More repairs on search-replace results.
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3 changed files with 6 additions and 6 deletions
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@ -1256,7 +1256,7 @@
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1058 POTTE
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1059 EMERA
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1060 PLATI
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1060 PYRAMID
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1060 PYRAM
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1061 PEARL
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1062 RUG
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1062 PERSI
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@ -449,7 +449,7 @@ locations: !!omap
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short: 'You''re at top of stalactite.'
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- LOC_DIFFERENT2:
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description:
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long: 'You are in a little maze of twisting passages, all different.'
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long: '1You are in a little maze of twisting passages, all different.'
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short: !!null
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- LOC_RESERVOIR:
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description:
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@ -932,8 +932,8 @@ arbitrary_messages: !!omap
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- LAMP_OUT: 'Your lamp has run out of power.'
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- PLEASE_ANSWER: 'Please answer the question.'
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- PIRATE_SPOTTED: 'There are faint rustling noises from the darkness behind you. As you\nturn toward them, the beam of your lamp falls across a bearded pirate.\nHe is carrying a large chest. "Shiver me timbers!" he cries, "I''ve\nbeen spotted! I''d best hie meself off to the maze to hide me chest!"\nWith that, he vanishes into the gloom.'
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- GET_BATTERYIES: 'Your lamp is getting dim. You''d best go back for those batteries.'
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- REPLACE_BATTERYIES: 'Your lamp is getting dim. I''m taking the liberty of replacing the\nbatteries.'
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- GET_BATTERIES: 'Your lamp is getting dim. You''d best go back for those batteries.'
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- REPLACE_BATTERIES: 'Your lamp is getting dim. I''m taking the liberty of replacing the\nbatteries.'
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- MISSING_BATTERYIES: 'Your lamp is getting dim, and you''re out of spare batteries. You''d\nbest start wrapping this up.'
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- REMOVE_MESSAGE: 'You sift your fingers through the dust, but succeed only in\nobliterating the cryptic message.'
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- OGRE_QUERY: 'Do you need help dealing with the ogre?'
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4
main.c
4
main.c
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@ -841,7 +841,7 @@ static void lampcheck(void)
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* goes out. Even then, he can explore outside for a while
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* if desired. */
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if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
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RSPEAK(REPLACE_BATTERYIES);
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RSPEAK(REPLACE_BATTERIES);
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game.prop[BATTERY] = 1;
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if (TOTING(BATTERY))
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DROP(BATTERY, game.loc);
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@ -855,7 +855,7 @@ static void lampcheck(void)
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} else if (game.limit <= WARNTIME) {
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if (!game.lmwarn && HERE(LAMP)) {
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game.lmwarn = true;
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int spk = GET_BATTERYIES;
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int spk = GET_BATTERIES;
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if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
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if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
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RSPEAK(spk);
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