_SETTLES;
RSPEAK(spk);
- if (spk != 220) {
+ if (spk != RUG_WIGGLES) {
int k = 2-game.prop[RUG];
game.prop[RUG] = k;
if (k == 2) k = PLAC[SAPPH];
if (obj == INTRANSITIVE) {
if (game.prop[RUG] != 2)spk=RUG_NOTHING2;
if (!HERE(RUG))spk=FLAP_ARMS;
- if (spk/2 == 112) {
+ if (spk/2 == 112) { /* FIXME: Arithmetic on message numbers */
RSPEAK(spk);
return GO_CLEAROBJ;
}
for (i=1; i<=NOBJECTS; i++) {
if (i == BEAR || !TOTING(i))
continue;
- if (spk == 98)
+ if (spk == NO_CARRY)
RSPEAK(NOW_HOLDING);
game.blklin=false;
PSPEAK(i,-1);
if (HERE(obj))
/* FALL THROUGH */;
else if (obj == GRATE) {
- if (game.loc == 1 || game.loc == 4 || game.loc == 7)
+ if (game.loc == LOC_1 || game.loc == LOC_4 || game.loc == LOC_7)
obj=DPRSSN;
- if (game.loc > 9 && game.loc < 15)
+ /* FIXME: Arithmetic on location numbers */
+ if (game.loc > LOC_9 && game.loc < LOC_15)
obj=ENTRNC;
if (obj != GRATE)
return GO_MOVE;
/* Start-up, dwarf stuff */
game.zzword=RNDVOC(3,0);
game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,ARB_0);
- game.newloc=1;
- game.loc=1;
+ game.newloc = LOC_1;
+ game.loc = LOC_1;
game.limit=330;
if (game.novice)game.limit=1000;
DROP(i, (i == LAMP) ? 1 : game.oldlc2);
}
}
- game.loc=3;
+ game.loc = LOC_3;
game.oldloc=game.loc;
}
}
* objects he might be carrying (lest he have some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
- game.prop[BOTTLE]=PUT(BOTTLE,115,1);
- game.prop[PLANT]=PUT(PLANT,115,0);
- game.prop[OYSTER]=PUT(OYSTER,115,0);
+ game.prop[BOTTLE]=PUT(BOTTLE,LOC_115,1);
+ game.prop[PLANT]=PUT(PLANT,LOC_115,0);
+ game.prop[OYSTER]=PUT(OYSTER,LOC_115,0);
OBJTXT[OYSTER]=3;
- game.prop[LAMP]=PUT(LAMP,115,0);
- game.prop[ROD]=PUT(ROD,115,0);
- game.prop[DWARF]=PUT(DWARF,115,0);
- game.loc=115;
- game.oldloc=115;
- game.newloc=115;
+ game.prop[LAMP]=PUT(LAMP,LOC_115,0);
+ game.prop[ROD]=PUT(ROD,LOC_115,0);
+ game.prop[DWARF]=PUT(DWARF,LOC_115,0);
+ game.loc = LOC_115;
+ game.oldloc = LOC_115;
+ game.newloc = LOC_115;
/* Leave the grate with normal (non-negative) property.
* Reuse sign. */
- PUT(GRATE,116,0);
- PUT(SIGN,116,0);
+ PUT(GRATE,LOC_116,0);
+ PUT(SIGN,LOC_116,0);
++OBJTXT[SIGN];
- game.prop[SNAKE]=PUT(SNAKE,116,1);
- game.prop[BIRD]=PUT(BIRD,116,1);
- game.prop[CAGE]=PUT(CAGE,116,0);
- game.prop[ROD2]=PUT(ROD2,116,0);
- game.prop[PILLOW]=PUT(PILLOW,116,0);
+ game.prop[SNAKE]=PUT(SNAKE,LOC_116,1);
+ game.prop[BIRD]=PUT(BIRD,LOC_116,1);
+ game.prop[CAGE]=PUT(CAGE,LOC_116,0);
+ game.prop[ROD2]=PUT(ROD2,LOC_116,0);
+ game.prop[PILLOW]=PUT(PILLOW,LOC_116,0);
- game.prop[MIRROR]=PUT(MIRROR,115,0);
- game.fixed[MIRROR]=116;
+ game.prop[MIRROR]=PUT(MIRROR,LOC_115,0);
+ game.fixed[MIRROR]=LOC_116;
for (int i=1; i<=NOBJECTS; i++) {
if (TOTING(i))
} else
lampcheck();
- k=43;
- if (LIQLOC(game.loc) == WATER)k=70;
+ k=WHERE_QUERY;
+ if (LIQLOC(game.loc) == WATER)k=FEET_WET;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {