switch (hint) {
case 0:
/* cave */
- if (game.prop[GRATE] == 0 && !HERE(KEYS))
+ if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
break;
game.hintlc[hint] = 0;
return;
}
}
/* Force chest placement before player finds last treasure */
- if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
rspeak(PIRATE_SPOTTED);
movechest = true;
}
else {
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
if (TOTING(LAMP))
- game.prop[LAMP] = 0;
+ game.prop[LAMP] = LAMP_DARK;
for (int j = 1; j <= NOBJECTS; j++) {
int i = NOBJECTS + 1 - j;
if (TOTING(i)) {
* know the bivalve is an oyster. *And*, the dwarves must
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
- game.prop[GRATE] = 0;
+ game.prop[GRATE] = GRATE_CLOSED;
game.prop[FISSURE] = 0;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
static void lampcheck(void)
/* Check game limit and lamp timers */
{
- if (game.prop[LAMP] == 1)
+ if (game.prop[LAMP] == LAMP_BRIGHT)
--game.limit;
/* Another way we can force an end to things is by having the
game.lmwarn = false;
} else if (game.limit == 0) {
game.limit = -1;
- game.prop[LAMP] = 0;
+ game.prop[LAMP] = LAMP_DARK;
if (HERE(LAMP))
rspeak(LAMP_OUT);
} else if (game.limit <= WARNTIME) {