* 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, LOC_NE, 1);
+ game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, EMPTY_BOTTLE);
game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
OBJTXT[OYSTER] = 3;
* here, in which case we replace the batteries and continue.
* Second is for other cases of lamp dying. Eve after it goes
* out, he can explore outside for a while if desired. */
- if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
+ if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
rspeak(REPLACE_BATTERIES);
- game.prop[BATTERY] = 1;
+ game.prop[BATTERY] = DEAD_BATTERIES;
if (TOTING(BATTERY))
DROP(BATTERY, game.loc);
game.limit += BATTERYLIFE;
game.lmwarn = true;
int spk = GET_BATTERIES;
if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
- if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
+ if (game.prop[BATTERY] == DEAD_BATTERIES)
+ spk = MISSING_BATTERIES;
rspeak(spk);
}
}