for (int i=1; i < PIRATE; i++) {
if (game.dloc[i] == game.loc) {
++k;
- game.dloc[i] = LOC_61;
+ game.dloc[i] = LOC_LONGWEST;
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,
if (spk == PEARL_FALLS) {
DSTROY(CLAM);
DROP(OYSTER,game.loc);
- DROP(PEARL,LOC_105);
+ DROP(PEARL,LOC_CULDESAC);
}
RSPEAK(spk);
return GO_CLEAROBJ;
return GO_CLEAROBJ;
}
game.bonus=133;
- if (game.loc == LOC_115)
+ if (game.loc == LOC_NE)
game.bonus=134;
if (HERE(ROD2))
game.bonus=135;
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);
if (HERE(obj))
/* FALL THROUGH */;
else if (obj == GRATE) {
- if (game.loc == LOC_1 || game.loc == LOC_4 || game.loc == LOC_7)
+ if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
obj=DPRSSN;
/* FIXME: Arithmetic on location numbers */
- if (game.loc > LOC_9 && game.loc < LOC_15)
+ if (game.loc > LOC_BELOWGRATE && game.loc < LOC_MISTHALL)
obj=ENTRNC;
if (obj != GRATE)
return GO_MOVE;