/* 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_START;
+ game.loc = LOC_START;
game.limit=330;
if (game.novice)game.limit=1000;
++game.hintlc[hint];
/* Come here if he's been long enough at required loc(s) for some
* unused hint. */
- if (game.hintlc[hint] >= HINTS[hint][1])
+ if (game.hintlc[hint] >= HINTS[hint][1])
{
int i;
DROP(i, (i == LAMP) ? 1 : game.oldlc2);
}
}
- game.loc=3;
+ game.loc = LOC_BUILDING;
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_NE,1);
+ game.prop[PLANT]=PUT(PLANT,LOC_NE,0);
+ game.prop[OYSTER]=PUT(OYSTER,LOC_NE,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_NE,0);
+ game.prop[ROD]=PUT(ROD,LOC_NE,0);
+ game.prop[DWARF]=PUT(DWARF,LOC_NE,0);
+ game.loc = LOC_NE;
+ game.oldloc = LOC_NE;
+ game.newloc = LOC_NE;
/* Leave the grate with normal (non-negative) property.
* Reuse sign. */
- PUT(GRATE,116,0);
- PUT(SIGN,116,0);
+ PUT(GRATE,LOC_SW,0);
+ PUT(SIGN,LOC_SW,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_SW,1);
+ game.prop[BIRD]=PUT(BIRD,LOC_SW,1);
+ game.prop[CAGE]=PUT(CAGE,LOC_SW,0);
+ game.prop[ROD2]=PUT(ROD2,LOC_SW,0);
+ game.prop[PILLOW]=PUT(PILLOW,LOC_SW,0);
- game.prop[MIRROR]=PUT(MIRROR,115,0);
- game.fixed[MIRROR]=116;
+ game.prop[MIRROR]=PUT(MIRROR,LOC_NE,0);
+ game.fixed[MIRROR]=LOC_SW;
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)) {