Code simplification.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 5b35f6fa633b6b9159e00bdccb3ab77525456756..2d9a20701a2513bbcd1196edb344e6e12963036e 100644 (file)
--- a/main.c
+++ b/main.c
@@ -125,7 +125,7 @@ int main(int argc, char *argv[])
 
     /*  Start-up, dwarf stuff */
     game.zzword=RNDVOC(3,0);
-    game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,ARB_0);
+    game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,NO_MESSAGE);
     game.newloc = LOC_START;
     game.loc = LOC_START;
     game.limit=330;
@@ -243,13 +243,13 @@ static void checkhints(FILE *cmdin)
     
                /* Fall through to hint display */
                game.hintlc[hint]=0;
-               if (!YES(cmdin,HINTS[hint][3],ARB_0,OK_MAN))
+               if (!YES(cmdin,HINTS[hint][3],NO_MESSAGE,OK_MAN))
                    return;
                SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
                RSPEAK(HINT_COST);
                game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN);
-               if (game.hinted[hint] && game.limit > 30)
-                   game.limit=game.limit+30*HINTS[hint][2];
+               if (game.hinted[hint] && game.limit > WARNTIME)
+                   game.limit += WARNTIME*HINTS[hint][2];
            }
        }
     }
@@ -262,8 +262,8 @@ bool spotted_by_pirate(int i)
 
     /*  The pirate's spotted him.  He leaves him alone once we've
      *  found chest.  K counts if a treasure is here.  If not, and
-     *  tally=1 for an unseen chest, let the pirate be spotted.
-     *  Note that game.place[CHEST]=0 might mean that he's thrown
+     *  tally=1 for an unseen chest, let the pirate be spotted.  Note
+     *  that game.place[CHEST] = NOWHERE might mean that he's thrown
      *  it to the troll, but in that case he's seen the chest
      *  (game.prop=0). */
     if (game.loc == game.chloc || game.prop[CHEST] >= 0)
@@ -284,7 +284,7 @@ bool spotted_by_pirate(int i)
        }
     }
     /* Force chest placement before player finds last treasure */
-    if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
+    if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
        RSPEAK(PIRATE_SPOTTED);
        movechest = true;
     }
@@ -481,8 +481,8 @@ static void croak(FILE *cmdin)
            score(endgame);
        if (game.numdie == MAXDIE)
            score(endgame);
-       game.place[WATER]=0;
-       game.place[OIL]=0;
+       game.place[WATER] = NOWHERE;
+       game.place[OIL] = NOWHERE;
        if (TOTING(LAMP))
            game.prop[LAMP]=0;
        for (int j=1; j<=NOBJECTS; j++) {
@@ -754,7 +754,7 @@ static bool closecheck(void)
        MOVE(TROLL2,PLAC[TROLL]);
        MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
        JUGGLE(CHASM);
-       if (game.prop[BEAR] != 3)DSTROY(BEAR);
+       if (game.prop[BEAR] != 3)DESTROY(BEAR);
        game.prop[CHAIN]=0;
        game.fixed[CHAIN]=0;
        game.prop[AXE]=0;
@@ -807,7 +807,7 @@ static bool closecheck(void)
 
        for (int i=1; i<=NOBJECTS; i++) {
            if (TOTING(i))
-               DSTROY(i);
+               DESTROY(i);
        }
 
        RSPEAK(CAVE_CLOSED);
@@ -831,7 +831,7 @@ static void lampcheck(void)
      *  Second is for other cases of lamp dying.  12400 is when it
      *  goes out.  Even then, he can explore outside for a while
      *  if desired. */
-    if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
+    if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
     {
        RSPEAK(REPLACE_BATTERIES);
        game.prop[BATTER]=1;
@@ -844,11 +844,11 @@ static void lampcheck(void)
        game.prop[LAMP]=0;
        if (HERE(LAMP))
            RSPEAK(LAMP_OUT);
-    } else if (game.limit <= 30) {
+    } else if (game.limit <= WARNTIME) {
        if (!game.lmwarn && HERE(LAMP)) {
            game.lmwarn=true;
            int spk=GET_BATTERIES;
-           if (game.place[BATTER] == 0)spk=LAMP_DIM;
+           if (game.place[BATTER] == NOWHERE)spk=LAMP_DIM;
            if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES;
            RSPEAK(spk);
        }