Name the lamp, grate, and bird states.
This commit is contained in:
parent
2848494a01
commit
ecff53d3a8
4 changed files with 33 additions and 30 deletions
12
main.c
12
main.c
|
@ -203,7 +203,7 @@ static void checkhints(void)
|
|||
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;
|
||||
|
@ -303,7 +303,7 @@ static bool spotted_by_pirate(int i)
|
|||
}
|
||||
}
|
||||
/* 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;
|
||||
}
|
||||
|
@ -501,7 +501,7 @@ static void croak(void)
|
|||
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)) {
|
||||
|
@ -761,7 +761,7 @@ static bool closecheck(void)
|
|||
* 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;
|
||||
|
@ -839,7 +839,7 @@ static bool closecheck(void)
|
|||
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
|
||||
|
@ -857,7 +857,7 @@ static void lampcheck(void)
|
|||
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) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue