X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=b14e5ca09be2878f7b060a224673bbae5b564d5d;hp=0dca0d845e23df7c07a2982b183b0db864eadc20;hb=7675b5256274b56ff897a988c44aa74cb4e6b89f;hpb=fd02259c7f5d3b0fb245575981031a63bfb8b6de diff --git a/main.c b/main.c index 0dca0d8..b14e5ca 100644 --- a/main.c +++ b/main.c @@ -30,17 +30,17 @@ struct game_t game; long LNLENG, LNPOSN, PARMS[MAXPARMS + 1]; char rawbuf[LINESIZE], INLINE[LINESIZE + 1]; -long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, +long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, + EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD, GRATE, HINT, INVENT, JADE, KEYS, - KNIFE, LAMP, LOCK, LOOK, MAGZIN, + KNIFE, LAMP, LOCK, LOOK, MAGAZINE, MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER, - PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, + PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, - STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2, - URN, VASE, VEND, VOLCAN, WATER; + STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2, + URN, VASE, VEND, VOLCANO, WATER; long WD1, WD1X, WD2, WD2X; FILE *logfp = NULL, *rfp = NULL; @@ -226,7 +226,7 @@ static void checkhints(void) game.hintlc[hint] = 0; return; case 4: /* dark */ - if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) + if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1) break; game.hintlc[hint] = 0; return; @@ -294,7 +294,7 @@ static bool spotted_by_pirate(int i) for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ - if (treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) { + if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) { continue; } if (TOTING(treasure) || HERE(treasure)) @@ -326,7 +326,7 @@ static bool spotted_by_pirate(int i) if (robplayer) { RSPEAK(PIRATE_POUNCES); for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { - if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) { if (AT(treasure) && game.fixed[treasure] == 0) CARRY(treasure, game.loc); if (TOTING(treasure)) @@ -660,7 +660,7 @@ L12: * actual motion, but can be spotted by "go back". */ /* FIXME: Arithmetic on location numbers */ game.newloc = 99 + 100 - game.loc; - if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMRALD))) { + if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { game.newloc = game.loc; RSPEAK(MUST_DROP); } @@ -670,7 +670,7 @@ L12: * special travel if toting it), so he's forced to use the * plover-passage to get it out. Having dropped it, go back and * pretend he wasn't carrying it after all. */ - DROP(EMRALD, game.loc); + DROP(EMERALD, game.loc); goto L12; case 3: /* Travel 303. Troll bridge. Must be done only as special @@ -753,7 +753,7 @@ static bool closecheck(void) * have been activated, since we've found chest. */ if (game.clock1 == 0) { game.prop[GRATE] = 0; - game.prop[FISSUR] = 0; + game.prop[FISSURE] = 0; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; game.dloc[i] = 0; @@ -840,11 +840,11 @@ 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 <= WARNTIME && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) { + if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) { RSPEAK(REPLACE_BATTERIES); - game.prop[BATTER] = 1; - if (TOTING(BATTER)) - DROP(BATTER, game.loc); + game.prop[BATTERY] = 1; + if (TOTING(BATTERY)) + DROP(BATTERY, game.loc); game.limit = game.limit + 2500; game.lmwarn = false; } else if (game.limit == 0) { @@ -856,8 +856,8 @@ static void lampcheck(void) if (!game.lmwarn && HERE(LAMP)) { game.lmwarn = true; int spk = GET_BATTERIES; - if (game.place[BATTER] == NOWHERE)spk = LAMP_DIM; - if (game.prop[BATTER] == 1)spk = MISSING_BATTERIES; + if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM; + if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES; RSPEAK(spk); } }